Nuke

From Entropy

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.