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#378936
;Stealthy's Mage Routine
;Designing Stages 0.0
;Designed for use with WoWBot 15b.
;notes: WORK ON AOES! ex adds and superaoeing, work on hilly targeting
;notes: Totem code, add code to deal with pets (NPC warlocks, hunters)
;notes: add user set-able var for 5/5 arc missiles, same for pyro pulling
if sitting, stand
if no water elemental out and spell exists, summon water elemental
check for targets, if none grab one
check to see if they're allied/enemy
handle any elites that may have aggroed
attack
define frostspec
check if we're in pull range and -haven't- pulled and have hp/mana
combatprep
if not enough hp/mana, downtime
if yes, if fire mage, and you have no adds attacking you, pop off pyro
if firemage and you have adds or you don't have pyro, use fireball
if frostmage, open with frostbolt
if spell finishes casting, set pulled flag. else repull
if not, get closer and pull
else start nukes
if target under 30yrds and firespec and target not fire immune, fireball
if target under 30yrds and firespec and target fire immune, frostbolt
if target under 30 yrds and frostspec and target not frost immune, frostbolt
if target under 30yrds and frostspec and target frost immune, firebolt
if target under 30yrds and immune to frost and fire, arcane missiles
if one extra aggroed exist, resheep, run to safe loc, if mana under x%, evocate
if target is casting a spell, counterspell
if targe tunder 20yrds and not cooldown, fireblast
if under 25%hp, pop mana shield
manastone/pots
if target in melee range and not frost immune, frostnova
find save point to right or left, strafe to it, face target
if one add, target it and poly it
if one add and can't poly, pick safe point and run
if two adds and >1 lvl under you, aoe, might have to set flag and make function
if two adds and <2 lvl under you, pick safe point and run
if arc power exists, and my mana >50%, pop it
if clearcast exists, and cold spec, cone of cold
if clearcast exists, and not cold, blast wave
if target frostbitten, frostnovad, or frozen, ice lance
if pom exists and isn't cooldown, pop it
if firespec and target not fire immune and pyro exists, pyroblast
if firespec and target not fire immune and no pyro, fireball
if firespec and target fire immune, frostbolt
if frostspec and target not frost immune, frsotbolt
if frostspec and target frost immune, fireball
manastone/pots
if exists and range <10yrds, use dragon's breath
if me > 75% hp and target under10%hp, wand
if me > 50% hp and target under5%+ignited, wand
if target under 10%hp, scorch
if target under 4% hp, wand
if me < 40%hp and target > 60%hp, instacasts
blastwave
cone of cold
fireblast
if me < 25% hp and < 25% mp, evocate
if me < 25%hp and bandages exist, and not recently bandaged, use bandage
if target dead and no adds, reset pulled
if target dead and adds, work on adds
when adds dead, reset pulled
downtime
downtime
check to see if I'm in combat, if yes, wait 5 and recheck
if no, proceed
check to see if I'm buffed, if yes, and >x hp/mp, don't bother
if not buffed, and if have >x hp/mp, call buff
if (variable food) doesn't exist, call make food
if (variable water) doesn't exist, call make water
if under X hp, and (variable food) exists, call eat
if under x mp, and (variable water) exists, call drink
if sitting, wowpress sitorstand
if combatprep var, enter attack phase
summonwater
same as food, but needs to be done first
summonfood
check what level you are, summon food based on your level
use a switch/class to do so
based on this, set food variable to your level food
cast twice
usewater/food
if safe, and if have food + water, use
if just food or just water, use
wait til HP/MP full, use again if needed
pots
check for hp pots from highest to lowest potency, use if exist and if under certain HP in fight, and can use
same for mp pots
manastonesummon
check for highest mana stone conjure that exists
set variable for it
summon based on variable
manastoneuse
use manastone based on variable if in combat and under %mp
bandageset
check for existing bandages, set var based on highest existing usable
combatprep
if arc int is gone, pop it.
if frost/ice armor is gone, pop it.
if mob is a caster, pop dampen magic.
if mob uses frost/fire, use frostward/fireward.
if combustion exists and isn't cooldown or on me, pop it.
if ice barrier exists and isn't cooldown or on me, pop it.
