Post your completed (working) macros here. Only for macros using MQ2Data syntax!
Moderator: MacroQuest Developers
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aChallenged1
- a grimling bloodguard

- Posts: 1804
- Joined: Mon Jun 28, 2004 10:12 pm
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by aChallenged1 » Sat Jul 03, 2004 10:32 am
That wasn't snide. If that little blurb offended your sense of decorum, I suggest you leave and never come back. Be assured, the flames that burn here are much worse. My post would be considered a kindness by most here.
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Manaweaver
- decaying skeleton

- Posts: 7
- Joined: Sat Jul 03, 2004 8:55 am
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by Manaweaver » Sat Jul 03, 2004 10:49 am
Pretty much true.
Not really offended, no, but not reading a thread doesn't make me a retard. I do love that handy dandy search button, but for sometihng that affects all macros and isn't actually related to MQ2, it's a bit difficult to stumble across. Yeah, it was wrong to not read every thread in the Announcement section, I'll change that habbit.
I've been around for quite some time... just never need to post. Was a bit fed up with trying to fix it and failing though. Should've paid a bit more attention to the code

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Azum
- a hill giant

- Posts: 229
- Joined: Wed Jun 04, 2003 5:04 am
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by Azum » Sat Jul 03, 2004 1:19 pm
Seems the posting limit has been even further reduced, board now eats macros that are 48k in size. I really hate this fuckin board. Anyway, had to split the macro into more pieces.
Sorry for lack of updates, but I recently moved and just haven't had time.
I have a shitty machine by today's standards (amd 1500xp, 512 ram) and the macro starts for me in about one second. Not sure why it loads slow for those who've reported it.
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creations
- orc pawn

- Posts: 10
- Joined: Thu May 06, 2004 1:57 am
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by creations » Sun Jul 25, 2004 7:55 am
possible to add autosit option for between fights? thanks.
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Azum
- a hill giant

- Posts: 229
- Joined: Wed Jun 04, 2003 5:04 am
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by Azum » Sun Jul 25, 2004 1:38 pm
Again, sorry for the lack of updates. Been a little burned out on EQ, built a new PC, etc. I'll probably update this thing soonish. AltAbilityReady still seems broken though, nothing I can do about that however.. until the struct is fixed.
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k7
- decaying skeleton

- Posts: 6
- Joined: Fri Jun 04, 2004 1:58 pm
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by k7 » Mon Aug 02, 2004 10:01 pm
For some reason it's not triggering my AA harvest or my AA familiar any more... It still triggers the regular harvest though. It happened around the time there was an announcement was made about AA structs being changed. Anyone have any info on this?
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k7
- decaying skeleton

- Posts: 6
- Joined: Fri Jun 04, 2004 1:58 pm
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by k7 » Mon Aug 02, 2004 11:30 pm
Err, any chance of getting /leash to compensate for mounts? I had mine set to 150 and because of distance and mount speed I ran past the leash target...
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Casty
- decaying skeleton

- Posts: 8
- Joined: Tue Feb 10, 2004 4:18 pm
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by Casty » Wed Aug 18, 2004 2:31 pm
hurry back Az :p
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Dadelot
- orc pawn

- Posts: 14
- Joined: Sun Aug 15, 2004 6:49 pm
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by Dadelot » Wed Aug 18, 2004 6:49 pm
Sorry edited... question posted one page before. My stupid mistake.
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Azum
- a hill giant

- Posts: 229
- Joined: Wed Jun 04, 2003 5:04 am
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by Azum » Sun Aug 22, 2004 3:36 pm
Haven't forgot about you guys, in fact I was working on a version of the macro to not rely on AltAbilityReady, but now it seems to be fixed, so everything should be working again like it was.
I realize the leash code isn't the greatest in the world, I'll see what I can do to tune it up.
Also, a word about familiars - awhile back someone told me Allegiant Familiar was a passive AA, it's not, it's alt activatable. Allegiant Familiar (179) and Improved Familiar (52) are two separate activatable AAs. I should have caught this alot sooner, but I rarely ever use those familiars. So I'm going to post a slight update to fix that for now.
The most pressing issues seem to be tuning up the leash code, and adding an 'aggressive' sitting option (Sit as much as possible). So I'll try to get those done soon.
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Ydinlataus
- decaying skeleton

