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//Protections
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor) and effectT
ime(actor,$ElementalResistance2) < 50000 : Cast $ElementalResistance2
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor) and effectT
ime(actor,$MentalAttackResistance2) < 50000 : Cast $MentalAttackResistance2
?MortalStrike T(500) zone~=12 and effectTime(actor,$MortalStrike) < 90000 : Cast
$MortalStrike
?CriticalChances T(500) zone~=12 and effectTime(actor,$CriticalChances) < 295000
: Cast $CriticalChances
?CriticalProwess T(500) zone~=12 and effectTime(actor,$CriticalProwess) < 295000
: Cast $CriticalProwess
//Melodies
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$HornMelody) < 50000 : Cast $HornMelody
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$DrumMelody) < 50000 : Cast $DrumMelody
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$PipeOrganMelody) < 50000 : Cast $PipeOrganMelody
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$GuitarMelody) < 50000 : Cast $GuitarMelody
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$HarpMelody) < 50000 : Cast $HarpMelody
?Buffs PT(2000) zone~=12 and distance(actor) < 1000 and alive(actor)
ime(actor,$LuteMelody) < 50000 : Cast $LuteMelody
and effectT
and effectT
and effectT
and effectT
and effectT
and effectT
//Harmonies
//Tanks
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Kni
ghtsHarmony) < 30000 and classNick(class(actor)) == "Pal" : Select (actor) > Cas
t $KnightsHarmony //Paladin
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Kni
ghtsHarmony) < 30000 and classNick(class(actor)) == "DA" : Select (actor) > Cast
effectTime(actor,$Wiz
Select (actor) > Cast
effectTime(actor,$Wiz
Select (actor) > Cast
effectTime(actor,$Wiz
Select (actor) > Cast
//Wizards
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Wiz
ardsHarmony) < 30000 and classNick(class(actor)) == "SB" : Select (actor) > Cast
$WizardsHarmony //SoulHound
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Wiz
ardsHarmony) < 30000 and classNick(class(actor)) == "SH" : Select (actor) > Cast
$WizardsHarmony //Storm Screamer
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Wiz
ardsHarmony) < 30000 and classNick(class(actor)) == "Src" : Select (actor) > Cas
t $WizardsHarmony //Archmage
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Wiz
ardsHarmony) < 30000 and classNick(class(actor)) == "Necr" : Select (actor) > Ca
st $WizardsHarmony //Necromancer
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$Wiz
ardsHarmony) < 30000 and classNick(class(actor)) == "SpS" : Select (actor) > Cas
t $WizardsHarmony //SpellSinger
//Tyrrs
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "Glad" : Select (actor) > C
ast $WarriorsHarmony //Duelist
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "Destr" : Select (actor) >
Cast $WarriorsHarmony //Titan
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "Bers" : Select (actor) > C
ast $WarriorsHarmony //Doombringer
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "Tyrr" : Select (actor) > C
ast $WarriorsHarmony //Grand Khavatari
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "WS" : Select (actor) > Cas
t $WarriorsHarmony //Maestro
//Archers
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "PR" : Select (actor) > Cas
t $WarriorsHarmony //Ghost Sentinel
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "SR" : Select (actor) > Cas
t $WarriorsHarmony //Moonlight Sentinel
?Harms P(2000) distance(actor) < 1000 and alive(actor) and effectTime(actor,$War
riorsHarmony) < 30000 and classNick(class(actor)) == "Arb" : Select (actor) > Ca
st $WarriorsHarmony //Trickster