Nuke
Should put something mildly funny about squishy casters, bread and butter and DPS. But let's face it, everyone gets nukes now days.
/nuke
You have 20 slots for nuking. A nuke can come from an item, a spell, a disc. They do not need to be created in order.
/nuke ## name [gem#|cursor|"Spell Name"]
- This lets you assign the nuke name to slot number ##. The name is what you want to cast
/nuke ## tag [tagnames(S)] [add|delete]
- Lets you add a tag or tags to the specific nuke
/nuke ## - is a toggle [on|off]
to enable/disable that specific nuke
/nuke aux
- will show the inline help for nukes
/nuke see
- will show all variables for all nukes
/nuke ## see
- will show all the information for a specific nuke
/nuke ## clear
- will reset a nuke slot to defaults
/nuke ## tag clear
- will reset all tags for that nuke ## to defaults
/nuke line #|#|#|#
- will set the nuke order to the #|#|# you set
Controls
delay | delay in between nukes to slow them down |
pctstop | % of targets health to stop nuking. why would anyone want this?\ |
sit | attempt to sit for the duration of delay |
loop | FORCE the nukes in order, delaying till they are out of cooldown |
/nuke . delay:0 . pctstop:0
ins and outs of nuking
A basic nuke, requires no tags. Simply create the nuke, turn it on, load the spell, and go to town. The examples below are from a 115 ranger
Nuke List:: Line::1|2|4|3 stNuke1::on::Focused Blizzard of Arrows stNuke2::on::Marked Shots stNuke3::on::Heartsunder stNuke4::on::Desperate Meltwater ................
Nuke #3::on stNuke3::Heartsunder lsNuke3Tag . nuke::targethumanoid::${Target.Body.Name.Equal[humanoid]} ................
notes
Nuking, like every other list type control in Entropy, is a FIFO activation. Meaning, lines will be followed but it will use the first available in that line.