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Tank macro (1 Viewer)

TYork74

New member
Joined
Dec 15, 2005
RedCents
10¢
I use this for my warrior
Rich (BB code):
#Event CampCheck    "#1# says out of character, #*#camp check#*#" 
#Event CampCheck    "#1# shouts, #*#camp check#*#" 
#Event GotSummoned  "You have been summoned!" 
#Event Enraged       "#*#|${Target.CleanName}| has become ENRAGED#*#" 
#Event EnragedOff   "#*#|${Target.CleanName}| is no longer enraged#*#" 
#Event MobGate      "|${Target.CleanName}| begins to cast the gate spell#*#" 
#Event MobDead      "#*#You have slain#*#" 
#Event MobDead      "#*#has been slain by#*#" 
#event GotHit       "#*#hits YOU for#*#" 
#event GotHit       "#*#slashes YOU for#*#" 
#event GotHit       "#*#crushes YOU for#*#" 
#event GotHit       "#*#bashes YOU for#*#" 
#event GotHit       "#*#kicks YOU for#*#" 
#event GotHit       "#*#smashes YOU for#*#" 
#event GotHit       "#*#mauls YOU for#*#" 
#event GotHit       "#*#gores YOU for#*#" 
#event GotHit       "#*#pierces YOU for#*#" 
#event GotHit       "#*#kicks YOU for#*#" 
#event GotHit       "#*#bashes YOU for#*#"  
#event Zoned        "You have entered#*#" 
#Event TooFarAway   "#*#Your target is too far away, get closer#*#" 
#event NotStanding  "#*#You must be standing to attack!#*#" 
#event NoSeeTarget  "#*#You cannot see your target.#*#" 
#event NoSeeTarget  "#*#You can't hit them from here#*#" 
#event Dead         "#*#Returning to home point#*#" 
#event ManualLoot   "[MQ2] loooot#*#" 
#event MakeCamp     "[MQ2] make camp#*#" 
#event SetPuller    "[MQ2] set puller #1#" 
#event SetRaidMA    "[MQ2] set raidma #1#" 
#event RaidMode     "[MQ2] set raidmode#*#" 
#event beepbeep     "#*# tells you#*#wake up#*#" 
#event Restart      "#1# tells the group, #*#reset home!#*#" 
#event Restart      "#1# tells you, #*#reset home!#*#" 
#event AssistPuller "|${Puller}| tells the group, 'assist me#*#" 

#include advloot.inc 
#include wait4rez.inc 
#include spell_routines.inc 

#define DEBUG_1 "/squelch /echo" 
#define DEBUG_2 "/echo" 

Sub Main 
/echo Now running lazytank, combat helper... 
/if (!${Bool[${Plugin[mq2moveutils]}]}) { 
  /echo MQ2MoveUtils not detected!  This macro requires it! 
  /beep 
  /end 
} 
/declare ResetMasters      string outer "YOURMASTER" 
/declare Provoke           string outer "Bazu Bellow" 
/declare ShieldDistance    int    outer 25 
/declare ShootBow                 outer FALSE
/declare AssistMeAt        int    outer 98 
/declare Puller            string outer 
/declare PullerID          int    outer 
/declare RaidMode          string outer FALSE 
/declare RaidMA            string outer 
/declare RaidEngageAt      int    outer 96 
/declare Closeness         int    outer 99 
/declare DefaultPuller     string outer YOURFAVORITEPULLER 
/declare Casters           string outer Necromancer|Enchanter|Wizard|Magician|Cleric|Druid|Shaman 
/declare CallAssist        string outer TRUE 
/declare Verbose                  outer TRUE 
/declare Channel           string outer /gsay 
/declare HomeXLoc          int    outer ${Me.X} 
/declare HomeYLoc          int    outer ${Me.Y} 
/declare Berated                  outer FALSE 
/declare Engaged                  outer TRUE 
/declare DeadTarget               outer FALSE 
/declare Adds                     outer TRUE 
/declare DEBUG                    outer TRUE 
/declare TargetArray[4]    string outer 
/declare ShieldTimer       timer  outer 300s        
/declare LootMobs          int    outer 1 
/declare CorpseList        string outer 0 
/declare CorpseRadius      int    outer 70 
/declare MobsTooClose      int    outer 50 
/declare CorpseAlertList   int    outer 70 
/declare CorpseRotTime     string outer 440s 
/declare CorpseRotTimer    timer  outer 
/declare CorpseRotSetTimer string outer FALSE 
/declare LootINIFile       string outer "${Me.Name}_loot.ini" 
/declare useAutoLoot       string outer TRUE 
/declare cz                string local ${Zone} 
/declare BowShots          int    outer 0 
/declare WaitTimer         timer  outer 
/declare SanityTimer       timer  outer 
/declare OldItem           string outer 
/squelch /alias /lootmobs /echo loooot 
/squelch /alias /makecamp /echo make camp 
/squelch /alias /setpuller /echo set puller 
/squelch /alias /setraidma /echo set raidma 
/squelch /alias /setraidmode /echo set raidmode 

