Little more help with BL Hunter, please

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Jeegan
orc pawn
orc pawn
Posts: 14
Joined: Tue Aug 24, 2004 3:14 pm

Little more help with BL Hunter, please

Post by Jeegan » Fri Aug 27, 2004 10:28 am

Ok, so I have been modifying the Hunter macro with code from a beastlord macro, cause I couldn't make the BL macro work. Anyway, the new hunter macro is working, but when it gets to the buffing part, it takes it forever to go through checking buffs on me and my pet. Any info on how to speed up this process would be greatly appreciated. Thank you.

Code: Select all

| Hunter Macro
| Hunter.mac
| Author      : robdawg
| Version     : v1.2 2004-05-13 10:06pm PST
| Useage      : /macro Hunter
| Description : This macro will run your character around killing any mobs in 

your
|      RV_MobArray.  Then it will attempt to loot all items in your
|      RV_LootArray.  This is definitely a work in progress and I am sure
|      someone can think of plenty of upgrades for this.
|-------------------------------------------------------------------------------

-----
#include spellcast.inc

#turbo 10

Sub Main

   |------------------------------------------------------------
   |How many times should aquire target fail before delaying?
   |------------------------------------------------------------
   /declare RV_FailMax          int outer  3
   |------------------------------------------------------------
   |How far would you like to target a mob?
   |------------------------------------------------------------
   /declare RV_MaxRadius        int outer  3000
   |------------------------------------------------------------
   |How far is the combat range?
   |------------------------------------------------------------
   /declare RV_Range            int outer 10
   |------------------------------------------------------------
   |What is the minimum Z Value of mobs I should target?
   |------------------------------------------------------------
   /declare RV_MinZRange        int outer  -1000
   |------------------------------------------------------------
   |What is the maximum Z Value of mobs I should target?
   |------------------------------------------------------------
   /declare RV_MaxZRange        int outer  1000
   |------------------------------------------------------------
   |Should I loot all items?
   |------------------------------------------------------------
   /declare RV_LootAllItems     int outer  1
   |------------------------------------------------------------
   |Should I display stats?
   |------------------------------------------------------------
   /declare RV_DisplayStats     int outer  1

   |------------------------------------------------------------
   |Loot Array Information.
   |------------------------------------------------------------
   /call ReadINI HunterMob.ini "${Zone.Name}" Mob
   /if (!${Defined[RV_MobArray]}) {
      /echo Mob Array Creation Error, ending macro...
      /endmacro
   }

   |------------------------------------------------------------
   |Mob Array Information.
   |------------------------------------------------------------
   /call ReadINI HunterLoot.ini "${Zone.Name}" Loot
   /if (!${Defined[RV_LootArray]}) {
      /echo No Loot Array Created...
   }

   |------------------------------------------------------------
   |Avoid Mob Array Information.
   |------------------------------------------------------------
   /call ReadINI HunterAvoidMob.ini "${Zone.Name}"
   /if (!${Defined[AB_AvoidList]}) {
      /echo No Avoid List Array Created...
   }

   |------------------------------------------------------------
   |Variables that you don't need to worry about.
   |------------------------------------------------------------
   /declare RV_FailCounter      int outer  0
   /declare RV_MyTargetID       int outer  0
   /declare RV_MyTargetName     string outer
   /declare RV_MyTargetDead     int outer  0
   /declare RV_InvalidTargetID  int outer  0
   /declare RV_HasTarget        int outer  0
   /declare RV_RandomWait       int outer  0
   /declare RV_LootSlot         int outer  0
   /declare RV_CheckLook        int outer  0
   /declare RV_Fighting         int outer  0
   /declare RV_TargetDead       int outer  0
   /declare RV_MyXLOC           int outer  0
   /declare RV_MyYLOC           int outer  0
   
