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Posted: Wed Jul 21, 2004 3:30 pm
by raytrace
Line 1122 in the DoTheNuke subroutine is reading

Code: Select all

/if ( ${Target.Level}>SLOW_ABOVE_LEVEL && ${Target.Type.Equal[NPC]}) {
and it should read

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/if ( ${Target.Level}>NUKE_ABOVE_LEVEL && ${Target.Type.Equal[NPC]}) {
Also on the next line, at 1123

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/call Cast "NUKE_SPELL" gem1
I think this should read

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/call Cast "NUKE_SPELL" gemNUKE_GEM

Posted: Thu Jul 22, 2004 7:09 am
by ztrike
Seem there are some of you that got it to work after the 17th.. i have the stranges problem.. i think that its a problem with "spellcast.inc" and not NBH since the problem is spell casting..

If i start the macro i will get the following error

[MQ2]Starting macro
[MQ2] Homepoint : xxxxxxx
[MQ2] Target defined (1) : xxxx
[MQ2] Position pet before we start pulling
[MQ2] NewTarget loop (tick:10)
[MQ2] NewTarget loop2

Unparseble in Calculation: 'g'
Spellcast.inc@105 (cast(spellname,Itemflag,Dismountflag)): /if (${target.ID}6gt;0) /varset 1 HaveTarget 1
nhb.mac@1451
nhb.mac@958
nhb.mac@438
nhb.mac@353
The Current macro has ended
Failed to parse /if condition '(NULL>0)', non-numeric


I tryed to check spelling of the "spells" and it seems ok..

If i engange a mob and run script.. it will run smothly until mob dies, then come with the error above again..

Anyone seen this before? i have some creapy idea that i did something wrong..

using 1.2.0 and the latest MQ2

Posted: Thu Jul 22, 2004 7:10 am
by ztrike
x2 post

Posted: Thu Jul 22, 2004 7:28 am
by aChallenged1
Hint > as well as < are html codes for greaterthan and lessthan signs which is not recognized by mq2.

Posted: Thu Jul 22, 2004 7:54 am
by ztrike
:lol:

Thanks a lot.. i now know what to do .. hate when its something as "easy" as this.. (stupid)


Thanks

Posted: Thu Jul 22, 2004 9:32 am
by Terramantian
people_who_have_asked_that_even_though_its_been_documented_in_MANY_places_for_weeks++;

:p

Posted: Thu Jul 22, 2004 10:38 am
by vladk
Here's a fix for people who want to use pet as main tank instead of self:
Put a negative LET_PET_TANK_IF_DIFFERENCE and change the end of BackoffForPet to:

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        }
        
        /call Delay 1

	    |If pet still has more HPs than me just loop		
        /if ( ${Math.Calc[ ${Me.Pet.PctHPs} - ${Me.PctHPs} ]} > LET_PET_TANK_IF_DIFFERENCE ) /goto :Repeat1
        
        /if ( ${Math.Calc[ ${Me.Pet.PctHPs} - ${Me.PctHPs} ]} < LET_PET_TANK_IF_DIFFERENCE ) {
        DEBUG_1 Me: ${Me.PctHPs} Pet: ${Me.Pet.PctHPs} - Back to action!
        /call StartAttack
	}
    }    
/return

now you can completely avoid fighting by putting something like -40 for hp difference and putting heal pet at 55% or so.

Posted: Thu Jul 22, 2004 11:37 am
by vladk
ok something must be wrong with the 'degree' pulling code.
To get a target at 360 I ran through like 5 mobs and pick the sixth one which is farther than others, can't be right.

Posted: Thu Jul 22, 2004 2:03 pm
by wolf5
Try putting on Debug2 to find out why a target has been ignored. Might tell why it ran past ("target is to crowded. ignoring...").

My first guess would be that the mobs where to close to eachother (or other ppl). I havent thought of ignoring mobs that would be behind the ones we ignore, which I probably should if there is mobs that crowded together.

Vacation atm so not working. Just watching the forums.

Nice bug observations.

-Wolf5

Posted: Thu Jul 22, 2004 3:34 pm
by vladk
wolf5 wrote:Try putting on Debug2 to find out why a target has been ignored. Might tell why it ran past ("target is to crowded. ignoring...").

My first guess would be that the mobs where to close to eachother (or other ppl). I havent thought of ignoring mobs that would be behind the ones we ignore, which I probably should if there is mobs that crowded together.

Vacation atm so not working. Just watching the forums.

Nice bug observations.

-Wolf5
this must be it actually...
thanks for a tip...

/pet hold

Posted: Mon Jul 26, 2004 8:17 am
by Spectra
Found a few minor issues that bugged me tonight.

I've been toying with this in FG with mushrooms. They like to sit and cast before coming to a camp, so I end up running out to them. I have pet hold, and am curious if there could be an option to have the pet wait on attacking until the mob physically hits the owner?

Secondly, I toyed with the Lotuses a bit. I got myself stuck in a loop where I wasn't doing anything but standing in place. The lotuses are rooted and I had pull to home selected. Therefore, I ran out (further than my pet aggro) "pulled" the lotus, then preceded to sit there and wait for my pet to attack it when he won't move due to the distance.

Edit:
noticed the comment at top that you know of the first issue I mentioned... I'm messing with the code now to see if I can "fix" it.

Posted: Fri Jul 30, 2004 12:42 am
by Spectra
Noticed this today heh... not that it's messing the script up.

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|----------------------------------------------------------------------------
|SUB: MainAttack - Handles the fighting
|----------------------------------------------------------------------------
Sub DowntimeWork
    /call StopAllMovement "DowntimeWork"
I've thrown....

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/call Cast "128" Activate
at the end of the downtime script, so that my BL cast para whenever it's up, I still have to test that it's working correctly tho :p

Edit...
Para add in isn't working for me... unsure why, but it's not that crucial, and I'm a newbie when it comes to MQ scripting.

I'm having some pretty major issues with the macro pulling 1 mob, then turning and pulling another, am completely unsure why it's doing this. However, it's quite dangerous to my char's well being when it has an entire camp of mobs on him.

Posted: Thu Aug 05, 2004 5:10 am
by crisdan
Using latest mq release and latest nbh script. If i start the script sometimes it run beautifully....others it just keeps trying to find new target.

I cannot get a log file produced. I have a directory called /macroquest2/logs/ setup but no data populates in field.

Is anybody having similar issues. I really like it when it works..but when it fails....it is hard to debug with no log data...

just wondering if there will be future updates by wolf or has anyone perfected this script?

Link Broken

Posted: Fri Aug 06, 2004 1:11 am
by barice01
Excuse me , this link is Broken,
can any one post or make a new link ?

thx ..:)

Posted: Fri Aug 06, 2004 3:56 am
by ztrike
Link is working 06-08-2004 @ 09:56 CET

Rightclick and save as or your quicktime is gonna try to open it...