Natural Beastlord Hunter v1.1.9 (Updated 2004-07-11)

Post your completed (working) macros here. Only for macros using MQ2Data syntax!

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dingleberry
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Post by dingleberry » Mon Jun 21, 2004 8:26 pm

The gorangas in Maiden's Eye may work for you. The possible problem there is that they walk around quite a bit, and may be a bit too hard to solo quickly enough to avoid adds.

Another possibility might be the toilers in ME also. I would think that you could try the ones over by the Centien fort in eastern part of the zone.

This macro looks sweet by the way. If I get a chance to use it with my 57 BL I will let you know.

Saelinye
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Nardox or Dulak

Post by Saelinye » Tue Jun 22, 2004 8:08 am

For 56 Beastlord try Nardox or Dulak, However, I will warn you, due to the hills and walls... its not quite open for afk hunting.

Basically picture Below

X = you
Y1 - Y9 = Mobs

Code: Select all

----------------------------------
-           Y1                         
-                                        
-                          Y2          
-                                        
-                                        
-                                        
-          X                            
---------------------------        
-                             Y3  
-        Y4                             
-                           Y5           
----------------------------------
Rough sketch of the scenario, basically X, you will try to acquire target - closest of course. Will Find Y4, and proceed to it, aggroing Y3 and Y5 before realizing its being hit, now depending on the event being processed, it might or might not aggro Y4 also.

I am trying to work on some code to detect closest mob in field of view, but that is some triangle, Angle code that escaped me since CSE101.

Anyway, give it a shot, and if you can figure it out, let me know :)

Thanks,
Sae
Last edited by Saelinye on Tue Jun 22, 2004 12:30 pm, edited 1 time in total.

wolf5
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Post by wolf5 » Tue Jun 22, 2004 10:41 am

Field of view is hard if there is a wall between though. I wish there was a way to determine obstacles besides running into them.

The Target.Distance should give a clue on who's closest. Maybe ignore target if ie Abs(Target.Z-Me.Z)>100 to ignore mobs on levels/floors above or below you.

Alternatively the trigonometry would be:

Code: Select all

         /|
 h      /  |
     /    |  k1
   /      |
  ---------
    k2
h^2 = k1^2 + k2^2 if i remember correctly. Where k1=X and k2=Y.
h = distance = squareroot(k1^2+k2^2)

-Wolf5

Mrfo
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Post by Mrfo » Tue Jun 22, 2004 11:51 am

With the code as is, the program just loops and continues to say NewTarget Loop. I started playing around with the code a little and figured out it was screwing up with the /call DowntimeWork. It works for the most part when you take the downtimework out, but I find myself running in circles alot.

Maybe its just me, cause other people arn't having problems. I'm using the 6-16 version, but the 6-11 did the same thing.

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nosaj969
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Closest mob argo

Post by nosaj969 » Tue Jun 22, 2004 1:49 pm

One way to work on not pulling the whole zone when running around an obstacle is to constanly check if a new mob is closer as you run around the obstacle. That way in the above example from Saelinye you would find that the closest mob is Y3 once you get halfway around the obstacle. Then you could just set Y3 to the mob to attack and forget about mob Y4.

nosaj969

wolf5
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Post by wolf5 » Tue Jun 22, 2004 2:39 pm

But then there is the situation where you initiated the attack pattern. send pet, slow, attack... But sure. That'd be a feature. When obstacle is hit, just backoff from the obstacle and aquire a new target.

So many situations to think of :-)

Just to check. Who has gotten the macro to work? I haven't heard any feedbacks on it working. Only from those not getting it to work.

-Wolf5

Nightshift
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Observations so far

Post by Nightshift » Tue Jun 22, 2004 3:16 pm

Level 40 Beastlord
Jagged Pine Forest
Basilisks in the cave past the Gnolls

1) It will cast the pet if not up.
2) It will buff both the me and the pet.
3) It will aquire the targets I set and run to them.
4) It will kill all in the room easily enough.
5) It will not back off far enough when it has decided to sit and med to let the pet tank.
6) It seems to get stuck sometimes when near a wall and trying to strafe around to get the mob between it and the pet. Basicly it just keeps trying to strafe and never gives up until the mobs runs or is pushed far enough away.
7) It never gets to a mob if that mob is behind a wall, atleast I have never seen it manage to do it.
8) It does not back away from the mob when it decides to mem a spell for whatever reason.
9) It will continually stand up and try to heal even when it has no mana to heal with.

That is everything I can remember at this time.

If there is anything specific I can try for you, just let me know.

NightShift

wolf5
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Post by wolf5 » Tue Jun 22, 2004 3:30 pm

Thanks for the input:
1-4. Works as it should.

5. "It will not back far enough" - Does that mean still within hitrange of the mob? I've coded so I should walk out of attack range plus a little more b4 sitting down or buffing up.

6. I haven't tweaked the code for narrow areas. That can be tricky to code. I should probably check for stuckness when strafing around.

7. As I know of no way to see how the world is around me but distances from me and mobs its hard to actually path a way around. This could probably be done if someone created a large set of path-nodes for each zone and code pathing movement with those... (today its like coding a blind character who only knows the direction and distance to the mobs. you cant see the world, but you can "feel" it as you move.).

