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« on: March 10, 2012, 06:53:20 AM »
Last night/this morning I did my best to go through and put this script on crack. The results were quite good, but I'm hoping for some help ironing out the kinks.
The first thing I did was implement EOO, and Confidence. In order to preserve mana in combat, EOO is only applied between mobs. Health is tested in and out of the combat loop, and if below 80 health, confidence is cast. There is probably a more appropriate way of making this percentage based rather than a static health number. The code I used to add EOO and Confidence was taken directly from these boards, I take no credit for that effort.
I also applied mana checks to EOO, LS, and Confidence. EOO and LS will only be cast if I have greater than 14 mana. This ensures that I always have mana for confidence if I need it. Confidence also has a mana check of 7, but that's just to avoid spamming the skill when I don't have mana to cast it. Again the numbers assigned to the mana checks are relevant to my own gear, and would not be suitable for most people. For public use they would need to be set to the default mana cost of each spell, or consider lower mana cost on the users suit.
I reduced the wait time between honoring a target, and attacking it. When I play manually I do this with a single macro, so this change just mimics that behavior.
By far, the most significant change I made was to ensure that while looting I continue to honor and attack new targets. This allowed me to keep up with the absurd spawn rate of troglodytes. I then established a new variable to keep track of whether or not I needed to chase a fleeing mob or not. If you did not move, then there is never a need to pause killing while you loot. Both can be done at the same time. If I had chased a fleeing mob, then the script pauses attacking long enough to loot and then walk back to my starting location. At least that's the intent. It does stop to let me loot, but I can't seem to make it return to the starting location reliably while there are more enemies around. It will instead continue to engage any new spawns from its current location, and only return when there is nothing left to kill. This of course could lead to you chasing enemies until you were no longer even near your intended stationary zone. This is a critical flaw, and I would appreciate any insight available.
Newho, I've been up for about 22 hours now, so I'm going to get some sleep. I attached my modifications of the script, but that's mostly for the sake of feedback. It does kill significantly faster than the default script, but there are risks involved, and it may not be tuned appropriately to your character.
Use at your own risk and thanks for any feedback.