advchant.mac - Advanced Chant REV7

A forum for you to dump all the macros you create, allowing users to use, modify, and comment on your work.

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wilso132
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Post by wilso132 » Sun Jan 11, 2004 1:46 pm

I tested 5c last night. Everything seems to work fine except that my heal song goes off 100% of the time. Which means I only get in 2 dots (since I twirl levitate in).

Gonna look at it this afternoon and see if I can figure out what's going on.

morpheous531
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Post by morpheous531 » Sun Jan 11, 2004 3:48 pm

Just tested the mob-avoidance version on page 7...


In Eastern Waste, started the mac right at the top of the ramp that heads down to Kael. Then added Icefang and the Ghost mob that spawn to the right of the ramp to the avoid list. Also added the 2 guadrsman at the bottom of the ramp (one helll of a fall).

Works like a charm.

SkiD_PL8
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Post by SkiD_PL8 » Sun Jan 11, 2004 4:06 pm

Well I have been using the script with mob avoidance code in PoS for awhile now, it seems to work great took forever to add all the mobs to the avoid list though. Anyone have any suggestions for an xp zone for a 65 bard that is more open than PoS? I have to really pay close attention when this script is running in PoS and would like to be able to at least look up and watch the football game a little while I kite =P
______________________________________
Mind over matter, if you don't mind it doesn't matter...

crisdan
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Post by crisdan » Sun Jan 11, 2004 6:16 pm

38 Bard using thie script with code from page 7 and the example in the code (example #2 to be exact).

Selos level 5 in gem slot 3
Dot's in slot 6 and 7
Heal song in slot 8

Then run the mac as

/mac chant 673 0 80 0 8

Targets mob and scripts begins ok...bu then I get repeated

MQ2 Checkin if Selosong!=0 current value for Selolvl is: ***Undefined-Global***

Any suggestions since selo's level 6 is being used and sloted in gem 3 like example said?

Sporked
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attn Crisdan:

Post by Sporked » Sun Jan 11, 2004 6:27 pm

The problem you are encountering is that you are saying zero for selos... the examples haven't been updated yet with the actual selos code.
just put selos in the proper gem from the first example. your dots/chants/whatever

Say selos in gem 2. dots in 6 7, and heal 1, snare 8

/macro whatever 67 2 50 8 1

morpheous531
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Post by morpheous531 » Sun Jan 11, 2004 11:36 pm

OK so I've been using the "mob-avoidance" version on page 7 all day and the only error I can see is somewhat minor.


It seems that sometimes and very seldomly if you add a mob to the avoidance list, the bard still targets that particular mob.

I found that restarting, instead of unpausing, helps with this.

That is all

ml2517
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Post by ml2517 » Mon Jan 12, 2004 1:16 am

Just use Rev. 6 :) I was going to change this to use alert lists after I'd talked to Raebis but he was almost done coding it.
Last edited by ml2517 on Mon Jan 12, 2004 6:18 am, edited 1 time in total.

Raebis
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New Version!!

Post by Raebis » Mon Jan 12, 2004 5:41 am

Rev 6 is here!

Fixes and Features in REV6:
...Much much better handling of level 5 selos (tested)
...Implemented Exclusion list code, a lot like ml2517's code but faster and easier to control (simple commands: /add, /del...) See macro header for more info
...Healsong is a required argument and is now the 3rd argument (radius is now the last argument)
...Changed the name of the file!! Its now advchant.mac

Take a look at the header information and be sure to familiarize yourself with the exclusion commands, and the new argument order syntax.

Things i didn't get a chance to implement this rev:
Weapon-switching, rubberband for anchor, expect them soon, however!

New Version: REV6 Jan 12 03:30
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

fishez
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Post by fishez » Mon Jan 12, 2004 8:22 am

Having the snare function in the "official" version would be cool to. Thanks for an excellent macro!!

Raebis
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REV6a

Post by Raebis » Tue Jan 13, 2004 1:20 pm

Posted REV6a Couple of bug fixes and removed all my commented debug echos
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

El
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Post by El » Tue Jan 13, 2004 2:24 pm

Two comments from testing last night (only tested for about 20 minutes):

1. The requirement to enter /pause after starting the macro is mucho annoying. I just want it to start off by default.

2. Level 5 Selo's is being handled much better. I still saw it (once) cycle through the dots from the beginning after Selo's had worn off. That may be related to someone's earlier comment about packets being lost, though.

Personally, the mob warping bug has almost turned me entirely off of chant-kiting. Last night, in 20 minutes, I engaged 11 mobs and had 8 warp away. Absolutely ridiculous.

Raebis
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Post by Raebis » Tue Jan 13, 2004 4:20 pm

El wrote:1. The requirement to enter /pause after starting the macro is mucho annoying. I just want it to start off by default.
I agree... Its not very practical but I used it when testing so...
Change the following (in Sub Main) in red:

Code: Select all

.
.
.
   /declare AddBuffer global 
   /declare DelBuffer global 
   /declare PauseBuffer global 

   /varset AddBuffer waiting 
   /varset DelBuffer waiting 
   [color=red]/varset PauseBuffer 0 [/color]

   /varset AlertList 10 

   /varset Exper $char(exp) 
   /varset AAExp $char(aa,exp)
.
.
.
El wrote:2. Level 5 Selo's is being handled much better. I still saw it (once) cycle through the dots from the beginning after Selo's had worn off. That may be related to someone's earlier comment about packets being lost, though.
Interesting. I will do further testing with Selo's 5
El wrote:Personally, the mob warping bug has almost turned me entirely off of chant-kiting. Last night, in 20 minutes, I engaged 11 mobs and had 8 warp away. Absolutely ridiculous.
Can anyone confirm that snaring a mob will prevent warping? If so the snaresong argument will be implemented.
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

El
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Post by El » Tue Jan 13, 2004 5:00 pm

If it stops warping, and if you implement it... :-)

Not sure about how well this would work in actual practice.

Too many times, I have a group of social mobs following me about, with me chanting one down while the others are waiting their turn. Snaring my current target would cause me to run circles around it, with the other ones unsnared chasing me... I can see too many possibilities of our paths intersecting :-)

Perhaps if I could toggle it on or off at a particular point, or if it only snared at <20% or ???

ml2517
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Post by ml2517 » Tue Jan 13, 2004 5:31 pm

El wrote:If it stops warping, and if you implement it... :-)

Not sure about how well this would work in actual practice.

Too many times, I have a group of social mobs following me about, with me chanting one down while the others are waiting their turn. Snaring my current target would cause me to run circles around it, with the other ones unsnared chasing me... I can see too many possibilities of our paths intersecting :-)

Perhaps if I could toggle it on or off at a particular point, or if it only snared at <20% or ???
Actually, even better than that. Its very easy to use $searchspawn to determine if there is more than one mob with x radius. Only snare when there is one. Sure, if the other mobs aren't social it might still warp but I'm betting this is rare.

El
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Post by El » Tue Jan 13, 2004 11:23 pm

Well, I can most definitely confirm that mobs DO warp even when snared. I just tried it out on 10 mobs, 6 warped on me.