Moderator: MacroQuest Developers

Code: Select all
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100
/for RV_TargetSub 1 to ${RV_MobArray.Size}
/target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if (${Int[${Target.PctHPs}]}<100) {
/echo Mob NOT a Full Health, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}<${RV_MinZRange}) {
/echo Mob is BELOW Min Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}>${RV_MaxZRange}) {
/echo Mob is ABOVE Max Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.Name}
/echo Acquired ${Target.Name} at range ${Int[${Target.Distance}]}
/return
}
/next RV_TargetSub
/delay 2
/next RV_CurrentRadius
Code: Select all
/for RV_TargetSub 1 to ${RV_MobArray.Size}
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100
/target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if ((${Int[${Target.PctHPs}]}<100)&&(!${RV_HurtTarget})) {
/echo Mob NOT a Full Health, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}<${RV_MinZRange}) {
/echo Mob is BELOW Min Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}>${RV_MaxZRange}) {
/echo Mob is ABOVE Max Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.Name}
/echo Acquired ${Target.Name} at range ${Int[${Target.Distance}]}
/return
}
/next RV_CurrentRadius
/delay 2
/next RV_TargetSub

Code: Select all
/if (${RV_ObstacleCount}>=15) {
/call CheckObstacle
/goto :Movementloop
}Code: Select all
/call GetTarget
[color=red] /if (${RV_HasTarget}) /call MoveToMob [/color]
:KillAdds
/if (${RV_HasTarget}) /call CombatSub
/if (${RV_HasTarget}) /call MoveToMob
/if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) /call LootMob
/call ResetSub

Yeah I couldn't figure this one out. Kinda of a wierd thing that it appears 1 out of 5 mobs and then like you said just continues as normal.MoonRaverX wrote:There were no matches for (0-100) any
hunter.mac @ 187 (MovetoMob):/face fast
hunter.mac @ 219 (CombatSub):/call MoveToMob
hunter.mac @ 91 (Main):/if (${RV_HasTarget}) /call CombatSub

hehe grr silly me .. i did this other night ended up in a death loop lost 4 yellows and couldnt wear 1/2 my gear hehe .. Thank goodenss for ele flags ..If you can rob head on over to hollowshade and waste the south camp..you will see a few quirks in the obst avoid code maybe you can help fix that im trying on my own but sometimes i get hopelessly stuck and have to end macro to move off it.

All thats happening is your geting an error because the macro after it kills the mob its attack it trys to do the /face fast command and since there is no target it can't face anything. I haven't figured out how to stop this my self but slowly got away from the main function in my own hunter macro:MoonRaverX wrote:There were no matches for (0-100) any
hunter.mac @ 187 (MovetoMob):/face fast
hunter.mac @ 219 (CombatSub):/call MoveToMob
hunter.mac @ 91 (Main):/if (${RV_HasTarget}) /call CombatSub