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Posted: Mon Nov 22, 2004 10:07 am
by Palanca
Thx a lot for the help, as soon as i did what you said the entire macro is working really nice :cool: .

Thanks.

Palanca

Posted: Wed Nov 24, 2004 10:42 pm
by Zazoot
i removed the checks for animation but the autoassisting still seems broken. its just not doing it.. :P

Posted: Thu Nov 25, 2004 2:55 pm
by Mulletmaster
Is it possible to get the DPS module to work again?

This is what I am talking about :

Code: Select all

Usage with Rogue Helper
add the lines in RED to rh.mac

Quote:
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Jerle's Rogue Helper Macro (v${rhversion}) Starting...
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Loading Includes...
/echo Use "/rhhelp" to display help information
/echo -------=======(Current Status)=======--------


Quote:
#Event StatInfo "[MQ2] -------=======(Current Status)=======--------"

#include DPS.inc

Sub Main


add to your HUD(just change the X and Y location if you need to)
Quote:
DPSHeader=3,5,326,255,255,255,${If[${DPS_bDPSLoaded},~~~~~~ DPS Stats~~~~~~,]}
DPS=3,5,338,255,255,255,${If[${DPS_bDPSLoaded},${DPS_iTotalDMG} (DMG) / ${DPS_iNumSec} (seconds) = ${DPS_iDPS} DPS,]}


Code:

|**----------------------------------------------------------
    DPS.inc
    Usage:
    add the following to your main script
   
    (just before sub main)
    #include RHBackstab.inc
   
    (inside of sub Main)
    /echo Loading Includes...
   
    add to your HUD(just change the X and Y location)
    DPSHeader=3,5,326,255,255,255,${If[${DPS_bDPSLoaded},~~~~~~ DPS Stats~~~~~~,]}
    DPS=3,5,338,255,255,255,${If[${DPS_bDPSLoaded},${DPS_iTotalDMG} (DMG) / ${DPS_iNumSec} (seconds) = ${DPS_iDPS} DPS,]}
   
NuttsThatKlank
----------------------------------------------------------**|

#Event InitDPS             "[MQ2] Loading Includes..."
#Event DPS                 "You #1# #2# for #3# points of damage."
#Event DPSnm             "#1# hit #2# for #3# points of non-melee damage."

Sub Event_InitDPS
   /declare DPS_bDPSLoaded bool outer TRUE
   /declare DPS_iStart int outer ${Math.Calc[${MacroQuest.Running}/1000]}]}
   /declare DPS_iNumSec int outer 0
   /declare DPS_iTotalDMG int outer 0
   /declare DPS_iDPS int outer 0
   /declare DPS_CombatTargetID int outer 0
   /echo ---===DPS module loaded===---
/return
   
sub EVENT_DPS
   /call addDMG ${Param1} ${Param3}
/RETURN

sub EVENT_DPSnm
   /IF (${Param1.Equal[${Me.Name}]}) {
      /call addDMG "non melee" ${Param3}
   }
/RETURN

sub addDMG(string dmgType,string Damage)
  /IF (${DPS_CombatTargetID}!=${Target.ID} && (${Target.ID}!=NULL)) {
    /varset DPS_iStart ${MacroQuest.Running}
      /varset DPS_iNumSec 0
      /varset DPS_iTotalDMG 0
      /varset DPS_CombatTargetID ${Target.ID}
   }
   /declare tNow float ${MacroQuest.Running}
   /varset DPS_iNumSec ${Math.Calc[(${tNow}-${DPS_iStart})/1000]}
   /varcalc DPS_iTotalDMG ${DPS_iTotalDMG}+${Damage}
   /IF (!${DPS_iNumSec}==0) {
      /varset DPS_iDPS ${Math.Calc[${DPS_iTotalDMG}/${DPS_iNumSec}]}]}
   }

/RETURN

Posted: Fri Nov 26, 2004 3:48 pm
by GD
Boy did you butcher that, hehe.
Mulletmaster wrote:Is it possible to get the DPS module to work again?
My best guess is you didn't follow the final direction in the DPS.inc file:
(inside of sub Main)
/echo Loading Includes...
That goes inside Sub Main, like so:
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Jerle's Rogue Helper Macro (v${rhversion}) Starting...
/echo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
/echo Loading Includes...
/echo Use "/rhhelp" to display help information
/echo RH Status

:ForeverLoop

Posted: Fri Nov 26, 2004 4:02 pm
by GD
BTW Peeps, posted the latest version of my Backstab tracking module here.

