Post your completed (working) macros here. Only for macros using MQ2Data syntax!
Moderator: MacroQuest Developers
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ionsf
- a ghoul

- Posts: 94
- Joined: Wed Jan 14, 2004 10:19 pm
Post
by ionsf » Mon Aug 08, 2005 1:46 am
PhoenixZorn wrote:I love fishing macros... especially ones that use Fisherman's Companion. Panther, your macro will be included with the future release of MQ2. Good commentation at the beginning and through out the entire macro. I saw nothing but praise about this macro, and it gets my blessing.
One request... between casts, make it clicky "Brell's Fishin' Pole" and drink the summoned Ale. =)
I liked this idea.
Here is the code with it. You will need spell_routine.inc which is in this form.
Panther you did a great job on this mac.
Also you will become quite drunk. I put in some information that lets you know how drunk you are and how long until you sober up.
Also I made it so that you do not camp until you can walk straight.
Code: Select all
|---------------------------------------------------------------------------------
| Advanced Fishing Macro
| adv_fishing.mac
| Author : panther
| Version : v1.0beta 2004-07-01 18:58pm GMT
| Useage : /macro adv_fishing
| Description :
| This macro will fish for you and keep all items in FishingLoot.ini. You need a
| fisherman's companion in an inventory slot for this macro to work properly.
|---------------------------------------------------------------------------------
#turbo 10
#include spell_routines.inc
#event BrokenPole "Your fishing pole broke!"
#event LostBait "You lost your bait!"
#event NeedPole "You can't fish without a fishing pole, go buy one."
#event NothingCaught "You didn't catch anything."
#event OutOfBait "You can't fish without fishing bait, go buy some."
#event PrimaryHand "You need to put your fishing pole in your primary hand."
#event SkillUp "You have become better at Fishing #1#! (#2#)"
#event SpillBeer "You spill your beer while bringing in your line."
Sub Main
|------------------------------------------------------------
|Should I display fishing stats? (1 for yes, 0 for no)
|------------------------------------------------------------
/declare RV_DisplayStats int outer 1
/echo Starting up ${Macro}
/declare int_BrokenPole int outer 0
/declare int_ItemsDropped int outer 0
/declare int_LostBait int outer 0
/declare int_NothingCaught int outer 0
/declare int_SpillBeer int outer 0
/declare int_TotalCasts int outer 0
/declare int_TotalAle int outer 0
/declare drunksecs int outer
|------------------------------------------------------------
|Load in Loot Table.
|------------------------------------------------------------
/call ReadINI FishingLoot.ini "${Zone.Name}" Loot
/if (!${Defined[RV_LootArray]}) {
/echo No Loot Table Created... Please create one.
/endmacro
}
/autoinventory
:Start
/call GMCheck
/delay 2s
/if (${Cursor.ID}) /call Looting
/if (${Me.AbilityReady[Fishing]}) {
/delay 1s
/varcalc int_TotalCasts ${int_TotalCasts}+1
/doability Fishing
}
/doevents
/goto :Start
/return
|--------------------------------------------------------------------------------
|SUB: Display fishing stats.
|--------------------------------------------------------------------------------
Sub DisplayStats
/declare nArray int local
/echo Total number of casts = ${int_TotalCasts}
/echo Total Ale's this trip = ${int_TotalAle}
/echo Items fished so far
/echo -------------------
/if (${Defined[RV_LootArray]}) {
/for nArray 1 to ${RV_LootArray.Size}
/echo ${Int[${RV_LootStats[${nArray}]}]} - ${RV_LootArray[${nArray}]}'s
/next nArray
}
/echo
/echo Bad fishing so far
/echo ------------------
/echo ${int_BrokenPole} - Broken poles
/echo ${int_ItemsDropped} - Items dropped
/echo ${int_LostBait} - Lost bait
/echo ${int_NothingCaught} - Nothing caught
/echo ${int_SpillBeer} - Spilt your beer
/return
|--------------------------------------------------------------------------------
|SUB: Check for GM's in zone.
|--------------------------------------------------------------------------------
Sub GMCheck
/if (${Spawn[gm].ID}) {
/beep
/beep
/beep
/echo GM entered the zone!
/echo For safty reasons ending the macro...
/endmacro
}
/return
|--------------------------------------------------------------------------------
|SUB: Looting based on FishingLoot.ini.
|--------------------------------------------------------------------------------
Sub Looting
/declare LootCheck int inner 0
/for LootCheck 1 to ${RV_LootArray.Size}