   /declare RV_FastRange        int outer
   /declare RV_RangeMax         int outer
   /declare RV_RangeMin         int outer
   /declare AB_NumberOfBuffs int outer 9
   /declare AB_MyBuffs[${AB_NumberOfBuffs}] string outer
   /declare AB_NumberOfPetBuffs int outer 8
   /declare AB_PetBuffs[${AB_NumberOfPetBuffs}] string outer
   /varcalc RV_FastRange ${RV_Range}+3
   /varcalc RV_RangeMax ${RV_Range}+1
   /varcalc RV_RangeMin ${RV_Range}-1

|Buffs to be kept up on self
/varset AB_MyBuffs[1] "Inner Fire"

|Buffs to be kept up on pet   
/varset AB_PetBuffs[1] "Inner Fire"

   /pet hold

   :Start
   /doevents
   /call GMCheck
   /call MaintainBuffs
   /call Heal
   /call Mana
   /call GetTarget

   :KillAdds
   /if (${RV_HasTarget}) /call MoveToMob
   /if (${RV_HasTarget}) /call CombatSub
   /if (${RV_HasTarget}) /call MoveToMob
   /if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) 

/call LootMob
   /if (${RV_DisplayStats}) /call DisplayStats
   /call ResetSub

   /varset RV_RandomWait ${Math.Rand[5]}
   /varcalc RV_RandomWait ${RV_RandomWait}+1
   /echo Paranoia - Waiting ${RV_RandomWait} seconds before resuming
   /delay ${RV_RandomWait}s
   
   /if (${Target.ID}) {
      /echo Looks like something is attacking us, killing it...
      /delay 1s
      /varset RV_HasTarget 1
      /varset RV_Fighting 1
      /goto :KillAdds
   }
   
   /goto :Start
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Aquire Target
|-------------------------------------------------------------------------------

-
Sub GetTarget

   /declare RV_CurrentRadius   int local
   /declare RV_TargetSub   int local
   :Acquire
   /for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100
      /for RV_TargetSub 1 to ${RV_MobArray.Size}
         /squelch /target radius ${RV_CurrentRadius} nopcnear notid 

${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
         /varset RV_MyTargetID ${Target.ID}
         /varset RV_MyTargetDead 0
         /if (${Target.ID}) {
            /if (${Int[${Target.PctHPs}]}<100) {
               /echo Mob NOT a Full Health, picking another...
               /varset RV_InvalidTargetID ${Target.ID}
               /call ResetSub
               /goto :Acquire
            }
            /if (${Int[${Target.Z}]}<${RV_MinZRange}) {
               /echo Mob is BELOW Min Z Range, picking another...
               /varset RV_InvalidTargetID ${Target.ID}
               /call ResetSub
               /goto :Acquire
            }
            /if (${Int[${Target.Z}]}>${RV_MaxZRange}) {
               /echo Mob is ABOVE Max Z Range, picking another...
               /varset RV_InvalidTargetID ${Target.ID}
               /call ResetSub
               /goto :Acquire
            }
            /varset RV_HasTarget 1
            /varset RV_MyTargetName ${Target.CleanName}
            /echo Acquired ${Target.CleanName} at range 

${Int[${Target.Distance}]}
            /return
         }
      /next RV_TargetSub
      /delay 2
   /next RV_CurrentRadius

   /if (!${Target.ID}) {
      /delay 2s
      /varcalc RV_FailCounter ${RV_FailCounter}+1
      /echo Failed to Acquire Target in Range ${RV_MaxRadius} ${RV_FailCounter} 

Time(s)
      /if (${RV_FailCounter}>=${RV_FailMax}) {
         /echo Waiting for Respawns, Resetting Failure Counter...
         /delay 60s
         /varset RV_FailCounter 0
      }
      /goto :Acquire
   }
/return

|-------------------------------------------------------------------------------

-
|SUB: Moving
|-------------------------------------------------------------------------------

-
Sub MoveToMob

   /varset RV_MyXLOC ${Int[${Me.X}]}
   /varset RV_MyYLOC ${Int[${Me.Y}]}
   /declare RV_DistanceTimer timer 15
   
