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.

Moderator: MacroQuest Developers

inorpo
a lesser mummy
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Post by inorpo » Tue Jan 13, 2004 11:31 pm

I'm using the updated code on the 1st page, after what seems to be a random time i get
"You do not seem to have that spell memorized" am I the only one?

Raebis
a ghoul
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Post by Raebis » Wed Jan 14, 2004 12:21 am

inorpo wrote:I'm using the updated code on the 1st page, after what seems to be a random time i get
"You do not seem to have that spell memorized" am I the only one?
Aye that is because my singing routines need to be updated with my latest concotions of macro ideas hehe

expect cleaner singing system next rev
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

propappr
decaying skeleton
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Hard Radius

Post by propappr » Wed Jan 14, 2004 1:44 pm

Was wondering if it is possible to set a hard radius to search for mobs in. Other words only look in this section and if none avail head back to a spot within the radius and wait for a mob to spawn. I am using this on a lower lev ATM and had a problem with it crossing over a section of higher mobs and pulling them along with the one that i needed/conned blue-white.

And yes the mobs do and will warp even if snared. It is getting pretty bad, had 7 in a row warp away.

Love this macro, i can play chat watch the kids and still have fun in EQ.

Thanks again.

Sporked
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Post by Sporked » Thu Jan 15, 2004 2:17 pm

Some very limited experience here, but as a 30 bard, my experience has been when I am runing my script (After major debugging to use it on the new MQ) as long as a mob STAYS snared, it generally works pretty well.. as soon as snare wares off. evne for a microsecond... poof. gone

As for running circles around a snared mob with a full health mob around you... they dont meet up. they always follow in yoru tracks, and yes, it's a little tight on one side. and potentially a probelm if your kiting say, giants... or dragons, or somethign with an equally large melee radius. It's not so much of a problem with the things I have been kiting... Wolves, dervish, kodiaks, griffons guys in eastern wastes. etc.... Once you have snared teh enmy thats trying to flee. then it works even better, static circles and everyone stays a long distance off.

If its running towards you while snared (still warps away if unsnared). then You end up running the perimter around your target.. sort of a spirograph pattern. the "circle" the enemys are following doesn't come close to yours unless the melee range is far off.... or they snare.

An earlier implementation of snare just set a SnareorHeal block... it worked for me most of the time. just turn on or off Heal value if health is low AND mob health is low to determine if you want to snare, or heal your own arse.


G'luck either way, this should minimize a lot of the warping you encounter. Good luck

El
a ghoul
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Post by El » Thu Jan 15, 2004 2:35 pm

I played around with chant-kiting quite a bit last night to determine what effects warping.

Snaring doesn't make a difference on single mobs. I killed 30 giants without snaring, and 30 with (I know, small sample set, but all I had time for). Either way, roughly 40% of all giants warped.

What made a difference was proximity of another mob. If another mob was close to the mob you were kiting, then the probability of a warp dropped to near zero. I still got warps, but they were very few and far between -- 1 of 22 giants pulled.

This also works if YOU are close. I set up two macros for kiting -- one with a radius of 90 and one with a radius of 10. Switching to 10 once they went under 20% life almost eliminated warping (i.e. I didn't see any warp, but I also only kited 15 giants or so in this manner).

So, from a macro point of view, if the mob is below 20% and you have mobs on the agro list, then warping isn't a problem. Continue on kiting the way you're doing. The circling that advchant does will eventually group them quite nicely and mob proximity will reduce warping.

Otherwise, I would either reduce the radius or just keep a small distance away from a SINGLE mob until it's dead. Obviously, this will have to be fine tuned for mobs that don't go into a deathwalk.

Although I was worried earlier about snared and unsnared mobs and eventually intersecting with the unsnared mobs, in practice it only happened a few times... I wouldn't worry about it. The conditions where it's possible are rare.

Raebis
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Planned changes for the next REV

Post by Raebis » Thu Jan 15, 2004 7:53 pm

Well I'm sure everybody wil be happy to hear this...
If you know what i've been workin on in the dark then you'll see it in the next rev.