It now uses it's own Ini file. If you want to keep your previous settings, copy the following data from RHSettings.ini to RHBackstab.ini like so:
[General]
BSAnnounce=TRUE
BSNotifier=echo
BSTrack=TRUE
MaxBS=2517
However, if you want it to continue using the RHSettings.ini file, just replace RHBackstab.ini with RHSettings.ini in the RHBackstab.inc file.

Posted: Sun Nov 28, 2004 10:16 am
by Jerle69
Just a heads-up, I'm letting this go to the community. I'm fully into EQ2 and I don't think I'll be looking back.

Take care everyone!

Posted: Mon Nov 29, 2004 7:08 am
by GD
Is the code up to date with what you were last doing with it?

Posted: Mon Nov 29, 2004 4:41 pm
by Jerle69
No, I had some minor patches for v6.1 mostly to address the animations checks, but it seems everyone has talked about this one already and are on top of it. My v6.1 isn't much different than 6.0 if I recall, but I'll look at it tonight hopefully and if I find some major issues that I patched, I'll post it and be done =)

Posted: Mon Nov 29, 2004 6:48 pm
by GD
Will be sad to see ya go, but thanks for all the time and effort you put into this and your other EQ1 contributions.

Posted: Tue Nov 30, 2004 8:49 am
by TheUnforgiven
Sad to see you go Jerle, but enjoy EQ2. Thanks again for all your hard work, best macro here :D

Someone test this please

Posted: Tue Nov 30, 2004 11:24 am
by SimpleMynd_01
I need someone to verify that I'm not insane please...

In the base 6.0 RH, would someone please add an event where the first letter is "A" like...

Code: Select all

#event SomeTestEvent "#*#Alice dances wildly at your arrivial.#*#"
and see if your assist still works correctly. My rogue just stands there echoing "Seeking a Victim... " after I added this event.

Then, add another a second event such as...

Code: Select all

#event SomeOtherTestEvent "#*#Alice jiggles appropriately for your dollar.#*#"
and see if assist starts working again...

Thanks!

-SimpleMynd

Posted: Tue Nov 30, 2004 12:43 pm
by Cr4zyb4rd
Events have some issues in the latest zip. My only suggestion is to revert to an older (1.5.x) version of the blech.h file in the source until Lax posts a fix.

edit: Well, that and reading the bug report forums before posting bugs so I wouldn't have to answer the same question x30.

But the event works fine...

Posted: Tue Nov 30, 2004 1:27 pm
by SimpleMynd_01
I've read (and just re-read) the belch and event issue threads but I don't think it's quite what I've got on my hands. (But could easily be related somehow.) The events themselves still work peachy-keen. The only thing that doesn't work is the assisting part of RH6.0. Once I add an event starting with an "a" in the string, then assist breaks and I have to manually press the "a" key to start attacking and all is well until the next fight when I have to do the same thing.

It just struck me as odd that the event starts with "a" since that's my mapped attack key. And the fact that it will work/break based upon an odd/even number of events starting with "a" also points to something as well.

And I'm still running the last version of MQ2 that EQ required. I didn't grab the optional one (or is it 2 by now) that's been released since then.

Assist breaks using this event:

Code: Select all

#event SomeTestEvent "#*#Alice dances wildly at your arrivial.#*#"
Assist works using this event:

Code: Select all

#event SomeTestEvent "#*#lice dances wildly at your arrivial.#*#"
Either event will trigger the event sub that's been defined in the script.

This making any sense or should I just put the crack pipe down and step away form the keyboard?

-SimpleMynd

Posted: Tue Nov 30, 2004 2:11 pm
by Cr4zyb4rd
In either case it's not a RogueHelper issue...

Posted: Wed Dec 01, 2004 6:47 am
by GD
I really don't like putting #*# at the beginning of my events unless it absolutely needs it.

The only time it should be used is if your event has non-static text at the start of it.