/if (${Cursor.Name.Find[${RV_LootArray[${LootCheck}]}]}) {
/echo Keeping a ${Cursor.Name}... WOOT!
/echo How bout a beer?
/varcalc RV_LootStats[${LootCheck}] ${RV_LootStats[${LootCheck}]}+1
/autoinventory
/call Rewardme
}
/next LootCheck
/if (${Cursor.ID}) {
/echo Dropping a ${Cursor.Name}...
/drop
/varcalc int_ItemsDropped ${int_ItemsDropped}+1
}
/if (${RV_DisplayStats}) /call DisplayStats
/return
|--------------------------------------------------------------------------------
|SUB: Read loot table from the 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},${SectionName}]}
:CounterLoop
/if (${Ini[${FileName},${SectionName},${ArrayType}${nValues},NULL].Equal[NULL]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :CounterLoop
:MakeArray
/if (!${nValues}) /return
/if (${FileName.Equal["FishingLoot.ini"]}&&${nValues}>0) {
/echo Declaring Loot Array...
/declare RV_LootArray[${nValues}] string outer
/declare RV_LootStats[${nValues}] string outer
}
/for nArray 1 to ${nValues}
/if (${FileName.Equal["FishingLoot.ini"]}) {
/varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
/varset RV_LootStats[${nArray}] 0
}
/next nArray
/echo "${SectionName}" Zone Information Read Successfully from ${FileName}...
/delay 1s
/return
|--------------------------------------------------------------------------------
|SUB: Rewards for catching -- Credit for this code goes to A_Druid_00
| I just grabbed it and modified it.
|--------------------------------------------------------------------------------
Sub Rewardme
/call Cast "Brell's fishin' Pole" item
|--------------------------------------------------------------------------------
| Find and then Drink our new reward
|--------------------------------------------------------------------------------
/declare mypack string local
/declare myslot string local
/declare i int local
/declare foodcount int local
/declare food string local
/autoinventory
/if (${Cursor.ID}) /return
/for i 1 to 1
/varset food "Summoned: Ale"
/if (${FindItemCount[${food}]}>0) {
/varset mypack ${FindItem[${food}].InvSlot.Pack}
/varset myslot ${FindItem[${food}].InvSlot}
/if (${mypack}) {
/if (!${Window[${InvSlot[${mypack}].Name}].Open}) /nomodkey /itemnotify ${mypack} rightmouseup
:WaitForBagOpen
/nomodkey /ctrl /itemnotify ${myslot} leftmouseup
/if (!${Cursor.ID}) /goto :WaitForBagOpen
/nomodkey /itemnotify ${mypack} leftmouseup
/nomodkey /itemnotify ${mypack} rightmouseup
/nomodkey /itemnotify ${mypack} leftmouseup
} else {
/nomodkey /itemnotify ${myslot} rightmouseup
}
} else {
/next i
}
/varcalc int_TotalAle ${int_TotalAle}+1
/declare pctdrunk int local
/echo You are ${Math.Calc[${Me.Drunk}/2]}% drunk.
/varset drunksecs ${Math.Calc[${Me.Drunk}*6]}
/echo It will take you ${Math.Calc[${drunksecs}/60]} minutes to sober up
/return
|--------------------------------------------------------------------------------
|SUB: Event subroutines.
|--------------------------------------------------------------------------------
Sub Event_BrokenPole
/varcalc int_BrokenPole ${int_BrokenPole}+1
/varcalc int_NothingCaught ${int_NothingCaught}-1
/return
Sub Event_LostBait
/varcalc int_LostBait ${int_LostBait}+1
/varcalc int_NothingCaught ${int_NothingCaught}-1
/return
Sub Event_NeedPole
/cast item "Fisherman's Companion"
/delay 11s
/autoinventory
/return
Sub Event_NothingCaught
/varcalc int_NothingCaught ${int_NothingCaught}+1
/return
Sub Event_OutOfBait
/Echo Ran out of Bait.
/if (${Me.Drunk}>100) {
/varset drunksecs ${Math.Calc[${Me.Drunk}*6]}
/echo I'm waaay to drunk to put up my tent.
/echo I'm gonna wait ${Math.Calc[${drunksecs}/60]} minutes while I sober up.
/delay ${Math.Calc[${drunksecs}/60]}m
/echo Ohhhh my head!
/delay 2
/echo Did I blackout? Get me to a bed.
}
/if (${Me.Drunk}>40) {
/varset drunksecs ${Math.Calc[${Me.Drunk}*6]}
/echo I'm a little to drunk to prepare my camp
/echo I'm going to wait ${Math.Calc[${drunksecs}/60]} minutes.
/delay ${Math.Calc[${drunksecs}/60]}m
/echo Yawn. I feel much better. Lets make camp and go to sleep.
}
/sit off
/sit on
/camp
/endmacro
/return
Sub Event_PrimaryHand
/cast item "Fisherman's Companion"
/delay 11s
/autoinventory
/return
Sub Event_SkillUp(SkillUpText,Skill,int Amount)
/popup Fishing increased to - ${Amount}
/echo Fishing increased to - ${Amount}
/return
Sub Event_SpillBeer
/varcalc int_SpillBeer ${int_SpillBeer}+1
/varcalc int_NothingCaught ${int_NothingCaught}-1
/return
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tuzlo
- decaying skeleton