if ice barrier exists and is cooldown but isn't on me, and coldsnap exists
pop coldsnap
pop ice barrier
if my mana's now low and evocate exists and isn't cooldown, use it
if my mana's now low and no evocate/evocate but cooldown, set special downtime var and trigger downtime
if my mana's fine, proceed to attack
function Attack(string AttackGUID)
{
;will assume either fire or fire/arcane if false, set it according to your spec
declare frostspec bool local false
declare Pyropull bool global true
declare arcmissiletalent bool global false
;don't touch these, they're autoset
declare Pulled bool local false
declare UseFrostWard bool global false
declare UseFireWard bool global false
declare Immune-Frost bool global false
declare Immune-Fire bool global false
declare Dampen bool global false
declare Ranged bool local true
declare hastarget bool global false
declare testx float global 0
declare testy float global 0
declare safex float global 0
declare safey float global 0
declare angle float global 0
declare NoSafeSpot bool global false
declare testfail int global 0
SavedWaypointX:Set[${Me.X}]
SavedWaypointY:Set[${Me.Y}]
if ${AttackGUID[NULL]}||${AttackGUID.Equal[NOTARGET]}
{
call UpdateHudStatus "No Target."
Return
}
;elites code borrowed from eqjoe, not much improvement to make. RLG is getting improved, however.
if ${Unit[${AttackGUID}].Classification.Equal[Elite]}
{
if !${Me.InCombat}
{
call UpdateHudStatus "Target is an elite, don't bother attacking them"
GUIDBlacklist:Set[${AttackGUID},AVOID]
TargetGUID:Set[NOTARGET]
Return
}
else
{
call UpdateHudStatus "Aggrod an elite RUN after we sheep!!"
if !${Spell[Polymorph].Cooldown}&&${Spell[Polymorph](exists)}
{
call CastSpell Polymorph ${AttackGUID}
}
RLG:Set[TRUE]
GUIDBlacklist:Set[${AttackGUID},AVOID]
TargetGUID:Set[NOTARGET]
return
}
}
call UpdateHudStatus "Attacking ${Object[${AttackGUID}].Name}"
if ${Unit[${AttackGUID}].Distance}<${PullingRange}&&!${HavePulled}
{
move -stop
Target ${AttackGUID}
}
do
{
;If already pulled, just nuke.
if ${pulled}
{
call Nukes
}
;save XYZ for stuck dist checking later, that's getting improved as well
DistX:Set[${Me.X}]
DistY:Set[${Me.Y}]
DistZ:Set[${Me.Z}]
;Do we still have a target?
if !${Unit[${AttackGUID}](exists)
{
echo "Target disappeared :("
call UpdateHudStatus "Target is gone."
TargetGUID:Set[NOTARGET]
Return
}
;Check to see if it's been tapped
if ${Unit[${AttackGUID}].Tapped}
{
echo "Target stolen, stopping casting if I was casting."
call UpdateHudStatus "Target stolen; tapped."
if ${Me.Casting}
wowpress JUMP
TargetGUID:Set[NOTARGET]
Return
}
;Check to see if it's not tapped yet, but has a target
if ${Unit[${AttackGUID}](exists)
{
Target ${AttackGUID}
call checkassist
wowpress ASSIST
call removecheckassist
if ${hastarget}
{
echo "Ignoring target from assistcheck"
call UpdateHudStatus "It's got a target; ignore."
TargetGUID:Set[NOTARGET]
Return
}
}
;If our target's in range and not targetted, target him.
if (!${Target.GUID.Equal[${AttackGUID}]) && (${Unit[${AttackGUID}].Distance<${TargettingRange})
{
echo "Targeting our target"
call UpdateHudStatus "Targetting ${AttackGUID}"
Target ${AttackGUID}
}
;Do the combat prep
if (Target.GUID.Equal[${AttackGUID}]) && (${Unit[${AttackGUID}].Distance<${TargettingRange})
{
echo "doing combatprep"
call UpdateHudStatus "Doing CombatPrep for fight with ${AttackGUID}"
call combatprep
}
;All should be well, start the pull.
echo "Pulling"
if (${Unit[${AttackGUID}].Distance<${PullingRange}) && (${Unit[${AttackGUID}].Distance}>25) && (${Unit[${AttackGUID}].Distance}<${TargettingRange})
{
;Attach atom for pullcheck
Event[UNIT_SPELLCAST_SUCCEEDED]:AttachAtom[pullcheck]
;Check for what spell would be best to pull with and use it.
