Hey Scotch,
A couple observations:
Chooseskill has a 4 character parameter, so Spellweaving would be 'spel' - I didn't check if it really works as written.
I can't figure out a reason to lock the detect hidden skill, but it forces it to be locked.
Static wait times following casts regardless of your FCR. This makes it much slower casting that it must be.
The logic surrounding %manacost is not at all obvious:
before casting save your current mana
cast
wait 2 seconds after targetting (can be 0 to 1.5 seconds depending on FCR instead!) so some mana regenerates
set %manacost to how much was used - modified by how much has regenerated
if you cast naturesfury (mana cost is 24 unmodified by LMC)
set %manarequired to %manacost + 84% of %manacost
if you cast EV (mana cost is 50 unmodified by LMC)
set %manarequired to %manacost + 48% of %manacost
Those percentages would be different for each setup based on skills, stats and equipped items (meditation, focus, JOAT, intelligence, LMC and MR).
So 84% or 48% ... would change based on another setup to be close to being correct.
A more stable calculation would be to calculate suit LMC and apply it to the base mana cost for casting.
If you would like, I can share the routines I use to calculating suits and mana requirements.
Gaderian
Chooseskill spell works the same as spel, but thanks I corrected it.
I use the detect hidden skill to setup the location to cast, but I am assuming people don't want to train detect hidden so I just lock it if it's not already. I tried setting #TARGCURS but I couldn't seem to get it to work on the ground even if I set the #TARGETKIND so I gave up. Seems to be pretty dependable how I have it targeting.
The Timers were just simple and don't require much thought. If you've got subs built and I am smart enough to figure them out I'll add that, but the script was always very simple. I understand your hatred with dumb timers so I'd give it an honest attempt to remove all those.
As far as the %Mana Required I'll explain.
set %ManaCost #Mana
event macro 15 %Cast
target 4s
set #LTARGETX %LTX
set #LTARGETY %LTY
set #LTARGETZ %LTZ
set #lTARGETKIND 2
event macro 22
wait 2s
}
set %ManaCost %ManaCost - #Mana
if %Cast = 606
set %manarequired %manacost + ( %manacost * 84 / 100 )
if %Cast = 57
set %manarequired %manacost + ( %manacost * 48 / 100 )
This is only in the initial cast, so all it's doing is if you're casting EV it figures out how much that cost you then adds the cost to cast invisibility after cast. Invisibility is a percentage of either spell, so if the initial cast is EV it calculates that plus a invis as the minimum mana the script will need if you are casting summons over and over. same with Natures Fury.
Not saying it's super accurate, but I thought this would be the easiest way to do it considering it's taking the mana cost directly from you casting the spell. Even if it's got some crap timer code from my tests it seems to get close using different characters with different suits (one really good suit and one really crappy suit) any slop only helps with adding buffer on for having to cast a heal or cure in there.