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Macro Help needed (1 Viewer)

just makes it a lot easier to read and try to help. I'll look at it later tonight when i can't sleep and get back from town. (yes, i live in the boonies)
 
changed it agen. This time it warps me underground. And targets diffent mobs over and over and over and over and over and over and over and over well you get the idea :P here is code

Rich (BB code):
| necro666.mac v2.1, Zornecro 05-Dec-2004
| (Load mq2extras before starting the macro)
| Author : Zornecro, borrowed from wolf5 
| (Wolf5 v1.1.9 - 2004-07-11)
| Useage : /macro necrocap
| Description : This macro will root dot mobs of
| The Forgotten Halls. It assumes you have an instance
| and are inside already.
| 10-Dec-04: Attempt to make it 69+ compatible with root rot. (Should work starting 53 changing the spells)..now set on 69 necro with no clickys)
| Mandrack edition 


|------------------------------------------------------------------------------
#turbo 40
#define MY_PARTNER Mandrack
#define MIN_MOB_LVL 53
#define MAX_MOB_LVL 65


#define CAST_SUCCESS 0
#define CAST_OUTOFRANGE 1
#define CAST_CANNOTSEE 2
#define CAST_RETRY 3
#define CAST_IN_PROGRESS 4
#define CAST_ABORT -1

#define DELAY "/noparse /call Delay"

#define ROOT_SPELL "Paralyzing Earth"
#define SPLURT_SPELL "Splurt"
#define HEAT_DOT "Ignite Blood"
#define DISEASE_DOT "Cessation of Cor"
#define POISON_DOT "Envenomed Bolt"
#define SNARE_SPELL "Dooming Darkness"

#event Exp "#*#party experience!!"
#event Exp2 "You gain experience!!"
#event Invited "#1# invites you to join a group."
#event Blocked "The way is blocked to you. Perhaps you would be able to enter if there was a reason to come here."
#event NoMount "You can not summon a mount#*#"
#event NoLich "You can not change into this form while on a mount."
#event OOR "You are too far away to loot that corpse."
#event Retry "Your spell fizzles!"
#event Retry "Your spell is interrupted."
#event Retry "You haven't recovered yet..."
#event Retry "Spell recovery time not yet met."
#event Retry "Your target resisted the #*#"
#event Abort "Insufficient Mana to cast this spell!"
#event OutOfRange "Your target is out of range, get closer!"
#event NoLOS "You cannot see your target."
#event Stunned "You can't cast spells while stunned!"
#event Stunned "You are stunned!"
#event Standing "You must be standing to cast a spell."
#event Standing "|${Me.CleanName}| has fallen to the ground."
#event Retry "Your gate is too unstable, and collapses."
#event Abort "Your target is immune to changes in its attack speed."
#event Retry "You are too distracted to cast a spell now!"
#event Zoned "You have entered #*#"
#event PetAggro "Your pet is the focus of something's attention."
#event RootGone "Your Paralyzing Earth spell has worn off."
#event DOT1Gone "Your Splurt spell has worn off."
#event DOT2Gone "Your Ignite Blood spell has worn off."
#event DOT3Gone "Your Cessation of Cor spell has worn off."
#event DOT4Gone "Your Envenomed Bolt spell has worn off."
#event Skullcapgone "Your Fang of Death has worn off."
#event fear "Your fear spell has worn off."
#event ImHit "|${Target.CleanName}|#*#YOU for#*#"
#event Skinhit "A squeaking rat tries to bite YOU, but YOUR magical skin absorbs the blow!"
#event Skinhit1 "A squeaking rat tries to kick YOU, but YOUR magical skin absorbs the blow!"
#event Miss1 "A squeaking rat tries to bite YOU, but misses!"
#event Miss2 "A squeaking rat tries to kick YOU, but misses!"
#event InDanger "Your target is too high of a level for your fear spell."

|Events for counting the money we loot.
#event CashLoot "You receive #1#"

|-- The normal debug - for normal play.
| Enable: "/echo", Disable: "/squelch /echo"
#define DEBUG_1 /echo
|-- Deeper debugging - enable when trying to find bugs.
#define DEBUG_2 "/echo"
|-- The Deepest debugging - will spam a lot.
#define DEBUG_3 "/echo"

|-- Destroys Silver if you have more than the given amount! 0=disable
#define DESTROY_SILVER_IF_ABOVE 1
|-- Destroys Copper if you have more than the given amount! 0=disable
#define DESTROY_COPPER_IF_ABOVE 1

|-- At what range do we snare/send in pet?
#define INITIALIZE_ATTACK_RANGE 100

|-- What pet do we want?
#define PET_SPELL "Lost Soul"
|-- Favorite gem spot for the pet (1-8)
#define PET_GEM 6
|-- How far off should the pet be before we summon it?
#define MAX_PET_RANGE_BEFORE_SUMMON 800
#define SUMMON_SPELL "Summon companion"
#define SUMMON_GEM 7

| Change SPLURT_GEM to 0 if you lack it.
#define SPLURT_GEM 1
|-- What snare spell
|-- Favorite gem spot for the snare (1-8)
#define SNARE_GEM 2
#define HEAT_DOT_GEM 3
#define DISEASE_DOT_GEM 5
#define POISON_DOT_GEM 7
#define ROOT_GEM 8
|-- Name of fear spell
#define FEAR_SPELL "Trepidation"
|-- Favorite gem spot for the fear (1-8)
#define FEAR_GEM 3

|-- How low on health should the pet be before we heal it (noncombat)
#define HEAL_PET_BELOW_PCT 70
|-- Name of pet healing spell
#define HEAL_PET_SPELL "shadowbond"
|-- Favorite gem spot for the petheal (1-8)
#define HEAL_PET_GEM 7
#define PET_HASTE "Augmentation of Death"
#define PET_HASTE_GEM 9
#define LICH_SPELL "demi lich"
#define LICH_GEM 8
#define LIFE_DOT "Demi Lich Skullcap"
#define LIFE_DOT_GEM item
#define ROD_NAME "Summoned: Modulating Rod"

|-- If your health gets below this lvl start /beep'ing and FD
#define ALARM_HEALTH_BELOW_PCT 40

|What is our feign death spell of choice? (Requires it be already mem'd, memorizing before feigning = death)
#define FEIGN_SPELL "Death Peace"
#define FEIGN_GEM 4

|-- What is the minimum mana I should have, wait if below
#define MIN_MANA_BEFORE_MEDITATE 90

|--How many waypoints exist on the kiting path.
#define WP_SIZE 37
#define Y_COORD 1
#define X_COORD 2
#define Z_COORD 3

|----------------------------------------------------------------------------
|SUB: Main - Declarations and Initialization
|----------------------------------------------------------------------------
Sub Main

/declare Exper float outer
/declare AAExp float outer
/declare LDRExp float outer

/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}


/declare reroot bool outer TRUE
/declare redot1 bool outer TRUE
/declare redot2 bool outer TRUE
/declare redot3 bool outer TRUE
/declare reskull bool outer TRUE
/declare dangerFlag bool outer
/declare spellName string outer
/declare Initialized bool outer FALSE
/declare weZoned bool outer FALSE
/declare wayBlocked bool outer FALSE
/declare mountFlag bool outer TRUE
/declare result int outer
/declare startingPP int outer ${Me.Platinum}
/declare startingXP int outer ${Me.Exp}
/declare wpY float outer
/declare wpX float outer
/declare wpZ float outer
/declare waypoint[WP_SIZE,3] int outer
/varset waypoint[1,Y_COORD] -598
/varset waypoint[1,X_COORD] 101
/varset waypoint[1,Z_COORD] 4
/varset waypoint[2,Y_COORD] -596
/varset waypoint[2,X_COORD] 108
/varset waypoint[2,Z_COORD] 4
/varset waypoint[3,Y_COORD] -597
/varset waypoint[3,X_COORD] -40
/varset waypoint[3,Z_COORD] 4
/varset waypoint[4,Y_COORD] -556
/varset waypoint[4,X_COORD] -50
/varset waypoint[4,Z_COORD] 4
/varset waypoint[5,Y_COORD] -556
/varset waypoint[5,X_COORD] -160
/varset waypoint[5,Z_COORD] 4
/varset waypoint[6,Y_COORD] -473
/varset waypoint[6,X_COORD] -41
/varset waypoint[6,Z_COORD] 4
/varset waypoint[7,Y_COORD] -398
/varset waypoint[7,X_COORD] -45
/varset waypoint[7,Z_COORD] 4
/varset waypoint[8,Y_COORD] -402
/varset waypoint[8,X_COORD] 1
/varset waypoint[8,Z_COORD] 4
/varset waypoint[9,Y_COORD] -329
/varset waypoint[9,X_COORD] 0
/varset waypoint[9,Z_COORD] 13
/varset waypoint[10,Y_COORD] -596
/varset waypoint[10,X_COORD] 157
/varset waypoint[10,Z_COORD] 2
/varset waypoint[11,Y_COORD] -600
/varset waypoint[11,X_COORD] 198
/varset waypoint[11,Z_COORD] 4
/varset waypoint[12,Y_COORD] -721
/varset waypoint[12,X_COORD] 45
/varset waypoint[12,Z_COORD] -10
/varset waypoint[13,Y_COORD] -664
/varset waypoint[13,X_COORD] 45
/varset waypoint[13,Z_COORD] -4
/varset waypoint[14,Y_COORD] -635
/varset waypoint[14,X_COORD] 45
/varset waypoint[14,Z_COORD] 4
/varset waypoint[15,Y_COORD] -814
/varset waypoint[15,X_COORD] 45
/varset waypoint[15,Z_COORD] -10
/varset waypoint[16,Y_COORD] -814
/varset waypoint[16,X_COORD] 190
/varset waypoint[16,Z_COORD] -11
/varset waypoint[17,Y_COORD] -814
/varset waypoint[17,X_COORD] 335
/varset waypoint[17,Z_COORD] -10
/varset waypoint[18,Y_COORD] -814
/varset waypoint[18,X_COORD] 488
/varset waypoint[18,Z_COORD] -35
/varset waypoint[19,Y_COORD] -473
/varset waypoint[19,X_COORD] -6
/varset waypoint[19,Z_COORD] 4
/varset waypoint[20,Y_COORD] -473
/varset waypoint[20,X_COORD] 20
/varset waypoint[20,Z_COORD] -2
/varset waypoint[21,Y_COORD] -473
/varset waypoint[21,X_COORD] 56
/varset waypoint[21,Z_COORD] -10
/varset waypoint[22,Y_COORD] -473
/varset waypoint[22,X_COORD] 135
/varset waypoint[22,Z_COORD] -11
/varset waypoint[23,Y_COORD] -405
/varset waypoint[23,X_COORD] 135
/varset waypoint[23,Z_COORD] -11
/varset waypoint[24,Y_COORD] -405
/varset waypoint[24,X_COORD] 93
/varset waypoint[24,Z_COORD] -11
/varset waypoint[25,Y_COORD] -290
/varset waypoint[25,X_COORD] 93
/varset waypoint[25,Z_COORD] -11
/varset waypoint[26,Y_COORD] -290
/varset waypoint[26,X_COORD] 183
/varset waypoint[26,Z_COORD] -11
/varset waypoint[27,Y_COORD] -290
/varset waypoint[27,X_COORD] 275
/varset waypoint[27,Z_COORD] -11
/varset waypoint[28,Y_COORD] -409
/varset waypoint[28,X_COORD] 275
/varset waypoint[28,Z_COORD] -11
/varset waypoint[29,Y_COORD] -397
/varset waypoint[29,X_COORD] -40
/varset waypoint[29,Z_COORD] 4
/varset waypoint[30,Y_COORD] -397
/varset waypoint[30,X_COORD] 0
/varset waypoint[30,Z_COORD] 4
/varset waypoint[31,Y_COORD] -337
/varset waypoint[31,X_COORD] 1
/varset waypoint[31,Z_COORD] 12
/varset waypoint[32,Y_COORD] -235
/varset waypoint[32,X_COORD] 0
/varset waypoint[32,Z_COORD] 20
/varset waypoint[33,Y_COORD] -167
/varset waypoint[33,X_COORD] 0
/varset waypoint[33,Z_COORD] 20
/varset waypoint[34,Y_COORD] -127
/varset waypoint[34,X_COORD] 0
/varset waypoint[34,Z_COORD] 14
/varset waypoint[35,Y_COORD] -86
/varset waypoint[35,X_COORD] 0
/varset waypoint[35,Z_COORD] 4
/varset waypoint[36,Y_COORD] 4
/varset waypoint[36,X_COORD] 0
/varset waypoint[36,Z_COORD] -6
/varset waypoint[37,Y_COORD] 53
/varset waypoint[37,X_COORD] 0
/varset waypoint[37,Z_COORD] 4

|Buffs to be kept up on self (max 15) - "Buff" or "Buff|GemSlot"
/declare MyBuffs[2] string outer
/varset MyBuffs[1] "Shield of the magi|7"
/varset MyBuffs[2] "manaskin|4"

|Buffs to be kept up on pet (max 15) - "Buff" or "Buff|GemSlot"
/declare PetBuffs[1] string outer
/varset PetBuffs[1] "Spirit Armor|8"
| /varset PetBuffs[2] "PET_HASTE|PET_HASTE_GEM"

DEBUG_1 Starting macro
|Group of locked target data
/declare TargetName string outer
/declare TargetID int outer
/declare fightTimer timer outer

/call MainSub
DEBUG_1 Exited normally!
/return


|----------------------------------------------------------------------------
|SUB: MainSub - The main sub
|----------------------------------------------------------------------------
Sub MainSub
|The main loop. After an attack we go here to acquire a new target
/cleanup
/if (${Zone.Name.Find[knowledge]}!=0) {
/zone everfrost
DELAY 3m ${weZoned}
/target npc magus
/warp target
DELAY 10
/varset weZoned FALSE
/say nedaria
DELAY 3m ${weZoned}
}
/if (${Zone.Name.Left[9].NotEqual[Forgotten]}) /varset weZoned TRUE
/varset Initialized TRUE
:NewTarget
/varset TargetID
/if (${Corpse.Open}) {
/notify LootWnd DoneButton leftmouseup
/cleanup
}
/call AlwaysCheck
/if (${Macro.Return}) /return
/call DowntimeWork
/if (${Macro.Return}==0) /goto :NewTarget

/call AcquireTarget
/if (${Macro.Return}) /goto :NewTarget
/if (!${dangerFlag}) {
/call BackOffFromTarget 60
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /goto :NewTarget
/if (${Me.Pet.Distance}>MAX_PET_RANGE_BEFORE_SUMMON) /call SummonPet TRUE
/call MyCast "SNARE_SPELL" SNARE_GEM
/pet attack
/call DoTheFear
/if (${Int[SPLURT_GEM]}>0) /call MyCast "SPLURT_SPELL" SPLURT_GEM
/call MyCast "LIFE_DOT" LIFE_DOT_GEM
/call MainAttack
/if (${Me.Pet.ID}) {
/if (${Me.Pet.Distance}>20) /warp loc ${Me.Pet.X} ${Me.Pet.Y} ${Me.Pet.Z}
} else {
/warp safe
}
/goto :NewTarget
} else {
||| This is new code for Root Rot with Warp |||
/call BackOffFromTarget 60
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /goto :NewTarget
/if (${Me.Pet.Distance}>MAX_PET_RANGE_BEFORE_SUMMON) /call SummonPet TRUE
/if (${Spell[HEAT_DOT_GEM].Name.NotEqual[HEAT_DOT]}) {
/memspellset dots
/delay 1m ${Window[SpellBookWnd]}==FALSE
}
/doevents flush
/varset reroot TRUE
/varset redot1 TRUE
/varset redot2 TRUE
/varset redot3 TRUE
/varset reskull TRUE
/call BackOffFromTarget 60
:fartAround
DELAY 1s ${Target.ID}!=0&&${Target.Type.Equal[NPC]}
/doevents
/if (${reroot} && ${Target.PctHPs}>1) {
|/call MyCast "LICH_SPELL" LICH_GEM
/call MyCast "ROOT_SPELL" ROOT_GEM
|/if (${Me.PctHPs}<90 && ${Target.PctHPs}>1) /call MyCast "LIFE_DOT" LIFE_DOT_GEM
/varset reroot
/goto :fartAround
} else /if (${redot1} && ${Target.PctHPs}>1) {
|!mqpaus/call MyCast "LIFE_DOT" LIFE_DOT_GEM
/if (${Target.PctHPs}>16) /call MyCast "SPLURT_SPELL" SPLURT_GEM
/if (${Me.PctMana}>60) /call MyCast "SNARE_SPELL" SNARE_GEM
/call SwapItem "Demi Lich Skullcap" Head 
/if (${Me.PctHPs}<99 && ${Target.PctHPs}>1) /call MyCast "LIFE_DOT" LIFE_DOT_GEM
/call SwapItem "Deathcaller's Skullcap" head
/varset redot1
} else /if (${redot2} && ${Target.PctHPs}>4) {
/call MyCast "HEAT_DOT" HEAT_DOT_GEM
/varset redot2
} else /if (${redot3} && ${Target.PctHPs}>25) {
/call MyCast "DISEASE_DOT" DISEASE_DOT_GEM
/varset redot3
} else /if (${reskull} && ${Target.PctHPs}>1) {
/call MyCast "ROOT_SPELL" ROOT_GEM
|/if (${Me.PctMana}<90 && ${Me.Buff[LICH_SPELL].ID}==NULL && ${Me.PctHPs}>50) /call MyCast "LICH_SPELL" LICH_GEM
/varset reskull
} else /if (${Target.ID} && ${reroot}) {
/call BackOffFromTarget 60
/call SummonPet
/pet attack
}
/if (${Target.ID} && ${Target.Type.Equal[NPC]}) {
/call Mount
/goto :fartAround
}
/call AlwaysCheck
/if (${Zone.Name.Find[forgotten]}!=NULL && ${Macro.Return}==0) /call DoTheLooting
/varset TargetID
/goto :NewTarget
}
/return

| AlwaysCheck - health, aggro, zone, etc. ALSO CALLED FROM EVENTS.
| "/call AlwaysCheck nocast" to never perform casting (eg event calls)
| 0=no problem; 1=panic
Sub AlwaysCheck(string casting)
/doevents Zoned
/if (${Cursor.ID}) /autoinventory
/if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
|/call NoLich
/if (${Me.PctHPs}<=20) {
/instacamp
/endmacro
}
/if (${Spawn[${TargetID}].Type.Equal[NPC]} && ${Zone.Name.Find[forgotten]}!=0) {
/call BailOut
/return 1
}
}
/if (${Me.PctMana}>90 || ${Me.PctHPs}<50) /call NoLich
/if (${casting.Equal[nocast]}==FALSE) {
/if (!${dangerFlag} && ${Me.Pet.ID}!=0 && ${Me.PetBuff[PET_HASTE]}==0) /call MyCast "PET_HASTE" PET_HASTE_GEM
/if (${Me.PctMana}<90 && ${Me.Buff[LICH_SPELL].ID}==NULL && ${Me.PctHPs}>50) /call MyCast "LICH_SPELL" LICH_GEM
/if (${FindItem[ROD_NAME].ID}!=0) /cast item "ROD_NAME"
}
/if (${Initialized} && ${weZoned}) {
/declare zoneDelay timer 3m
/varset weZoned FALSE
/varset wayBlocked FALSE
/doevents flush