;If you're fire and got pyro, use it.
if !${frostspec} && ${Pyropull} ${Spell[Pyroblast](exists)} && !{Immune-Fire}
{
echo "pyroblast pulling"
call UpdateHudStatus "Pulling with Pyroblast"
call castspell "Pyroblast" ${AttackGUID}
}
;Pull with a fireball if pyro doesn't exist
if !${frostspec} && !${Spell[Pyroblast](exists)}||!${Pyropull} && !{Immune-Fire}
{
echo "fireball pulling"
call UpdateHudStatus "Pulling with Fireball"
call castspell "Fireball" ${AttackGUID}
}
;Frost spec? Frostbolt!
if ${frostspec} && !{Immune-Frost}
{
echo "Frostbolt pulling"
call UpdateHudStatus "Pulling with Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
;If you're a frosty and it's frost immune, you can't exactly frostbolt it...
if ${frostspec} && {Immune-Frost}
{
echo "firebolt pulling - frost immune"
call UpdateHudStatus "Pulling with Fireball"
call castspell "Fireball" ${AttackGUID}
}
;Likewise, if you're fire and it's fire immune, can't use fire.
{
echo "Frostbolt pulling - fire immune"
call UpdateHudStatus "Pulling with Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
;Just in case it's an add we're starting to fight, add a 'pulled' check for it. 5 yard pyroblasts annoy me.
if (${Unit.Distance["${AttackGUID}"]<5)
{
declare pulled bool global TRUE
}
}
;If the target's dead, go ahead and reset pulled flag
if (${Unit.PctHPs["${AttackGUID}"]}=0)
{
declare pulled bool global FALSE
}
;If we're good on pull, start the nukes!
if ${pulled}
{
echo "Pulled good, starting nukes"
call UpdateHudStatus "Starting Nukes"
call Nukes
}
}
}
function Nukes()
{
;Make sure it's in casting range... this should fit any spec with at least rank 3 fireball/frostbolt
if (${Unit.Distance["${AttackGUID}"]>36)
{
; move -stop
wait 3
return
}
;What better way to start than with clearcast?
if ${Me.Buff["Clearcasting"](exists)}
{
if ${arcmissletalent}
{
echo "Clearcast one rack 'o Missiles"
call UpdateHudStatus "Casting Arcane Missiles"
call castspell "Arcane Missiles" ${AttackGUID}
}
if ${frostspec} && !${Immune-Frost}
{
echo "Clearcasting me a frostbolt"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
;Aww crap... clearcast and it's frost immune. No free lolcrit for you.
if ${frostspec} && ${Immune-Frost}
{
echo "Poor frostmage clearcasting a fireball"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
;Firespec? Good man (or woman)!
if !${frostspec} && !${Immune-Fire}
{
echo "Clearcast cooking: One fireball"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
;Fire mage fighting lava elementals? Shame on you.
if !${frostspec} && ${Immune-Fire}
{
echo "Clearcasting a frostbolt because I'm a bad fire mage"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
}
;Well, that's great. What about arc power?
if ${Spell["Arcane Power"](exists)} && !${Spell["Arcane Power"].Cooldown}
{
echo "I have the power!"
call UpdateHudStatus "Casting Arcane Power"
call castspell "Arcane Power" ${Me.GUID}
}
;Ain't that nifty? You know, I'm pretty sure that if we have arc power, we have something else...
if ${Spell["Presence of Mind"](exists)} && !${Spell["Presence of Mind"].Cooldown}
{
echo "One cruise missile coming up"
call UpdateHudStatus "Casting Presence of Mind"
call castspell "Presence of Mind" ${Me.GUID}
}
;Now then, what are we going to do with this newfound power? You know what.
if ${Me.Buff["Presence of Mind"](exists)}
{
;We gotta pick our poison.
if !${frostspec} && ${Spell["Pyroblast"](exists)} && !${Immune-Fire}
{
echo "FIRIN MAH LAZAR CANNON!"
call UpdateHudStatus "Casting Pyroblast"
call castspell "Pyroblast" ${AttackGUID}
}
if !${frostspec} && !${Spell["Pyroblast"](exists)} && !${Immune-Fire}
{
echo "Firin mah...mini... lazar cannon!"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
;Unfortunately, there's -always- a frosty.
if ${frostspec} && !${Immune-Frost}
{
echo "Pew pew frostbolt"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
;That's fine and dandy, but what if we're a naughty mage fighting something immune to our spec?
if ${Immune-Frost}
{
echo ":'( It's immune, fireBALLIN'"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
if ${Immune-Fire}
{
echo ":'( It's immune, frostLAMIN'"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
}
;Ok, ok, I know what you're saying. What if we're too new for this nice stuff?
;Well... you get the basic nukes + the rest of the routine.
if !${Immune-Fire} && !${frostspec}
{
echo "Nuking Fireball"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
if !${Immune-Frost} && ${frostspec}
{
echo "Nuking Frostbolt"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
if ${Immune-Fire} && !${frostspec}
{
echo "Seminuking Frostbolt"
call UpdateHudStatus "Casting Frostbolt"
call castspell "Frostbolt" ${AttackGUID}
}
if ${Immune-Frost} && ${frostspec}
{
echo "Seminuking Fire"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
;By now, mob should be on you. So, we're going to want to get away from it.
