hunter.mac Basic hunter script with loot capability.

Macro depository for macros written before the user variable changes that broke all of them.

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Mckorr
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Location: Texas

Post by Mckorr » Tue Jun 03, 2003 7:28 am

I use Kaori v4.5. You can find it on EQInterface. The only change I made was to copy over the default containers window to my custom skin, then remove the title bar from the container. Oh, did that with the merchant as well, but it didn't really help things, so won't matter much. Just have to count from two on merchants.
MQ2: Think of it as Evolution in action.

papiraul
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Post by papiraul » Tue Jun 03, 2003 9:05 am

How do I remove the title bar?.. Do I just delete these lines? (this is from VERT UI)
<Label item ="Container_Label">
<ScreenID>Container_Label</ScreenID>
<Font>1</Font>
<RelativePosition>true</RelativePosition>
<Location>
<X>2</X>
<Y>4</Y>
</Location>
<Size>
<CX>88</CX>
<CY>32</CY>
</Size>
<Text>Container Name Here</Text>
<TextColor>
<R>255</R>
<G>255</G>
<B>255</B>
</TextColor>
<NoWrap>false</NoWrap>
<AlignCenter>true</AlignCenter>
<AlignRight>false</AlignRight>
</Label>

Mckorr
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Location: Texas

Post by Mckorr » Tue Jun 03, 2003 9:37 am

Do a search in the file for TitleBar. It's always towards the end of the file. Change the value from true to false

<TitleBar>true</TitleBar>

to

<TitleBar>false</TitleBar>
MQ2: Think of it as Evolution in action.

wassup
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Post by wassup » Tue Jun 03, 2003 12:12 pm

If I don't want a Title Bar, I use the following settings in the particular window xml file:

Code: Select all

<DrawTemplate>WDT_RoundedNoTitle</DrawTemplate>
<Style_Titlebar>false</Style_Titlebar>
I'm not positive the second one needs to be changed to false since you are defining the template as WDT_RoundedNoTitle, but it can't hurt.

orb
decaying skeleton
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Joined: Mon Aug 25, 2003 2:45 am

Going Crazy!

Post by orb » Mon Aug 25, 2003 2:51 am

Hi, I've been using the bard hunter.mac posted in this thread with some success. However, I've been using it in EK to farm silks off of spiders.

The one problem I have found is that it doesn't pick up crag spiders, it picks up carrion spiders just fine, and for the life of me I can't figure out why.

The orginal hunter.mac at the beginning of this thread picks up crag spiders just fine, was wondering if anybody who knew code could look at the bard version and see if they can figure out why it's not picking up crag spiders.

Can anybody help me so I can stop thinking about this damn thing :P
My head hurts! :(

I have tried a cut and past job between both macros to no avail.
I'm not even sure why it would work on one and not the other.

Shocks
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Contact:

edit the array

Post by Shocks » Tue Sep 02, 2003 3:14 pm

Hello ,

Have you tryed editing one of the pull arrays to

/varset a(2,0) "crag"
or
/varset a(2,0) "crag spider"

Shocks

orb
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Post by orb » Sun Sep 07, 2003 11:52 pm

Tried that with no luck, doesn't respond to "crag" or "crap spider" or "a crag spider"

Draekz
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Location: Winnipeg, Manitoba, Canada

Post by Draekz » Mon Sep 08, 2003 9:36 am

Well if its in EK, there's no regular spiderlings anyway, so why dontcha just use "spider" or whatever hehe..seems like that would solve it i would think?

*shrugs* dunno tho, havent tried before ;)

Anyway, Take it easy

Draekz

Shin Noir
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Post by Shin Noir » Mon Sep 08, 2003 10:58 am

orb wrote:Tried that with no luck, doesn't respond to "crag" or "crap spider" or "a crag spider"
just skimming through posts, maybe try "official" NPC names, not "clean" ones.
That is,

set mobs as "a_crag_spider"
instead of "a crag spider"

know what I mean?
maybe try making it respond to underscore spaces, if you're using multiple words to search.

hope it helps. I may have to sit down and actually try this macro some time..

Azum
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Post by Azum » Mon Sep 08, 2003 12:49 pm

/varset a(2,0) "#spider"


should do it. k.

orb
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Post by orb » Tue Sep 16, 2003 9:11 pm

Nope didn't have any luck with either suggestions offered.
:(

Thanks very much for helping me try to figure this out.

Furiousness
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Joined: Tue Aug 26, 2003 3:48 pm

Select the Closest Target

Post by Furiousness » Tue Sep 16, 2003 11:08 pm

Hi All

After watching the macro run for a while I got sick of it running past a mob that was in the kill list because of the random selection process of aquiring a target it would run past a mob that it was standing beside to get the one it had targeted at the other end of the zone. So I modified the sub: Let me know what you think, as far as I can see it works, and have been using it today. Any changes appreciated, as I am still getting the hang of this language.

Forgot to mention too, I am running the modified script with the changes etc that are mentioned within this Thread.

Add the following to the end of the defines at the top of the macro

Code: Select all

#define TargetNum v57
#define TargetArr v58
#define TargetDist v59
Swap GetTarget Sub with the one below.

Code: Select all

sub GetTarget
|setup the variable for the for loop
/varcalc TargetNum $MobArraySize -1 
 :Aquire
 |set distance huge so that everything is always closer than it.
/varset TargetDist 9999990 

  /for v1 0 to $TargetNum |being the loop
      /target nopcnear $KSRadius npc "$a(2,$v1)" 

|If target is closer than current distance change the variables to the current target.
      /if n $target(distance)<$TargetDist {        
          /varset TargetDist  $target(distance)
          /varset TargetArr $v1
      }
     |/echo "Closest is $TargetDist "
    /next v1
|target the closest target
/target nopcnear $KSRadius npc "$a(2,$TargetArr)"  

    /varset MyTarget $target(id) 
    /varset TargetDead 0 
    /if n $target(id)==0 /goto :Aquire 
    /if $target()=="FALSE" /goto :Aquire 
    /if n "$target(hp,pct)"<="99" /goto :Aquire
    /echo "Distance to target is $target(distance)"
|the line below is for the maximum distance the target is allowed to be uncomment to use, and change the 900 to suit.
     |/if n $target(distance)>900  /goto :Aquire

    /if n $target(distance)<180   /call stunIT 
    /varset HasTarget 1 
/return   
It no longer runs past the mob it is standing beside which is much more efficient.

Cheers

Furiousness

or for those who cant be bothered typing it all

AKA Fury[/code]

Hendrix2004
decaying skeleton
decaying skeleton
Posts: 3
Joined: Fri Sep 26, 2003 7:29 am

great macro

Post by Hendrix2004 » Fri Sep 26, 2003 11:48 pm

this is a great macro, but it needs a couple of things...

If a mob attacks you it could just kill you while you are running the macro, so it needs to have something where if you are hit by something, it turns around and kills the thing attacking you.. Secondly it needs an option where if you get below say 50% hp, it makes you hide and shit till you are full hp again... Just a thought. I am a newb programmer, would implement this if i could. And i in no way condon afk macroing.

User avatar
Slice
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Post by Slice » Thu Oct 02, 2003 12:35 pm

Is it possible to make a change for Shadowed men?

When you kill one of them, the whole camp aggros and my pet kills them all off. Unfortunately, it only loots the single shadowed man I had targetted and lets the rest rot.

Can you make some sort of exception loot rule that if it's a shadowed man then to loop and check for any other shadowed man corpses and loot them as well?

Slice