/if (${Zone.Name.Find[forgotten]}==NULL) {
/if (${Zone.Name.Find[nedaria]}==NULL) {
/if (${Zone.Name.Find[knowledge]}!=0) /goto :quit
:quit

/dismount
/camp desktop
/endmacro
}
:zoneIn
/warp loc -670 1543 96
/keypress back
/keypress forward
/delay 1
/sit
/if (${Me.PctHPs}<=50) {
/popup Waiting for health>99%...
/delay 5m ${Me.PctHPs}>99
}
/face fast loc 1543,-670
:zoning
/delay 1s
/click left 400 300
/delay 5
/click left 500 400
/delay 5
/click left 600 500
/doevents Zoned
/doevents Blocked
/delay 1s ${weZoned}||${wayBlocked}
/if (${wayBlocked}) /goto :quit
/if (${weZoned}==FALSE && ${zoneDelay.Value}>0) /goto :zoning
/if (${Zone.Name.Find[forgotten]}==NULL) /goto :quit
/if (${Zone.Name.Find[knowledge]}!=0) /goto :quit
/varset Initialized TRUE
}
}
/return 0

Sub NoLich
/declare slot int local
/varcalc slot ${Me.Buff[LICH_SPELL].ID}-1
/if (${slot}>=0) /notify BuffWindow Buff${slot} leftmouseup
/return

Sub BailOut
/dismount
/attack off
/warp safe
/delay 1
/target npc a_harindi_guide
|/warp loc -30 -827 -11
/warp target
/delay 2
/face fast nolook
/varset fightTimer 15s
:panic
/say I am ready to leave!
/delay 1
/doevents Zoned
/delay 5 ${weZoned}
/if (${Me.PctHPs}<=20) {
/instacamp
/return
}
/if (${Zone.Name.Find[forgotten]}) {
/keypress left
/delay 1
/keypress right
/if (${Target.ID}) {
/face fast nolook
} else {
/return
}
/if (${fightTimer.Value}>0) /goto :panic
/instacamp
}
/return

|----------------------------------------------------------------------------
|SUB: MainAttack - Handles the kiting/killing
|----------------------------------------------------------------------------
Sub MainAttack
:attackAgain
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/doevents
/target id ${TargetID}
DELAY 1
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/call AlwaysCheck
/if (${Macro.Return}) /return
/if (${Target.ID}==${Me.Pet.ID}) {
/assist
DELAY 3 ${Target.ID}!=${Me.Pet.ID}
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${Me.PctHPs}>ALARM_HEALTH_BELOW_PCT && ${Me.Buff[LICH_SPELL].ID}==NULL) {
DEBUG_3 Me.Buff[LICH_SPELL].ID==${Me.Buff[LICH_SPELL].ID}
/call MyCast "LICH_SPELL" LICH_GEM
}
/call HealPet
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/face
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /call WarpCloser
/if (${Me.Sitting}==FALSE && ${Me.Mount.ID}==0) /call Mount
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${fightTimer.Value}==0 && ${Target.PctHPs}>20) {
/call DoTheFear
/call MyCast "LIFE_DOT" LIFE_DOT_GEM
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${Target.PctHPs}>1 && ${Target.Speed}>0) {
/warp target
DELAY 1
/call MyCast "SNARE_SPELL" SNARE_GEM
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}>0 && ${Target.Type.NotEqual[Corpse]}) /goto :attackAgain
:looties
/call AlwaysCheck
/if (${Zone.Name.Find[forgotten]}==NULL || ${Macro.Return}) /return
/call DoTheLooting
/varset TargetID
/return

|----------------------------------------------------------------------------
|SUB: DowntimeWork - Between fight rebuffs, etc.
|----------------------------------------------------------------------------
Sub DowntimeWork
| Check if we are low on mana or health. Heal or sit down if low
/call CheckMana
/if ( ${Macro.Return}==0 ) /return 0
DEBUG_2 1. Mana Checked


| Make sure all buffs on self are up
/call MaintainSelfBuffs
/if ( ${Macro.Return}==0 ) /return 0
DEBUG_2 4. Buffs Checked

/call AlwaysCheck
/if (${Macro.Return}) /return 0

/if (!${dangerFlag}) {
/memspellset dots
} else {
/memspellset dots
}
/delay 1m ${Window[SpellBookWnd]}==FALSE
/return 1

Sub instaClicky
/if (${FindItem[=Journeyman's Boots].ID}) /cast item "Journeyman's Boots"
/if (${FindItem[=Shrunken Goblin Skull Earring].ID}) /cast item "Shrunken Goblin Skull Earring"
/return

|----------------------------------------------------------------------------
|SUB: AcquireTarget - Finding a target 0=success; 1=n/a
|----------------------------------------------------------------------------
Sub AcquireTarget
/declare s int local
/declare lvl int local
/declare spn int local
/squelch /target clear
/varset TargetID
/varset TargetName
:scan
/varcalc s ${s}+1
/varset spn ${LastSpawn[${s}].ID}
/if (${spn}==0) /goto :acquired
/if ((${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[reject]}) && ${Spawn[${spn}].Type.Equal[Corpse]}==FALSE && ${Spawn[${spn}].Level}>=MIN_MOB_LVL && ${Spawn[${spn}].Level}<=MAX_MOB_LVL && ${Spawn[${spn}].Level}>${lvl}) {
/if (${Spawn[${spn}].Y}<=-265 && ${Spawn[${spn}].Y}>=-429 && ${Spawn[${spn}].X}>=74 && ${Spawn[${spn}].X}<=298 && ${Spawn[${spn}].Level}>=47) {
DEBUG_1 Ignoring mob in add area: ${Spawn[${spn}].CleanName}(L${Spawn[${spn}].Level})
} else {
/varset lvl ${Spawn[${spn}].Level}
/varset TargetID ${Spawn[${spn}].ID}
}
}
/goto :scan
:acquired
/if (${TargetID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}!=0
/if (${Target.CleanName.Find[${Me.CleanName}]}) {
DEBUG_1 WTF? I got targeted!
/return 1
}
/varset TargetID ${Target.ID}
/varset TargetName ${Target.CleanName}
/popup ${TargetName} (L${Target.Level})
DEBUG_1 ${TargetName} (L${Target.Level})
/if (${Target.Level}>=47) /varset dangerFlag TRUE
/return 0
}
DEBUG_3 AcquireTarget FAILED!
/popup Waiting for mobs in range MIN_MOB_LVL-MAX_MOB_LVL...
/call Mount
/delay 5s
/return 1

| Find the closest WP in line-of-sight to our target
Sub FindWP
/declare wp int local
/declare Y int local
/declare X int local
/declare Z int local
/declare dist float local 10000
/varset wpY
/varset wpX
/varset wpZ
/for wp 1 to WP_SIZE
/varset Y ${waypoint[${wp},Y_COORD]}
/varset X ${waypoint[${wp},X_COORD]}
/varset Z ${waypoint[${wp},Z_COORD]}
/if (${LineOfSight[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]} && 

${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}<${dist}) {
/varset wpY ${Y}
/varset wpX ${X}
/varset wpZ ${Z}
/varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}
}
/next wp
/return


|warp closer to target, via WP if mob, or direct otherwise.
Sub WarpCloser
/call AlwaysCheck nocast
/if (${Macro.Return}) /return
/if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}>0
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return
/if (${Target.Type.Equal[Pet]}) {
/warp target
} else {
/if (${Me.Pet.ID}) /warp loc ${Me.Pet.X} ${Me.Pet.Y} ${Me.Pet.Z}
}
}
DELAY 1
/if (${Target.ID}) /face fast
/return

|warp away from target, via most distant WP
Sub WarpDistant
/call AlwaysCheck nocast
/if (${Macro.Return}) /return
/if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}>0
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return
/declare wp int
/declare Y float
/declare X float
/declare Z float
/declare dist float
/for wp 1 to WP_SIZE
/varset Y ${waypoint[${wp},Y_COORD]}
/varset X ${waypoint[${wp},X_COORD]}
/varset Z ${waypoint[${wp},Z_COORD]}
/if (${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}>${dist}) {
/varset wpY ${Y}
/varset wpX ${X}

/varset wpZ ${Z}
/varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}
}
/next wp
/if (${wpY}!=0||${wpX}!=0||${wpZ}!=0) {
/warp loc ${wpX} ${wpY} ${wpZ}
}
DELAY 1
/if (${Target.ID}) /face fast
/return

| DO NOT CALL DELAY FROM EVENTS!
| Parameters: delay timer setting + early exit condition
Sub Delay(string delayTime, string exitCond)
/declare tmr timer local ${delayTime}
:moreDelay
/call AlwaysCheck nocast
/if (${tmr.Value}==0) /return
/if (${exitCond}) {
|DEBUG_3 Early exit on condition: ${exitCond.Right[-1]}
/return
}
/if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
DEBUG_1 Delay abort, ${tmr.Value} ticks left, LOW HEALTH!
/return
}
/delay 1 ${exitCond}
|/if (${Math.Calc[${tmr.Value}%10].Int}==0) DEBUG_3 /delay ${tmr.Value} ${exitCond.Right[-1]}:${exitCond}
/doevents InDanger
/doevents Skinhit
/doevents Skinhit1
/doevents Miss1
/doevents Miss2
/doevents ImHit
/doevents Retry
/doevents Abort
/doevents OutOfRange
/doevents NoLOS
/doevents Standing
/doevents OOR
/doevents CashLoot
/doevents Zoned
/doevents PetAggro
/doevents NoMount
/doevents NoLich
/doevents Stunned
/doevents RootGone
/doevents DOT1Gone
/doevents DOT2Gone
/doevents DOT3Gone
/doevents Skullcapgone
/if (${Target.Type.Equal[NPC]}) /face
/goto :moreDelay
/return

Sub MyCast(string spname, string gname)
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Corpse.Open}) /notify LootWnd DoneButton leftmouseup
/varset spellName ${spname}
/call DoCast ${gname}
/doevents
/if (${Target.ID}!=${TargetID} && ${TargetID}!=0) {
/target id ${TargetID}
DELAY 3 ${Target.ID}==${TargetID}
}
/if (${Target.Type.Equal[NPC]}) /face fast
/return

| Cast something with status return and event processing
| assumes outer variable spellName and TargetID
Sub DoCast(string gem)
/declare castX float local ${Me.X}
/declare castY float local ${Me.Y}
/declare castZ float local ${Me.Z}
/declare castTime int
/declare tartype string local ${Spell[${spellName}].TargetType}
/if (${gem.Equal[item]}) /varset tartype ${FindItem[=${spellName}].Spell.TargetType}
:recast
/if (${tartype.Equal[Pet]} && ${Target.ID}!=${Me.Pet.ID}) {
/if (${Me.Pet.ID}==0) /return
/target id ${Me.Pet.ID}
/delay 1
} else /if (${tartype.Equal[Self]} && ${Target.ID}!=${Me.ID}) {
/target myself
/delay 1
} else /if (${Target.Type.Equal[NPC]} && ${Target.ID}!=${TargetID}) {
/target id ${TargetID}
/delay 1
}
/if (${Target.Type.Equal[NPC]} && ${Target.PctHPs}<8) {
DEBUG_3 Confusing/low health target (${Target.PctHPs}%)
/return
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) {
DEBUG_3 Target${Target.CleanName}(${Target.ID}) Dead?
/return
}
/if (${Target.ID}!=${Me.ID}) {
/face fast
/if (!${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${Target.Z}]}) {
/if (${dangerFlag} && ${reroot}) {
/call BackOffFromTarget 60
/delay 1
} else {
/call WarpCloser
/delay 1
}
}
}
/if (${gem.Equal[item]}) {
DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
/cast item "${spellName}"
} else {
/if (${Me.Gem[${spellName}]}==NULL) {
/memspell ${gem} "${spellName}"
DEBUG_3 book:${Window[SpellBookWnd]}; ${spellName}:${Me.SpellReady[${spellName}]}
/delay 10s ${Window[SpellBookWnd]}==FALSE
DELAY 15s ${Me.SpellReady[${spellName}]}
} else {
DEBUG_3 ${spellName}:${Me.SpellReady[${spellName}]}
/if (!${Me.SpellReady[${spellName}]}) {
DELAY 15s ${Me.SpellReady[${spellName}]}
}
}
DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
/cast "${spellName}"
}
/varset result CAST_IN_PROGRESS
DELAY 2
/doevents
/if (${result}==CAST_IN_PROGRESS && ${Me.Casting.ID}==0) /goto :recast
/if (!${dangerFlag}) {
DELAY 30s ${Me.Casting.ID}==NULL
/delay 1
/doevents
} else {
/delay 1
/varset castX ${Me.X}
/varset castY ${Me.Y}
/varset castZ ${Me.Z}
/if (${reroot} && ${Target.Type.Equal[NPC]}) {
/delay 4
/call WarpDistant
}
/varcalc castTime ${Math.Calc[${Me.Casting.MyCastTime}*10].Int}-19
| Hard code 9s delay for item, assume it is skullcap.
/if (${gem.Equal[item]}) /varcalc castTime 35
/delay ${castTime} ${Me.Casting.ID}==0
/warp loc ${castX} ${castY} ${castZ}
/face fast nolook
/delay 3s ${Me.Casting.ID}==0
/delay 1
/doevents
/if (${reroot} && ${Target.Type.Equal[NPC]}) {
/call WarpDistant
} else {
/call BackOffFromTarget 60
}
}
/if (${result}==CAST_IN_PROGRESS) /varset result CAST_SUCCESS
DEBUG_3 Casting of ${spellName} complete, result=${result}
/if (${result}==CAST_OUTOFRANGE || ${result}==CAST_CANNOTSEE) {
/if (!${dangerFlag} || !${reroot}) /call WarpCloser
/goto :recast
} else /if (${result}==CAST_RETRY) {
/if (!${Me.SpellReady[${spellName}]}) {
/call instaClicky
/varcalc result ${Spell[${spellName}].RecoveryTime}*10
DELAY ${result} ${Me.SpellReady[${spellName}]}
}
/goto :recast
}
/return

|----------------------------------------------------------------------------
|SUB: SummonPet - Summon pet if farther away than the defined range
|----------------------------------------------------------------------------
Sub SummonPet(bool force)

/return


|----------------------------------------------------------------------------
|SUB: HealPet - Heal pet if needed 0=just healed; 1=no problem
|----------------------------------------------------------------------------
Sub HealPet

/return 1

Sub Mount
/if (${mountFlag}) {
/if (${InvSlot[ammo].Item.Name.Find[Drum]}!=NULL && ${Me.Buff[Summon Drogmor].ID}==0) {
/cast item "${InvSlot[ammo].Item.Name}"
} else /if (${InvSlot[ammo].Item.Name.Find[Bridle]}!=NULL && ${Me.Buff[Summon Horse].ID}==0) {
/cast item "${InvSlot[ammo].Item.Name}"
} else {
/if (!${Me.Sitting}) /sit
}
} else {
/if (!${Me.Sitting}) /sit
}
/return

|----------------------------------------------------------------------------
|SUB: CheckMana 0= need more med; 1=mana ok
| Now with histeresis - exit condition is above entry condition.
|----------------------------------------------------------------------------
Sub CheckMana
/declare exitMana int local
/declare exitHealth int local
/varcalc exitMana MIN_MANA_BEFORE_MEDITATE+80
/varcalc exitHealth ALARM_HEALTH_BELOW_PCT+70
|Meditate?
/if (${Me.PctMana}<MIN_MANA_BEFORE_MEDITATE || ${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
DEBUG_1 Meditating.
/popup Meditating...
/call Mount
/declare i int local
/if ( ${Target.ID} ) /squelch /target clear
/for i 1 to 10
DELAY 1s
/if ( ${Target.ID} ) /return 1
/next i
/if ( ${Me.PctMana}<${exitMana} || ${Me.PctHPs}<${exitHealth} ) /return 0
DEBUG_2 Mana/health OK now.
}
/return 1


|----------------------------------------------------------------------------
|SUB: MaintainPetBuffs - Heal pet and keep its buffs up
| 0= still busy; 1=all done
|----------------------------------------------------------------------------
Sub MaintainPetBuffs

