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#event attackon "Auto attack is on."
#event attackoff "Auto attack is off."
sub Main
/declare attack int outer 0
/echo Simple Berserker Macro loaded.
:Main_Loop
/if (${attack}>=1) {
/call doabilties
}
/doevents
/goto :Main_Loop
/return
Sub Event_attackon
/varset attack 1
/return
Sub Event_attackoff
/varset attack 0
/return
Sub doabilties
/if (${Me.AbilityReady[Stun]}) {
/doability "Stun"
}
/if (${Me.AbilityReady[Frenzy]}) {
/doability "Frenzy"
}
/if (${Me.AbilityReady[Rage Volley]}) {
/doability "Rage Volley"
}
/return
darknuzz said:yes, all the effects i want are combat abilities... Thank you for the help with the macro Unity. Ill give it a try when a new mq is up and going.
${Me.Combat}unity0110 said:Uh, I just wrote this, and don't have a berserker so it will probably need edited, and also could not think of a way to tell if you're attacking or not, probably some variable like ${Me.Attack} or some thing that i can't find, but oh well, maybe some one can edit this and make it better.