8. You will try to mem a spell if it is defined as critical, even during combat (should probably back of to do that). Or you are probably in the maintain phase and just starting to mem/cast a spell as you get attacked. the spellcast.inc will continue to try memming the spell i think. Maybe I should modify it some.

9. Must be a bug I haven't noticed. It should mem till above the defined low mana%.

The code developed from first using my low lvl monk in an open zone doing the movement stuff, and then doing Hill Giants with my beastlord (adding spells and petstuff). So it is tweaked for outdoor areas.

-Wolf5

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nosaj969
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#9

Post by nosaj969 » Tue Jun 22, 2004 3:55 pm

Haven't looked at any of the other numbers but for the problem with #9 from Nightshift it might be this:

Your Heal sub never checks if you have enough mana to actually cast the spell, it just tries to cast the spell. So wither you have mana or not you stand up and try to heal your self then sit back down. Not sure if you want to put a mana check in the heal sub or put one where you call the sub. Either way you should check your mana and if you don't have enough to cast heal you should try to do something else (sit, backaway from mob, etc.)

nosaj969

wolf5
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Post by wolf5 » Tue Jun 22, 2004 4:05 pm

Fixed the healing bug. After each cast I normally return to top to see if there is something more important to do than heal (same goes for the buffing).

I forgot to check mana before healing. I have put CheckMana before HealMe now.

EDIT1: Also fixed a bug that would happen if you during the main attack loop targeted yourself or the pet. If that happens, movement and attack is off. Return to Newtarget loop (where you will assist pet if you are actually engaged).

EDIT2: If I hit an obstacle moving to my target, return to Newtarget loop and aquire a new target unless pet is allready on something in case we will jump straight into action again (might get stuck again tho, creating a infinite(?) loop getting pets target and still being stuck).

For those still having the error at line 1616 or 1617 compile the June 20 2004 23:12:02 code. It works with the current macro.

Ready for download.

-Wolf5

Nightshift
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Post by Nightshift » Tue Jun 22, 2004 4:31 pm

wolf5 wrote:Thanks for the input:
1-4. Works as it should.

5. "It will not back far enough" - Does that mean still within hitrange of the mob? I've coded so I should walk out of attack range plus a little more b4 sitting down or buffing up.

6. I haven't tweaked the code for narrow areas. That can be tricky to code. I should probably check for stuckness when strafing around.

7. As I know of no way to see how the world is around me but distances from me and mobs its hard to actually path a way around. This could probably be done if someone created a large set of path-nodes for each zone and code pathing movement with those... (today its like coding a blind character who only knows the direction and distance to the mobs. you cant see the world, but you can "feel" it as you move.).

8. You will try to mem a spell if it is defined as critical, even during combat (should probably back of to do that). Or you are probably in the maintain phase and just starting to mem/cast a spell as you get attacked. the spellcast.inc will continue to try memming the spell i think. Maybe I should modify it some.

9. Must be a bug I haven't noticed. It should mem till above the defined low mana%.

The code developed from first using my low lvl monk in an open zone doing the movement stuff, and then doing Hill Giants with my beastlord (adding spells and petstuff). So it is tweaked for outdoor areas.

-Wolf5
5. Right, it isn't moving far enough away, I will test more and see if there is any specific cirumstance it is happening in, but I think it happens no matter what for me. Wide open, walls close by, etc..

6. Have you thought about using advpath? not sure if it would do any better, but maybe.

7. Maybe using advpath /shrug

8.Right, it isn't backing off bef0re trying to mem. No matter if it is a critical spell or just one that has come due to buff.

I think the macro works well, just a little tweaking needed.

Thank you for this.

NightShift

DumbStruck
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Post by DumbStruck » Tue Jun 22, 2004 4:42 pm

5. "It will not back far enough" - Does that mean still within hitrange of the mob? I've coded so I should walk out of attack range plus a little more b4 sitting down or buffing up.
I have played with my 49 bl in dl .. It doesnt back off far enough yes just out side hit range but why stop there have it back up a few feet (SAY ABOUT RANGE OF 50 )

one problem i notice is when u are getting pounded by 2 or more mobs it doesnt try to heal fast enough i would suggest to have the heal loop shorter so that it doesnt have to re target consistently and go through a whole bunch of code before trying to heal again ..

I must say this macro is very nice i love the buff checks etc .. i would try to change the stuff my self but i am a novice programmer .

One other suggestion is the anchor spot why not have the macro pull mob and return to anchor spot to attack ? May be set a toggle so it can either return to anchor after attack (mob dead) or before attack (when pulled) ..

wolf5
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Post by wolf5 » Tue Jun 22, 2004 4:42 pm

I will look into advpath. Might help :-)

Nightshift
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Post by Nightshift » Tue Jun 22, 2004 4:44 pm

Just something else I changed.

I changed all

Code: Select all

/keypress ESC
to

Code: Select all

/target clear
, since they all seem to be clearing the target window and becuase I got tired of it closing windows I had open, spamming the chat window with you have no target :)

NightShift
Last edited by Nightshift on Tue Jun 22, 2004 4:50 pm, edited 1 time in total.

wolf5
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Post by wolf5 » Tue Jun 22, 2004 4:49 pm

Thanks. Didn't know of that command :-). Will fix that.

Dont remove the Keypress ESC from the loot code, tho...