/if (!${Target.Type.Equal[NPC]}) { 
  /if (!${Target.ID} || ${Target.Type.NotEqual[PC]} || ${Target.Type.Equal[Corpse]} || ${Target.Type.Equal[PET]}) { 
    /varset Puller ${DefaultPuller} 
    /target ${Puller} 
    /delay 3 
    /varset PullerID ${Target.ID} 
    /squelch /target clear 
  } else { 
    /varset Puller ${Target} 
    /target ${Puller} 
    /delay 3 
    /varset PullerID ${Target.ID} 
    /squelch /target clear  
  } 
} 

/if (${PullerID}) { 
  /echo I Will assist ${Puller} for incoming targets. 
  /echo I Will call assist from the group at ${AssistMeAt}% 
  /echo I am using ${Provoke} for my provoke /disc 
} else { 
  /echo Waiting for mobs to come to camp... 
} 
/if (${Verbose}) /echo Default channel for announcements is ${Channel} 
/if (!${InvSlot[charm].Item.Name.Length} && !${InvSlot[chest].Item.Name.Length} && !${InvSlot[head].Item.Name.Length} ) /call Event_Dead 

:Main_Loop 
DEBUG_1 top of main loop. 
  /delay 1 
  :needamob 
  /doevents 
  /if (!${Target.ID} && ${PullerID} && ${Spawn[${PullerID}].Distance} < 180 && !${RaidMode}) { 
    /squelch /assist ${Puller} 
    /delay 3 
    /if (${Target.Type.Equal[PC]}) /target clear 
    /delay 3 
    /if (${Target.Type.Equal[PC]}) /target clear 
    /if (${Target.ID} && ${Target.ID} != ${Me.ID}) { 
      /face fast 
      /if (${DEBUG}) /echo Setting TargetArray 
      /varset TargetArray[1] ${Target.CleanName} 
      /varset TargetArray[2] ${Target.Level} 
      /varset TargetArray[3] ${Target.Name} 
      /varset TargetArray[4] ${Target.ID} 
      /varset SanityTimer 1m 
    } else /if (${Target.ID} == ${Me.ID}) { 
      /squelch /target clear 
    } 
  } 
  /if (${Target.ID} && ${Verbose}&& ${Target.Type.Equal[NPC]}) ${Channel} Ready to tag ${Target.CleanName} from you, bring it in! 
  /if (!${Target.ID} && ${PullerID} && ${Spawn[${PullerID}].Type.Equal[PC]}) { 
    /goto :needamob 
  } else { 
    /call CheckForAdds 
  } 
  :waitformob 
  /doevents 
DEBUG_2 :waitformob 
    :BowShot 
DEBUG_2 :Bowshot Bowshots: ${BowShots}, ShootBow: ${ShootBow} 
    /if (${Target.ID} && ${Target.LineOfSight} && ${ShootBow} && ${Target.Distance} > 40 && ${Target.Type.Equal[NPC]} && ${BowShots} < 3 && ${Target.Distance} < 225) { 
DEBUG_2 Inside /goto :BowShot 
      /face fast 
      /ranged 
      /varcalc BowShots ${BowShots}+1 
      /delay 12 
      /goto :BowShot 
    } 
    /if (${Target.Distance} > 60 && ${Target.ID} && ${Target.Type.Equal[NPC]} && ${SanityTimer} && ${Target.ID} != ${Me.ID}) { 
DEBUG_2 Inside /goto :waitformob 
      /delay 5 
      /face fast 
      /goto :waitformob 
    } 
  /if (${Math.Distance[${HomeYLoc},${HomeXLoc}]} < 100 && !${Target.ID} && !${RaidMode}) /call CheckForAdds 
  /if (${RaidMode} && !${Engaged}) { 
DEBUG_1 Inside /if ({RaidMode}) switch, main loop. 
    :HoldEngage 
    /assist ${RaidMA} 
    /delay 1 
    /doevents 
    /if (!${Target.ID} || ${Target.PctHPs} > ${RaidEngageAt}) /goto :HoldEngage 
    /varset Engaged TRUE 
    /squelch /stick 15 moveback 
    /call KillTarget 
  } 
  /if (${Target.ID} && ${Math.Distance[${HomeYLoc},${HomeXLoc}]} < 50 && ${Target.Distance} < 65 && ${Target.Type.Equal[NPC]}) { 
    /varset Engaged TRUE 
    /call KillTarget 
  } 
  /if (!${Target.ID}) /call ReadyForNext 
  /goto :Main_Loop 
/return 

