public static void pulse() { if (!Utils.SafeChecks.CombatReady) { return; } // Auto Attack if (AutoAttack.CanRun) { if (AutoAttack.Run()) { return; } } // If target is running, we need to chase! if (Spells.Vanish.CanRun) { Spells.Vanish.Run(); } // Used for -> Vanish -> Shadow Step -> Ambush if (Spells.Shadowstep.CanRun) { if (Spells.Shadowstep.Run()) { return; } } if (Spells.DeadlyThrow.CanRun) { if (Spells.DeadlyThrow.Run()) { return; } } if (Spells.Sprint.CanRun) { if (Spells.Sprint.Run()) { return; } } if (Spells.Throw.CanRun) { if (Spells.Throw.Run()) { return; } } // Our main moves! if (Spells.ShadowDance.CanRun) { if (Spells.ShadowDance.Run()) { return; } } if (Spells.Ambush.CanRun) { if (Spells.Ambush.Run()) { return; } } // Defensives if (Spells.Evasion.CanRun) { if (Spells.Evasion.Run()) { return; } } if (Spells.Kick.CanRun) { if (Spells.Kick.Run()) { return; } } if (Spells.CombatReadiness.CanRun) { if (Spells.CombatReadiness.Run()) { return; } } if (Spells.SmokeBombDefensive.CanRun) { if (Spells.SmokeBombDefensive.Run()) { return; } } if (Spells.CloakOfShadows.CanRun) { if (Spells.CloakOfShadows.Run()) { return; } } if (Spells.Blind.IfCanRun()) { return; } // Special Moves if (Spells.Shiv.CanRun) { if (Spells.Shiv.Run()) { return; } } if (Spells.Dismantle.CanRun) { if (Spells.Dismantle.Run()) { return; } } if (Spells.Redirect.CanRun) { if (Spells.Redirect.Run()) { return; } } if (Spells.SmokeBombOffensive.CanRun) { if (Spells.SmokeBombOffensive.Run()) { return; } } if (Spells.Preparation.CanRun) { if (Spells.Preparation.Run()) { return; } } // Finishing moves. if (Spells.EviscerateLow.CanRun) { if (Spells.EviscerateLow.Run()) { return; } } // Used when target is low health if (Spells.Recuperate.CanRun) { if (Spells.Recuperate.Run()) { return; } } if (Spells.SliceandDice.CanRun) { if (Spells.SliceandDice.Run()) { return; } } if (Spells.Eviscerate.CanRun) { if (Spells.Eviscerate.Run()) { return; } } if (Spells.KidneyShot.CanRun) { if (Spells.KidneyShot.Run()) { return; } } // Other stuff if (Spec.General.FanofKnives.CanRun) { if (Spec.General.FanofKnives.Run()) { return; } } // if we are not close enough do nothing if (!StyxWoW.Me.CurrentTarget.IsWithinMeleeRange) { return; } Spell.Cast(Spells.MainMove.GetName, StyxWoW.Me.CurrentTarget); }