{
if !${Spell["Blink"].Cooldown} && !${Spell["Frost Nova"].Cooldown} && !${Immune-Frost}
{
call GetSafePoint(${Me.Heading})
if !${NoSafeSpot}
{
echo "Entrapping and getting away"
face ${safex} ${safey}
call castspell "Frost Nova" ${AttackGUID}
echo "Blinking"
call castspell "Blink" ${Me.GUID}
moveto ${safex} ${safey} 2
face ${Target.X} ${Target.Y}
}
}
;Sometimes trap and get away won't work... so just get away.
if !${Spell["Blink"].Cooldown} && (${Spell["Frost Nova"].Cooldown} || ${Immune-Frost})
{
call GetSafePoint(${Me.Heading})
if !${NoSafeSpot}
{
echo "Can't entrap, just getting away"
face ${safex} ${safey}
echo "Blinking"
call castspell "Blink" ${Me.GUID}
moveto ${safex} ${safey} 2
face ${Target.X} ${Target.Y}
}
}
;And sometimes, you just can't get away.
if ${Spell["Blink"].Cooldown} || ${NoSafeSpot}
{
if !${Spell["Frost Nova"].Cooldown} && !${Immune-Frost}
{
echo "Can't get away, FN'ing for the hell of it"
call UpdateHudStatus "Casting Frost Nova"
call castspell "Frost Nova" ${AttackGUID}
}
}
}
;And there's your nukes. But wait! Ice lance, anyone?
if ${Unit[${AttackGUID}].Buff["Frostbite"](exists)}||${Unit[${AttackGUID}].Buff["Frozen"](exists)}||${Unit[${AttackGUID}].Buff["Frost Nova"](exists)} && !${Immune-Frost}
{
echo "Icelance!"
call UpdateHudStatus "Casting Ice Lance"
call castspell "Ice Lance" ${AttackGUID}
}
;Right about now would be a good time to check HP/MP and pot/bandage/evocate if needed.
if ${Me.PctHPs}<50}
{
echo "Low HP, seeing what I can do"
if !${Me.Buff["Recently Bandaged"](exists) && ${Item.["${bandages}](exists) && ${Unit[${AttackGUID}].Distance}>9
{
echo "I got bandaids!"
call UpdateHudStatus "Bandaging"
call useitem "${bandages}"
}
}
if ${Me.PctMana}<50} && !${Spell["Evocation"].Cooldown}
{
echo "Time for that evocate."
call UpdateHudStatus "Evocating."
call castspell "Evocation" ${Me.GUID}
}
if ${Me.PctMana}<30 || ${Me.PctHPs}<30
{
echo "Checkin for pots"
call UpdateHudStatus "Checking for potions"
call pots
}
;While we're at it, let's see if any combat buffs need fixed. If we have the mana.
if ${Me.PctMana}>50
{
if !${Me.Buff["Dampen Magic"](exists)} && ${DampenMagic}
{
echo "Dampening that damn Magic"
call UpdateHudStatus "Casting Dampen Magic"
call castspell "Dampen Magic" ${Me.GUID}
}
if ${frostspec} && !${Me.Buff["Ice Barrier"](exists) && ${Spell["Ice Barrier"](exists) && !${Spell["Ice Barrier"].Cooldown}
{
echo "Getting me an Ice Barrier"
call UpdateHudStatus "Casting Ice Barrier"
call castspell "Ice Barrier" ${Me.GUID}
}
if ${frostspec} && !${Me.Buff["Ice Barrier"](exists) && ${Spell["Ice Barrier"](exists) && ${Spell["Ice Barrier"].Cooldown} && ${Spell["Cold Snap"](exists)} && !${Spell["Cold Snap"].Cooldown}
{
echo "brr, getting cold. Damn cold snap."
call UpdateHudStatus "Casting Cold Snap"
call castspell "Cold Snap" ${Me.GUID}
echo "At least that cold snap brought me some armor!"
call UpdateHudStatus "Casting Ice Barrier"
call castspell "Ice Barrier" ${Me.GUID}
}
;Do we need frost/fire ward?
if ${UseFrostWard} && !${Spell["Frost Ward"].Cooldown}
{
echo "canttouchthis - frost"
call UpdateHudStatus "Casting Frost Ward"
call castspell "Frost Ward" ${Me.GUID}
}
if ${UseFireWard} && !${Spell["Fire Ward"].Cooldown}
{
echo "canttouchthis - fire"
call UpdateHudStatus "Casting Fire Ward"
call castspell "Fire Ward" ${Me.GUID}
}
}
;I'm relatively sure that most of us have fireblast. But wait! Let's mix it up a little.