/return 1


|----------------------------------------------------------------------------
|SUB: MaintainSelfBuffs - Keep buffs up
| 0=still buffing; 1=all done
|----------------------------------------------------------------------------
Sub MaintainSelfBuffs
/declare iCount int local
/declare t string local
/for iCount 1 to ${MyBuffs.Size}
/call SplitString tmp_tmp ${MyBuffs[${iCount}]} "|"
/varset t ${Me.Buff[${tmp_tmp[1]}]}
/if ( ${t.Equal[NULL]} ) {
/if ( !${Target.ID}!=${Me.ID} ) {
/echo buffing
}
|Cast with gemselection or default
/if ( ${tmp_tmp.Size}>1 ) {
DEBUG_3 Attempting to cast "${tmp_tmp[1]}" ${tmp_tmp[2]}
/call MyCast "${tmp_tmp[1]}" ${tmp_tmp[2]}
} else {
DEBUG_3 Attempting to cast "${tmp_tmp[1]}"
/call MyCast "${tmp_tmp[1]}" 8
}
|Return to top - so we dont keep buffing if being attacked
/return 0
}
/next iCount
/return 1

| Back off from current target so many units.
| Finds first line of sight on a horizontal, vertical, or
| diagonals that are at least as distant as desired.
Sub BackOffFromTarget(float dist)
/declare by float local ${Target.Y}
/declare bx float local ${Target.X}
/varcalc by ${by}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varset by ${Target.Y}
/varcalc bx ${bx}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${by}+${dist}
/varset bx ${Target.X}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varset by ${Target.Y}
/varcalc bx ${bx}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${by}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}-${dist}
/varcalc bx ${Target.X}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}-${dist}
/varcalc bx ${Target.X}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/face fast
/keypress forward
/delay 3s ${Target.Distance}>=${dist}
/keypress forward
/face fast
/return
:backoff
/warp loc ${bx} ${by} ${Target.Z}
/delay 1
/if (${Target.ID}) /face fast
/return


|----------------------------------------------------------------------------
|SUB: DoTheLooting
|----------------------------------------------------------------------------
Sub DoTheLooting
/if (!${Defined[looted]}) /declare looted bool outer
/target id ${TargetID}
DELAY 1
DEBUG_1 Going to loot
DEBUG_3 DoTheLooting Target: ${Target.CleanName}, ID:${Target.ID}
/warp target
DELAY 1
/loot
/varset looted FALSE
DELAY 6s (${Corpse.Open}&&${looted})
/call LootMob
/notify LootWnd DoneButton leftmouseup
DELAY 1
/doevents
/declare xp int local
/declare pp int local
/declare level float local ${Me.Level}
/varcalc level ${level}+${Math.Calc[${Me.Exp}/330.0].Milli}
/varcalc xp ${Me.Exp}-${startingXP}
/if (${xp}<0) /varcalc xp ${xp}+330
/varcalc pp ${Me.Platinum}-${startingPP}
/popup L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
DEBUG_1 L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
DELAY 5s
/return


|----------------------------------------------------------------------------
|SUB: LootMob
|----------------------------------------------------------------------------
Sub LootMob

/declare LootSlot int local
/if (!${Target.ID}) {
/target npc corpse
DELAY 1s ${Target.ID}>0
}
/loot
DELAY 1s ${Corpse.Open}
/if (${Corpse.Items}) {
/for LootSlot 1 to ${Corpse.Items}
/itemnotify loot${LootSlot} leftmouseup
DELAY 1s ${Cursor.ID}>0
/destroy
/next LootSlot
}
/cleanup
/return


|----------------------------------------------------------------------------
|SUB: SplitString - A generic string splitter.
|----------------------------------------------------------------------------
Sub SplitString(string varname, string inputstring, string splitter)
|/echo varname: "${varname}", inputstring: "${inputstring}", splitter: "${splitter}"
/declare i int local
/declare stringcnt int local

|The normal splitter. Splitter string is just 1 in length.
/if (${splitter.Length}==1) {
/varcalc stringcnt ${inputstring.Count["${splitter}"]} + 1
/if (!${Defined[${varname}]}) {
/declare ${varname}[${stringcnt}] string outer
} else {
/deletevar ${varname}
/declare ${varname}[${stringcnt}] string outer
}
/for i 1 to ${stringcnt}
/varset ${varname}[${i}] ${inputstring.Token[${i},"${splitter}"]}
/next i
}
/return


|----------------------------------------------------------------------------
|SUB: DestroyCopper - Destroy all the copper
|----------------------------------------------------------------------------
Sub DestroyCopper
/squelch /windowstate InventoryWindow open
/shift /notify InventoryWindow IW_Money3 leftmouseup
/delay 1s ${Cursor.ID}>0
/destroy
/cleanup
/return

|----------------------------------------------------------------------------
|SUB: DestroySilver - Destroy all the silver
|----------------------------------------------------------------------------
Sub DestroySilver
/squelch /windowstate InventoryWindow open
/shift /notify InventoryWindow IW_Money2 leftmouseup
/delay 1s ${Cursor.ID}>0
/destroy
/cleanup
/return

|----------------------------------------------------------------------------
|SUB: DoTheFear - Fear target
|----------------------------------------------------------------------------
Sub DoTheFear
/if ( ${Me.PctMana}>10 && ${Target.Type.Equal[NPC]} && ${Target.PctHPs}>24) {
/call MyCast "FEAR_SPELL" FEAR_GEM
/varset fightTimer 31s
}

/return

|----------------------------------------------------------------------------
|SUB: Event_CashLoot - Will count the loot so far running the macro
|----------------------------------------------------------------------------
Sub Event_CashLoot(string Line, string cash)

/return

Sub Event_fear
DEBUG_2 Fear me!
/call DoTheFear
/return
Sub Event_Miss1
/echo misses
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return

Sub Event_Miss2
/echo Miss2
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return

Sub Event_Skinhit
/echo skinhit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return
Sub Event_Skinhit1
/echo skinhit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return
Sub Event_ImHit
/Echo i m hit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 80
/return

Sub Event_Retry
/delay 2
/varset result CAST_RETRY
/return

Sub Event_Abort
/varset result CAST_ABORT
/return

Sub Event_OutOfRange
/varset result CAST_OUTOFRANGE
/return

Sub Event_NoLOS
/varset result CAST_CANNOTSEE
/return

Sub Event_Standing
/stand
/varset result CAST_RETRY
/return

Sub Event_OOR
/warp target
/delay 2
/loot
/delay 3
/delay 3s ${Corpse.Open}
/doevents OOR
/return

Sub Event_Blocked
/varset wayBlocked TRUE
/return

Sub Event_Zoned
/varset weZoned TRUE
/return

Sub Event_PetAggro
/target id ${Me.Pet.ID}
/warp target
/delay 1
/assist
/delay 1
/return

Sub Event_NoMount
/varset mountFlag FALSE
/return

Sub Event_NoLich
/varset mountFlag FALSE
/dismount
/return

Sub Event_Stunned
:gdStunned
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/delay 1
/if (${Me.Stunned}) /goto :gdStunned
/varset result CAST_RETRY
/return

Sub Event_Invited(heard,string who)
/if (${who.Equal[MY_PARTNER]}) {
/invite
} else {
/disband
}
/return

|----------------------------------------------------------------------------
|SUB: Root Gone
|----------------------------------------------------------------------------
Sub Event_RootGone
DEBUG_2 Root gone.
/varset reroot TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT1Gone
|----------------------------------------------------------------------------
Sub Event_DOT1Gone
DEBUG_2 SPLURT_DOT gone.
/varset redot1 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT2Gone
|----------------------------------------------------------------------------
Sub Event_DOT2Gone
DEBUG_2 HEAT_DOT gone.
/varset redot2 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT3Gone
|----------------------------------------------------------------------------
Sub Event_DOT3Gone
DEBUG_2 DISEASE_DOT gone.
/varset redot3 TRUE
/return

|----------------------------------------------------------------------------
|SUB: SKULLCAPGONE
|----------------------------------------------------------------------------
Sub Event_Skullcapgone
DEBUG_2 LIFE_DOT gone.
/varset reskull TRUE
/return

Sub Event_InDanger
/varset dangerFlag TRUE
/varset result CAST_ABORT
/return

Sub Event_Exp
/varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
/varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
/varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}


/echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
/popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}
/return

Sub Event_Exp2
/varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
/varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
/varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}

/echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
/popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}
/return






Sub SwapItem(string itemName,string slotName) 
   /if ( ${InvSlot[${slotName}].Item.Name.Equal[${itemName}]} ) /return 
   /declare slotID int local 
   /declare oldSlotID int local 
   /declare oldItem string local 
   /declare i int local 
   /varset slotID ${InvSlot[${slotName}].ID}           | slotID = slot you're swapping item to 
   /varset oldSlotID ${FindItem[${itemName}].InvSlot.ID} | oldSlotID = slot the item was originally in 
   /varset oldItem ${InvSlot[${slotName}].Item.Name}     | oldItem = name of item in the slot you're swapping WITH 
   /if ( !${slotID} ) { 
      /echo Invalid slot name: ${slotName} 
      /return 
   } 
   /if ( !${oldSlotID} ) { 
      /echo Could not find item ${itemName} 
      /return 
   } 
:auto_inv 
   /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${itemName}]} ) { 
      /if ( ${Cursor.Container} ) { 
         /for i 1 to 8 
            /if ( !${InvSlot[pack${i}].Item.Container} ) { 
               /nomodkey /itemnotify pack${i} leftmouseup 
            } 
         /next i 
      } else { 
         /autoinventory 
      } 
      /goto :auto_inv 
   } 
    

:pick_up_item 
 | if the item is in a bag and it's not open, then open it! 
   /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 

 | if the slot you're putting it in is inside a bag and it's not open, then open it! 
   /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

 | ok.. pick up the item now! 
   /squelch /nomodkey /shiftkey /itemnotify ${InvSlot[${oldSlotID}]} leftmouseup 

 | if item isn't on your cursor, try again! 
   /if ( !${Cursor.Name.Equal[${itemName}]} ) { 
      /if ( ${Cursor.ID} && !${Cursor.Container} ) /autoinventory 
      /goto :pick_up_item 
   } 
:exchange_items 
   /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
   /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

 | put the item in the new slot, and pick up whatever item was there 
   /squelch /nomodkey /shiftkey /itemnotify ${slotID} leftmouseup 

 | if it didnt get exchanged, try again! 
   /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${oldItem}]} && !${Cursor.Name.Equal[${itemName}]} && !${Cursor.Container} ) /autoinventory 
   /if ( !${InvSlot[${slotID}].Item.Name.Equal[${itemName}]} ) /goto :exchange_items 
:drop_item 
   /if ( !${Cursor.Container} || ( ${InvSlot[${oldSlotID}]}<30 && ${InvSlot[${oldSlotID}]}>=22 ) ) { 
      /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
      /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
      /squelch /nomodkey /itemnotify ${oldSlotID} leftmouseup 
      /if ( ${Cursor.ID} ) { 
         /if ( !${Cursor.Name.Equal[${oldItem}]} ) /autoinventory 
         /goto :drop_item 
      } 
   } 
:close_pack 
   /if ( ${InvSlot[${oldSlotID}].Pack} && ${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
      /squelch /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
      /goto :close_pack 
   } 
   /if ( ${InvSlot[${slotID}].Pack} && ${Window[${InvSlot[${slotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
      /squelch /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
      /goto :close_pack 
   } 
/return
 
All of these types of things... /warp loc ${Me.Pet.X} ${Me.Pet.Y} ${Me.Pet.Z} should be /warp loc ${Me.Pet.Y} ${Me.Pet.X} ${Me.Pet.Z}
/warp loc ${wpX} ${wpY} ${wpZ} should most likely be /warp loc ${wpY} ${wpX} ${wpZ}
any /warp safe should be /warp succor
 
Same problem. Here is what i am seeing.

Warping to: 161.00, -600.00,2.00
[MQ2] 1. Mana Checked
[mq2] 4. Buffs Checked
[MQ2] Ingoring mob in add area: a Squeking rat(L53)
" " " " " " " " " (L56)
" " " " " " " " " (L54)
about 6 more lines of this then Warping to: 161.00, -600.00,2.00 and this happens over and over. here is the changed code agen

Rich (BB code):
| necro666.mac v2.1, Zornecro 05-Dec-2004
| (Load mq2extras before starting the macro)
| Author : Zornecro, borrowed from wolf5 
| (Wolf5 v1.1.9 - 2004-07-11)
| Useage : /macro necrocap
| Description : This macro will root dot mobs of
| The Forgotten Halls. It assumes you have an instance
| and are inside already.
| 10-Dec-04: Attempt to make it 69+ compatible with root rot. (Should work starting 53 changing the spells)..now set on 69 necro with no clickys)
| Mandrack edition 


|------------------------------------------------------------------------------
#turbo 40
#define MY_PARTNER Mandrack
#define MIN_MOB_LVL 53
#define MAX_MOB_LVL 65


#define CAST_SUCCESS 0
#define CAST_OUTOFRANGE 1
#define CAST_CANNOTSEE 2
#define CAST_RETRY 3
#define CAST_IN_PROGRESS 4
#define CAST_ABORT -1

#define DELAY "/noparse /call Delay"

#define ROOT_SPELL "Paralyzing Earth"
#define SPLURT_SPELL "Splurt"
#define HEAT_DOT "Ignite Blood"
#define DISEASE_DOT "Cessation of Cor"
#define POISON_DOT "Envenomed Bolt"
#define SNARE_SPELL "Dooming Darkness"

#event Exp "#*#party experience!!"
#event Exp2 "You gain experience!!"
#event Invited "#1# invites you to join a group."
#event Blocked "The way is blocked to you. Perhaps you would be able to enter if there was a reason to come here."
#event NoMount "You can not summon a mount#*#"
#event NoLich "You can not change into this form while on a mount."
#event OOR "You are too far away to loot that corpse."
#event Retry "Your spell fizzles!"
#event Retry "Your spell is interrupted."
#event Retry "You haven't recovered yet..."
#event Retry "Spell recovery time not yet met."
#event Retry "Your target resisted the #*#"
#event Abort "Insufficient Mana to cast this spell!"
#event OutOfRange "Your target is out of range, get closer!"
#event NoLOS "You cannot see your target."
#event Stunned "You can't cast spells while stunned!"
#event Stunned "You are stunned!"
#event Standing "You must be standing to cast a spell."
#event Standing "|${Me.CleanName}| has fallen to the ground."
#event Retry "Your gate is too unstable, and collapses."
#event Abort "Your target is immune to changes in its attack speed."
#event Retry "You are too distracted to cast a spell now!"
#event Zoned "You have entered #*#"
#event PetAggro "Your pet is the focus of something's attention."
#event RootGone "Your Paralyzing Earth spell has worn off."
#event DOT1Gone "Your Splurt spell has worn off."
#event DOT2Gone "Your Ignite Blood spell has worn off."
#event DOT3Gone "Your Cessation of Cor spell has worn off."
#event DOT4Gone "Your Envenomed Bolt spell has worn off."
#event Skullcapgone "Your Fang of Death has worn off."
#event fear "Your fear spell has worn off."
#event ImHit "|${Target.CleanName}|#*#YOU for#*#"
#event Skinhit "A squeaking rat tries to bite YOU, but YOUR magical skin absorbs the blow!"
#event Skinhit1 "A squeaking rat tries to kick YOU, but YOUR magical skin absorbs the blow!"
#event Miss1 "A squeaking rat tries to bite YOU, but misses!"
#event Miss2 "A squeaking rat tries to kick YOU, but misses!"
#event InDanger "Your target is too high of a level for your fear spell."

|Events for counting the money we loot.
#event CashLoot "You receive #1#"

|-- The normal debug - for normal play.
| Enable: "/echo", Disable: "/squelch /echo"
#define DEBUG_1 /echo
|-- Deeper debugging - enable when trying to find bugs.
#define DEBUG_2 "/echo"
|-- The Deepest debugging - will spam a lot.
#define DEBUG_3 "/echo"

|-- Destroys Silver if you have more than the given amount! 0=disable
#define DESTROY_SILVER_IF_ABOVE 1
|-- Destroys Copper if you have more than the given amount! 0=disable
#define DESTROY_COPPER_IF_ABOVE 1

|-- At what range do we snare/send in pet?
#define INITIALIZE_ATTACK_RANGE 100

|-- What pet do we want?
#define PET_SPELL "Lost Soul"
|-- Favorite gem spot for the pet (1-8)
#define PET_GEM 6
|-- How far off should the pet be before we summon it?
#define MAX_PET_RANGE_BEFORE_SUMMON 800
#define SUMMON_SPELL "Summon companion"
#define SUMMON_GEM 7

| Change SPLURT_GEM to 0 if you lack it.
#define SPLURT_GEM 1
|-- What snare spell
|-- Favorite gem spot for the snare (1-8)
#define SNARE_GEM 2
#define HEAT_DOT_GEM 3
#define DISEASE_DOT_GEM 5
#define POISON_DOT_GEM 7
#define ROOT_GEM 8
|-- Name of fear spell
#define FEAR_SPELL "Trepidation"
|-- Favorite gem spot for the fear (1-8)
#define FEAR_GEM 3

|-- How low on health should the pet be before we heal it (noncombat)
#define HEAL_PET_BELOW_PCT 70
|-- Name of pet healing spell
#define HEAL_PET_SPELL "shadowbond"
|-- Favorite gem spot for the petheal (1-8)
#define HEAL_PET_GEM 7
#define PET_HASTE "Augmentation of Death"
#define PET_HASTE_GEM 9
#define LICH_SPELL "demi lich"
#define LICH_GEM 8
#define LIFE_DOT "Demi Lich Skullcap"
#define LIFE_DOT_GEM item
#define ROD_NAME "Summoned: Modulating Rod"

|-- If your health gets below this lvl start /beep'ing and FD
#define ALARM_HEALTH_BELOW_PCT 40

|What is our feign death spell of choice? (Requires it be already mem'd, memorizing before feigning = death)
#define FEIGN_SPELL "Death Peace"
#define FEIGN_GEM 4

|-- What is the minimum mana I should have, wait if below
#define MIN_MANA_BEFORE_MEDITATE 90

|--How many waypoints exist on the kiting path.
#define WP_SIZE 37
#define Y_COORD 1
#define X_COORD 2
#define Z_COORD 3

|----------------------------------------------------------------------------
|SUB: Main - Declarations and Initialization
|----------------------------------------------------------------------------
Sub Main

/declare Exper float outer
/declare AAExp float outer
/declare LDRExp float outer

