I thought, if monsters drop blank rune, why not make holy missile and use them instead of exori san ,
more mlvl training.
variable
HolyID=3182
Rune maker and mana burning macro
[macro]1500 {Holy Maker}
Self.ExpToNextLevel()>=43001 [prawielevel]
Self.Mana%()>=80
Misc.ItemCountEx(3147)>=1
Self.Soul()>=3 [soul1]
Creatures.ByName(Diabolic Imp)==0
Self.Say(adori san)
HUD.Display(Holy Runy)
exit()
{soul1}
HUD.Display(Pali mane)
Self.Say(exura gran san)
exit()
{prawielevel}
Self.Mana()>=900
Misc.ItemCountEx(3147)>=1 [blanki]
Self.Soul()>=3 [soul2]
Self.Say(adori gran mort)
HUD.Display(Holy Runy)
exit()
{soul2}
{blanki}
HUD.Display(Pali mane)
Self.Say(exura gran san)
exit()
[/macro]
Drop blank runes if too many
[macro]2000 {extra blank drop}
ConcX:=Self.X()
ConcY:=Self.Y()
ConcZ:=Self.Z()
ileBlank:=Misc.ItemCountEx(3147)
!ileBlank!>=30
dropblank:=!ileBlank!
VarSub(dropblank, 15)
Map.Thrown(3147, !dropblank!, !ConcX!, !ConcY!, !ConcZ!)
exit()
[/macro]
advanced attack macro, secured from accidental exori san in front into player:
[macro]0 {exori san holy missile}
target:=Creature.Attacking()
HolyR:=Misc.ItemCountEx(!HolyID!)
!HolyR!>=1 [holy]
HUD.Display(Holy Rune)
Creature.ShootOn(!target!, !HolyID!)
exit()
{holy}
Creatures.PlayersOnRange(1)==1 [con]
Self.Attacking()==1
Self.Mana>=150
Creature.Health(!target!)>=10 [con2]
HUD.Display(san)
Self.Say(exori san)
exit()
{con}
{con2}
HUD.Display(Con>san)
Self.Say(exori con)
exit()
[/macro]
All HUD.Display commands are only for my information to observe whats happening in my macros
(most of them are much more complex)
more mlvl training.
variable
HolyID=3182
Rune maker and mana burning macro
[macro]1500 {Holy Maker}
Self.ExpToNextLevel()>=43001 [prawielevel]
Self.Mana%()>=80
Misc.ItemCountEx(3147)>=1
Self.Soul()>=3 [soul1]
Creatures.ByName(Diabolic Imp)==0
Self.Say(adori san)
HUD.Display(Holy Runy)
exit()
{soul1}
HUD.Display(Pali mane)
Self.Say(exura gran san)
exit()
{prawielevel}
Self.Mana()>=900
Misc.ItemCountEx(3147)>=1 [blanki]
Self.Soul()>=3 [soul2]
Self.Say(adori gran mort)
HUD.Display(Holy Runy)
exit()
{soul2}
{blanki}
HUD.Display(Pali mane)
Self.Say(exura gran san)
exit()
[/macro]
Drop blank runes if too many
[macro]2000 {extra blank drop}
ConcX:=Self.X()
ConcY:=Self.Y()
ConcZ:=Self.Z()
ileBlank:=Misc.ItemCountEx(3147)
!ileBlank!>=30
dropblank:=!ileBlank!
VarSub(dropblank, 15)
Map.Thrown(3147, !dropblank!, !ConcX!, !ConcY!, !ConcZ!)
exit()
[/macro]
advanced attack macro, secured from accidental exori san in front into player:
[macro]0 {exori san holy missile}
target:=Creature.Attacking()
HolyR:=Misc.ItemCountEx(!HolyID!)
!HolyR!>=1 [holy]
HUD.Display(Holy Rune)
Creature.ShootOn(!target!, !HolyID!)
exit()
{holy}
Creatures.PlayersOnRange(1)==1 [con]
Self.Attacking()==1
Self.Mana>=150
Creature.Health(!target!)>=10 [con2]
HUD.Display(san)
Self.Say(exori san)
exit()
{con}
{con2}
HUD.Display(Con>san)
Self.Say(exori con)
exit()
[/macro]
All HUD.Display commands are only for my information to observe whats happening in my macros
(most of them are much more complex)