static Macros() { Types.Add(NullMacro = new MacroDefinition("NONE", MacroType.None)); // -------------------------------------------------------------------------------------------------------------- // Text Macros // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("Say", MacroType.Say)); Types.Add(new MacroDefinition("Emote", MacroType.Emote)); Types.Add(new MacroDefinition("Whisper", MacroType.Whisper)); Types.Add(new MacroDefinition("Yell", MacroType.Yell)); // -------------------------------------------------------------------------------------------------------------- // Action Macros with sub-values // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("UseSkill", MacroType.UseSkill)); Types.Add(new MacroDefinition("CastSpell", MacroType.CastSpell)); Types.Add(new MacroDefinition("Open Gump", MacroType.OpenGump)); Types.Add(new MacroDefinition("Close Gump", MacroType.CloseGump)); Types.Add(new MacroDefinition("Move", MacroType.Move)); Types.Add(new MacroDefinition("Arm/Disarm", MacroType.ArmDisarm)); // -------------------------------------------------------------------------------------------------------------- // Action Macros with no sub-values // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("Toggle War/Peace", MacroType.ToggleWarPeace)); Types.Add(new MacroDefinition("Paste", MacroType.Paste)); Types.Add(new MacroDefinition("Minimize", MacroType.MinimizeWindow)); Types.Add(new MacroDefinition("Maximize", MacroType.MaximizeWindow)); Types.Add(new MacroDefinition("Bow", MacroType.EmoteBow)); Types.Add(new MacroDefinition("Salute", MacroType.EmoteSalute)); Types.Add(new MacroDefinition("QuitGame", MacroType.QuitGame)); Types.Add(new MacroDefinition("AllNames", MacroType.ShowAllNames)); Types.Add(new MacroDefinition("LastTarget", MacroType.LastTarget)); Types.Add(new MacroDefinition("TargetSelf", MacroType.TargetSelf)); Types.Add(new MacroDefinition("Wait For Target", MacroType.WaitForTarget)); Types.Add(new MacroDefinition("Target Next", MacroType.NextTarget)); Types.Add(new MacroDefinition("Close All Gumps", MacroType.CloseAllGumps)); Types.Add(new MacroDefinition("AlwaysRun", MacroType.SetAlwaysRun)); Types.Add(new MacroDefinition("Delay", MacroType.Delay)); // These haven't been implemented in the client yet: // what about continue? // actionTypes.Add(new MacroDefinition("AttackLast", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("Delay", MacroType.Delay)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("CircleTrans", MacroType.None)); - not yet implmented in client // Definitions.Add(new MacroDefinition("Save Desktop", MacroType.None)); // actionTypes.Add(new MacroDefinition("KillGumpOpen", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("OpenDoor", MacroType.None)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("LastSkill", MacroType.None)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("LastSpell", MacroType.None)); - not yet added // actionTypes.Add(new MacroDefinition("LastObject", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("PrimaryAbility", MacroType.None)); // actionTypes.Add(new MacroDefinition("SecondaryAbility", MacroType.None)); // actionTypes.Add(new MacroDefinition("EquipLastWeapon", MacroType.None)); // actionTypes.Add(new MacroDefinition("SetUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("ModifyUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("IncreaseUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("DecreaseUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("MaxUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("MinUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("DefaultUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("UpdateRangeInfo", MacroType.None)); // actionTypes.Add(new MacroDefinition("EnableRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("DisableRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("ToggleRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("InvokeVirtue", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectNext", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectPrevious", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectNearest", MacroType.None)); // actionTypes.Add(new MacroDefinition("AttackSelectedTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("UseSelectedTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("CurrentTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("Target System On/Off", MacroType.None)); // actionTypes.Add(new MacroDefinition("ToggleBuffIconWindow", MacroType.None)); // actionTypes.Add(new