/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}


/declare reroot bool outer TRUE
/declare redot1 bool outer TRUE
/declare redot2 bool outer TRUE
/declare redot3 bool outer TRUE
/declare reskull bool outer TRUE
/declare dangerFlag bool outer
/declare spellName string outer
/declare Initialized bool outer FALSE
/declare weZoned bool outer FALSE
/declare wayBlocked bool outer FALSE
/declare mountFlag bool outer TRUE
/declare result int outer
/declare startingPP int outer ${Me.Platinum}
/declare startingXP int outer ${Me.Exp}
/declare wpY float outer
/declare wpX float outer
/declare wpZ float outer
/declare waypoint[WP_SIZE,3] int outer
/varset waypoint[1,Y_COORD] -598
/varset waypoint[1,X_COORD] 101
/varset waypoint[1,Z_COORD] 4
/varset waypoint[2,Y_COORD] -596
/varset waypoint[2,X_COORD] 108
/varset waypoint[2,Z_COORD] 4
/varset waypoint[3,Y_COORD] -597
/varset waypoint[3,X_COORD] -40
/varset waypoint[3,Z_COORD] 4
/varset waypoint[4,Y_COORD] -556
/varset waypoint[4,X_COORD] -50
/varset waypoint[4,Z_COORD] 4
/varset waypoint[5,Y_COORD] -556
/varset waypoint[5,X_COORD] -160
/varset waypoint[5,Z_COORD] 4
/varset waypoint[6,Y_COORD] -473
/varset waypoint[6,X_COORD] -41
/varset waypoint[6,Z_COORD] 4
/varset waypoint[7,Y_COORD] -398
/varset waypoint[7,X_COORD] -45
/varset waypoint[7,Z_COORD] 4
/varset waypoint[8,Y_COORD] -402
/varset waypoint[8,X_COORD] 1
/varset waypoint[8,Z_COORD] 4
/varset waypoint[9,Y_COORD] -329
/varset waypoint[9,X_COORD] 0
/varset waypoint[9,Z_COORD] 13
/varset waypoint[10,Y_COORD] -596
/varset waypoint[10,X_COORD] 157
/varset waypoint[10,Z_COORD] 2
/varset waypoint[11,Y_COORD] -600
/varset waypoint[11,X_COORD] 198
/varset waypoint[11,Z_COORD] 4
/varset waypoint[12,Y_COORD] -721
/varset waypoint[12,X_COORD] 45
/varset waypoint[12,Z_COORD] -10
/varset waypoint[13,Y_COORD] -664
/varset waypoint[13,X_COORD] 45
/varset waypoint[13,Z_COORD] -4
/varset waypoint[14,Y_COORD] -635
/varset waypoint[14,X_COORD] 45
/varset waypoint[14,Z_COORD] 4
/varset waypoint[15,Y_COORD] -814
/varset waypoint[15,X_COORD] 45
/varset waypoint[15,Z_COORD] -10
/varset waypoint[16,Y_COORD] -814
/varset waypoint[16,X_COORD] 190
/varset waypoint[16,Z_COORD] -11
/varset waypoint[17,Y_COORD] -814
/varset waypoint[17,X_COORD] 335
/varset waypoint[17,Z_COORD] -10
/varset waypoint[18,Y_COORD] -814
/varset waypoint[18,X_COORD] 488
/varset waypoint[18,Z_COORD] -35
/varset waypoint[19,Y_COORD] -473
/varset waypoint[19,X_COORD] -6
/varset waypoint[19,Z_COORD] 4
/varset waypoint[20,Y_COORD] -473
/varset waypoint[20,X_COORD] 20
/varset waypoint[20,Z_COORD] -2
/varset waypoint[21,Y_COORD] -473
/varset waypoint[21,X_COORD] 56
/varset waypoint[21,Z_COORD] -10
/varset waypoint[22,Y_COORD] -473
/varset waypoint[22,X_COORD] 135
/varset waypoint[22,Z_COORD] -11
/varset waypoint[23,Y_COORD] -405
/varset waypoint[23,X_COORD] 135
/varset waypoint[23,Z_COORD] -11
/varset waypoint[24,Y_COORD] -405
/varset waypoint[24,X_COORD] 93
/varset waypoint[24,Z_COORD] -11
/varset waypoint[25,Y_COORD] -290
/varset waypoint[25,X_COORD] 93
/varset waypoint[25,Z_COORD] -11
/varset waypoint[26,Y_COORD] -290
/varset waypoint[26,X_COORD] 183
/varset waypoint[26,Z_COORD] -11
/varset waypoint[27,Y_COORD] -290
/varset waypoint[27,X_COORD] 275
/varset waypoint[27,Z_COORD] -11
/varset waypoint[28,Y_COORD] -409
/varset waypoint[28,X_COORD] 275
/varset waypoint[28,Z_COORD] -11
/varset waypoint[29,Y_COORD] -397
/varset waypoint[29,X_COORD] -40
/varset waypoint[29,Z_COORD] 4
/varset waypoint[30,Y_COORD] -397
/varset waypoint[30,X_COORD] 0
/varset waypoint[30,Z_COORD] 4
/varset waypoint[31,Y_COORD] -337
/varset waypoint[31,X_COORD] 1
/varset waypoint[31,Z_COORD] 12
/varset waypoint[32,Y_COORD] -235
/varset waypoint[32,X_COORD] 0
/varset waypoint[32,Z_COORD] 20
/varset waypoint[33,Y_COORD] -167
/varset waypoint[33,X_COORD] 0
/varset waypoint[33,Z_COORD] 20
/varset waypoint[34,Y_COORD] -127
/varset waypoint[34,X_COORD] 0
/varset waypoint[34,Z_COORD] 14
/varset waypoint[35,Y_COORD] -86
/varset waypoint[35,X_COORD] 0
/varset waypoint[35,Z_COORD] 4
/varset waypoint[36,Y_COORD] 4
/varset waypoint[36,X_COORD] 0
/varset waypoint[36,Z_COORD] -6
/varset waypoint[37,Y_COORD] 53
/varset waypoint[37,X_COORD] 0
/varset waypoint[37,Z_COORD] 4

|Buffs to be kept up on self (max 15) - "Buff" or "Buff|GemSlot"
/declare MyBuffs[2] string outer
/varset MyBuffs[1] "Shield of the magi|7"
/varset MyBuffs[2] "manaskin|4"

|Buffs to be kept up on pet (max 15) - "Buff" or "Buff|GemSlot"
/declare PetBuffs[1] string outer
/varset PetBuffs[1] "Spirit Armor|8"
| /varset PetBuffs[2] "PET_HASTE|PET_HASTE_GEM"

DEBUG_1 Starting macro
|Group of locked target data
/declare TargetName string outer
/declare TargetID int outer
/declare fightTimer timer outer

/call MainSub
DEBUG_1 Exited normally!
/return


|----------------------------------------------------------------------------
|SUB: MainSub - The main sub
|----------------------------------------------------------------------------
Sub MainSub
|The main loop. After an attack we go here to acquire a new target
/cleanup
/if (${Zone.Name.Find[knowledge]}!=0) {
/zone everfrost
DELAY 3m ${weZoned}
/target npc magus
/warp target
DELAY 10
/varset weZoned FALSE
/say nedaria
DELAY 3m ${weZoned}
}
/if (${Zone.Name.Left[9].NotEqual[Forgotten]}) /varset weZoned TRUE
/varset Initialized TRUE
:NewTarget
/varset TargetID
/if (${Corpse.Open}) {
/notify LootWnd DoneButton leftmouseup
/cleanup
}
/call AlwaysCheck
/if (${Macro.Return}) /return
/call DowntimeWork
/if (${Macro.Return}==0) /goto :NewTarget

/call AcquireTarget
/if (${Macro.Return}) /goto :NewTarget
/if (!${dangerFlag}) {
/call BackOffFromTarget 60
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /goto :NewTarget
/if (${Me.Pet.Distance}>MAX_PET_RANGE_BEFORE_SUMMON) /call SummonPet TRUE
/call MyCast "SNARE_SPELL" SNARE_GEM
/pet attack
/call DoTheFear
/if (${Int[SPLURT_GEM]}>0) /call MyCast "SPLURT_SPELL" SPLURT_GEM
/call MyCast "LIFE_DOT" LIFE_DOT_GEM
/call MainAttack
/if (${Me.Pet.ID}) {
/if (${Me.Pet.Distance}>20) /warp loc ${Me.Pet.Y} ${Me.Pet.X} ${Me.Pet.Z}
} else {
/warp succor
}
/goto :NewTarget
} else {
||| This is new code for Root Rot with Warp |||
/call BackOffFromTarget 60
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /goto :NewTarget
/if (${Me.Pet.Distance}>MAX_PET_RANGE_BEFORE_SUMMON) /call SummonPet TRUE
/if (${Spell[HEAT_DOT_GEM].Name.NotEqual[HEAT_DOT]}) {
/memspellset dots
/delay 1m ${Window[SpellBookWnd]}==FALSE
}
/doevents flush
/varset reroot TRUE
/varset redot1 TRUE
/varset redot2 TRUE
/varset redot3 TRUE
/varset reskull TRUE
/call BackOffFromTarget 60
:fartAround
DELAY 1s ${Target.ID}!=0&&${Target.Type.Equal[NPC]}
/doevents
/if (${reroot} && ${Target.PctHPs}>1) {
|/call MyCast "LICH_SPELL" LICH_GEM
/call MyCast "ROOT_SPELL" ROOT_GEM
|/if (${Me.PctHPs}<90 && ${Target.PctHPs}>1) /call MyCast "LIFE_DOT" LIFE_DOT_GEM
/varset reroot
/goto :fartAround
} else /if (${redot1} && ${Target.PctHPs}>1) {
|!mqpaus/call MyCast "LIFE_DOT" LIFE_DOT_GEM
/if (${Target.PctHPs}>16) /call MyCast "SPLURT_SPELL" SPLURT_GEM
/if (${Me.PctMana}>60) /call MyCast "SNARE_SPELL" SNARE_GEM
/call SwapItem "Demi Lich Skullcap" Head 
/if (${Me.PctHPs}<99 && ${Target.PctHPs}>1) /call MyCast "LIFE_DOT" LIFE_DOT_GEM
/call SwapItem "Deathcaller's Skullcap" head
/varset redot1
} else /if (${redot2} && ${Target.PctHPs}>4) {
/call MyCast "HEAT_DOT" HEAT_DOT_GEM
/varset redot2
} else /if (${redot3} && ${Target.PctHPs}>25) {
/call MyCast "DISEASE_DOT" DISEASE_DOT_GEM
/varset redot3
} else /if (${reskull} && ${Target.PctHPs}>1) {
/call MyCast "ROOT_SPELL" ROOT_GEM
|/if (${Me.PctMana}<90 && ${Me.Buff[LICH_SPELL].ID}==NULL && ${Me.PctHPs}>50) /call MyCast "LICH_SPELL" LICH_GEM
/varset reskull
} else /if (${Target.ID} && ${reroot}) {
/call BackOffFromTarget 60
/call SummonPet
/pet attack
}
/if (${Target.ID} && ${Target.Type.Equal[NPC]}) {
/call Mount
/goto :fartAround
}
/call AlwaysCheck
/if (${Zone.Name.Find[forgotten]}!=NULL && ${Macro.Return}==0) /call DoTheLooting
/varset TargetID
/goto :NewTarget
}
/return

| AlwaysCheck - health, aggro, zone, etc. ALSO CALLED FROM EVENTS.
| "/call AlwaysCheck nocast" to never perform casting (eg event calls)
| 0=no problem; 1=panic
Sub AlwaysCheck(string casting)
/doevents Zoned
/if (${Cursor.ID}) /autoinventory
/if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
|/call NoLich
/if (${Me.PctHPs}<=20) {
/instacamp
/endmacro
}
/if (${Spawn[${TargetID}].Type.Equal[NPC]} && ${Zone.Name.Find[forgotten]}!=0) {
/call BailOut
/return 1
}
}
/if (${Me.PctMana}>90 || ${Me.PctHPs}<50) /call NoLich
/if (${casting.Equal[nocast]}==FALSE) {
/if (!${dangerFlag} && ${Me.Pet.ID}!=0 && ${Me.PetBuff[PET_HASTE]}==0) /call MyCast "PET_HASTE" PET_HASTE_GEM
/if (${Me.PctMana}<90 && ${Me.Buff[LICH_SPELL].ID}==NULL && ${Me.PctHPs}>50) /call MyCast "LICH_SPELL" LICH_GEM
/if (${FindItem[ROD_NAME].ID}!=0) /cast item "ROD_NAME"
}
/if (${Initialized} && ${weZoned}) {
/declare zoneDelay timer 3m
/varset weZoned FALSE
/varset wayBlocked FALSE
/doevents flush

/if (${Zone.Name.Find[forgotten]}==NULL) {
/if (${Zone.Name.Find[nedaria]}==NULL) {
/if (${Zone.Name.Find[knowledge]}!=0) /goto :quit
:quit

/dismount
/camp desktop
/endmacro
}
:zoneIn
/warp loc -670 1543 96
/keypress back
/keypress forward
/delay 1
/sit
/if (${Me.PctHPs}<=50) {
/popup Waiting for health>99%...
/delay 5m ${Me.PctHPs}>99
}
/face fast loc 1543,-670
:zoning
/delay 1s
/click left 400 300
/delay 5
/click left 500 400
/delay 5
/click left 600 500
/doevents Zoned
/doevents Blocked
/delay 1s ${weZoned}||${wayBlocked}
/if (${wayBlocked}) /goto :quit
/if (${weZoned}==FALSE && ${zoneDelay.Value}>0) /goto :zoning
/if (${Zone.Name.Find[forgotten]}==NULL) /goto :quit
/if (${Zone.Name.Find[knowledge]}!=0) /goto :quit
/varset Initialized TRUE
}
}
/return 0

Sub NoLich
/declare slot int local
/varcalc slot ${Me.Buff[LICH_SPELL].ID}-1
/if (${slot}>=0) /notify BuffWindow Buff${slot} leftmouseup
/return

Sub BailOut
/dismount
/attack off
/warp succor

/delay 1
/target npc a_harindi_guide
|/warp loc -30 -827 -11
/warp target
/delay 2
/face fast nolook
/varset fightTimer 15s
:panic
/say I am ready to leave!
/delay 1
/doevents Zoned
/delay 5 ${weZoned}
/if (${Me.PctHPs}<=20) {
/instacamp
/return
}
/if (${Zone.Name.Find[forgotten]}) {
/keypress left
/delay 1
/keypress right
/if (${Target.ID}) {
/face fast nolook
} else {
/return
}
/if (${fightTimer.Value}>0) /goto :panic
/instacamp
}
/return

|----------------------------------------------------------------------------
|SUB: MainAttack - Handles the kiting/killing
|----------------------------------------------------------------------------
Sub MainAttack
:attackAgain
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/doevents
/target id ${TargetID}
DELAY 1
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/call AlwaysCheck
/if (${Macro.Return}) /return
/if (${Target.ID}==${Me.Pet.ID}) {
/assist
DELAY 3 ${Target.ID}!=${Me.Pet.ID}
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${Me.PctHPs}>ALARM_HEALTH_BELOW_PCT && ${Me.Buff[LICH_SPELL].ID}==NULL) {
DEBUG_3 Me.Buff[LICH_SPELL].ID==${Me.Buff[LICH_SPELL].ID}
/call MyCast "LICH_SPELL" LICH_GEM
}
/call HealPet
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/face
/if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /call WarpCloser
/if (${Me.Sitting}==FALSE && ${Me.Mount.ID}==0) /call Mount
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${fightTimer.Value}==0 && ${Target.PctHPs}>20) {
/call DoTheFear
/call MyCast "LIFE_DOT" LIFE_DOT_GEM
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties
/if (${Target.PctHPs}>1 && ${Target.Speed}>0) {
/warp target
DELAY 1
/call MyCast "SNARE_SPELL" SNARE_GEM
}
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Target.ID}>0 && ${Target.Type.NotEqual[Corpse]}) /goto :attackAgain
:looties
/call AlwaysCheck
/if (${Zone.Name.Find[forgotten]}==NULL || ${Macro.Return}) /return
/call DoTheLooting
/varset TargetID
/return

|----------------------------------------------------------------------------
|SUB: DowntimeWork - Between fight rebuffs, etc.
|----------------------------------------------------------------------------
Sub DowntimeWork
| Check if we are low on mana or health. Heal or sit down if low
/call CheckMana
/if ( ${Macro.Return}==0 ) /return 0
DEBUG_2 1. Mana Checked


| Make sure all buffs on self are up
/call MaintainSelfBuffs
/if ( ${Macro.Return}==0 ) /return 0
DEBUG_2 4. Buffs Checked

/call AlwaysCheck
/if (${Macro.Return}) /return 0

/if (!${dangerFlag}) {
/memspellset dots
} else {
/memspellset dots
}
/delay 1m ${Window[SpellBookWnd]}==FALSE
/return 1