- Posts: 5
- Joined: Mon Aug 23, 2004 6:48 am
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by Ydinlataus » Tue Aug 24, 2004 11:27 am
Nice work Azum!
I was wondering if you have considered adding automated TL in the macro, something along the lines:
Code: Select all
Sub Event_Chat(string ChatType, string Sender, string ChatText)
/if (${ChatType.Equal[TELL]}) {
/if (${ChatText.Find[tl ]} || ${ChatText.Equal[tl]}) {
/target pc ${Sender}
/delay 1s ${Target.Name.Equal[${Sender}]}
/if (${FindItem[Time Traveler's Abandoned Notebook].ID}) /call Cast "Time Traveler's Abandoned Notebook" item
}/else /call cast translocate
}
/return
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Process
- a lesser mummy

- Posts: 73
- Joined: Fri Jun 25, 2004 5:30 pm
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by Process » Wed Aug 25, 2004 1:47 am
How about a way to change your Primary Nuke spell without changing your ini? Atm, I'm using seperate ini files for when I want to use a cold nuke or a fire based nuke.
If this functionality is already included in some way that I missed, I apologize. I didn't see it in the documentation.
Thanks,
Process
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Braedo
- a lesser mummy

- Posts: 33
- Joined: Mon Oct 28, 2002 12:02 am
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by Braedo » Wed Aug 25, 2004 6:34 pm
here is what i did to enable "auto sit" you may have to fiddle with the delay a tad depending on what spells you use...
open up your afnuke.inc and notice the bold... this basically puts a sit command right after every time u nuke! hope it works for you!
:wait2
/if (${Me.Casting.ID} || ${Me.Moving}) /goto :wait2
/if (${pausetimer}) /goto :nukeloop
/if (${Target.CurrentHPs}>${stopnuke} && !${Me.Moving} && ${Target.ID}==${mobid} && !${Target.Type.Equal[Corpse]}) {
/varset nukecount ${Math.Calc[${nukecount}+1]}
/echo Main Nuke Number ${nukecount}
/echo ${mainnuke} on ${Target.CleanName}, Health: ${Target.PctHPs}
/varset TempSpell ${mainnuke}
/call cast "${mainnuke}" ${mainnukegem} ${checktarget}
/sit
/if (!${nukepause.Equal["None"]}) /varset pausetimer ${nukepause}
} else /if (${Target.CurrentHPs}<=${stopnuke} && ${Target.CurrentHPs}>${stopnuke2} && !${Me.Moving} && ${Target.ID}==${mobid} && !${Target.Type.Equal[Corpse]}) {
/if (${TempSpell.Equal[${mainnuke}]}) /varset nukecount 0
/varset nukecount ${Math.Calc[${nukecount}+1]}
/echo End Nuke Number ${nukecount}
/echo ${endnuke} on ${Target.CleanName}, Health: ${Target.PctHPs}
/varset TempSpell ${endnuke}
/call cast "${endnuke}" ${endnukegem} ${checktarget}
/delay 3
/sit
/if (!${nukepause.Equal["None"]}) /varset pausetimer ${nukepause}
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k7
- decaying skeleton

- Posts: 6
- Joined: Fri Jun 04, 2004 1:58 pm
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by k7 » Wed Aug 25, 2004 7:24 pm
I agree with process. Being able to chainge your nukes on the fly would be sweet!
Also, being able to maintain different configurations for different situiations would be ideal. Even something as simple as being able to specifiy an ini file to use would do the trick.
If you want to be creative, you could find a way to have the macro reload an ini file (a command like /ini PoFire.ini to load PoFire.ini).
If you want to get really creative (ok, maybe someone else will want to take a lick at it) make it possible to specify what nukes for what mobs, based on a seperate file. If you're wondering what I actually mean by this, go raid VT for a day.
btw, thanks for the exclude list! No more wasting mana recasting force shield when a dillo splits in PoE!
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Yalp
- a ghoul

- Posts: 90
- Joined: Thu Dec 05, 2002 6:28 pm
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by Yalp » Wed Aug 25, 2004 10:33 pm
Process wrote:How about a way to change your Primary Nuke spell without changing your ini? Atm, I'm using seperate ini files for when I want to use a cold nuke or a fire based nuke.
If this functionality is already included in some way that I missed, I apologize. I didn't see it in the documentation.
Thanks,
Process
/echo nuke1|nuke2 nukename
theres also
/ma maname
/echo temp
/echo mobhealth #
/echo concnum #
and theres more i just can't remember them because these are the only ones i use regularlly.
Because i wouldn't have it any other way