MacroDefinition("BandageSelfBandageTarget", MacroType.None)); // -------------------------------------------------------------------------------------------------------------- // Move Macros // -------------------------------------------------------------------------------------------------------------- Moves.Add(new MacroDefinition("NW (top)", MacroType.Move, (int)Direction.Up)); Moves.Add(new MacroDefinition("N (top-right)", MacroType.Move, (int)Direction.North)); Moves.Add(new MacroDefinition("NE (right)", MacroType.Move, (int)Direction.Right)); Moves.Add(new MacroDefinition("E (bottom-right)", MacroType.Move, (int)Direction.East)); Moves.Add(new MacroDefinition("SE (bottom)", MacroType.Move, (int)Direction.Down)); Moves.Add(new MacroDefinition("S (bottom-left)", MacroType.Move, (int)Direction.South)); Moves.Add(new MacroDefinition("SW (left)", MacroType.Move, (int)Direction.Left)); Moves.Add(new MacroDefinition("W (top-left)", MacroType.Move, (int)Direction.West)); // -------------------------------------------------------------------------------------------------------------- // Gump Macros // -------------------------------------------------------------------------------------------------------------- Gumps.Add(new MacroDefinition("Configuration", MacroType.OpenGump, (int)MacroDisplay.Configuration)); Gumps.Add(new MacroDefinition("Paperdoll", MacroType.OpenGump, (int)MacroDisplay.Paperdoll)); Gumps.Add(new MacroDefinition("Status", MacroType.OpenGump, (int)MacroDisplay.Status)); Gumps.Add(new MacroDefinition("Journal", MacroType.OpenGump, (int)MacroDisplay.Journal)); Gumps.Add(new MacroDefinition("Skills", MacroType.OpenGump, (int)MacroDisplay.Skills)); Gumps.Add(new MacroDefinition("MageSpellbook", MacroType.OpenGump, (int)MacroDisplay.MageSpellbook)); Gumps.Add(new MacroDefinition("Chat", MacroType.OpenGump, (int)MacroDisplay.Chat)); Gumps.Add(new MacroDefinition("Backpack", MacroType.OpenGump, (int)MacroDisplay.Backpack)); Gumps.Add(new MacroDefinition("Overview", MacroType.OpenGump, (int)MacroDisplay.Overview)); Gumps.Add(new MacroDefinition("Mail", MacroType.OpenGump, (int)MacroDisplay.Mail)); Gumps.Add(new MacroDefinition("PartyManifest", MacroType.OpenGump, (int)MacroDisplay.PartyManifest)); Gumps.Add(new MacroDefinition("PartyChat", MacroType.OpenGump, (int)MacroDisplay.PartyChat)); Gumps.Add(new MacroDefinition("NecroSpellbook", MacroType.OpenGump, (int)MacroDisplay.NecroSpellbook)); Gumps.Add(new MacroDefinition("PaladinSpellbook", MacroType.OpenGump, (int)MacroDisplay.PaladinSpellbook)); Gumps.Add(new MacroDefinition("CombatBook", MacroType.OpenGump, (int)MacroDisplay.CombatBook)); Gumps.Add(new MacroDefinition("BushidoSpellbook", MacroType.OpenGump, (int)MacroDisplay.BushidoSpellbook)); Gumps.Add(new MacroDefinition("NinjitsuSpellbook", MacroType.OpenGump, (int)MacroDisplay.NinjitsuSpellbook)); Gumps.Add(new MacroDefinition("Guild", MacroType.OpenGump, (int)MacroDisplay.Guild)); Gumps.Add(new MacroDefinition("SpellWeavingSpellbook", MacroType.OpenGump, (int)MacroDisplay.SpellWeavingSpellbook)); Gumps.Add(new MacroDefinition("QuestLog", MacroType.OpenGump, (int)MacroDisplay.QuestLog)); // -------------------------------------------------------------------------------------------------------------- // Use Skill Macros // -------------------------------------------------------------------------------------------------------------- foreach (KeyValuePair<int, SkillEntry> pair in PlayerState.Skills.List) { SkillEntry skill = pair.Value; if (skill.HasUseButton) { Skills.Add(new MacroDefinition(skill.Name, MacroType.UseSkill, skill.Index)); } } // -------------------------------------------------------------------------------------------------------------- // Cast Spell Macros // -------------------------------------------------------------------------------------------------------------- foreach (SpellDefinition spell in SpellsMagery.Spells) { Spells.Add(new MacroDefinition(spell.Name, MacroType.CastSpell, spell.ID)); } // -------------------------------------------------------------------------------------------------------------- // Arm/Disarm Macros // -------------------------------------------------------------------------------------------------------------- ArmDisarms.Add(new MacroDefinition("Main Hand", MacroType.ArmDisarm, (int)MacroArmDisarm.MainHand)); ArmDisarms.Add(new MacroDefinition("Off Hand", MacroType.ArmDisarm, (int)MacroArmDisarm.OffHand)); }
