The delay has always worked for me.
I've rooted the issue down to the script performing the special abilities and casting while a corpse is near, the attacking didn't seem to be the issue, I illogically lumped them together when describing the issue.
So the real issue is to prevent the script from reading corpses as %target, which would prevent the script from trying to, say Cast Consc Wep when it's standing over a corpse with nothing around it, or trying to momentum strike for mana when there is a single monster and a corpse nearby.
I have attempted creating a sub for
if #findCnt > 1 && ( %useLS = #true ) && ( #mana < 25 ) && ( #mana > 6 ) && ( %spellTimer < #scnt2 )
gosub execMS
if #findCnt < 2 && ( %useLS = #true ) && ( #mana < 25 ) && ( #mana > 6 ) && ( %spellTimer < #scnt2 )
gosub execLS
if ( %usePrimary = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
gosub execPrim
if ( %useSecondary = #true ) && ( #mana > 25 ) && ( %spellTimer < #scnt2 )
gosub execSec
Call ScanBuffBar
set %ConWep _ConsecrateWeapon_ in %BuffBarIconNames
if ( %castConWep = #true ) && ( %ConWep = #false ) && ( #mana > 10 ) && ( %spellTimer < #scnt2 )
gosub castCon
set %EOO _EnemyOfOne_ in %BuffBarIconNames
if ( %castEOO = #true ) && ( %EOO = #false ) && ( #mana > 10 ) && ( %spellTimer < #scnt2 )
gosub enemyOfOne
and having it call at the end of the attackMob script
In particularly after:
if #FINDKIND = -1 4
finditem %target
set %attack #findid
set #LTARGETID %attack
event macro 27 0
if #findid <> %attack
{
set %attack #findid
set #LTARGETID %attack
event macro 27 0
}
However that seemed to have failed...
Basically what I figured would be best, would be (in this order)
1. Script Scans Mobs
2. Script utilizes #FINDKIND to set the %attack
3. Script compares #FINDID (from finditem) to %attack and engages %attack
4. Script Calls sub doStuff (the Logic for special abilities and spells) and uses #findCnt of %attack instead of %target
5. Script then repeats