Author Topic: rescue script for tanks  (Read 4003 times)

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gulca

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rescue script for tanks
« on: June 06, 2013, 02:32:37 AM »
Here is a recent script i made. My eyes can no longer keep up with the fast scrolling during 10 man zoning. So I have the script keep track of who is getting hit, and save their names into macro keys and tapping these keys will rescue them.

Wintin++, Tintin++ (both free).

The prompt should look like this, and tapping the key "F3" will rescue Locki, or "F4" will rescue Olas for that round. List is cleared and refresh each passing round (4 secs).

One nice thing about this is you do not need to be in group to get the names saved. 2nd is that names can be as bad as Kubrabrabrabarbara and you don't have to preset any aliases to rescue them.

rescuelist F3 Locki F4 Olas F5 $target3 F6 $target4
500H 100V 1020304X 3% 10C Exits:D>

Some definition of melee
Code: [Select]
#VARIABLE         {hitTypes}  {smite|hit|bite|smith|pierce|slash|cleave|claw|crush|drain|bludgeon|whip|stab|sting|shoot|plunk}
#VARIABLE         {hitTypesPlural}  {smites|hits|bites|smiths|pierces|slashes|cleaves|claws|crushes|drains|bludgeons|whips|stabs|stings|shoots|plunks}
#VARIABLE         {hitTypesback}  {hard|very hard|extremely hard}
#VARIABLE         {hitTypesfront}  {misses|bruises|massacres|annihilates|obliterates}
#VARIABLE         {hitTypesfrontYOU}  {miss|bruise|massacre|annihilate|obliterate}

Trigger and saving names to a list
Code: [Select]
#ACTION {%1 {$hitTypesPlural} {[A-Z][a-z]+} {$hitTypesback}.}
{
#nop targetflag 0, reset
#if {$targetflag == 0}
{
resettarget;
            #var targetflag 1;
};
#variable mob1 %1;
#variable mob2 %3;
#var target[%3] 1;
}
{5}

#ACTION {%1 {$hitTypesPlural} {[A-Z][a-z]+}.}
{
#nop targetflag 0, reset
#if {$targetflag == 0}
{
resettarget;
            #var targetflag 1;
};
#variable mob1 %1;
#variable mob2 %3;
#var target[%3] 1;
}
{5}

#ACTION {%1 {$hitTypesfront} {[A-Z][a-z]+} with {his|her|its} {$hitTypes}.}
{
#nop targetflag 0, reset
#if {$targetflag == 0}
{
resettarget;
            #var targetflag 1;
};
#variable mob1 %1;
#var target[%3] 1;
#variable mob2 %3;
}
{5}

saved names are assigned to arrays which are then assigned to macro keys
Code: [Select]
#alias showtarget {
#var target_index 1;
#foreach {$target[]} {tname}
{
 #var $targetT[$target_index] $tname;
#math target_index {$target_index + 1}
};
#nop lala
}

#var target_index 1;

#var {targetT} {{1} {target1} {2} {target2} {3} {target3} {4} {target4} {5} {target5} {6} {target6} {7} {target7} {8} {target8} {9} {target9} {10} {target10}}


triggering of the prompt, here prompt rank was turn on
Code: [Select]
#ACTION {^%1H %2V %3X %4% %5C}
{
showhealth;
showtarget;
#var targetflag 0;
}

#ALIAS {showhealth}
{
#showme rescuelist F3 $target1 F4 $target2 F5 $target3 F6 $target4
}

Here is to reset the table after every round is done
Code: [Select]
#alias {resettarget}
{
#variable target_index 1;
#unvariable target1;
#unvariable target2;
#unvariable target3;
#unvariable target4;
#unvariable target5;
#unvariable target6;
#unvariable target7;
#unvariable target8;
#unvariable target9;
#unvariable target10;
#unvar target
}
#ticker (tick_resettarget) {resettarget}{4}



macro key definition, i'm showing F3, F4, F5, F6 here,
Code: [Select]
#MACRO {\eOR}
{
rescue $target1
}

#MACRO {\eOS}
{
rescue $target2
}
#MACRO {\e[15~}
{
rescue $target3
}

#MACRO {\e[17~}
{
rescue $target4
}

#MACRO {\e[18~}
{
rescue $target5
}

#MACRO {\e[20~}
{
rescue $target6
}



« Last Edit: June 06, 2013, 02:49:27 AM by gulca »

kanu

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Re: rescue script for tanks
« Reply #1 on: January 01, 2014, 06:46:02 AM »
Super useful Gulca. I will check this out and let you know how it works. I am using Lyntin, which claims it uses the same syntax as Tintin. I assume this script is Tintin compatible?

Loretta

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  • Posts: 76
Re: rescue script for tanks
« Reply #2 on: January 01, 2014, 07:59:09 AM »
I always prefer to use manual rescue+hlight on attacked casters+autotarget for last attacked caster (you have push hotkey to rescue last attacked caster anyway). Works fine to me.

gulca

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Re: rescue script for tanks
« Reply #3 on: January 02, 2014, 11:28:45 AM »
@kanu

Never heard of lyntin, but if it is compatible with tintin, then you should be able to copy and paste and it should work.

Interesting to know a python version of tintin around. I have always wanted to learn python for scripting. Maybe this can be a reason for me to come back next wipe. Let me know how it goes.

@loretta
The script here just assigns attacked players to hotkeys ("macro" in tintin terminology). Again the advantages here are:
1. You don't have to catch 2 pages of scrolling lines during battle to see who is being attacked.
2. You don't have to preset rescue aliases to player names.
3. Don't have to be group.

You still need to press the hotkeys to rescue them. Or ready your loot hotkey when they die :).

I guess you can change the command "rescue" to c 'heal' or c 'regen' or c 'stoneskin' for support classes.