static Macros() { Types.Add(NullMacro = new MacroDefinition("NONE", MacroType.None)); // -------------------------------------------------------------------------------------------------------------- // Text Macros // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("Say", MacroType.Say)); Types.Add(new MacroDefinition("Emote", MacroType.Emote)); Types.Add(new MacroDefinition("Whisper", MacroType.Whisper)); Types.Add(new MacroDefinition("Yell", MacroType.Yell)); // -------------------------------------------------------------------------------------------------------------- // Action Macros with sub-values // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("UseSkill", MacroType.UseSkill)); Types.Add(new MacroDefinition("CastSpell", MacroType.CastSpell)); Types.Add(new MacroDefinition("Open Gump", MacroType.OpenGump)); Types.Add(new MacroDefinition("Close Gump", MacroType.CloseGump)); Types.Add(new MacroDefinition("Move", MacroType.Move)); Types.Add(new MacroDefinition("Arm/Disarm", MacroType.ArmDisarm)); // -------------------------------------------------------------------------------------------------------------- // Action Macros with no sub-values // -------------------------------------------------------------------------------------------------------------- Types.Add(new MacroDefinition("Toggle War/Peace", MacroType.ToggleWarPeace)); Types.Add(new MacroDefinition("Paste", MacroType.Paste)); Types.Add(new MacroDefinition("Minimize", MacroType.MinimizeWindow)); Types.Add(new MacroDefinition("Maximize", MacroType.MaximizeWindow)); Types.Add(new MacroDefinition("Bow", MacroType.EmoteBow)); Types.Add(new MacroDefinition("Salute", MacroType.EmoteSalute)); Types.Add(new MacroDefinition("QuitGame", MacroType.QuitGame)); Types.Add(new MacroDefinition("AllNames", MacroType.ShowAllNames)); Types.Add(new MacroDefinition("LastTarget", MacroType.LastTarget)); Types.Add(new MacroDefinition("TargetSelf", MacroType.TargetSelf)); Types.Add(new MacroDefinition("Wait For Target", MacroType.WaitForTarget)); Types.Add(new MacroDefinition("Target Next", MacroType.NextTarget)); Types.Add(new MacroDefinition("Close All Gumps", MacroType.CloseAllGumps)); Types.Add(new MacroDefinition("AlwaysRun", MacroType.SetAlwaysRun)); Types.Add(new MacroDefinition("Delay", MacroType.Delay)); // These haven't been implemented in the client yet: // what about continue? // actionTypes.Add(new MacroDefinition("AttackLast", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("Delay", MacroType.Delay)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("CircleTrans", MacroType.None)); - not yet implmented in client // Definitions.Add(new MacroDefinition("Save Desktop", MacroType.None)); // actionTypes.Add(new MacroDefinition("KillGumpOpen", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("OpenDoor", MacroType.None)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("LastSkill", MacroType.None)); - not yet implmented in client // actionTypes.Add(new MacroDefinition("LastSpell", MacroType.None)); - not yet added // actionTypes.Add(new MacroDefinition("LastObject", MacroType.None)); - what does this do? // actionTypes.Add(new MacroDefinition("PrimaryAbility", MacroType.None)); // actionTypes.Add(new MacroDefinition("SecondaryAbility", MacroType.None)); // actionTypes.Add(new MacroDefinition("EquipLastWeapon", MacroType.None)); // actionTypes.Add(new MacroDefinition("SetUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("ModifyUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("IncreaseUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("DecreaseUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("MaxUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("MinUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("DefaultUpdateRange", MacroType.None)); // actionTypes.Add(new MacroDefinition("UpdateRangeInfo", MacroType.None)); // actionTypes.Add(new MacroDefinition("EnableRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("DisableRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("ToggleRangeColor", MacroType.None)); // actionTypes.Add(new MacroDefinition("InvokeVirtue", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectNext", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectPrevious", MacroType.None)); // actionTypes.Add(new MacroDefinition("SelectNearest", MacroType.None)); // actionTypes.Add(new MacroDefinition("AttackSelectedTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("UseSelectedTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("CurrentTarget", MacroType.None)); // actionTypes.Add(new MacroDefinition("Target System On/Off", MacroType.None)); // actionTypes.Add(new