Sub instaClicky
/if (${FindItem[=Journeyman's Boots].ID}) /cast item "Journeyman's Boots"
/if (${FindItem[=Shrunken Goblin Skull Earring].ID}) /cast item "Shrunken Goblin Skull Earring"
/return

|----------------------------------------------------------------------------
|SUB: AcquireTarget - Finding a target 0=success; 1=n/a
|----------------------------------------------------------------------------
Sub AcquireTarget
/declare s int local
/declare lvl int local
/declare spn int local
/squelch /target clear
/varset TargetID
/varset TargetName
:scan
/varcalc s ${s}+1
/varset spn ${LastSpawn[${s}].ID}
/if (${spn}==0) /goto :acquired
/if ((${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[reject]}) && ${Spawn[${spn}].Type.Equal[Corpse]}==FALSE && ${Spawn[${spn}].Level}>=MIN_MOB_LVL && ${Spawn[${spn}].Level}<=MAX_MOB_LVL && ${Spawn[${spn}].Level}>${lvl}) {
/if (${Spawn[${spn}].Y}<=-265 && ${Spawn[${spn}].Y}>=-429 && ${Spawn[${spn}].X}>=74 && ${Spawn[${spn}].X}<=298 && ${Spawn[${spn}].Level}>=47) {
DEBUG_1 Ignoring mob in add area: ${Spawn[${spn}].CleanName}(L${Spawn[${spn}].Level})
} else {
/varset lvl ${Spawn[${spn}].Level}
/varset TargetID ${Spawn[${spn}].ID}
}
}
/goto :scan
:acquired
/if (${TargetID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}!=0
/if (${Target.CleanName.Find[${Me.CleanName}]}) {
DEBUG_1 WTF? I got targeted!
/return 1
}
/varset TargetID ${Target.ID}
/varset TargetName ${Target.CleanName}
/popup ${TargetName} (L${Target.Level})
DEBUG_1 ${TargetName} (L${Target.Level})
/if (${Target.Level}>=47) /varset dangerFlag TRUE
/return 0
}
DEBUG_3 AcquireTarget FAILED!
/popup Waiting for mobs in range MIN_MOB_LVL-MAX_MOB_LVL...
/call Mount
/delay 5s
/return 1

| Find the closest WP in line-of-sight to our target
Sub FindWP
/declare wp int local
/declare Y int local
/declare X int local
/declare Z int local
/declare dist float local 10000
/varset wpY
/varset wpX
/varset wpZ
/for wp 1 to WP_SIZE
/varset Y ${waypoint[${wp},Y_COORD]}
/varset X ${waypoint[${wp},X_COORD]}
/varset Z ${waypoint[${wp},Z_COORD]}
/if (${LineOfSight[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]} && 

${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}<${dist}) {
/varset wpY ${Y}
/varset wpX ${X}
/varset wpZ ${Z}
/varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}
}
/next wp
/return


|warp closer to target, via WP if mob, or direct otherwise.
Sub WarpCloser
/call AlwaysCheck nocast
/if (${Macro.Return}) /return
/if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}>0
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return
/if (${Target.Type.Equal[Pet]}) {
/warp target
} else {
/if (${Me.Pet.ID}) /warp loc ${Me.Pet.Y} ${Me.Pet.X} ${Me.Pet.Z}
}
}
DELAY 1
/if (${Target.ID}) /face fast
/return

|warp away from target, via most distant WP
Sub WarpDistant
/call AlwaysCheck nocast
/if (${Macro.Return}) /return
/if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
/target id ${TargetID}
DELAY 2 ${Target.ID}>0
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return
/declare wp int
/declare Y float
/declare X float
/declare Z float
/declare dist float
/for wp 1 to WP_SIZE
/varset Y ${waypoint[${wp},Y_COORD]}
/varset X ${waypoint[${wp},X_COORD]}
/varset Z ${waypoint[${wp},Z_COORD]}
/if (${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}>${dist}) {
/varset wpY ${Y}
/varset wpX ${X}

/varset wpZ ${Z}
/varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}]}
}
/next wp
/if (${wpY}!=0||${wpX}!=0||${wpZ}!=0) {
/warp loc ${wpY} ${wpX} ${wpZ}
}
DELAY 1
/if (${Target.ID}) /face fast
/return

| DO NOT CALL DELAY FROM EVENTS!
| Parameters: delay timer setting + early exit condition
Sub Delay(string delayTime, string exitCond)
/declare tmr timer local ${delayTime}
:moreDelay
/call AlwaysCheck nocast
/if (${tmr.Value}==0) /return
/if (${exitCond}) {
|DEBUG_3 Early exit on condition: ${exitCond.Right[-1]}
/return
}
/if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
DEBUG_1 Delay abort, ${tmr.Value} ticks left, LOW HEALTH!
/return
}
/delay 1 ${exitCond}
|/if (${Math.Calc[${tmr.Value}%10].Int}==0) DEBUG_3 /delay ${tmr.Value} ${exitCond.Right[-1]}:${exitCond}
/doevents InDanger
/doevents Skinhit
/doevents Skinhit1
/doevents Miss1
/doevents Miss2
/doevents ImHit
/doevents Retry
/doevents Abort
/doevents OutOfRange
/doevents NoLOS
/doevents Standing
/doevents OOR
/doevents CashLoot
/doevents Zoned
/doevents PetAggro
/doevents NoMount
/doevents NoLich
/doevents Stunned
/doevents RootGone
/doevents DOT1Gone
/doevents DOT2Gone
/doevents DOT3Gone
/doevents Skullcapgone
/if (${Target.Type.Equal[NPC]}) /face
/goto :moreDelay
/return

Sub MyCast(string spname, string gname)
/if (${Zone.Name.Find[forgotten]}==NULL) /return
/if (${Corpse.Open}) /notify LootWnd DoneButton leftmouseup
/varset spellName ${spname}
/call DoCast ${gname}
/doevents
/if (${Target.ID}!=${TargetID} && ${TargetID}!=0) {
/target id ${TargetID}
DELAY 3 ${Target.ID}==${TargetID}
}
/if (${Target.Type.Equal[NPC]}) /face fast
/return

| Cast something with status return and event processing
| assumes outer variable spellName and TargetID
Sub DoCast(string gem)
/declare castX float local ${Me.X}
/declare castY float local ${Me.Y}
/declare castZ float local ${Me.Z}
/declare castTime int
/declare tartype string local ${Spell[${spellName}].TargetType}
/if (${gem.Equal[item]}) /varset tartype ${FindItem[=${spellName}].Spell.TargetType}
:recast
/if (${tartype.Equal[Pet]} && ${Target.ID}!=${Me.Pet.ID}) {
/if (${Me.Pet.ID}==0) /return
/target id ${Me.Pet.ID}
/delay 1
} else /if (${tartype.Equal[Self]} && ${Target.ID}!=${Me.ID}) {
/target myself
/delay 1
} else /if (${Target.Type.Equal[NPC]} && ${Target.ID}!=${TargetID}) {
/target id ${TargetID}
/delay 1
}
/if (${Target.Type.Equal[NPC]} && ${Target.PctHPs}<8) {
DEBUG_3 Confusing/low health target (${Target.PctHPs}%)
/return
}
/if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) {
DEBUG_3 Target${Target.CleanName}(${Target.ID}) Dead?
/return
}
/if (${Target.ID}!=${Me.ID}) {
/face fast
/if (!${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${Target.Z}]}) {
/if (${dangerFlag} && ${reroot}) {
/call BackOffFromTarget 60
/delay 1
} else {
/call WarpCloser
/delay 1
}
}
}
/if (${gem.Equal[item]}) {
DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
/cast item "${spellName}"
} else {
/if (${Me.Gem[${spellName}]}==NULL) {
/memspell ${gem} "${spellName}"
DEBUG_3 book:${Window[SpellBookWnd]}; ${spellName}:${Me.SpellReady[${spellName}]}
/delay 10s ${Window[SpellBookWnd]}==FALSE
DELAY 15s ${Me.SpellReady[${spellName}]}
} else {
DEBUG_3 ${spellName}:${Me.SpellReady[${spellName}]}
/if (!${Me.SpellReady[${spellName}]}) {
DELAY 15s ${Me.SpellReady[${spellName}]}
}
}
DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
/cast "${spellName}"
}
/varset result CAST_IN_PROGRESS
DELAY 2
/doevents
/if (${result}==CAST_IN_PROGRESS && ${Me.Casting.ID}==0) /goto :recast
/if (!${dangerFlag}) {
DELAY 30s ${Me.Casting.ID}==NULL
/delay 1
/doevents
} else {
/delay 1
/varset castX ${Me.X}
/varset castY ${Me.Y}
/varset castZ ${Me.Z}
/if (${reroot} && ${Target.Type.Equal[NPC]}) {
/delay 4
/call WarpDistant
}
/varcalc castTime ${Math.Calc[${Me.Casting.MyCastTime}*10].Int}-19
| Hard code 9s delay for item, assume it is skullcap.
/if (${gem.Equal[item]}) /varcalc castTime 35
/delay ${castTime} ${Me.Casting.ID}==0
/warp loc ${castX} ${castY} ${castZ}
/face fast nolook
/delay 3s ${Me.Casting.ID}==0
/delay 1
/doevents
/if (${reroot} && ${Target.Type.Equal[NPC]}) {
/call WarpDistant
} else {
/call BackOffFromTarget 60
}
}
/if (${result}==CAST_IN_PROGRESS) /varset result CAST_SUCCESS
DEBUG_3 Casting of ${spellName} complete, result=${result}
/if (${result}==CAST_OUTOFRANGE || ${result}==CAST_CANNOTSEE) {
/if (!${dangerFlag} || !${reroot}) /call WarpCloser
/goto :recast
} else /if (${result}==CAST_RETRY) {
/if (!${Me.SpellReady[${spellName}]}) {
/call instaClicky
/varcalc result ${Spell[${spellName}].RecoveryTime}*10
DELAY ${result} ${Me.SpellReady[${spellName}]}
}
/goto :recast
}
/return

|----------------------------------------------------------------------------
|SUB: SummonPet - Summon pet if farther away than the defined range
|----------------------------------------------------------------------------
Sub SummonPet(bool force)

/return


|----------------------------------------------------------------------------
|SUB: HealPet - Heal pet if needed 0=just healed; 1=no problem
|----------------------------------------------------------------------------
Sub HealPet

/return 1

Sub Mount
/if (${mountFlag}) {
/if (${InvSlot[ammo].Item.Name.Find[Drum]}!=NULL && ${Me.Buff[Summon Drogmor].ID}==0) {
/cast item "${InvSlot[ammo].Item.Name}"
} else /if (${InvSlot[ammo].Item.Name.Find[Bridle]}!=NULL && ${Me.Buff[Summon Horse].ID}==0) {
/cast item "${InvSlot[ammo].Item.Name}"
} else {
/if (!${Me.Sitting}) /sit
}
} else {
/if (!${Me.Sitting}) /sit
}
/return

|----------------------------------------------------------------------------
|SUB: CheckMana 0= need more med; 1=mana ok
| Now with histeresis - exit condition is above entry condition.
|----------------------------------------------------------------------------
Sub CheckMana
/declare exitMana int local
/declare exitHealth int local
/varcalc exitMana MIN_MANA_BEFORE_MEDITATE+80
/varcalc exitHealth ALARM_HEALTH_BELOW_PCT+70
|Meditate?
/if (${Me.PctMana}<MIN_MANA_BEFORE_MEDITATE || ${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
DEBUG_1 Meditating.
/popup Meditating...
/call Mount
/declare i int local
/if ( ${Target.ID} ) /squelch /target clear
/for i 1 to 10
DELAY 1s
/if ( ${Target.ID} ) /return 1
/next i
/if ( ${Me.PctMana}<${exitMana} || ${Me.PctHPs}<${exitHealth} ) /return 0
DEBUG_2 Mana/health OK now.
}
/return 1


|----------------------------------------------------------------------------
|SUB: MaintainPetBuffs - Heal pet and keep its buffs up
| 0= still busy; 1=all done
|----------------------------------------------------------------------------
Sub MaintainPetBuffs

/return 1


|----------------------------------------------------------------------------
|SUB: MaintainSelfBuffs - Keep buffs up
| 0=still buffing; 1=all done
|----------------------------------------------------------------------------
Sub MaintainSelfBuffs
/declare iCount int local
/declare t string local
/for iCount 1 to ${MyBuffs.Size}
/call SplitString tmp_tmp ${MyBuffs[${iCount}]} "|"
/varset t ${Me.Buff[${tmp_tmp[1]}]}
/if ( ${t.Equal[NULL]} ) {
/if ( !${Target.ID}!=${Me.ID} ) {
/echo buffing
}
|Cast with gemselection or default
/if ( ${tmp_tmp.Size}>1 ) {
DEBUG_3 Attempting to cast "${tmp_tmp[1]}" ${tmp_tmp[2]}
/call MyCast "${tmp_tmp[1]}" ${tmp_tmp[2]}
} else {
DEBUG_3 Attempting to cast "${tmp_tmp[1]}"
/call MyCast "${tmp_tmp[1]}" 8
}
|Return to top - so we dont keep buffing if being attacked
/return 0
}
/next iCount
/return 1

| Back off from current target so many units.
| Finds first line of sight on a horizontal, vertical, or
| diagonals that are at least as distant as desired.
Sub BackOffFromTarget(float dist)
/declare by float local ${Target.Y}
/declare bx float local ${Target.X}
/varcalc by ${by}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varset by ${Target.Y}
/varcalc bx ${bx}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${by}+${dist}
/varset bx ${Target.X}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varset by ${Target.Y}
/varcalc bx ${bx}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${by}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}-${dist}
/varcalc bx ${Target.X}-${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/varcalc by ${Target.Y}-${dist}
/varcalc bx ${Target.X}+${dist}
/if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${Target.Z}]}) /goto :backoff
/face fast
/keypress forward
/delay 3s ${Target.Distance}>=${dist}
/keypress forward
/face fast
/return
:backoff
/warp loc ${bx} ${by} ${Target.Z}
/delay 1
/if (${Target.ID}) /face fast
/return


|----------------------------------------------------------------------------
|SUB: DoTheLooting
|----------------------------------------------------------------------------
Sub DoTheLooting
/if (!${Defined[looted]}) /declare looted bool outer
/target id ${TargetID}
DELAY 1
DEBUG_1 Going to loot
DEBUG_3 DoTheLooting Target: ${Target.CleanName}, ID:${Target.ID}
/warp target
DELAY 1
/loot
/varset looted FALSE
DELAY 6s (${Corpse.Open}&&${looted})
/call LootMob
/notify LootWnd DoneButton leftmouseup
DELAY 1
/doevents
/declare xp int local
/declare pp int local
/declare level float local ${Me.Level}
/varcalc level ${level}+${Math.Calc[${Me.Exp}/330.0].Milli}
/varcalc xp ${Me.Exp}-${startingXP}
/if (${xp}<0) /varcalc xp ${xp}+330
/varcalc pp ${Me.Platinum}-${startingPP}
/popup L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
DEBUG_1 L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
DELAY 5s
/return


|----------------------------------------------------------------------------
|SUB: LootMob
|----------------------------------------------------------------------------
Sub LootMob

/declare LootSlot int local
/if (!${Target.ID}) {
/target npc corpse
DELAY 1s ${Target.ID}>0
}
/loot
DELAY 1s ${Corpse.Open}
/if (${Corpse.Items}) {
/for LootSlot 1 to ${Corpse.Items}
/itemnotify loot${LootSlot} leftmouseup
DELAY 1s ${Cursor.ID}>0
/destroy
/next LootSlot
}
/cleanup
/return


|----------------------------------------------------------------------------
|SUB: SplitString - A generic string splitter.
|----------------------------------------------------------------------------
Sub SplitString(string varname, string inputstring, string splitter)
|/echo varname: "${varname}", inputstring: "${inputstring}", splitter: "${splitter}"
/declare i int local
/declare stringcnt int local

|The normal splitter. Splitter string is just 1 in length.
/if (${splitter.Length}==1) {
/varcalc stringcnt ${inputstring.Count["${splitter}"]} + 1
/if (!${Defined[${varname}]}) {
/declare ${varname}[${stringcnt}] string outer
} else {
/deletevar ${varname}
/declare ${varname}[${stringcnt}] string outer
}
/for i 1 to ${stringcnt}
/varset ${varname}[${i}] ${inputstring.Token[${i},"${splitter}"]}
/next i
}
/return


|----------------------------------------------------------------------------
|SUB: DestroyCopper - Destroy all the copper
|----------------------------------------------------------------------------
Sub DestroyCopper
/squelch /windowstate InventoryWindow open
/shift /notify InventoryWindow IW_Money3 leftmouseup
/delay 1s ${Cursor.ID}>0
/destroy
/cleanup
/return

|----------------------------------------------------------------------------
|SUB: DestroySilver - Destroy all the silver
|----------------------------------------------------------------------------
Sub DestroySilver
/squelch /windowstate InventoryWindow open
/shift /notify InventoryWindow IW_Money2 leftmouseup
/delay 1s ${Cursor.ID}>0
/destroy
/cleanup
/return

|----------------------------------------------------------------------------
|SUB: DoTheFear - Fear target
|----------------------------------------------------------------------------
Sub DoTheFear
/if ( ${Me.PctMana}>10 && ${Target.Type.Equal[NPC]} && ${Target.PctHPs}>24) {
/call MyCast "FEAR_SPELL" FEAR_GEM
/varset fightTimer 31s
}

/return

|----------------------------------------------------------------------------
|SUB: Event_CashLoot - Will count the loot so far running the macro
|----------------------------------------------------------------------------
Sub Event_CashLoot(string Line, string cash)

/return

Sub Event_fear
DEBUG_2 Fear me!
/call DoTheFear
/return
Sub Event_Miss1
/echo misses
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return

Sub Event_Miss2
/echo Miss2
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return

Sub Event_Skinhit
/echo skinhit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return
Sub Event_Skinhit1
/echo skinhit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 90
/return
Sub Event_ImHit
/Echo i m hit
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/if (${Me.Casting.ID}!=0) /return
/call BackOffFromTarget 80
/return

Sub Event_Retry
/delay 2
/varset result CAST_RETRY
/return

Sub Event_Abort
/varset result CAST_ABORT
/return

Sub Event_OutOfRange
/varset result CAST_OUTOFRANGE
/return

Sub Event_NoLOS
/varset result CAST_CANNOTSEE
/return

Sub Event_Standing
/stand
/varset result CAST_RETRY
/return

Sub Event_OOR
/warp target
/delay 2
/loot
/delay 3
/delay 3s ${Corpse.Open}
/doevents OOR
/return

Sub Event_Blocked
/varset wayBlocked TRUE
/return

Sub Event_Zoned
/varset weZoned TRUE
/return

Sub Event_PetAggro
/target id ${Me.Pet.ID}
/warp target
/delay 1
/assist
/delay 1
/return

Sub Event_NoMount
/varset mountFlag FALSE
/return

Sub Event_NoLich
/varset mountFlag FALSE
/dismount
/return

Sub Event_Stunned
:gdStunned
/call AlwaysCheck nocast
/if (${Macro.Return}) {
/varset result CAST_ABORT
/return
}
/delay 1
/if (${Me.Stunned}) /goto :gdStunned
/varset result CAST_RETRY
/return