If you dont' know then let me give you a hint:
AE (yes ae) Kite many mobs without getting hit

Better, faster, and simpler singing routines

look for it soon
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

MrSmallie
a hill giant
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Post by MrSmallie » Fri Jan 16, 2004 11:53 am

Any plans to work in a Charm/Swarm scenario? If not, I may give it a gander.
Me
[img]http://home.comcast.net/~mrsmallie/ches.JPG[/img]

Tiggerty
decaying skeleton
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Post by Tiggerty » Fri Jan 16, 2004 3:09 pm

Raebis this macro is a work of art. nice work :)

Space-Boy
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Post by Space-Boy » Sat Jan 17, 2004 1:33 am

ok because no one else is posting the kind of info im looking for heh here goes

Zones / Experiences

Overthere = good zone to run it in, used Bellow and fufils at lvl 30 untill i got the new dot at 38
stayed in OT till 42 just watch out for goons if you have a deity even with inky mask

Dreadlands = was pretty good until root stuck by one of the spiders, then i splattered

Great divide = wasnt too terrible for factioning, had to make sure it didnt go after coldains tho, *cheer .ini excludes!*

Burning woods = another great place i started near the south east corner and worked my way west to the hornets good xp till about 51

plane of nightmares = good place to get a huge train in tow, expect to haul ass to the GY when you're done xping here mobs take a while to kill and are a little resistant, would recommend not trying till 53+

Plane of Disease = Rats and flies die pretty fast, would highly recomend getting DMF from your friendly necro so you dont need to worry about the water slowing ya down =)

Plane of Mischief = Annoyed the hell out of me at lvl 52 with resists, will try again now at 55 when i bother to get a gate potion =D

The Grey = Dont reccomend it personally, had a few bad experiences with trap mobs messing up the caster detection with their boulder proc thingie, couldnt keep one target and got pwned

Scarlet Desert = Beef up your resists if you're going to bother, about half the mobs are casters (rooted bard = splattered bard)


ok this is all i can think of will edit post to add more zones etc, everyone else please do as the author asked and post your experiences with this macro =D
You have gotten better at Carpal Tunnel! (247)

Raebis
a ghoul
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Post by Raebis » Sat Jan 17, 2004 11:41 pm

Thank you very much for your feedback Space-Boy, exactly the experience information that I was lookign for.

The release of REV7 is going to be delayed as I started no longer play my 53 bard and I am now playing a new bard. He will soon be leveled high enough to properly test this macro.

Expect REV7 soon but not too soon :)
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

Nisse
decaying skeleton
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Post by Nisse » Sun Jan 18, 2004 12:18 pm

GREAT work Raebis, I love this macro. I am actually considering using my bard as main. I also use the simple twist alot and it saves me alot of keying when I am grouping.

There are however 2 problems that bother me a little.

Every second hour or so I get a unparsable text error, the char then stops twisting and runs in a straight line until it hits something.

If I am kiting 2 casters it will change target to the one that cast the last spell.
If one of the casters get low and starts runnning away, and the second caster hit me with a spell, it will target the one with full health and the other evades me.

The exact error message is:
Error: Calculate encountered unparsable text ''
Error: Bad variable in /var function.

Raebis
a ghoul
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Post by Raebis » Sun Jan 18, 2004 3:53 pm

Nisse wrote:Every second hour or so I get a unparsable text error, the char then stops twisting and runs in a straight line until it hits something.
I've noticed this problem too and with the better singing implementations i'm.. uh... implementing... yeah it should get rid of this error.

REV7 Beta was tested for 5 hours straight without any user interaction... it'll be here in the near future, i promise
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.

Onezero
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Post by Onezero » Sun Jan 18, 2004 4:39 pm

Let me start out by saying, this macro is just .. wonderful. Now I actually want to play my Bard :)

However, there is a slight problem with the latest version.

My 28 bard, of course, has to use the level 6 Selo's, which only lasts 3 ticks if I'm not mistaken. When running advchant.mac, Selo's fades EVERY time because the mac tries to cast the DoT three times before it casts Selo's again, making Selo's fade for about 1 or 2 seconds, which results in a dead Bard. :shock:

I really don't know how to edit the code to account for this, so for the time being I have been using the old chant.mac.

Hope you can find a fix for this Raebis :) I'd love to get back to using this macro with full functionality.
.[b].[/b]:[b]:[/b] Onezero
"[i]Health is merely the slowest rate at which you can die.[/i]"

El
a ghoul
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Post by El » Mon Jan 19, 2004 2:22 am

Raebis, I'm getting an error with rev6a. My call is this:

/mac advchant 123 0 5 30

I'm receiving the error:

Error:Calculate encountered unparseable text"
Error: Bad variable in /var function

The macro starts out fine, this seems to happen in the calculation of where to move to.

Raebis
a ghoul
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Post by Raebis » Mon Jan 19, 2004 6:30 am

El wrote:I'm receiving the error:

Error:Calculate encountered unparseable text"
Error: Bad variable in /var function
OneZero wrote:Selo's fades EVERY time because the mac tries to cast the DoT three times before it casts Selo's again, making Selo's fade for about 1 or 2 seconds, which results in a dead Bard.
Both of these issues seems to be my newest Selos detection

i will release an early REV7 not fully completed or an updated rev6 tomorrow (i hope) which will fix these problems
Always say what you want to say. Because those who mind, don't matter. And those who matter, don't mind.