   /doevents

   :MovementLoop

   /if ((!${RV_Fighting})&&(!${RV_TargetDead})&&(${Target.PctHPs}<100)) {
      /echo Mob not at full health, picking another...
      /varset RV_InvalidTargetID ${Target.ID}
      /varset RV_HasTarget 0
      /call ResetSub
      /return
   }
   /if (${Target.ID}) {
      /face fast
   }
   /if (${Int[${Target.Distance}]}>${RV_FastRange}) {
      /keypress forward hold
   }
   /if 

(${Int[${Target.Distance}]}<${RV_FastRange}&&${Int[${Target.Distance}]}>${RV_Ran

geMax}) {
      /keypress forward
   }
   /if (${Int[${Target.Distance}]}<${RV_RangeMin}) {
      /keypress back
   }
   /if (!${RV_DistanceTimer}) {
      /if ((${RV_MyXLOC}==${Int[${Me.X}]})&&(${RV_MyYLOC}==${Int[${Me.Y}]})) 

/call HitObstacle
      /varset RV_MyXLOC ${Int[${Me.X}]}
      /varset RV_MyYLOC ${Int[${Me.Y}]}
      /varset RV_DistanceTimer 15
      /goto :Movementloop
   }
   /if (${Int[${Target.Distance}]}>${RV_FastRange}) /goto :MovementLoop

/return

|-------------------------------------------------------------------------------

-
|SUB: Combat
|-------------------------------------------------------------------------------

-
Sub CombatSub

   /echo Attacking Mob NOW!
   /varset RV_Fighting 1
   /varset RV_TargetDead 0
   /pet attack

   :CombatLoop
   /doevents
   /attack on

   /call MoveToMob
   /call SpecialIT

   /if (!${Target.ID}) {
      /attack off
      /keypress forward
      /keypress back
     
      /varset RV_TargetDead 1
      /varset RV_Fighting 0
      /delay 1s
      /target radius 30 corpse
      /delay 1s
      /if (!${Target.ID}) {
         /call ResetSub
         /return
      }
      /face fast
   }
   /if (!${RV_TargetDead}) {
      /goto :CombatLoop
   }
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Special Combat
|-------------------------------------------------------------------------------

-
Sub SpecialIt

   /declare TempID    int inner  0

   /if ((${Target.Distance}<11)&&(${Me.AbilityReady["Kick"]})) /doability "Kick"
   
   /if ((${Int[${Me.PctHPs}]}<50)&&(${Me.Gem["Light of 

Nife"]})&&(${Me.SpellReady["Light of Nife"]})) {
      /varset TempID ${Target.ID}
      /keypress forward
      /keypress back
      /keypress F1
      /echo Casting Heal Spell because of low health...
      /cast "Light of Nife"
      /delay 3s
      /target id ${TempID}
   }
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Death
|-------------------------------------------------------------------------------

-
#event Dead "Returning to home point, please wait..."

Sub Event_Dead
   /endmacro
/return

|-------------------------------------------------------------------------------

-
|SUB: Looting
|-------------------------------------------------------------------------------

-
Sub LootMob

   /declare LootSlot    int inner  0
   /declare LootCheck   int inner  0
   /declare LootTotal   int inner  0
   
   /face fast
   
   /keypress forward
   /keypress back
   
   /fastdrop on
   /lootn never
   /delay 2s
   /loot
   /delay 2s
   /if (!${Corpse.Items}) {
      /echo NO LOOT! Cheap Bastard!
      /return
   }

   /varset LootTotal ${Corpse.Items}
   /for LootSlot 1 to ${LootTotal}
      /itemnotify loot${LootSlot} leftmouseup
      /delay 1s
      /if (${RV_LootAllItems}) {
         /echo Keeping a ${Cursor.Name}... WOOT!
         /autoinventory
         /delay 1s
      } else {
         /for LootCheck 1 to ${RV_LootArray.Size}
            /if (${Cursor.Name.Find[${RV_LootArray[${LootCheck}]}]}) {
               /echo Keeping a ${Cursor.Name}... WOOT!
               /varcalc RV_LootStats[${LootCheck}] 