Sub Event_Invited(heard,string who)
/if (${who.Equal[MY_PARTNER]}) {
/invite
} else {
/disband
}
/return

|----------------------------------------------------------------------------
|SUB: Root Gone
|----------------------------------------------------------------------------
Sub Event_RootGone
DEBUG_2 Root gone.
/varset reroot TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT1Gone
|----------------------------------------------------------------------------
Sub Event_DOT1Gone
DEBUG_2 SPLURT_DOT gone.
/varset redot1 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT2Gone
|----------------------------------------------------------------------------
Sub Event_DOT2Gone
DEBUG_2 HEAT_DOT gone.
/varset redot2 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT3Gone
|----------------------------------------------------------------------------
Sub Event_DOT3Gone
DEBUG_2 DISEASE_DOT gone.
/varset redot3 TRUE
/return

|----------------------------------------------------------------------------
|SUB: SKULLCAPGONE
|----------------------------------------------------------------------------
Sub Event_Skullcapgone
DEBUG_2 LIFE_DOT gone.
/varset reskull TRUE
/return

Sub Event_InDanger
/varset dangerFlag TRUE
/varset result CAST_ABORT
/return

Sub Event_Exp
/varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
/varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
/varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}


/echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
/popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}
/return

Sub Event_Exp2
/varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
/varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
/varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}

/echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
/popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
/varset Exper ${Me.PctExp}
/varset AAExp ${Me.PctAAExp}
/varset LDRExp ${Me.PctGroupLeaderExp}
/return






Sub SwapItem(string itemName,string slotName) 
   /if ( ${InvSlot[${slotName}].Item.Name.Equal[${itemName}]} ) /return 
   /declare slotID int local 
   /declare oldSlotID int local 
   /declare oldItem string local 
   /declare i int local 
   /varset slotID ${InvSlot[${slotName}].ID}           | slotID = slot you're swapping item to 
   /varset oldSlotID ${FindItem[${itemName}].InvSlot.ID} | oldSlotID = slot the item was originally in 
   /varset oldItem ${InvSlot[${slotName}].Item.Name}     | oldItem = name of item in the slot you're swapping WITH 
   /if ( !${slotID} ) { 
      /echo Invalid slot name: ${slotName} 
      /return 
   } 
   /if ( !${oldSlotID} ) { 
      /echo Could not find item ${itemName} 
      /return 
   } 
:auto_inv 
   /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${itemName}]} ) { 
      /if ( ${Cursor.Container} ) { 
         /for i 1 to 8 
            /if ( !${InvSlot[pack${i}].Item.Container} ) { 
               /nomodkey /itemnotify pack${i} leftmouseup 
            } 
         /next i 
      } else { 
         /autoinventory 
      } 
      /goto :auto_inv 
   } 
    

:pick_up_item 
 | if the item is in a bag and it's not open, then open it! 
   /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 

 | if the slot you're putting it in is inside a bag and it's not open, then open it! 
   /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

 | ok.. pick up the item now! 
   /squelch /nomodkey /shiftkey /itemnotify ${InvSlot[${oldSlotID}]} leftmouseup 

 | if item isn't on your cursor, try again! 
   /if ( !${Cursor.Name.Equal[${itemName}]} ) { 
      /if ( ${Cursor.ID} && !${Cursor.Container} ) /autoinventory 
      /goto :pick_up_item 
   } 
:exchange_items 
   /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
   /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

 | put the item in the new slot, and pick up whatever item was there 
   /squelch /nomodkey /shiftkey /itemnotify ${slotID} leftmouseup 

 | if it didnt get exchanged, try again! 
   /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${oldItem}]} && !${Cursor.Name.Equal[${itemName}]} && !${Cursor.Container} ) /autoinventory 
   /if ( !${InvSlot[${slotID}].Item.Name.Equal[${itemName}]} ) /goto :exchange_items 
:drop_item 
   /if ( !${Cursor.Container} || ( ${InvSlot[${oldSlotID}]}<30 && ${InvSlot[${oldSlotID}]}>=22 ) ) { 
      /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
      /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
      /squelch /nomodkey /itemnotify ${oldSlotID} leftmouseup 
      /if ( ${Cursor.ID} ) { 
         /if ( !${Cursor.Name.Equal[${oldItem}]} ) /autoinventory 
         /goto :drop_item 
      } 
   } 
:close_pack 
   /if ( ${InvSlot[${oldSlotID}].Pack} && ${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
      /squelch /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
      /goto :close_pack 
   } 
   /if ( ${InvSlot[${slotID}].Pack} && ${Window[${InvSlot[${slotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
      /squelch /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
      /goto :close_pack 
   } 
/return
 
I had this macro working very well after I adapted it to my toon, but I suffered a comp crash and had to reformat. I'll reload this and try to get it working again and post it soon.
 
OK, I have recoded part of this so that it will work with mq2warp. It still has some bugs in it, particularly in the evasion AI where if the toon gets hit by a mob that has broken root, it usually (but not always) just sits there and gets beat on and then does the evac thing. I might add, I have never died while useing this, it will evac you out of the zone ( by using the "I wish to leave" function).

I adapted this to my toon (69 Necro), you will have to adapt the spell lists to your Necro. Also, I took out the requirement of using the Epic 1 for snares, but you can add it back in very easily by compareing the old code with this.

Rich (BB code):
| necrokite.mac
|Load warp by typing /plugin mq2warp before running the macro
| Useage : /macro necrokite
| Description : This macro will root dot mobs of
| The Forgotten Halls. It assumes you have an instance
| and are inside already..also Don't make a pet before lauching the macro...
| just DONT MAKE PETS
| | mandrack February 05 re-optimization, works flawlessly so far.
| Changes by Anon 456
| 042705--Changed all /t to /target
|         Inserted /loc for all warp statements
|         Changed code so epic 1 isn't needed for snares (uses Desecrating Darkness, change to whatever snare you are useing)
          
|------------------------------------------------------------------------------
#turbo 40
#define MY_PARTNER GAMEGUIDEONLINE
#define MIN_MOB_LVL 50
#define MAX_MOB_LVL 65

#define CAST_SUCCESS 0
#define CAST_OUTOFRANGE 1
#define CAST_CANNOTSEE 2
#define CAST_RETRY 3
#define CAST_IN_PROGRESS 4
#define CAST_ABORT -1

#define DELAY "/noparse /call Delay"

#define ROOT_SPELL "Petrifying Earth"
#define SPLURT_SPELL "Splurt"
#define HEAT_DOT "Funeral Pyre of Kelador"
#define DISEASE_DOT "Chaos Plague"
#define POISON_DOT "Blood of Thule"
#event Exp "#*#party experience!!"
#event Exp2 "You gain experience!!"
#event Invited "#1# invites you to join a group."
#event Blocked "The wa!n not summon a mount#*#"
#event NoLich "You can not change into this form while on a mount."
#event OOR "You are too far away to loot that corpse."
#event Retry "Your spell fizzles!"
#event Retry "Your spell is interrupted."
#event Retry "You haven't recovered yet..."
#event Retry "Spell recovery time not yet met."
#event Retry "Your target resisted the #*#"
#event Abort "Insufficient Mana to cast this spell!"
#event OutOfRange "Your target is out of range, get closer!"
#event NoLOS "You cannot see your target."
|#event Stunned "You can't cast spells while stunned!"
|#event Stunned "You are stunned!"
#event Standing "You must be standing to cast a spell."
#event Standing "|${Me.CleanName}| has fallen to the ground."
#event Retry "Your gate is too unstable, and collapses."
#event Abort "Your target is immune to changes in its attack speed."
#event Retry "You are too distracted to cast a spell now!"
#event Zoned "You have entered #*#"
#event PetAggro "Your pet is the focus of something's attention."
#event RootGone "Your Petrifying Earth spell has worn off."
#event DOT1Gone "Your Splurt spell has worn off."
#event DOT2Gone "Your Funeral Pyre of Kelador spell has worn off."
#event DOT3Gone "Your Chaos Plague spell has worn off."
#event DOT4Gone "Your Blood of Thule spell has worn off."
|#event Skullcapgone "Your Morternum spell has worn off."
#event fear "Your fear spell has worn off."
#event Snaregone "The bubbling shadows fade."
#event ImHit "|${Target.CleanName}|#*# YOU for#*#"
#event Skinhit "|${Target.CleanName}|#*# YOU, but YOUR magical skin absorbs the blow!"
#event Miss1 "|${Target.CleanName}|#*# YOU, but misses!"

|-- The normal debug - for normal play.
| Enable: "/echo", Disable: "/squelch /echo"
#define DEBUG_1 /echo
|-- Deeper debugging - enable when trying to find bugs.
#define DEBUG_2 "/echo"
|--  The Deepest debugging - will spam a lot.
#define DEBUG_3 "/echo"

|-- Destroys Silver if you have more than the given amount! 0=disable
#define DESTROY_SILVER_IF_ABOVE 1
|-- Destroys Copper if you have more than the given amount! 0=disable
#define DESTROY_COPPER_IF_ABOVE 1

|-- At what range do we send in pet?
#define INITIALIZE_ATTACK_RANGE 100

|-- What pet do we want?
#define PET_SPELL "Lost Soul"
|-- Favorite gem spot for the pet (1-8)
#define PET_GEM 6
|-- How far off should the pet be before we summon it?
#define MAX_PET_RANGE_BEFORE_SUMMON 800
#define SUMMON_SPELL "Ribbon of Empathy"
#define SUMMON_GEM item

| Change SPLURT_GEM to 0 if you lack it.
#define SPLURT_GEM 6
#define HEAT_DOT_GEM 5
#define DISEASE_DOT_GEM 7
#define POISON_DOT_GEM 2
#define ROOT_GEM 3
|-- Name of fear spell
#define FEAR_SPELL "Trepidation"
|-- Favorite gem spot for the fear (1-8)
|#define FEAR_GEM 3

|-- How low on health should the pet be before we heal it (noncombat)
#define HEAL_PET_BELOW_PCT 70
|-- Name of pet healing spell
#define HEAL_PET_SPELL "Shadowbond"
|-- Favorite gem spot for the petheal (1-8)
#define HEAL_PET_GEM 7
#define PET_HASTE "Glyph of Darkness"
#define PET_HASTE_GEM 6
#define LICH_SPELL "Seduction of Saryrn"
#define LICH_GEM 1
#define LIFE_DOT "Fang of Death"
#define LIFE_DOT_GEM 8
|#define ROD_NAME "Summoned: Modulating Rod"
#define SNARE_DOT "Desecrating Darkness"
#define SNARE_DOT_GEM 1
|-- If your health gets below this lvl start /beep'ing and FD
#define ALARM_HEALTH_BELOW_PCT 70

|What is our feign death spell of choice? (Requires it be already mem'd, memorizing before feigning = death)
#define FEIGN_SPELL "Death Peace"
#define FEIGN_GEM 9

|-- What is the minimum mana I should have, wait if below
#define MIN_MANA_BEFORE_MEDITATE 90

|--How many waypoints exist on the kiting path.
#define WP_SIZE 37
#define Y_COORD 1
#define X_COORD 2
#define Z_COORD 3

|----------------------------------------------------------------------------
|SUB: Main - Declarations and Initialization
|----------------------------------------------------------------------------
Sub Main
  /declare Exper float outer
  /declare AAExp float outer
  /declare LDRExp float outer

  /varset Exper ${Me.PctExp}
  /varset AAExp ${Me.PctAAExp}
  /varset LDRExp ${Me.PctGroupLeaderExp}

  /declare reroot bool outer TRUE
  /declare redot1 bool outer TRUE
  /declare redot2 bool outer TRUE
  /declare redot3 bool outer TRUE
  /declare reskull bool outer TRUE
  /declare dangerFlag bool outer
  /declare spellName string outer
  /declare Initialized bool outer FALSE
  /declare weZoned bool outer FALSE
  /declare wayBlocked bool outer FALSE
  /declare mountFlag bool outer TRUE
  /declare result int outer
  /declare startingPP int outer ${Me.Platinum}
  /declare startingXP int outer ${Me.Exp}
  /declare wpY float outer
  /declare wpX float outer
  /declare wpZ float outer
  /declare waypoint[WP_SIZE,3] int outer
  /varset waypoint[1,Y_COORD] -598
  /varset waypoint[1,X_COORD] 101
  /varset waypoint[1,Z_COORD] 4
  /varset waypoint[2,Y_COORD] -596
  /varset waypoint[2,X_COORD] 108
  /varset waypoint[2,Z_COORD] 4
  /varset waypoint[3,Y_COORD] -597
  /varset waypoint[3,X_COORD] -40
  /varset waypoint[3,Z_COORD] 4
  /varset waypoint[4,Y_COORD] -556
  /varset waypoint[4,X_COORD] -50
  /varset waypoint[4,Z_COORD] 4
  /varset waypoint[5,Y_COORD] -556
  /varset waypoint[5,X_COORD] -160
  /varset waypoint[5,Z_COORD] 4
  /varset waypoint[6,Y_COORD] -473
  /varset waypoint[6,X_COORD] -41
  /varset waypoint[6,Z_COORD] 4
  /varset waypoint[7,Y_COORD] -398
  /varset waypoint[7,X_COORD] -45
  /varset waypoint[7,Z_COORD] 4
  /varset waypoint[8,Y_COORD] -402
  /varset waypoint[8,X_COORD] 1
  /varset waypoint[8,Z_COORD] 4
  /varset waypoint[9,Y_COORD] -329
  /varset waypoint[9,X_COORD] 0
  /varset waypoint[9,Z_COORD] 13
  /varset waypoint[10,Y_COORD] -596
  /varset waypoint[10,X_COORD] 157
  /varset waypoint[10,Z_COORD] 2
  /varset waypoint[11,Y_COORD] -600
  /varset waypoint[11,X_COORD] 198
  /varset waypoint[11,Z_COORD] 4
  /varset waypoint[12,Y_COORD] -721
  /varset waypoint[12,X_COORD] 45
  /varset waypoint[12,Z_COORD] -10
  /varset waypoint[13,Y_COORD] -664
  /varset waypoint[13,X_COORD] 45
  /varset waypoint[13,Z_COORD] -4
  /varset waypoint[14,Y_COORD] -635
  /varset waypoint[14,X_COORD] 45
  /varset waypoint[14,Z_COORD] 4
  /varset waypoint[15,Y_COORD] -814
  /varset waypoint[15,X_COORD] 45
  /varset waypoint[15,Z_COORD] -10
  /varset waypoint[16,Y_COORD] -814
  /varset waypoint[16,X_COORD] 190
  /varset waypoint[16,Z_COORD] -11
  /varset waypoint[17,Y_COORD] -814
  /varset waypoint[17,X_COORD] 335
  /varset waypoint[17,Z_COORD] -10
  /varset waypoint[18,Y_COORD] -814
  /varset waypoint[18,X_COORD] 488
  /varset waypoint[18,Z_COORD] -35
  /varset waypoint[19,Y_COORD] -473
  /varset waypoint[19,X_COORD] -6
  /varset waypoint[19,Z_COORD] 4
  /varset waypoint[20,Y_COORD] -473
  /varset waypoint[20,X_COORD] 20
  /varset waypoint[20,Z_COORD] -2
  /varset waypoint[21,Y_COORD] -473
  /varset waypoint[21,X_COORD] 56
  /varset waypoint[21,Z_COORD] -10
  /varset waypoint[22,Y_COORD] -473
  /varset waypoint[22,X_COORD] 135
  /varset waypoint[22,Z_COORD] -11
  /varset waypoint[23,Y_COORD] -405
  /varset waypoint[23,X_COORD] 135
  /varset waypoint[23,Z_COORD] -11
  /varset waypoint[24,Y_COORD] -405
  /varset waypoint[24,X_COORD] 93
  /varset waypoint[24,Z_COORD] -11
  /varset waypoint[25,Y_COORD] -290
  /varset waypoint[25,X_COORD] 93
  /varset waypoint[25,Z_COORD] -11
  /varset waypoint[26,Y_COORD] -290
  /varset waypoint[26,X_COORD] 183
  /varset waypoint[26,Z_COORD] -11
  /varset waypoint[27,Y_COORD] -290
  /varset waypoint[27,X_COORD] 275
  /varset waypoint[27,Z_COORD] -11
  /varset waypoint[28,Y_COORD] -409
  /varset waypoint[28,X_COORD] 275
  /varset waypoint[28,Z_COORD] -11
  /varset waypoint[29,Y_COORD] -397
  /varset waypoint[29,X_COORD] -40
  /varset waypoint[29,Z_COORD] 4
  /varset waypoint[30,Y_COORD] -397
  /varset waypoint[30,X_COORD] 0
  /varset waypoint[30,Z_COORD] 4
  /varset waypoint[31,Y_COORD] -337
  /varset waypoint[31,X_COORD] 1
  /varset waypoint[31,Z_COORD] 12
  /varset waypoint[32,Y_COORD] -235
  /varset waypoint[32,X_COORD] 0
  /varset waypoint[32,Z_COORD] 20
  /varset waypoint[33,Y_COORD] -167
  /varset waypoint[33,X_COORD] 0
  /varset waypoint[33,Z_COORD] 20
  /varset waypoint[34,Y_COORD] -127
  /varset waypoint[34,X_COORD] 0
  /varset waypoint[34,Z_COORD] 14
  /varset waypoint[35,Y_COORD] -86
  /varset waypoint[35,X_COORD] 0
  /varset waypoint[35,Z_COORD] 4
  /varset waypoint[36,Y_COORD] 4
  /varset waypoint[36,X_COORD] 0
  /varset waypoint[36,Z_COORD] -6
  /varset waypoint[37,Y_COORD] 53
  /varset waypoint[37,X_COORD] 0
  /varset waypoint[37,Z_COORD] 4

  |Buffs to be kept up on self (max 15) - "Buff" or "Buff|GemSlot"
  /declare MyBuffs[2] string outer
/varset MyBuffs[1] "Shadow Guard|7"
/varset MyBuffs[2] "Force Shield|4"


