
Originally Posted by
Plow
Hit X once it's enthunder. Hit it twice it's enfire. Etc.
Then hit Y and it casts.
That's how I read it.
Basically he wants a button called En-Spells and he hits it repeatedly until the right spell comes up (I assume it would have to tell you which spell through /echo) then hit a second button to cast it (2 buttons for 6 enspells?)
It would be possible (I think) with a lot of complex messing around with variables in spellcast.
NB I am thinking this up as I type it, so it may not make sense.
Bind G1 to a dummy spell (/ma "EnSpellIncriminater" <me>)
Set a variable in spellcast called Enspellnumber = 1
Set up a spellcast rule to handle "EnSpellIncriminater".
every time the spell is used in increments the var Enspellnumber (untill 6 then it goes back to 1)
Each enspell is assigned a number:
1 = stone
2 = water
3 = aero
4 = fire
5 = ice
6 = thunder
This will give a system the cycles through the spells, you could add an /echo to tell you where you are in the cycle.
Then you Bind G2 to a second dummy spell (/ma "EnspellFirer" <me>)
Then a second spellcast rule that converts the current var into the enspell and then casts it, spellcast could also cover your gear swaps.
Code:
<!-- First we check the var, and use that to tell the player what the next spell is-->
<if spell="EnSpellIncriminater">
<if advanced='%Enspellnumber == 1'>
<action type="command">input /echo loading Enwater</action>
</if>
<if advanced='%Enspellnumber == 2'>
<action type="command">input /echo loading Enaero</action>
</if>
<if advanced='%Enspellnumber == 3'>
<action type="command">input /echo loading Enfire</action>
</if>
<if advanced='%Enspellnumber == 4'>
<action type="command">input /ma /echo loading Enblizzard</action>
</if>
<if advanced='%Enspellnumber == 5'>
<action type="command">input /echo loading Enthunder</action>
</if>
<if advanced='%Enspellnumber == 6'>
<action type="command">input /echo loading Enstone</action>
</if>
<!-- Now we increment the variable -->
<if advanced='%Enspellnumber <= 6'>
<action type="Var" cmd="inc Enspellnumber" />
</if>
<else>
<action type="Var" cmd="set Enspellnumber 1" />
</else>
<!-- We cancel everything and return to avoid triggering more rules -->
<action type="CancelSpell" />
<action type="Return" />
</if>
<if spell="EnspellFirer">
<if advanced='%Enspellnumber == 1'>
<action type="command">input /ma "Enstone" <me></action>
</if>
<elseif advanced='%Enspellnumber == 2'>
<action type="command">input /ma "Enwater" <me></action>
</elseif>
<elseif advanced='%Enspellnumber == 3'>
<action type="command">input /ma "Enaero" <me></action>
</elseif >
< elseif advanced='%Enspellnumber == 4'>
<action type="command">input /ma "Enfire" <me></action>
</elseif >
<elseif advanced='%Enspellnumber == 5'>
<action type="command">input /ma "Enblizzard" <me></action>
</elseif >
<if advanced='%Enspellnumber == 6'>
<action type="command">input /ma "EnThunder" <me></action>
</elseif >
<action type="CancelSpell" />
</if>