${RV_LootStats[${LootCheck}]}+1
               /autoinventory
               /delay 1s
            }
         /next LootCheck
      }
      /if (${Cursor.ID}) {
         /echo Destroying a ${Cursor.Name}...
         /destroy
         /delay 1s
      }
   /next LootSlot
   
   /notify LootWnd DoneButton leftmouseup
   /delay 2
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Healing
|-------------------------------------------------------------------------------

-
Sub Heal
   
/declare TempID    int inner  0

   /if ((${Int[${Me.PctHPs}]}<=50)&&(${Me.Gem["Minor 

Healing"]})&&(${Me.SpellReady["Minor Healing"]})) {
      /varset TempID ${Target.ID}
      /keypress Esc
      /keypress F1
      :HealLoop
      /echo Casting Heal Spell because of low health...
      /cast "Minor Healing"
      /delay 3s
      /if (${Me.PctMana}<5) /call Mana
      /if (${Me.PctHPs}<100) /goto :HealLoop      
      /keypress Esc
   }   

/return

|-------------------------------------------------------------------------------

-
|SUB: Mana Regen
|-------------------------------------------------------------------------------

-
Sub Mana
   
   /if (${Me.PctMana}<=30) {
        /book
   :ManaLoop
        /delay 1
        /if (${Me.PctMana}<100) /goto :ManaLoop
           }
   /stand

/return

|-------------------------------------------------------------------------------

-
|SUB: Reset
|-------------------------------------------------------------------------------

-
Sub ResetSub

   /call MaintainBuffs
   /keypress esc
   /keypress esc
   /varset RV_HasTarget 0
   /varset RV_TargetDead 0
   /varset RV_Fighting 0
   /varset AB_CastNow 1
   /doevents

/return

|-------------------------------------------------------------------------------

-
|SUB: MaintainBuffs
|-------------------------------------------------------------------------------

-
Sub MaintainBuffs
/declare PetBuffLoop    int inner  0
/declare MyBuffLoop    int inner  0
/declare iCount int 1
/declare tmp
/doevents
   /for MyBuffLoop 1 to ${AB_NumberOfBuffs}
      /if (!${Me.Buff[${AB_MyBuffs[${iCount}]}].ID}) {
         /target ${Me}
         /call Cast ${AB_MyBuffs[${iCount}]}
         /delay 1s
         /doevents
      }
      /varcalc iCount ${iCount}+1
   /next MyBuffLoop

   /varset iCount 1

   |If we have pet, make one     
   /if ( !${Me.Pet.ID} ) {
         /echo Creating new pet
         /call Cast ${AB_PetSpellName}
         /delay 1s
         /doevents
   }
   /for PetBuffLoop 1 to ${AB_NumberOfPetBuffs}
      /if (!${Me.PetBuff[${AB_PetBuffs[${iCount}]}]}) {
         /target ${Me.Pet.Name}
         /call Cast ${AB_PetBuffs[${iCount}]}
         /delay 1s
         /doevents
      }
      /varcalc iCount ${iCount}+1
   /next PetBuffLoop
/keypress esc

/return

|-------------------------------------------------------------------------------

-
|SUB: Obstacle Avoidance
|-------------------------------------------------------------------------------

-
Sub HitObstacle

   /echo Obstacle hit, moving around it...
   /keypress forward
   /keypress back hold
   /delay ${Math.Calc[${Math.Rand[5]}+6]}
   /keypress back
   /if (${Math.Rand[2]}) {
     /keypress strafe_right hold
     /keypress forward hold
   } else {
     /keypress strafe_left hold
     /keypress forward hold
   }
   /delay ${Math.Calc[${Math.Rand[15]}+12]}
   /keypress strafe_right
   /keypress strafe_left
   
/return

|-------------------------------------------------------------------------------

-
|SUB: GM Check
|-------------------------------------------------------------------------------

-
Sub GMCheck

   /if (${Spawn[gm].ID}) {
      /beep
      /beep
      /beep
     
      /echo GM has entered the zone!
      /echo FUCK HIM but ending the macro...