  DEBUG_1 Starting macro
  |Group of locked target data
  /declare TargetName string outer
  /declare TargetID int outer
  /declare fightTimer timer outer

  /call MainSub
  DEBUG_1 Exited normally!
/return


|----------------------------------------------------------------------------
|SUB: MainSub - The main sub
|----------------------------------------------------------------------------
Sub MainSub
  |The main loop. After an attack we go here to acquire a new target
  /cleanup
  /if (${Zone.Name.Left[9].NotEqual[Forgotten]}) /varset weZoned TRUE
  /varset Initialized TRUE
:NewTarget
  /varset TargetID
  /if (${Corpse.Open}) {
      /notify LootWnd DoneButton leftmouseup
      /cleanup
  }
  /call AlwaysCheck
  /if (${Macro.Return}) /return

  /call DowntimeWork
  /if (${Macro.Return}==0) /goto :NewTarget

  /call AcquireTarget
  /if (${Macro.Return}) /goto :NewTarget

  ||| This is new code for Root Rot with Warp |||
  /call BackOffFromTarget 60
  /if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /goto :NewTarget

  /if (${Spell[HEAT_DOT_GEM].Name.NotEqual[HEAT_DOT]}) {
      /memspellset dots
      /delay 1m ${Window[SpellBookWnd]}==FALSE
  }
  /doevents flush
  /varset reroot TRUE
  /varset redot1 TRUE
  /varset redot2 TRUE
  /varset redot3 TRUE
  /varset reskull TRUE
  /call BackOffFromTarget 60
:fartAround

DELAY 1 ${Target.ID}!=0&&${Target.Type.Equal[NPC]}
  /doevents
  /call AlwaysCheck
  /if (${Macro.Return}) /goto :NewTarget

  /if (${reroot} && ${Target.PctHPs}>1) {
   /call BackOffFromTarget 60    
/call MyCast "ROOT_SPELL" ROOT_GEM
      /call BackOffFromTarget 60
/varset reroot
      /varset dangerFlag
      /goto :fartAround
  } else /if (${redot1} && ${Target.PctHPs}>1) {
/call BackOffFromTarget 60
/call MyCast "SNARE_DOT" SNARE_DOT_GEM
/if (${Target.PctHPs}>16) /call MyCast "SPLURT_SPELL" SPLURT_GEM
         /varset redot1
  } else /if (${redot2} && ${Target.PctHPs}>1) {
      /call BackOffFromTarget 60
/call MyCast "HEAT_DOT" HEAT_DOT_GEM
       /call BackOffFromTarget 60
/call MyCast "ROOT_SPELL" ROOT_GEM
/varset redot2
  } else /if (${redot3} && ${Target.PctHPs}>25) {
/call BackOffFromTarget 60       
/call MyCast "DISEASE_DOT" DISEASE_DOT_GEM
      /varset redot3
  } else /if (${reskull} && ${Target.PctHPs}>1) {
/call MyCast "ROOT_SPELL" ROOT_GEM
|/call SwapItem "Demi Lich Skullcap" Head       
/call BackOffFromTarget 60
/call MyCast "LIFE_DOT" LIFE_DOT_GEM
|/call SwapItem "Deathcaller's Skullcap" head
      
/varset reskull
  } else /if (${Target.ID} && ${reroot}) {
      /call BackOffFromTarget 60
      /pet attack
  }
  /call AlwaysCheck
  /if (${Macro.Return}) /goto :NewTarget

  /if (${Target.ID} && ${Target.Type.Equal[NPC]}) {
      /call Mount
      /goto :fartAround
  }
  /call AlwaysCheck
  /if (${Zone.Name.Find[forgotten]}!=NULL && ${Macro.Return}==0) /call DoTheLooting
  /varset TargetID
  /goto :NewTarget
/return

| AlwaysCheck - health, aggro, zone, etc. ALSO CALLED FROM EVENTS.
| "/call AlwaysCheck nocast" to never perform casting (eg event calls)
| 0=no problem; 1=panic
Sub AlwaysCheck(string casting)
  /doevents Zoned
  /if (${Cursor.ID}) /autoinventory
  /if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
      /call NoLich
      /if (${Me.PctHPs}<=20) {
          /keypress instant_camp
          /endmacro
      }
      /if (${Spawn[${TargetID}].Type.Equal[NPC]} && ${Zone.Name.Find[forgotten]}!=0) {
          /call BailOut
          /return 1
      }
  }
  /if (${Me.PctMana}>90 || ${Me.PctHPs}<50) /call NoLich
  /if (${casting.Equal[nocast]}==FALSE) {
      /if (!${dangerFlag} && ${Me.Pet.ID}!=0 && ${Me.PetBuff[PET_HASTE]}==0) /call MyCast "PET_HASTE" PET_HASTE_GEM
      /if (${Me.PctMana}<90 && ${Me.Buff[LICH_SPELL].ID}==NULL && ${Me.PctHPs}>50) /call MyCast "LICH_SPELL" LICH_GEM
      /if (${FindItem[ROD_NAME].ID}!=0) /cast item "ROD_NAME"
  }
  /if (${Initialized} && ${weZoned}) {
      /declare zoneDelay timer 3m
      /varset weZoned FALSE
      /varset wayBlocked FALSE
      /doevents flush
      /if (${Zone.Name.Find[forgotten]}==NULL) {
          /if (${Zone.Name.Find[nedaria]}==NULL) {
:quit
              /dismount
              /camp desktop
              /endmacro
          }
:zoneIn
          /warp  loc -670 1543 96
          /keypress back
          /keypress forward
          /delay 1
          /sit
          /if (${Me.PctHPs}<=50) {
              /popup Waiting for health>99%...
              /delay 5m ${Me.PctHPs}>99
          }
          /face fast loc 1543,-670
:zoning
          /delay 1s
          /click left 400 300
          /delay 5
          /click left 500 400
          /delay 5
          /click left 600 500
          /doevents Zoned
          /doevents Blocked
          /delay 1s ${weZoned}||${wayBlocked}
          /if (${wayBlocked}) /goto :quit

          /if (${weZoned}==FALSE && ${zoneDelay.Value}>0) /goto :zoning

          /if (${Zone.Name.Find[forgotten]}==NULL) /goto :quit

          /if (${Zone.Name.Find[knowledge]}!=0) /goto :quit

          /varset Initialized TRUE
          /return 1
      }
  }
/return 0

Sub NoLich
  /declare slot int local
  /varcalc slot ${Me.Buff[LICH_SPELL].ID}-1
  /if (${slot}>=0) /notify BuffWindow Buff${slot} leftmouseup
/return

Sub BailOut
  /dismount
  /attack off
  /warp succor
  /delay 1
  /target npc a_harindi_guide
  |/warp -30 -827 -11
  /warp target
  /delay 2
  /face fast nolook
  /varset fightTimer 15s
:panic
  /say I am ready to leave!
  /delay 1
  /doevents Zoned
  /delay 5 ${weZoned}
  /if (${Me.PctHPs}<=20) {
      /keypress instant_camp
      /return
  }
  /if (${Zone.Name.Find[forgotten]}) {
      /keypress left
      /delay 1
      /keypress right
      /if (${Target.ID}) {
          /face fast nolook
      } else {
          /return
      }
      /if (${fightTimer.Value}>0) /goto :panic
      /keypress instant_camp
  }
/return

|----------------------------------------------------------------------------
|SUB: MainAttack - Handles the kiting/killing
|----------------------------------------------------------------------------
Sub MainAttack
:attackAgain
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /doevents
  /target id ${TargetID}
  DELAY 1
  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties

  /call AlwaysCheck
  /if (${Macro.Return}) /return

  /if (${Target.ID}==${Me.Pet.ID}) {
      /assist
      DELAY 3 ${Target.ID}!=${Me.Pet.ID}
  }
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties

  /if (${Me.PctHPs}>ALARM_HEALTH_BELOW_PCT && ${Me.Buff[LICH_SPELL].ID}==NULL) {
      DEBUG_3 Me.Buff[LICH_SPELL].ID==${Me.Buff[LICH_SPELL].ID}
      /call MyCast "LICH_SPELL" LICH_GEM
  }
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties

  /face
  /if (${Target.Distance}>INITIALIZE_ATTACK_RANGE) /call WarpCloser
  /if (${Me.Sitting}==FALSE && ${Me.Mount.ID}==0) /call Mount
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties

  /if (${fightTimer.Value}==0 && ${Target.PctHPs}>20) {
      /call DoTheFear
      /call MyCast "LIFE_DOT" LIFE_DOT_GEM
  }
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /goto :looties

  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Target.ID}>0 && ${Target.Type.NotEqual[Corpse]}) /goto :attackAgain

:looties
  /call AlwaysCheck
  /if (${Zone.Name.Find[forgotten]}==NULL || ${Macro.Return}) /return

  /call DoTheLooting
  /varset TargetID
/return

|----------------------------------------------------------------------------
|SUB: DowntimeWork - Between fight rebuffs, etc.
|----------------------------------------------------------------------------
Sub DowntimeWork
  | Check if we are low on mana or health. Heal or sit down if low
  /call CheckMana
  /if ( ${Macro.Return}==0 ) /return 0
  DEBUG_2 1. Mana Checked

  | Make sure all buffs on self are up
  /call MaintainSelfBuffs
  /if ( ${Macro.Return}==0 ) /return 0
  DEBUG_2 4. Buffs Checked

  /call AlwaysCheck
  /if (${Macro.Return}) /return 0

  /memspellset dots
  /delay 1m ${Window[SpellBookWnd]}==FALSE
/return 1

|----------------------------------------------------------------------------
|SUB: AcquireTarget - Finding a target 0=success; 1=n/a
|----------------------------------------------------------------------------
Sub AcquireTarget
  /declare s int local
  /declare lvl int local
  /declare spn int local
  /squelch /target clear
  /varset TargetID
  /varset TargetName
:scan
  /varcalc s ${s}+1
  /varset spn ${LastSpawn[${s}].ID}
  /if (${spn}==0) /goto :acquired

  /if ((${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[squeaking]} || ${Spawn[${spn}].CleanName.Find[reject]}) && ${Spawn[${spn}].Type.Equal[Corpse]}==FALSE && ${Spawn[${spn}].Level}>=MIN_MOB_LVL && ${Spawn[${spn}].Level}<=MAX_MOB_LVL && ${Spawn[${spn}].Level}>${lvl}) {
      /if (${Spawn[${spn}].Y}<=-265 && ${Spawn[${spn}].Y}>=-429 && ${Spawn[${spn}].X}>=74 && ${Spawn[${spn}].X}<=298 && ${Spawn[${spn}].Level}>=47) {
          DEBUG_1 Ignoring mob in add area: ${Spawn[${spn}].CleanName}(L${Spawn[${spn}].Level})
      } else {
          /varset lvl ${Spawn[${spn}].Level}
          /varset TargetID ${Spawn[${spn}].ID}
      }
  }
/goto :scan

:acquired
  /if (${TargetID}) {
      /target id ${TargetID}
      DELAY 2 ${Target.ID}!=0
      /if (${Target.CleanName.Find[${Me.CleanName}]}) {
          DEBUG_1 WTF? I got targeted!
          /return 1
      }
      /varset TargetID ${Target.ID}
      /varset TargetName ${Target.CleanName}
      /popup ${TargetName} (L${Target.Level})
      DEBUG_1 ${TargetName} (L${Target.Level})
      /return 0
  }
  DEBUG_3 AcquireTarget FAILED!
  /popup Waiting for mobs in range MIN_MOB_LVL-MAX_MOB_LVL...
  /call Mount
  /delay 5s
/return 1

| Find the closest WP in line-of-sight to our target
Sub FindWP
  /declare wp int local
  /declare Y int local
  /declare X int local
  /declare Z int local
  /declare dist float local 10000
  /varset wpY
  /varset wpX
  /varset wpZ
  /for wp 1 to WP_SIZE
      /varset Y ${waypoint[${wp},Y_COORD]}
      /varset X ${waypoint[${wp},X_COORD]}
      /varset Z ${waypoint[${wp},Z_COORD]}
      /if (${LineOfSight[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}  ]} && ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}  ]}<${dist}) {
          /varset wpY ${Y}
          /varset wpX ${X}
          /varset wpZ ${Z}
          /varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}  ]}
      }
  /next wp
/return


|warp closer to target, via WP if mob, or direct otherwise.
Sub WarpCloser
  /call AlwaysCheck nocast
  /if (${Macro.Return}) /return

  /if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
      /target id ${TargetID}
      DELAY 2 ${Target.ID}>0
  }
  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return

  /if (${Target.Type.Equal[Pet]}) {
      /warp target
  } else {
      /if (${Me.Pet.ID}) /warp loc ${Me.Pet.Y} ${Me.Pet.X} ${Me.Pet.Z}
  }
  DELAY 1
  /if (${Target.ID}) /face fast nolook
/return

|warp away from target, via most distant WP
Sub WarpDistant
  /call AlwaysCheck nocast
  /if (${Macro.Return}) /return

  /if (${Target.ID}==0 || ${Target.ID}==${Me.ID}) {
      /target id ${TargetID}
      DELAY 2 ${Target.ID}>0
  }
  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) /return

  /declare wp int
  /declare Y float
  /declare X float
  /declare Z float
  /declare dist float
  /for wp 1 to WP_SIZE
      /varset Y ${waypoint[${wp},Y_COORD]}
      /varset X ${waypoint[${wp},X_COORD]}
      /varset Z ${waypoint[${wp},Z_COORD]}
      /if (${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}  ]}>${dist}) {
          /varset wpY ${Y}
          /varset wpX ${X}
          /varset wpZ ${Z}
          /varset dist ${Math.Distance[${Y},${X},${Z}:${Target.Y},${Target.X},${Target.Z}  ]}
      }
  /next wp
  /if (${wpY}!=0||${wpX}!=0||${wpZ}!=0) /warp loc ${wpY} ${wpX} ${wpZ}
  DELAY 1
  /if (${Target.ID}) /face fast nolook
/return

| DO NOT CALL DELAY FROM EVENTS!
| Parameters: delay timer setting + early exit condition
Sub Delay(string delayTime, string exitCond)
  /declare tmr timer local ${delayTime}
:moreDelay
  /call AlwaysCheck nocast
  /if (${tmr.Value}==0) /return

  /if (${exitCond}) {
      |DEBUG_3 Early exit on condition: ${exitCond.Right[-1]}
      /return
  }
  /if (${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
      DEBUG_1 Delay abort, ${tmr.Value} ticks left, LOW HEALTH!
      /return
  }
  /delay 1 ${exitCond}
  |/if (${Math.Calc[${tmr.Value}%10].Int}==0) DEBUG_3 /delay ${tmr.Value} ${exitCond.Right[-1]}:${exitCond}
  /doevents Skinhit
  /doevents Miss1
  /doevents ImHit
  /doevents Retry
  /doevents Abort
  /doevents OutOfRange
  /doevents NoLOS
  /doevents Standing
  /doevents OOR
  /doevents Zoned
  /doevents PetAggro
  /doevents NoMount
  /doevents NoLich
 | /doevents Stunned
  /doevents RootGone
  /doevents DOT1Gone
  /doevents DOT2Gone
  /doevents DOT3Gone
  /doevents Snaregone
  /doevents Skullcapgone
  /if (${Target.Type.Equal[NPC]}) /face
  /goto :moreDelay
/return

Sub MyCast(string spname, string gname)
  /if (${Zone.Name.Find[forgotten]}==NULL) /return

  /if (${Corpse.Open}) /notify LootWnd DoneButton leftmouseup
  /varset spellName ${spname}
  /call DoCast ${gname}
  /doevents
  /if (${Target.ID}!=${TargetID} && ${TargetID}!=0) {
      /target id ${TargetID}
      DELAY 3 ${Target.ID}==${TargetID}
  }
  /if (${Target.Type.Equal[NPC]}) /face fast
/return

| Cast something with status return and event processing
| assumes outer variable spellName and TargetID
Sub DoCast(string gem)
  /declare castX float local ${Me.X}
  /declare castY float local ${Me.Y}
  /declare castZ float local ${Me.Z}
  /declare castTime int
  /declare tartype string local ${Spell[${spellName}].TargetType}
  /if (${gem.Equal[item]}) /varset tartype ${FindItem[=${spellName}].Spell.TargetType}
:recast
  /if (${tartype.Equal[Pet]} && ${Target.ID}!=${Me.Pet.ID}) {
      /if (${Me.Pet.ID}==0) /return
      /target id ${Me.Pet.ID}
      /delay 1
  } else /if (${tartype.Equal[Self]} && ${Target.ID}!=${Me.ID}) {
      /target myself
      /delay 1
  } else /if (${Target.Type.Equal[NPC]} && ${Target.ID}!=${TargetID}) {
      /target id ${TargetID}
      /delay 1
  }
  /if (${Target.Type.Equal[NPC]} && ${Target.PctHPs}<8) {
      DEBUG_3 Confusing/low health target (${Target.PctHPs}%)
      /return
  }
  /if (${Target.ID}==0 || ${Target.Type.Equal[Corpse]}) {
      DEBUG_3 Target${Target.CleanName}(${Target.ID}) Dead?
      /return
  }
  /if (${Target.ID}!=${Me.ID}) {
      /face fast
      /if (!${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${  Target.Z}]}) {
          /if (${dangerFlag} && ${reroot}) {
              /call BackOffFromTarget 60
              /delay 1
          } else {
              /call WarpCloser
              /delay 1
          }
      }
  }
  /if (${gem.Equal[item]}) {
      DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
      /cast item "${spellName}"
  } else {
      /if (${Me.Gem[${spellName}]}==NULL) {
          /memspell ${gem} "${spellName}"
          DEBUG_3 book:${Window[SpellBookWnd]}; ${spellName}:${Me.SpellReady[${spellName}]}
          /delay 10s ${Window[SpellBookWnd]}==FALSE
          DELAY 15s ${Me.SpellReady[${spellName}]}
      } else {
          DEBUG_3 ${spellName}:${Me.SpellReady[${spellName}]}
          /if (!${Me.SpellReady[${spellName}]}) {
              DELAY 15s ${Me.SpellReady[${spellName}]}
          }
      }
      DEBUG_2 Casting ${spellName}:${gem}>${Target.CleanName}
      /cast "${spellName}"
  }
  /varset result CAST_IN_PROGRESS
  DELAY 2
  /doevents
  /if (${result}==CAST_IN_PROGRESS && ${Me.Casting.ID}==0) /goto :recast

