Auto target trigger

by Hianastu

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Hianastu2009-03-04 03:01:56
ok, so Im pissed off with idiots attacking me and my system scrolling so fast I cant see who or how to spell the name, so I want to create an auto targgeting trigger line i can disable for group combat....if possible...

i have a basic idea of how to write one.....not.

My idea flows as follows

* (swings/hacks/jabs/points/blah blah blah) (his/her)

Set tar=*
set autobash=%1

tell me what i actually need...i know the attacks will need to be widened to incorperate all kinds of attacks from all classes....and beasts....but id be happy with just a step by step talk on how to start it off, as soon as I know how to do it for basic attacks, i can start on the more complex attack systems...
thanks
Hian
Acrune2009-03-04 04:33:43
This doesn't really answer your question at all, but I don't recommend this. Changing your target automatically would probably be more trouble then its worth. There are a *lot* of attacks, and, fairly often I don't want to target the most recent person to attack me.

As an easier (and more effective, in my opinion) method, just highlight the names of active combatants of each org different colors. That way, even in group combat, you can see who from your org is hitting who from another org, and your eyes are instantly drawn to your attacker's name if you are jumped or run in to someone that you want to fight.
Unknown2009-03-04 11:54:23
It also helps to have several names queued up before you begin your fight, in those cases where you have a good idea of the people on the opposing team, at least. It's easier to mash a macro that cycles through the targets than it is to spell out people's names in the heat of combat.
Eamon2009-03-04 14:49:51
I just reworked the way I did targetting, and while I don't think this is necessarily the -best- way, it works okay. Keep a queue of targets. Capture the target names like you described, try getting at least one line for each class, though, one that's used often enough. But instead of making the name you catch your current target, you check the queue to see if it's already there, and if not, add it to the end of the queue. If you're jumped, the queue is blank, so the jumper becomes your current target (the desired behaviour), but in a group, you can still prioritize your targets. I also have ways of cycling through the queue and of attacking the second, third, etc... queued target.

Like I said, maybe not the most efficient way, but it gets the job done. Maybe it'll give you an idea for what works for you. smile.gif