      /keypress forward
      /keypress back

      /quit
      /endmacro
   }
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Reading from an INI File
|-------------------------------------------------------------------------------

-
Sub ReadINI(FileName,SectionName,ArrayType)

   /echo Attempting to Read Section "${SectionName}" Zone Information from 

${FileName}...
   /delay 1s
   
   /if (${Ini[${FileName},${SectionName},-1,NO].Equal[NO]}) {
      /echo "${SectionName}" is not a Valid Section for FILE:${FileName}, ending 

macro...
      /delay 1s
      /return
   }
   /declare nValues     int local  1
   /declare nArray      int local  0
   /declare KeySet      string local  ${Ini[${FileName},${SectionName}]}

   :CounterLoop
   /if (!${KeySet.Arg[${nValues},|].Length}) {
      /varcalc nValues ${nValues}-1
      /goto :MakeArray
   }
   /varcalc nValues ${nValues}+1
   /goto :CounterLoop 

   :MakeArray
   /if (!${nValues}) /return
   /if (${FileName.Equal["HunterMob.ini"]}&&${nValues}>0) {
      /echo Declaring Mob Array...
      /declare RV_MobArray[${nValues}]   string outer
      /declare RV_MobStats[${nValues}]   string outer
   }
   /if (${FileName.Equal["HunterLoot.ini"]}&&${nValues}>0) {
      /echo Declaring Loot Array...
      /declare RV_LootArray[${nValues}]  string outer
      /declare RV_LootStats[${nValues}]  string outer
   }
   /if (${FileName.Equal["HunterAvoidMob.ini"]}&&${nValues}>0) {
      /echo Declaring AvoidMob Array...
      /declare AB_AvoidList[${nValues}]  string outer 
   }
   /for nArray 1 to ${nValues}
      /if (${FileName.Equal["HunterMob.ini"]}) {
         /varset RV_MobArray[${nArray}] 

${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
         /varset RV_MobStats[${nArray}] 0
      }
      /if (${FileName.Equal["HunterLoot.ini"]}) {
         /varset RV_LootArray[${nArray}] 

${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
         /varset RV_LootStats[${nArray}] 0
      }
      /if (${FileName.Equal["HunterAvoidMob.ini"]}) {
         /varset AB_AvoidList[${nArray}] 

${Ini[${FileName},${SectionName},${KeySet.Arg[${nArray},|]},NULL]}
         /echo ${AB_AvoidList[${nArray}]}
      }
   /next nArray
   
   /echo "${SectionName}" Zone Information Read Successfully from ${FileName}...
   /delay 1s
   
/return

|-------------------------------------------------------------------------------

-
|SUB: Display Stats
|-------------------------------------------------------------------------------

-
Sub DisplayStats

   /declare nArray  int local
   
   /if (${Defined[RV_LootArray]}) {
      /for nArray 1 to ${RV_LootArray.Size}
         /echo ${Int[${RV_LootStats[${nArray}]}]} ${RV_LootArray[${nArray}]}'s
      /next nArray
   }
   
/return

Jeegan
orc pawn
orc pawn
Posts: 14
Joined: Tue Aug 24, 2004 3:14 pm

Post by Jeegan » Fri Aug 27, 2004 11:11 am

Ok, so I figured out what was slowing me down. And I have it all working pretty nicely now, except for the Avoid Mob Array, that doesn't seem to work. Based on the code I just posted, do any of you guys see anything that would cause it not to work? I will post the new code if needed, I only made a couple of changes to it that should only affect the buffing part. Anyway, TIA.