Sub CheckForAdds 
DEBUG_1 Entered CheckForAdds 
  /if (${DEBUG}) /echo In CheckForAdds! 
  /declare i int local 1 
  /declare s int local 
  /for i 1 to 4 
    /varset s ${NearestSpawn[${i},npc].ID} 
    /if (${Spawn[${s}].Distance} < 60 && ${Math.Distance[${Me.Z}:${Spawn[${s}].Z}]} < 40 && ${Spawn[${s}].LineOfSight}) { 
      /squelch /target npc id ${s} 
      /if (${Verbose}) /echo Target Information: 
      /if (${Verbose}) /echo [ ${Target.Level} ${Target.Race} ${Target.Class} ] ${Target} ${Target.Surname} ( ${Target.Type} ) 
      /if (${DEBUG}) /echo Setting TargetArray 
      /varset TargetArray[1] ${Target.CleanName} 
      /varset TargetArray[2] ${Target.Level} 
      /varset TargetArray[3] ${Target.Name} 
      /varset TargetArray[4] ${Target.ID} 
      /return 
    } 
  /next i 
/return 

Sub KillTarget 
DEBUG_1 Entered KillTarget 
  /declare BackTimer timer local 5s 
  /varset SanityTimer 90s 
  /if (!${Target.ID}) /return 
   /varset WaitTimer 1s 
   :Waiting 
   /if (${WaitTimer}) { 
     /delay 1 
     /doevents 
     /goto :Waiting 
   } 
   :Combat 
  /doevents 
   /if (!${SanityTimer} && ${Target.Distance} > 20) { 
     /squelch /target clear 
     /delay 3 
     /call ReadyForNext 
     /return 
   } 
   /if (${Paused}) { 
     /delay 1s 
     /doevents 
     /goto :Combat 
   } 
   /if (${Target.ID}) { 
     /face fast nolook 
     /if (${CallAssist} && ${Verbose}) /call AssistMe 
    /if (${Me.PctHPs}<=9) /call DoFurious 
  } 
  /if (${Me.Feigning}) { 
    /stand 
    /delay 1 
    /attack on 
    /if (${Target.Distance} > 12) /stick 10 moveback 
  } 
  /if (${Target.Distance} > 140) { 
    /target clear 
    /varset Engaged FALSE 
    /return 
  } 
   /if (!${Berated} && ${Me.CombatAbilityReady[${Provoke}]} && !${RaidMode}) /call DoIncite 
   /if (!${Me.Combat} && ${Int[${Target.Distance}]} < 70) /squelch /stick 10 moveback 
  /if (!${Me.Combat} && ${Target.Distance} < ${Target.MaxRangeTo}) /attack on 
  /if (!${Me.TargetOfTarget.Name.Equal[${Me}]}) /if (${Target.Distance} < 25 && ${Me.AbilityReady["Taunt"]} && !${RaidMode}) /doability "Taunt" 
   /if (!${Me.Combat} && ${Int[${Target.Distance}]} < 100 && ${RaidMode}) /stick moveback behindonce ${Math.Calc[${Target.MaxRangeTo}*${Closeness}/100]} 
   /if (${BackTimer} <=1 && ${RaidMode} && ${Me.Combat}) { 
     /stick moveback behindonce ${Math.Calc[${Target.MaxRangeTo}*${Closeness}/100]} 
     /varset BackTimer 5s 
   } 
   /if (!${ShieldTimer} && ${Me.PctHPs} > 40) /call DoShielding 
  /if (!${Target.ID} || ${Target.Type.Equal[Corpse]}) { 
    /squelch /target clear 
    /delay 3 
    /attack off 
    /delay 3 
    /call CheckForAdds 
    /if (${Target.ID}) /call KillTarget 
    /doevents MobDead 
    /return 
  } 
  /doevents 
  /goto :Combat 
/return    