if (${Unit[${AttackGUID}].Distance}<20) && !${Immune-Fire} && ${Spell["Fire Blast"](exists)} && !${Spell["Fire Blast"].Cooldown}
{
if ${Math.Rand[2]}
{
echo "Fireball!"
call UpdateHudStatus "Casting Fireball"
call castspell "Fireball" ${AttackGUID}
}
else
{
echo "Fireblast!"
call UpdateHudStatus "Casting Fireblast"
call castspell "Fireblast" ${AttackGUID}
}
}
;Let's see. What else is there in the bag 'o tricks?
}
function Downtime()
{
}
function summonfood()
{
}
function eatfood()
{
}
function summonwater()
{
}
function pots()
{
}
function combatprep()
{
}
function buffs()
{
}
function manastone()
{
}
function GetSafeSpot(angle)
{
if ${testfail}=8
{
NoSafeSpot:set TRUE
}
if ${testfail}<8
{
testx:Set[${Math.Calc[[12/[${Math.Cos[${angle}]]]+${Me.X}]
testy:Set[${Math.Calc[[12/[${Math.Sin[${angle}]]]+${Me.Y}]
Mobs:Search[-units,-origin ${textx},${testy},${Me.Z},-alive,-range 0-10
if ${Mobs.Count}=0
{
echo "Safe spot good."
safex:Set{$testx}
safey:Set{$testy}
testfail:Set[0]
}
if ${Mobs.Count}>0
{
echo "Our spot sucks, trying to get another..."
testfail:Set[${Math.Calc[${testfail}+1]}]
angle:Set[${Math.Calc[${Me.heading}+45]}]
call GetSafeSpot(${Math.Calc[${angle}+45]})
}
}
}
function events()
{
Event[PLAYER_TARGET_CHANGED]:AttachAtom[assistcheck]
}
atom checkassist()
{
Event[PLAYER_TARGET_CHANGED]:AttachAtom[assistcheck]
}
atom removecheckassist()
{
Event[PLAYER_TARGET_CHANGED]:DetachAtom[assistcheck]
}
atom(script) assistcheck()
{
if !${Target.GUID.Equal[${Me.GUID}]}
{
declare hastarget bool global TRUE
}
else
{
declare hastarget bool global FALSE
}
}
atom(script) immunechecks(string eventid , text, Message)
{
if ${Message.Find["Chilled"]}||${Message.Find["Frostbolt"]}||${Message.Find["Cone of Cold"]}||${Message.Find["Frost Nova"]}&&${Message.Find["failed"]}&&${Message.Find["immune"]}
{
declare Immune-Frost bool global TRUE
}
if ${Message.Find["afflicted by Chilled"]}||${Message.Find["Frostbolt hits"]}||${Message.Find["Cone of Cold hits"]}||${Message.Find["Frost Nova hits"]}
{
declare Immune-Frost bool global FALSE
}
if ${Message.Find["Pyroblast"]}||${Message.Find["Fireball"]}||${Message.Find["Fireblast"]}||${Message.Find["Scorch"]}&&${Message.Find["failed"]}&&${Message.Find["immune"]}
{
declare Immune-Fire bool global TRUE
}
if ${Message.Find["Pyroblast"]}||${Message.Find["Fireball"]}||${Message.Find["Fireblast"]}||${Message.Find["Scorch"]}&&!${Message.Find["immune"]}
{
declare Immune-Fire bool global FALSE
}
if ${Message.Find["hits you for"]}&&${Message.Find["Nature damage"]}||${Message.Find["Shadow damage"]}||${Message.Find["Holy damage"]}||${Message.Find["Fire damage"]}||${Message.Find["Frost damage"]}
{
declare DampenMagic bool global TRUE
}
}
atom(script) damagecheck(string eventid , text, Message)
{
if ${Message.Find["hits you"]}&&${Message.Find["Frost damage"]}
{
declare UseFrostWard bool global TRUE
}
if ${Message.Find["hits you"]}&&${Message.Find["Fire damage"]}
{
declare UseFireWard bool global TURE
}
}
atom(script) pullcheck(string eventid , text, Message)
{
if ${ text.Find["player"]} && (${Message.Find["Fireball"]}||${Message.Find["Frostbolt"]}||${Message.Find["Pyroblast"]})
{
echo "Pullcheck passed"
declare pulled bool global TRUE
Event[UNIT_SPELLCAST_SUCCEEDED]:DetachAtom[pullcheck]
}
}