Make your Inquisitor cast Divine Awakening (like Fury!)

fryfrog

Well-Known Member
The only credit I can take is that of copy and pasting from the Fury.iss to Inquisitor.iss and changing the words "Favor of the Phoenix" to "Divine Awakening".

It was rough, but I did it. It would be kind of spiffy if these spells would trigger when the members in the group changed.

Code:
Index: Inquisitor.iss
===================================================================
--- Inquisitor.iss      (revision 1745)
+++ Inquisitor.iss      (working copy)
@@ -266,7 +266,15 @@
        declare BuffTarget string local

        variable int temp
-
+
+       ; Pass out feathers on initial script startup
+       if !${InitialBuffsDone}
+       {
+               if (${Me.GroupCount} > 1)
+                       call CastSpell "Divine Awakening" ${Me.Ability["Divine Awakening"].ID} 0 1 1
+               InitialBuffsDone:Set[TRUE]
+       }
+
        switch ${PreAction[${xAction}]}
        {
                case BuffDPS
 

bob_the_builder

Well-Known Member
To take this even further. Add this to your character iss file so when the inquisitor.iss gets updated you dont have to change it.


Check the directory: \InnerSpace\Scripts\EQ2Bot\Character Config

Valerian.iss and Amadeus.iss are two of the ones you can start with to see what to do.

I stripped one of them and made it a blank template. Then added spell stuff as I went.

So here is my inquisitor's character file:

Code:
#define __USING_CUSTOM_ROUTINES__

;; This function is called when EQ2Bot is initialized
function Custom__Initialization()
{
}

function Custom__Buff_Init()
{
   _PreAction[1]:Set[Battle_Mode]
 
}

function Custom__Combat_Init()
{
	_Action[1]:Set[Condemned]
  _SpellRange[1,1]:Set[51]
 
	_Action[2]:Set[Deny]
  _SpellRange[2,1]:Set[50]
}

function Custom__PostCombat_Init()
{
}

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; From this point forward, the same system should work almost exactly as it does with the Class Files 
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
function Custom__Buff_Routine(int xAction)
{
	if !${InitialBuffsDone}
	{
		echo Starting eq2bot and starting one time initilization for ${Me.Name}
		announce "Starting eq2bot and starting one time initilization" 5		
		Me.Inventory[ExactName,Crispy Fried King Prawn Heads]:Equip 
		wait 10
		Me.Equipment[ExactName,Crispy Fried King Prawn Heads]:UnEquip 					
		waitframe
		Me.Inventory[ExactName,Drachnid Bliss]:Equip 
		wait 10
		Me.Equipment[ExactName,Drachnid Bliss]:UnEquip 
		if (${Me.GroupCount} > 1)
			{
			eq2execute /p "Casting Divine Awakening"
			call CastSpell "Divine Awakening"		
			}
		if !${Me.Maintained[Hover](exists)} && !${Me.Maintained[Call Saryn Deathcharger](exists)}
			Me.Ability[Hover]:Use
		if !${Me.Maintained[Summon: Minion of Hate](exists)}	
			Me.Ability[Summon: Minion of Hate]:Use				
		;call SummonDeityPet
		InitialBuffsDone:Set[TRUE]	
	}
	
	if !${Me.Maintained["Casting Expertise"](exists)}
		call CastSpell "Casting Expertise"	
	
	;if !${Me.Maintained["Battle Prowess"](exists)}
		;call CastSpell "Battle Prowess"
		
    return Buff Complete
    ;; If you are using the switch below, then remove the 'return' line above and this comment.
    ;;;;;;
    	
	switch ${_PreAction[${xAction}]}
	{
				
		default
			return Buff Complete
			break
	}
}

function Custom__Combat_Routine(int xAction)
{
	if ${Me.Ability[Sacrifice].IsReady} && ${Actor[${MainTankPC}].Health}<30
	{
		eq2execute /useabilityonplayer ${MainTank} sacrifice
		eq2execute /p "Sacrifice"
	}
	
	;check if we are not in control, and use control cure if needed
	if !${Me.ToActor.CanTurn} || ${Me.ToActor.IsRooted}
		{
			call CastSpellRange 326  
			eq2execute /p "Purged all control effects"			
		}	
		
	switch ${_Action[${xAction}]}
	{
		case Condemned
		case Deny
			if ${Me.Ability[${SpellType[${_SpellRange[${xAction},1]}]}].IsReady} && !${Me.Maintained[${SpellType[${_SpellRange[${xAction},1]}]}](exists)} 
			{
				call CastSpellRange ${_SpellRange[${xAction},1]} 0 0 0 ${KillTarget}
			}
			break
	
		default
			return CombatComplete
			break
	}
}

function Custom__Post_Combat_Routine(int xAction)
{
    
    return PostCombatRoutineComplete
    ;; If you are using the switch below, then remove the 'return' line above and this comment.
    ;;;;;;
	switch ${_PostAction[${xAction}]}
	{
	    
		default
			return PostCombatRoutineComplete
			break
	}
}

function Custom__Have_Aggro()
{
	if ${Me.Ability[${SpellType[180]}].IsReady}
		call CastSpellRange 180 0 0 0 ${aggroid}
	else 
		call CastSpellRange 230 0 0 0	${aggroid}
}

function Custom__Lost_Aggro(int mobid)
{
}
 

fryfrog

Well-Known Member
Neat, I'll have to poke around with that some time.

My main hope was that someone would svn commit that and let everyone have it.
 
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