Sub DoShielding 
DEBUG_1 Entered DoShielding 
  /if (${Me.TargetOfTarget.PctHPs} < 30 && ${Me.TargetOfTarget.Type.Equal[pc]} && ${Me.PctHPs} > 50 && ${Me.TargetOfTarget.Distance} <= ${ShieldDistance} && ${Me.TargetOfTarget.ID} != ${Me.ID}) { 
    /shield ${Me.TargetOfTarget} 
    /varset ShieldTimer 300s 
    /if (${Verbose}) ${Channel} SHIELDING is now on ${Me.TargetOfTarget} 
    /return 
  } 
  /declare i int local 0 
  /for i 1 to ${Group} 
    /if (${Casters.Find[${Group.Member[${i}].Class}]} && ${Group.Member[${i}].PctHPs} < 60 && ${Group.Member[${i}].Distance} <= ${ShieldDistance}) { 
      /shield ${Group.Member[${i}]} 
      /varset ShieldTimer 300s 
      /if (${Verbose}) ${Channel} Now SHIELDING ${Group.Member[${i}]}!! 
      /return 
    } 
/return 

Sub ReadyForNext 
DEBUG_1 Entered ReadyForNext 
  /if (!${Me.Buff[Nettle Shield].ID} && ${Spawn[pc DRUIDFRIEND].ID}) { 
    /tell DRUIDFRIEND ds 
    /delay 6s 
  } 
  /if (!${Me.Buff[Steeloak Skin].ID} && !${Me.Buff[Conviction].ID} && !${Me.Buff[Hand of Conviction].ID} && ${Spawn[pc DRUIDFRIEND].ID}) { 
    /tell DRUIDFRIEND ss please 
    /delay 9s 
  } 
  /if (!${Me.Buff[Ward of Valiance].ID} && !${Me.Buff[Conviction].ID} && !${Me.Buff[Hand of Conviction].ID} && ${Me.Buff[Steeloak Skin].ID} && ${Spawn[pc CLERICFRIEND].ID}) { 
    /tell CLERICFRIEND buffme 
    /delay 7s 
  } 
  /if (!${Me.Buff[Symbol of Balikor].ID} && !${Me.Buff[Balikor's Mark].ID} && !${Me.Buff[Conviction].ID} && !${Me.Buff[Hand of Conviction].ID} && ${Me.Buff[Steeloak Skin].ID} && ${Spawn[pc CLERICFRIEND].ID}) { 
    /tell CLERICFRIEND balikor 
    /delay 7s 
  } 
  /if (!${Me.Buff[Speed of Salik].ID} && !${Me.Buff[Hastening of Salik].ID} && ${Spawn[pc mezem].ID}) { 
    /tell mezem haste 
    /delay 10s 
  } 
  /if (!${Me.Buff[Ward of Valiance].ID} && !${Me.Buff[Conviction].ID} && !${Me.Buff[Hand of Conviction].ID} && !${Me.Buff[Steeloak Skin].ID} && ${Spawn[pc CLERICFRIEND].ID}) { 
    /tell CLERICFRIEND V 
    /delay 7s 
  } 
  /if (!${Me.Buff[Form of Defense I].ID}) { 
    /call EquipItem "Shroud of the Fallen Defender" back 
    /varset OldItem ${Macro.Return} 
    /call cast "Form of Defense 1" item 10s 
    /delay 5 
    /call EquipItem "${OldItem}" back 
  } 
  /varset Closeness 99 
  /varset CallAssist TRUE 
  /varset Engaged FALSE 
  /varset Berated FALSE 
  /varset BowShots 0 
  /varset Adds    TRUE 
DEBUG_1 Leaving ReadyForNext 
/return 
  
Sub DoFurious 
DEBUG_1 Entereed DoFurious 
  /if (${Me.CombatAbilityReady["Furious"]}) { 
    /disc Furious 
    /echo Health too low! Hitting Furious! 
    /if (${Verbose}) ${Channel} Going into Riposte mode!  Will need healing within 12 seconds! 
  } 
/return 

Sub AssistMe 
DEBUG_1 Entered AssistMe 
  /if (${CallAssist} ${Target.PctHPs} <= ${AssistMeAt} && ${Me.Combat}) { 
    /if (${Verbose}) /gsay Assist me now on [ %t ] 
    /varset CallAssist FALSE 
  } 
/return 