  /if (!${dangerFlag}) {
      DELAY 30s ${Me.Casting.ID}==NULL
      /delay 1
      /doevents
  } else {
      /delay 1
      /varset castX ${Me.X}
      /varset castY ${Me.Y}
      /varset castZ ${Me.Z}
      /if (${reroot} && ${Target.Type.Equal[NPC]}) {
          /delay 4
          /call WarpDistant
      }
      /varcalc castTime ${Math.Calc[${Me.Casting.MyCastTime}*10].Int}-19
      | Hard code 9s delay for item, assume it is skullcap.
      /if (${gem.Equal[item]}) /varset castTime 100
      /delay ${castTime} ${Me.Casting.ID}==0
      /warp loc ${castY} ${castX} ${castZ}
      /face fast nolook
      /delay 3s ${Me.Casting.ID}==0
      /delay 1
      /doevents
      /if (${reroot} && ${Target.Type.Equal[NPC]}) {
          /call WarpDistant
      } else {
          /call BackOffFromTarget 60
      }
  }
  /if (${result}==CAST_IN_PROGRESS) /varset result CAST_SUCCESS
  DEBUG_3 Casting of ${spellName} complete, result=${result}
  /if (${result}==CAST_OUTOFRANGE || ${result}==CAST_CANNOTSEE) {
      /if (!${dangerFlag} || !${reroot}) /call WarpCloser
      /goto :recast
  } else /if (${result}==CAST_RETRY) {
      /if (!${Me.SpellReady[${spellName}]}) {
       /varcalc result ${Spell[${spellName}].RecoveryTime}*10
          DELAY ${result} ${Me.SpellReady[${spellName}]}
      }
      /goto :recast
  }
/return

Sub Mount
  /if (${mountFlag}) {
      /if (${InvSlot[ammo].Item.Name.Find[Drum]}!=NULL && ${Me.Buff[Summon Drogmor].ID}==0) {
          /cast item "${InvSlot[ammo].Item.Name}"
      } else /if (${InvSlot[ammo].Item.Name.Find[Bridle]}!=NULL && ${Me.Buff[Summon Horse].ID}==0) {
          /cast item "${InvSlot[ammo].Item.Name}"
      } else {
          /if (!${Me.Sitting}) /sit
      }
  } else {
      /if (!${Me.Sitting}) /sit
  }
/return

|----------------------------------------------------------------------------
|SUB: CheckMana 0= need more med; 1=mana ok
| Now with histeresis - exit condition is above entry condition.
|----------------------------------------------------------------------------
Sub CheckMana
  /declare exitMana int local
  /declare exitHealth int local
  /varcalc exitMana MIN_MANA_BEFORE_MEDITATE+80
  /varcalc exitHealth ALARM_HEALTH_BELOW_PCT+70
  |Meditate?
  /if (${Me.PctMana}<MIN_MANA_BEFORE_MEDITATE || ${Me.PctHPs}<ALARM_HEALTH_BELOW_PCT) {
      DEBUG_1 Meditating.
      /popup Meditating...
      /call Mount
      /declare i int local
      /if ( ${Target.ID} ) /squelch /target clear
      /for i 1 to 10
          DELAY 1s
          /if ( ${Target.ID} ) /return 1
      /next i
      /if ( ${Me.PctMana}<${exitMana} || ${Me.PctHPs}<${exitHealth} ) /return 0
      DEBUG_2 Mana/health OK now.
  }
/return 1

|----------------------------------------------------------------------------
|SUB: MaintainSelfBuffs - Keep buffs up
| 0=still buffing; 1=all done
|----------------------------------------------------------------------------
Sub MaintainSelfBuffs
  /declare iCount int local
  /declare t string local
  /for iCount 1 to ${MyBuffs.Size}
      /call SplitString tmp_tmp ${MyBuffs[${iCount}]} "|"
      /varset t ${Me.Buff[${tmp_tmp[1]}]}
      /if ( ${t.Equal[NULL]} ) {
          /if ( !${Target.ID}!=${Me.ID} ) {
              /echo buffing
              /target myself
              DELAY 1
          }
          |Cast with gemselection or default
          /if ( ${tmp_tmp.Size}>1 ) {
              DEBUG_3 Attempting to cast "${tmp_tmp[1]}" ${tmp_tmp[2]}
              /call MyCast "${tmp_tmp[1]}" ${tmp_tmp[2]}
          } else {
              DEBUG_3 Attempting to cast "${tmp_tmp[1]}"
              /call MyCast "${tmp_tmp[1]}" 8
          }
          |Return to top - so we dont keep buffing if being attacked
          /return 0
      }
  /next iCount
/return 1

| Back off from current target so many units.
| Finds first line of sight on a horizontal, vertical, or
| diagonals that are at least as distant as desired.
Sub BackOffFromTarget(float dist)
  /declare by float local ${Target.Y}
  /declare bx float local ${Target.X}
  /varcalc by ${by}-${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varset by ${Target.Y}
  /varcalc bx ${bx}-${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varcalc by ${by}+${dist}
  /varset bx ${Target.X}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varset by ${Target.Y}
  /varcalc bx ${bx}+${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varcalc by ${by}+${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varcalc by ${Target.Y}-${dist}
  /varcalc bx ${Target.X}-${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varcalc by ${Target.Y}+${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /varcalc by ${Target.Y}-${dist}
  /varcalc bx ${Target.X}+${dist}
  /if (${LineOfSight[${by},${bx},${Target.Z}:${Target.Y},${Target.X},${  Target.Z}]}) /goto :backoff

  /face fast
  /keypress forward
  /delay 3s ${Target.Distance}>=${dist}
  /keypress forward
  /face fast
  /return
:backoff
  /warp loc ${by} ${bx} ${Target.Z}
  /delay 1
  /if (${Target.ID}) /face fast nolook
/return

|----------------------------------------------------------------------------
|SUB: DoTheLooting
|----------------------------------------------------------------------------
Sub DoTheLooting
  /if (!${Defined[looted]}) /declare looted bool outer
  /target id ${TargetID}
  DELAY 1
  DEBUG_1 Going to loot
  DEBUG_3 DoTheLooting Target: ${Target.CleanName}, ID:${Target.ID}
  /warp target
  DELAY 1
  /loot
  /varset looted FALSE
  DELAY 6s (${Corpse.Open}&&${looted})
  /call LootMob
  /notify LootWnd DoneButton leftmouseup
  DELAY 1
  /doevents
  /declare xp int local
  /declare pp int local
  /declare level float local ${Me.Level}
  /varcalc level ${level}+${Math.Calc[${Me.Exp}/330.0].Milli}
  /varcalc xp ${Me.Exp}-${startingXP}
  /if (${xp}<0) /varcalc xp ${xp}+330
  /varcalc pp ${Me.Platinum}-${startingPP}
  /popup L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
  DEBUG_1 L${level.Milli}, XP up ${Math.Calc[${xp}/3.3]}% - PP up ${pp}
  DELAY 5s
/return

|----------------------------------------------------------------------------
|SUB: LootMob
|----------------------------------------------------------------------------
Sub LootMob
  /if (!${Target.ID}) {
      /target npc corpse
      DELAY 1s ${Target.ID}>0
  }
  /loot
  DELAY 1s ${Corpse.Open}
  /cleanup
/return

|----------------------------------------------------------------------------
|SUB: SplitString - A generic string splitter.
|----------------------------------------------------------------------------
Sub SplitString(string varname, string inputstring, string splitter)
  /declare i int local
  /declare stringcnt int local

  |The normal splitter. Splitter string is just 1 in length.
  /if (${splitter.Length}==1) {
      /varcalc stringcnt ${inputstring.Count["${splitter}"]} + 1
      /if (!${Defined[${varname}]}) {
          /declare ${varname}[${stringcnt}] string outer
      } else {
          /deletevar ${varname}
          /declare ${varname}[${stringcnt}] string outer
      }
      /for i 1 to ${stringcnt}
          /varset ${varname}[${i}] ${inputstring.Token[${i},"${splitter}"]}
      /next i
  }
/return

|----------------------------------------------------------------------------
|SUB: DestroyCopper - Destroy all the copper
|----------------------------------------------------------------------------
Sub DestroyCopper
  /squelch /windowstate InventoryWindow open
  /shift /notify InventoryWindow IW_Money3 leftmouseup
  /delay 1s ${Cursor.ID}>0
  /destroy
  /cleanup
/return

|----------------------------------------------------------------------------
|SUB: DestroySilver - Destroy all the silver
|----------------------------------------------------------------------------
Sub DestroySilver
  /squelch /windowstate InventoryWindow open
  /shift /notify InventoryWindow IW_Money2 leftmouseup
  /delay 1s ${Cursor.ID}>0
  /destroy
  /cleanup
/return

|----------------------------------------------------------------------------
|SUB: DoTheFear - Fear target
|----------------------------------------------------------------------------
Sub DoTheFear
  /if ( ${Me.PctMana}>10 && ${Target.Type.Equal[NPC]} && ${Target.PctHPs}>24) {
      /call MyCast "FEAR_SPELL" FEAR_GEM
      /varset fightTimer 31s
  }
/return

Sub Event_fear
  DEBUG_2 Fear me!
  /call DoTheFear
/return

Sub Event_Miss1
  /echo misses
  /call AlwaysCheck nocast
  /if (${Macro.Return}) {
      /varset result CAST_ABORT
      /return
  }
  /if (${Me.Casting.ID}!=0) /return
  /delay 1
/call BackOffFromTarget 90
/return

Sub Event_Skinhit
  /echo skinhit
  /call AlwaysCheck nocast
  /if (${Macro.Return}) {
      /varset result CAST_ABORT
      /return
  }
  /if (${Me.Casting.ID}!=0) /return
/delay 1   
/call BackOffFromTarget 90
/return

Sub Event_ImHit
  /Echo i m hit
  /call AlwaysCheck nocast
  /if (${Macro.Return}) {
      /varset result CAST_ABORT
      /return
  }
  /if (${Me.Casting.ID}!=0) /return
  /delay 1
/call BackOffFromTarget 80
/return

Sub Event_Retry
  /delay 2
  /varset result CAST_RETRY
/return

Sub Event_Abort
  /varset result CAST_ABORT
/return

Sub Event_OutOfRange
  /varset result CAST_OUTOFRANGE
/return

Sub Event_NoLOS
  /varset result CAST_CANNOTSEE
/return

Sub Event_Standing
  /stand
  /varset result CAST_RETRY
/return

Sub Event_OOR
  /warp target
  /delay 2
  /loot
  /delay 3
  /delay 3s ${Corpse.Open}
  /doevents OOR
/return

Sub Event_Blocked
  /varset wayBlocked TRUE
/return

Sub Event_Zoned
  /varset weZoned TRUE
/call BackOffFromTarget 60
/return

Sub Event_PetAggro
  /target id ${Me.Pet.ID}
  /warp target
  /delay 1
  /assist
  /delay 1
/return

Sub Event_NoMount
  /varset mountFlag FALSE
/return

Sub Event_NoLich
  /varset mountFlag FALSE
  /dismount
/return

Sub Event_Stunned
:gdStunned
  /call AlwaysCheck nocast
  /if (${Macro.Return}) {
      /varset result CAST_ABORT
      /return
  }
  /delay 1
  /if (${Me.Stunned}) /goto :gdStunned

  /varset result CAST_RETRY
/return

Sub Event_Invited(heard,string who)
  /if (${who.Equal[MY_PARTNER]}) {
      /invite
  } else {
      /disband
  }
/return

|----------------------------------------------------------------------------
|SUB: Root Gone
|----------------------------------------------------------------------------
Sub Event_RootGone
  DEBUG_2 Root gone.
  /varset reroot TRUE
  /varset dangerFlag TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT1Gone
|----------------------------------------------------------------------------
Sub Event_DOT1Gone
  DEBUG_2 SPLURT_DOT gone.
  /varset redot1 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT2Gone
|----------------------------------------------------------------------------
Sub Event_DOT2Gone
  DEBUG_2 HEAT_DOT gone.
  /varset redot2 TRUE
/return

|----------------------------------------------------------------------------
|SUB: DOT3Gone
|----------------------------------------------------------------------------
Sub Event_DOT3Gone
  DEBUG_2 DISEASE_DOT gone.
  /varset redot3 TRUE
/return

|----------------------------------------------------------------------------
|SUB: SKULLCAPGONE
|----------------------------------------------------------------------------
Sub Event_Skullcapgone
  DEBUG_2 LIFE_DOT gone.
  /varset reskull TRUE
/return

Sub Event_Snaregone
DEBUG_2 Root gone.
  /varset reroot TRUE
  /varset dangerFlag TRUE
/return

Sub Event_Exp
  /varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
  /varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
  /varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}
  /echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
  /popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%) - LDRXP: ${LDRExp} (${Me.PctGroupLeaderExp})
  /varset Exper ${Me.PctExp}
  /varset AAExp ${Me.PctAAExp}
  /varset LDRExp ${Me.PctGroupLeaderExp}
/return

Sub Event_Exp2
  /varset AAExp ${Math.Calc[${Me.PctAAExp}-${AAExp}]}
  /varset Exper ${Math.Calc[${Me.PctExp}-${Exper}]}
  /varset LDRExp ${Math.Calc[${Me.PctGroupLeaderExp}-${LDRExp}]}
  /echo EXP: ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
  /popup ${Exper} (${Me.PctExp}%) - AAXP: ${AAExp} (${Me.PctAAExp}%)
  /varset Exper ${Me.PctExp}
  /varset AAExp ${Me.PctAAExp}
  /varset LDRExp ${Me.PctGroupLeaderExp}
/return

Sub SwapItem(string itemName,string slotName) 
  /if ( ${InvSlot[${slotName}].Item.Name.Equal[${itemName}]} ) /return 
  /declare slotID int local 
  /declare oldSlotID int local 
  /declare oldItem string local 
  /declare i int local 
  /varset slotID ${InvSlot[${slotName}].ID}           | slotID = slot you're swapping item to 
  /varset oldSlotID ${FindItem[${itemName}].InvSlot.ID} | oldSlotID = slot the item was originally in 
  /varset oldItem ${InvSlot[${slotName}].Item.Name}     | oldItem = name of item in the slot you're swapping WITH 
  /if ( !${slotID} ) { 
     /echo Invalid slot name: ${slotName} 
     /return 
  } 
  /if ( !${oldSlotID} ) { 
     /echo Could not find item ${itemName} 
     /return 
  } 
:auto_inv 
  /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${itemName}]} ) { 
     /if ( ${Cursor.Container} ) { 
        /for i 1 to 8 
           /if ( !${InvSlot[pack${i}].Item.Container} ) { 
              /nomodkey /itemnotify pack${i} leftmouseup 
           } 
        /next i 
     } else { 
        /autoinventory 
     } 
     /goto :auto_inv 
  } 
   

:pick_up_item 
| if the item is in a bag and it's not open, then open it! 
  /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 

| if the slot you're putting it in is inside a bag and it's not open, then open it! 
  /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

| ok.. pick up the item now! 
  /squelch /nomodkey /shiftkey /itemnotify ${InvSlot[${oldSlotID}]} leftmouseup 

| if item isn't on your cursor, try again! 
  /if ( !${Cursor.Name.Equal[${itemName}]} ) { 
     /if ( ${Cursor.ID} && !${Cursor.Container} ) /autoinventory 
     /goto :pick_up_item 
  } 
:exchange_items 
  /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
  /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 

| put the item in the new slot, and pick up whatever item was there 
  /squelch /nomodkey /shiftkey /itemnotify ${slotID} leftmouseup 

| if it didnt get exchanged, try again! 
  /if ( ${Cursor.ID} && !${Cursor.Name.Equal[${oldItem}]} && !${Cursor.Name.Equal[${itemName}]} && !${Cursor.Container} ) /autoinventory 
  /if ( !${InvSlot[${slotID}].Item.Name.Equal[${itemName}]} ) /goto :exchange_items 
:drop_item 
  /if ( !${Cursor.Container} || ( ${InvSlot[${oldSlotID}]}<30 && ${InvSlot[${oldSlotID}]}>=22 ) ) { 
     /if ( ${InvSlot[${oldSlotID}].Pack} && !${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
     /if ( ${InvSlot[${slotID}].Pack} && !${Window[${InvSlot[${slotID}].Pack.Name}].Open} ) /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
     /squelch /nomodkey /itemnotify ${oldSlotID} leftmouseup 
     /if ( ${Cursor.ID} ) { 
        /if ( !${Cursor.Name.Equal[${oldItem}]} ) /autoinventory 
        /goto :drop_item 
     } 
  } 
:close_pack 
  /if ( ${InvSlot[${oldSlotID}].Pack} && ${Window[${InvSlot[${oldSlotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
     /squelch /nomodkey /itemnotify ${InvSlot[${oldSlotID}].Pack} rightmouseup 
     /goto :close_pack 
  } 
  /if ( ${InvSlot[${slotID}].Pack} && ${Window[${InvSlot[${slotID}].Pack.Name}].Open} && ( ${Cursor.Name.Equal[${itemName}]} || ${FindItem[${itemName}].ID} ) ) { 
     /squelch /nomodkey /itemnotify ${InvSlot[${slotID}].Pack} rightmouseup 
     /goto :close_pack 
  } 
/return
 
Thnx! :) I have been trying it out and it works alot better. Only problem is the rats pwn me pritty fast and after it gates me out I just stand there and if i dont shot off the macro and gate or camp green mobs start hiting on me:).
 
Macro Help needed

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