MacroDefinition("ToggleBuffIconWindow", MacroType.None)); // actionTypes.Add(new MacroDefinition("BandageSelfBandageTarget", MacroType.None)); // -------------------------------------------------------------------------------------------------------------- // Move Macros // -------------------------------------------------------------------------------------------------------------- Moves.Add(new MacroDefinition("NW (top)", MacroType.Move, (int)Direction.Up)); Moves.Add(new MacroDefinition("N (top-right)", MacroType.Move, (int)Direction.North)); Moves.Add(new MacroDefinition("NE (right)", MacroType.Move, (int)Direction.Right)); Moves.Add(new MacroDefinition("E (bottom-right)", MacroType.Move, (int)Direction.East)); Moves.Add(new MacroDefinition("SE (bottom)", MacroType.Move, (int)Direction.Down)); Moves.Add(new MacroDefinition("S (bottom-left)", MacroType.Move, (int)Direction.South)); Moves.Add(new MacroDefinition("SW (left)", MacroType.Move, (int)Direction.Left)); Moves.Add(new MacroDefinition("W (top-left)", MacroType.Move, (int)Direction.West)); // -------------------------------------------------------------------------------------------------------------- // Gump Macros // -------------------------------------------------------------------------------------------------------------- Gumps.Add(new MacroDefinition("Configuration", MacroType.OpenGump, (int)MacroDisplay.Configuration)); Gumps.Add(new MacroDefinition("Paperdoll", MacroType.OpenGump, (int)MacroDisplay.Paperdoll)); Gumps.Add(new MacroDefinition("Status", MacroType.OpenGump, (int)MacroDisplay.Status)); Gumps.Add(new MacroDefinition("Journal", MacroType.OpenGump, (int)MacroDisplay.Journal)); Gumps.Add(new MacroDefinition("Skills", MacroType.OpenGump, (int)MacroDisplay.Skills)); Gumps.Add(new MacroDefinition("MageSpellbook", MacroType.OpenGump, (int)MacroDisplay.MageSpellbook)); Gumps.Add(new MacroDefinition("Chat", MacroType.OpenGump, (int)MacroDisplay.Chat)); Gumps.Add(new MacroDefinition("Backpack", MacroType.OpenGump, (int)MacroDisplay.Backpack)); Gumps.Add(new MacroDefinition("Overview", MacroType.OpenGump, (int)MacroDisplay.Overview)); Gumps.Add(new MacroDefinition("Mail", MacroType.OpenGump, (int)MacroDisplay.Mail)); Gumps.Add(new MacroDefinition("PartyManifest", MacroType.OpenGump, (int)MacroDisplay.PartyManifest)); Gumps.Add(new MacroDefinition("PartyChat", MacroType.OpenGump, (int)MacroDisplay.PartyChat)); Gumps.Add(new MacroDefinition("NecroSpellbook", MacroType.OpenGump, (int)MacroDisplay.NecroSpellbook)); Gumps.Add(new MacroDefinition("PaladinSpellbook", MacroType.OpenGump, (int)MacroDisplay.PaladinSpellbook)); Gumps.Add(new MacroDefinition("CombatBook", MacroType.OpenGump, (int)MacroDisplay.CombatBook)); Gumps.Add(new MacroDefinition("BushidoSpellbook", MacroType.OpenGump, (int)MacroDisplay.BushidoSpellbook)); Gumps.Add(new MacroDefinition("NinjitsuSpellbook", MacroType.OpenGump, (int)MacroDisplay.NinjitsuSpellbook)); Gumps.Add(new MacroDefinition("Guild", MacroType.OpenGump, (int)MacroDisplay.Guild)); Gumps.Add(new MacroDefinition("SpellWeavingSpellbook", MacroType.OpenGump, (int)MacroDisplay.SpellWeavingSpellbook)); Gumps.Add(new MacroDefinition("QuestLog", MacroType.OpenGump, (int)MacroDisplay.QuestLog)); // -------------------------------------------------------------------------------------------------------------- // Use Skill Macros // -------------------------------------------------------------------------------------------------------------- foreach (KeyValuePair <int, SkillEntry> pair in PlayerState.Skills.List) { SkillEntry skill = pair.Value; if (skill.HasUseButton) { Skills.Add(new MacroDefinition(skill.Name, MacroType.UseSkill, skill.Index)); } } // -------------------------------------------------------------------------------------------------------------- // Cast Spell Macros // -------------------------------------------------------------------------------------------------------------- foreach (SpellDefinition spell in SpellsMagery.Spells) { Spells.Add(new MacroDefinition(spell.Name, MacroType.CastSpell, spell.ID)); } // -------------------------------------------------------------------------------------------------------------- // Arm/Disarm Macros // -------------------------------------------------------------------------------------------------------------- ArmDisarms.Add(new MacroDefinition("Main Hand", MacroType.ArmDisarm, (int)MacroArmDisarm.MainHand)); ArmDisarms.Add(new MacroDefinition("Off Hand", MacroType.ArmDisarm, (int)MacroArmDisarm.OffHand)); }