View Full Version : REQUEST: Hunter Aspects
morbiDDDD
22-05-2005, 06:29 AM
Upon searching I have seen a couple of threads where it has been stated that spells cannot be auto cast but require a button click or keypress.
What I would like if possible is the following:
When I click any ranged attack, Aspect of the Hawk is cast first before the attack and when I click any melee attack, Aspect of the Monkey is cast first before the attack.
Would this be possible? If so I'd really appreciate someone coding it for me, as I have no grasp of scripting whatsoever.
Thanks for any replies. :happy14:
Broadfoot
22-05-2005, 06:49 AM
Upon searching I have seen a couple of threads where it has been stated that spells cannot be auto cast but require a button click or keypress.
What I would like if possible is the following:
When I click any ranged attack, Aspect of the Hawk is cast first before the attack and when I click any melee attack, Aspect of the Monkey is cast first before the attack.
Would this be possible? If so I'd really appreciate someone coding it for me, as I have no grasp of scripting whatsoever.
Thanks for any replies. :happy14:
Thats a brilliant Idea. no reply here but i second the concept and would be eternally grateful to anyone who could come up with such a thing! =) BF
Devla
23-05-2005, 01:46 AM
Great idea, but its already been done (and works great I might add).
You're looking for Zorlen's Hunter Functions (http://homepage.mac.com/mzarra)
Example of the macros I use with Zorlen's addon installed (note all of these macros can also be found in QT UI, available on this site):
I setup my ranged attacks in ActionBar1 and my melee attacks in ActionBar2...then hide actionbar2 (easily done with BibMod).
This macro casts hunter's mark, and sends in your pet:
/script castMark();
/script PetAttack();
This macro casts auto shot, makes sure Aspect of the Hawk is up, and that ActionBar1 is active:
/cast Auto Shot
/script castHawk()
/script CURRENT_ACTIONBAR_PAGE=1;
/script ChangeActionBarPage();
This macro makes sure Aspect of the Hawk is up, and that Ranged keys (ActionBar1) are active:
/script castHawk()
/script CURRENT_ACTIONBAR_PAGE=1;
/script ChangeActionBarPage();
This macro casts Aspect of the Monkey, switches the main action bar to the melee bar, targets the nearest enemy, attacks it, and tells your pet to attack the target:
/script castMonkey()
/script CURRENT_ACTIONBAR_PAGE=2;
/script ChangeActionBarPage()
/script if (not Zorlen_canAttack()) then TargetNearestEnemy() end
/script AttackTarget()
/script PetAttack()
This macro just makes sure Aspect of the Monkey is up and that the melee bar is active:
/script castMonkey()
/script CURRENT_ACTIONBAR_PAGE=2;
/script ChangeActionBarPage()
Zorlen has examples fairly similar on his site, but the ones I listed above are the most handy in my opinion.
Good luck
morbiDDDD
24-05-2005, 12:58 AM
Ok, thanks that does sound quite useful, although not quite what I had in mind.
What I'd really like is some mod which just casts Hawk when I click *any* ranged attack and Monkey when I click *any* melee attack e.g.
I click Arcane Shot or Serpent Sting and AotH gets cast beforehand
I click Raptor Strike and AotM gets cast beforehand
I have no idea if this is possible, but I the meantime I'll definately use some of Devla's suggestions.
blaising
25-05-2005, 11:52 PM
That's a great idea. I will work on that one. I hope you don't mind if I ask you to beta test it.
blaising
26-05-2005, 09:01 PM
Check out Hunters Aspect.
It is a proof of consept but has a huge downside. Only one action can be made per hardware event. So if the Aspect gets changed you need to rerun the action.
morbiDDDD
27-05-2005, 12:11 PM
Hey blaising,
Gonna check out your proof of concept this evening. Sounds like a good start. I'm definately up for beta testing anything you create around this idea, and I hope you are able to find a way around the apparent limitation.
As I've said, I have no clue about scripting so I can't suggest anything myself, but gj on giving it a go! :happy34:
morbiDDDD
27-05-2005, 07:32 PM
Ok, I've tested it now. It's actually pretty useful as it is now imo. Of course it would be great to get it fully functional but I'm gonna use it however complete it is atm.
If you plan to continue with it can I make a couple of short term suggestions? Just some extra commands that would be useful:
/huntersaspect removehawk
/huntersaspect removemonkey
/huntersaspect toggle (on/off)
And also can you make it cast monkey when I have to right click a mob to melee with it in a tight situation?
Thanks for this anyway. :happy53:
blaising
28-05-2005, 01:45 AM
I put your suggestions up there.
I don't think I can hook into the action of clicking on a mob, but I will look into it and see what I can do.
morbiDDDD
28-05-2005, 08:45 PM
Hmm, I found quite a big bug with Hunters Aspect today.
Before when I had just AotH Rank 1 it worked fine. Today, since I've gained AotH Rank 2, using ranged attacks still casts AotH Rank 1, while using melee attacks tries to cast AotH Rank 2. This means when I melee it cancels out the Hawk instead of casting Monkey.
Just to illustrate; I attack with range, Hawk Rank 1 gets cast. I then attack with melee, Hawk Rank 1 gets cancelled. I have to click melee again, Hawk Rank 2 gets cast.
If you want to it needs fixing so that:
a) The highest rank of aspect you have is always cast
b) It doesn't bug out when you get new aspect ranks
Regards
blaising
29-05-2005, 12:46 AM
I will get to work on that as soon as I can. This weekend is going to be full so I can't guarantee the fixes until Monay.
morbiDDDD
30-05-2005, 05:19 AM
Ok, I tried out your latest version and it works very nicely indeed. Thanks.
And now for another problem. :whistle:
Nothing to do with the mod's functionality itself but more of a compatibility problem this time.
Today I decided to customise my action bars, so I installed "Discord Action Bars 1.63 (http://ui.worldofwar.net/ui.php?id=611)," which seemed to offer the best customisation for my needs. However, when it came to testing out the latest Hunters Aspect, I discovered that the '/huntersaspect addwhatever' commands would not accept any attack entries while Discord was enabled. Hence, I had to disable Discord to allow me to add attacks to Hunters Aspect, at which point it worked perfectly.
I have no idea if compatibility could be achieved so let me know what you think.
Also, I have another suggestion for your consideration. How about making the '/huntersaspect addwhatever' commands allow entries to be added by clicking them in the spellbook as well as the action bar? It would be quite a useful addition in my opinion. Perhaps this might even be a way to provide compatibilty with action bar mods, although I'm just thinking out loud on that.
blaising
30-05-2005, 09:52 PM
I will check out adding functionality with Discord, it really shouldn't be a problem.
As for the suggestion, what I can add is: if you have a spell selected and the enter the command addsomething, it will add that spell that is currently selected or wait 'til you click on an action button. I will also be adding a command "cancel" so that you can cancel a addsomething command.
If this addon does seem to be worthy of going real then I will create a UI for it, so that you can just click buttons to get thing added and removed.
Thanks for your help, morbiDDDD.
morbiDDDD
31-05-2005, 09:02 PM
Hey, no problem, glad to help.
I'm away for a few days, so don't think my help has disappeared. I shall check on the mod's progress when I return. :happy65:
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