Sub ReturnHome 
DEBUG_1 Entered ReturnHome 
  :MoveHome 
  /doevents 
  /face fast nolook loc ${HomeYLoc},${HomeXLoc} 
  /if (${Math.Distance[${HomeYLoc},${HomeXLoc}]}>20) /keypress forward hold 
  /call AreWeStuck 
  /if (${Math.Distance[${HomeYLoc},${HomeXLoc}]}<25) { 
    /keypress forward 
    /keypress back 
    /keypress left 
    /keypress right 
    /if (${DEBUG}) /echo Leaving Sub ReturnHome 
    /return 
  } 
  /goto :MoveHome 
/return 

Sub AreWeStuck 
   /doevents 
  /declare  StuckXLoc      int local ${Me.X} 
  /declare  StuckYLoc      int local ${Me.Y} 
  /delay 5 
  /if (${StuckXLoc}==${Me.X} && ${StuckYLoc}==${Me.Y}) /call MoveAround 
/return 

Sub MoveAround 
  /doevents 
  /keypress forward 
  /keypress back hold 
  /delay 3 
  /keypress back 
  /if (${Math.Rand[2]}) { 
     /keypress strafe_right hold 
  } else { 
     /keypress strafe_left hold 
  } 
  /delay 10 
  /keypress strafe_right 
  /keypress strafe_left 
/return 

Sub DoIncite 
DEBUG_1 Inside DoIncite 
  /if (${Me.PctEndurance} > 40 && !${Berated} && ${Target.Distance} < 50) { 
DEBUG_1 DoIncite, /if statement 
    /squelch /face nolook fast 
    /delay 1 
    /disc Bazu 
    /delay 1 
    /varset Berated TRUE 
  } 
/return 

Sub Event_GotSummoned 
  /keypress back hold 
  /delay 5 
  /keypress back 
/return 

Sub Event_RaidMode 
  /if (${RaidMode}) { 
    /varset RaidMode FALSE 
    /if (${Verbose}) /echo RaidMode DEACTIVATED 
  } else { 
    /varset RaidMode TRUE 
    /if (${Verbose}) /echo RaidMode ACTIVATED 
  } 
/return 

Sub Event_Dead 
  /call Wait4Rez 
/return 

Sub Event_SetRaidMA(string Line,string NewRaidMA) 
  /varset RaidMA ${NewRaidMA} 
  /if (${Verbose}) /echo Now assisting ${RaidMA} for incoming Raid Targets 
/return 

Sub Event_SetPuller(string Line,string NewPuller) 
  /varset Puller ${NewPuller} 
  /target ${Puller} 
  /delay 2 
  /varset PullerID ${Target.ID} 
  /squelch /target clear 
  /if (${Verbose}) /echo Now assisting ${Puller} for incoming mob target! 
/return 

Sub Event_MobGate 
  /if (${Verbose}) ${Channel} ${Target.CleanName} is GATING!  Stun/Mezz! 
/return 

Sub Event_MakeCamp 
  /varset HomeXLoc ${Me.X} 
  /varset HomeYLoc ${Me.Y} 
/return 

Sub Event_Enraged 
   /attack off 
   /delay 2 
   /varset Paused TRUE 
   /echo Mob is Enraged, turning off attack and waiting! 
/return 

Sub Event_EnragedOff 
   /attack on 
   /delay 2 
   /varset Paused FALSE 
   /echo Enrage off, attacking.. 
/return 

Sub Event_TooFarAway 
  /if (${RaidMode}) { 
    /echo ** Too far away - Getting 10% closer now! 
    /varset Closeness ${Math.Calc[${Closeness}*0.9].Int} 
    /if (${Closeness}<20) /varset Closeness 20 
    /stick hold loose behindonce ${Math.Calc[${Target.MaxRangeTo} * ${Closeness} / 100]} 
    /return 
  } 
  /if (${Math.Distance[${HomeYLoc},${HomeXLoc}]} > 100) /call ReturnHome 
  /if (${Spawn[${TargetArray[4]}].ID} && ${Target.ID} != ${TargetArray[4]}) { 
    /squelch /target id ${TargetArray[4]} 
    /delay 1s ${Target.ID} == ${TargetArray[4]} 
    /squelch /stick 12 moveback 
  } else { 
    /squelch /stick 12 moveback 
  } 
/return 

