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Posted: Fri Mar 31, 2006 2:10 pm
by fearless
sonofcycle wrote:I see another problem.
I see you bothering to loot lvl 2-4 mobs in Forgotten Halls after each keel [sic], possibly after a 6 hr run of this macro garnishing yourself a small pile of copper at most. Why go through the trouble, I have to ask? Selling one fine steel short sword would make you more money than this most likely.
You can have the macro delete copper if you are overweight.
Posted: Fri Mar 31, 2006 2:35 pm
by Yunto?
sonofcycle wrote:Yep. And one drop of water to drink out in the Sahara desert is better than none. Would most people bother to bring the canteen with one drop in it? Probably not.
Poor idiots.
Posted: Fri Mar 31, 2006 4:09 pm
by newgamez88
I'm guessing he maybe thinking of multi-boxing several chars in FH using this macro. If he creates a level 52.5 instance and farms PP's using 3 accounts, then the looting part will be useful.
Posted: Fri Mar 31, 2006 4:43 pm
by KungFuHamster
Why 52.5? What is the significance of that?
Posted: Fri Mar 31, 2006 4:49 pm
by sybarite
So, I unlocked two shrouds using this macro yesterday. Both were melee variety, took me around 9 hours or so running it to unlock two shrouds.
Today, I'm running it using a cleric type. It's been running 5 hours and I'm only 50% in.

No deaths yet with this macro yet though, and this is the original format one, not the new enhanced one with potions.
Take a 10 slot backpack of bandages, unequip your weapon (if you're a caster) and you should be fine. :) Though I haven't tried this as an enchanter/wizzy type yet.. I'll let you know how it turns out when I do.
Posted: Fri Mar 31, 2006 4:51 pm
by rapierguy
That is exactly my idea newgamez88 I'm actually 4 boxing atm and I plan on using this to farm plat since all my chars tend to be on the poor side lol
oh and I tried the suggestion that was mentioned as well but still no dice in regards to the loot thing any other suggestions?
Posted: Fri Mar 31, 2006 6:05 pm
by newgamez88
KungFuHamster wrote:Why 52.5? What is the significance of that?
I thinks not exactly 52.5, but somewhere around it is the shreshold, above which mobs become social.
Posted: Fri Mar 31, 2006 6:11 pm
by newgamez88
rapierguy wrote:That is exactly my idea newgamez88 I'm actually 4 boxing atm and I plan on using this to farm plat since all my chars tend to be on the poor side lol
oh and I tried the suggestion that was mentioned as well but still no dice in regards to the loot thing any other suggestions?
One suggestion: in FH you only need cash (nothing valuable from the rat furs or wisks), so a simple code like the following should allow you to take the cash and leave the corpse on the ground:
Code: Select all
/tar corpse
/call MoveSub
/loot
/delay 5
/keypress esc
/keypress esc
Now how to invoke it after each keel is a problem I'm thinking within the ResetSub is maybe a good place to put these few lines.
Posted: Fri Mar 31, 2006 6:57 pm
by rapierguy
I made the changes you suggested in ResetSub
Code: Select all
|--------------------------------------------------------------------------------
|SUB: Reset
|--------------------------------------------------------------------------------
Sub ResetSub
/tar corpse
/call MoveSub
/loot
/delay 5
/keypress esc
/keypress esc
/keypress esc
/keypress esc
/keypress esc
/keypress esc
/varset RV_HasTarget 0
/varset RV_TargetDead 0
/return
Now for soem reason when it finishes off keeling and looting in the rat room it will take my chars to the Bat room and then get stuck completely bypassing keeling the mobs there and gets stuck in the wall trying to go back what appears to be back to the rat room
perhaps I messed up in regards to the ini on kill list
Code: Select all
[The Forgotten Halls]
Mob1=rat
Mob2=bat
Mob3=reject
Posted: Fri Mar 31, 2006 7:06 pm
by newgamez88
I'm thinking, maybe the /tar corpse line has a problem. Change it to
/tar corpse radius 50
Then it won't target corpses in another room.
Posted: Fri Mar 31, 2006 7:43 pm
by rapierguy
Looks like that did the trick thanks =)
Posted: Fri Mar 31, 2006 8:44 pm
by sybarite
4 hours to level a berserker shroud, 7.5 hours to level a cleric shroud. Thus far... I'll edit this for the rest of the classes as I get a chance to do em.
Posted: Sun Apr 02, 2006 5:27 pm
by rapierguy
I'm trying to modify this macro to use potions when the cleric shroud is LOM and want to make sure that I have teh code right for the healloop part could someone look at this and lpost if I did this correctly
also how could I use this part of the code to heal a goup member as well
Code: Select all
:HealLoop
/if (${Me.PctHPs} <= 65 && ${Me.AltAbilityReady[Heal Wounds]} && ${Me.PctMana} > 70) {
/aa act Heal Wounds
/delay 5s
/goto :HealLoop
}
/if (${Me.PctHPs} <= 65 && ${FindItem[Distillate of Divine Healing ].InvSlot} && ${Me.PctMana} < 50) {
/potionbelt activate 2
/delay 5s
/goto :HealLoop
}
/sit
/delay 1s
Posted: Mon Apr 03, 2006 1:27 pm
by newgamez88
Heal Wound may require you to target yourself. If that's the case, insert
/tar myself
/delay 2
befroe activate the altability.
If you want to heal another player, check that person's hp and target that person to do heal wound.
Posted: Mon Apr 03, 2006 1:37 pm
by fearless
rapierguy wrote:also how could I use this part of the code to heal a goup member as well
I would suggest taking a look at the shammie macro in VIP, it has some straightforward group healing sections that you could gank.