help with $target(light)

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grimjack
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macro

Post by grimjack » Sun Jun 08, 2003 12:41 am

The bile macro worked for me just now. It uses spawn() though not target()

DF19
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Post by DF19 » Sun Jun 08, 2003 3:27 am

what did it show in the list?

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grimjack
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POT

Post by grimjack » Sun Jun 08, 2003 3:49 am

Some of the elders, some of the elementals, some players. And the light types they had. As well as some other named mobs.

Plazmic
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Post by Plazmic » Sun Jun 08, 2003 4:14 am

Light is currently wrong... Anyone that want's it to work can make the following changes to the _SPAWNINFO struct in MQ.h

Code: Select all

/*0x135*/   BYTE    Light
/*0x135*/   BYTE    Unknown0x136[2];
...changes to...
/*0x135*/   BYTE    Unknown0x135[3];

Code: Select all

/*0x143*/   BYTE    Unknown0x143;
...changes to...
/*0x143*/   BYTE    Light;
This took about 2 minutes to figure out while equiping and unequiping a light source. And yes, it does work with yourself, $target, $spawn, GLS hunting, etc...
- Plazmic

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Yay!

Post by Glasscoin » Sun Jun 08, 2003 4:16 am

Plazmic, I love you.
Thanks so much!

DF19
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Post by DF19 » Mon Jun 09, 2003 11:45 pm

Plazmic wrote:Light is currently wrong... Anyone that want's it to work can make the following changes to the _SPAWNINFO struct in MQ.h

Code: Select all

/*0x135*/   BYTE    Light
/*0x135*/   BYTE    Unknown0x136[2];
...changes to...
/*0x135*/   BYTE    Unknown0x135[3];

Code: Select all

/*0x143*/   BYTE    Unknown0x143;
...changes to...
/*0x143*/   BYTE    Light;

I tried this, but it still doesn't work. Running the macro returns just NPC's and corpses, and when I targeted a wisp and did a /echo $target(light), it still came up as "NONE", even though it dropped a greater lightstone.
is there anything else to try changing? Does this work for other people?

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BlueSkies
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Post by BlueSkies » Tue Jun 10, 2003 1:19 am

Hm, works fine for me...
Live your dreams! Blue Skies everyone

DF19
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Post by DF19 » Tue Jun 10, 2003 4:36 pm

first, I changed what plazmic said.
with myself targeted, i looked at what was at offset target + 143, and it worked. was 5 with a stein of maggok, and 0 without. however, /echo $spawn(myID,light) still said "NONE". are any of you (that it works with) using an older version of macroquest or MQ.h?

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Post by BlueSkies » Tue Jun 10, 2003 4:58 pm

Hmm... Copy and paste what you've got of your _SPAWNINFO struct in here? Let us take a look at what you've got.

And, no, I'm using the latest CVS release.
Live your dreams! Blue Skies everyone

DF19
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Post by DF19 » Tue Jun 10, 2003 6:11 pm

here's what I have:

Code: Select all

typedef struct _SPAWNINFO {
/*0x000*/   BYTE    Unknown0x000;
/*0x001*/   CHAR    Name[64];
/*0x041*/   BYTE    Unknown0x041[7];
/*0x048*/   FLOAT   SpeedZ;
/*0x04c*/   FLOAT   Heading;
/*0x050*/   FLOAT   X;
/*0x054*/   FLOAT   SpeedX;      //Unsure about this one, it's definately a directional speed. 
/*0x058*/   FLOAT   Y;
/*0x05c*/   FLOAT   Z;
/*0x060*/	FLOAT	Unknown0x060;
/*0x064*/	FLOAT	SpeedRun;	
/*0x068*/	FLOAT	SpeedY;
/*0x06c*/   BYTE    Unknown0x06c[4];
/*0x070*/	FLOAT	SpeedHeading;	
/*0x074*/   FLOAT   CameraAngle;	//128=up, -128=down
/*0x078*/   BYTE    Unknown0x078[12];
/*0x084*/   PACTORINFO   pActorInfo;
/*0x088*/   BYTE    Unknown0x088[5];
/*0x08d*/	BYTE	Linkdead;
/*0x08e*/   BYTE    Unknown0x08e;
/*0x08f*/   BYTE    LFG;
/*0x090*/   BYTE    Unknown0x090[76];
/*0x0dc*/   DWORD   Zone;
/*0x0e0*/   DWORD   Unknown0x0e0;		// This is a pointer to a structure of some sort(?).  The Unknown0x138 (from this structure) is there at offset 0x14, and Name is there at 0x70.
/*0x0e4*/   struct  _SPAWNINFO *pNext;
/*0x0e8*/   PCHARINFO   pCharInfo;
/*0x0ec*/   BYTE    Unknown0x0ec[4];
/*0x0f0*/   struct  _SPAWNINFO *pPrev;
/*0x0f4*/   DWORD   Unknown0x0f4;
/*0x0f8*/   CHAR    Lastname[32];
/*0x118*/   BYTE    Unknown0x118[8];
/*0x120*/   FLOAT   Unknownf0x120; 
/*0x124*/   FLOAT   Unknownf0x124;		// Possible ModelHeightOffset
/*0x128*/   FLOAT   Unknownf0x128;		// Possible CameraHeightOffset
/*0x12c*/   FLOAT   Unknownf0x12c;
/*0x130*/   FLOAT   Unknownf0x130;		
/*0x134*/   BYTE    Type;				// 0-player, 1-npc, 2-corpse, 3-any, 4-pet
/*0x135*/	BYTE    Unknown0x135[3];
/*0x138*/	DWORD	Unknown0x138;		// see Unknown0x0e0 notes
/*0x13c*/   BYTE    Level;
/*0x13d*/   BYTE    Unknown0x13d;		
/*0x13e*/   BYTE    Gender;				// ??
/*0x13f*/   BYTE    Unknown0x13f;
/*0x140*/   BYTE    HideMode;			//1=hidden 2=invis? 3=invis versus undead 4=invis v animals
/*0x141*/   BYTE    StandState;			
/*0x142*/   BYTE    Class;
/*0x143*/   BYTE    Light;		
/*0x144*/   BYTE    Unknown0x144;
/*0x145*/   BYTE    Unknown0x145;
/*0x146*/   BYTE    GM;
/*0x147*/   BYTE    Unknown0x147;		//Fluxuates
/*0x148*/   DWORD   SpawnID;
/*0x14c*/   DWORD   MasterID;
/*0x150*/   DWORD   Race;
/*0x154*/   DWORD   Anon;
/*0x158*/   DWORD   AARank;
/*0x15c*/   DWORD   AFK;
/*0x160*/   DWORD   VisType;
/*0x164*/   DWORD   HPCurrent;
/*0x168*/   BYTE    Unknown0x168[8];
/*0x170*/   DWORD   Deity;				
/*0x174*/   DWORD   HPMax;
/*0x178*/   DWORD   GuildID;
/*0x17c*/   BYTE    Unknown0x17c[20];
} 
[/code]