Sub Event_GotHit 
  /if (!${Engaged}  && !${Target.ID}) { 
    /target radius 15 npc 
    /varset Engaged TRUE 
    /call KillTarget 
  } 
/return 

Sub Event_NotStanding 
  /if (!${Engaged}  || ${Target.ID}) /return 
  /call MoveAround 
  /target radius 60 npc 
  /call KillTarget 
/return 

Sub Event_NoSeeTarget 
  /if (!${Engaged}  || ${Target.ID}) /return 
  /target radius 30 npc 
  /call KillTarget 
/return 

Sub Event_ManualLoot 
  /echo in manual loot 
  /call LootMobs 
/return 

Sub Event_MobDead 
  /delay 3 
  /if (${LootMobs}==1 && !${Me.Moving}) /call LootMobs 
  /call CheckForAdds 
  /if (${Target.ID}) /return 
  /if (${Math.Distance[${HomeYLoc},${HomeXLoc}]} > 30) /call ReturnHome 
/return 

Sub Event_Zoned 
  /varset cz ${Zone} 
  /varset HomeXLoc ${Me.X} 
  /varset HomeYLoc ${Me.Y} 
/return 

Sub Event_CampCheck 
  /if (${cz.Find[Muramite Provinggrounds]}) { 
    /if (${Math.Distance[${Me.Y},${Me.X}:-4200,-1800]} < 400) /ooc Stormer at Realms. 
  } 
/return 

Sub Event_beepbeep 
  /beep 
  /delay 2 
  /beep 
  /delay 2 
  /beep 
/return 

Sub Event_Restart(string Line,string Sender) 
  /if (${ResetMasters.Find[${Sender}]}) { 
    /squelch /target clear 
    /delay 1s !${Target.ID} 
    /varset TargetArray[4] 0 
    /varset Engaged FALSE 
    /call ReturnHome 
  } 
/return 

Sub Event_AssistPuller 
  /if (${Spawn[${PullerID}].Distance} > 200) { 
    /gsay You're too far away from camp to assist! 
  } else { 
    /assist ${Puller} 
    /if (${Target.ID} && ${Target.ID} != ${Me.ID}) { 
      /face fast 
      /if (${DEBUG}) /echo Setting TargetArray 
      /varset TargetArray[1] ${Target.CleanName} 
      /varset TargetArray[2] ${Target.Level} 
      /varset TargetArray[3] ${Target.Name} 
      /varset TargetArray[4] ${Target.ID} 
      /varset SanityTimer 1m 
    } else /if (${Target.ID} == ${Me.ID}) { 
      /squelch /target clear 
    } 
  } 
/return

Was wondering if there's any way to put in my clickies, Form of endurace 3, overhaste, illusion, damagae shield etc. any ideas? i know RH has its own ini file for clickies but not sure how to add it.Also maybe hit cyclone blade if more then 2 mobs are in camp, dunno if thats possible ;D
 
Put in this buff check before or after each kill...

Rich (BB code):
|-------------------------------------------------------------------------------- 
|SUB: Buff Check
|-------------------------------------------------------------------------------- 
Sub BuffCheck 

  /if (!${Me.Standing} && !${Me.Mount.ID}>0) /stand 
  /if (${Me.Moving}) { 
    /keypress forward 
    /keypress back 
    /delay 5 
  } 

  /if (${Me.Buff["Miraculous Visions"].Duration} !> ${MF_BuffTicks}) { 
    /casting "Stanos' Wicked Gauntlets" hands
    /echo Casting Haste
  /delay 4s
  }

  /if (${Me.Buff["Shield of the Arcane"].Duration} !> ${MF_BuffTicks}) { 
    /casting "Stanos' Wicked Breastplate" chest
    /echo Casting hp buffs
   /delay 13s
  }

  /if (${Me.Buff["Elixir of Health X"].Duration} !> ${MF_BuffTicks}) { 
    /casting "Distillate of Health X" item
    /echo Casting HP Buff
   /delay 4s
  }

  /if (${Me.Buff["Shield of the Eighth"].Duration} !> ${MF_BuffTicks}) { 
    /casting "Velium Coldain Insignia Ring" fingers
    /echo Casting DMG Shield
   /delay 4s
  }
/return

You will need to edit it for your own items, but that should work for you.

N
 
anyone able to help with this, i tryed editing it but didnt work so well. Items id like to click are. Ring Of Organic darkness, Lavender Cloak of Destruction, Ring of the Beast, Anicent Werewolf skull, and Shiliskin trickster mask.
 
Tank macro

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