- Posts: 1
- Joined: Tue Jul 13, 2004 8:14 am
Post
by tuzlo » Sat Oct 01, 2005 9:12 am
Whenever I have an item in hand and I go to cast again, this macro CTD.
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tekno
- a lesser mummy

- Posts: 56
- Joined: Sat Nov 12, 2005 1:04 am
Post
by tekno » Sat Jan 07, 2006 11:43 pm
works for me - thanks
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beergod
- orc pawn

- Posts: 27
- Joined: Tue Oct 11, 2005 1:58 pm
Post
by beergod » Thu Aug 10, 2006 3:46 pm
has anyone got a way to add the usage of the Anizok's Bait dispenser to these? (fishing Macs) baisicly it takes certine fish and combines them to mkae homemade bait, which will stack to 250, it's kind of a tradeskill container, but there is no search feature, or autoinventory, all you can do is hit combine, one fish at a time
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PhoenixZorn
- Macro Czar
- Posts: 127
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Contact:
Post
by PhoenixZorn » Mon Aug 28, 2006 9:23 am
ionsf,
Nice addition to the macro... I know I'm a bit behind the times, but someone finally did what I asked. Very well done on the camping after stability, and the drunkedness reports. I was thinking about this the other day, and being drunk actually helps you avoid being kicked for AFK or through player tells that would normally result in a GM Petition about AFK fishermen... If you are drunk, and have even just a few pre-made auto responses to tells while drunk, no one will have any clue what you are saying anyway, so they'll think you are just a drunken fisherman...
Maybe. =)
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Eandiien
- a ghoul

- Posts: 80
- Joined: Mon Jan 23, 2006 11:31 am
- Location: lost
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Contact:
Post
by Eandiien » Thu Oct 05, 2006 8:42 pm
wasnt putting bags back in inventory when done drinking this saved me cause all my bags were no drop. how ever added a fix for this which is harmeless if you dont have the same issue.
Code: Select all
Sub Rewardme
/call Cast "Brell's fishin' Pole" item
|--------------------------------------------------------------------------------
| Find and then Drink our new reward
|--------------------------------------------------------------------------------
/declare mypack string local
/declare myslot string local
/declare i int local
/declare foodcount int local
/declare food string local
/autoinventory
/if (${Cursor.ID}) /return
/for i 1 to 1
/varset food "Summoned: Ale"
/if (${FindItemCount[${food}]}>0) {
/varset mypack ${FindItem[${food}].InvSlot.Pack}
/varset myslot ${FindItem[${food}].InvSlot}
/if (${mypack}) {
/if (!${Window[${InvSlot[${mypack}].Name}].Open}) /nomodkey /itemnotify ${mypack} rightmouseup
:WaitForBagOpen
/nomodkey /ctrl /itemnotify ${myslot} leftmouseup
/if (!${Cursor.ID}) /goto :WaitForBagOpen
/nomodkey /itemnotify ${mypack} leftmouseup
/nomodkey /itemnotify ${mypack} rightmouseup
/nomodkey /itemnotify ${mypack} leftmouseup
} else {
/nomodkey /itemnotify ${myslot} rightmouseup
}
} else {
/next i
}
[color=red]/delay 2s
/autoinventory[/color]
/varcalc int_TotalAle ${int_TotalAle}+1
/declare pctdrunk int local
/echo You are ${Math.Calc[${Me.Drunk}/2]}% drunk.
/varset drunksecs ${Math.Calc[${Me.Drunk}*6]}
/echo It will take you ${Math.Calc[${drunksecs}/60]} minutes to sober up
/return
Truely lost and hopeless but dieing to learn more and improve NUB
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eqgirl
- decaying skeleton

- Posts: 1
- Joined: Sat Apr 16, 2005 11:47 am
Post
by eqgirl » Mon Oct 09, 2006 4:20 pm
Ok...after desperately searching for a fishing macro..this is exactly what i need...however...I am too much of a noob to know exactly how to load this to be able to use it. Will someone please hold my hand and guide me?:) i know how to create the ini ...thanks to the forage mac...I just need help adding it to use it and the commands to turn it off and on:) I know...alot to ask

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Eandiien
- a ghoul

- Posts: 80
- Joined: Mon Jan 23, 2006 11:31 am
- Location: lost
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Contact:
Post
by Eandiien » Mon Oct 09, 2006 7:40 pm
there should be an ini for this some were in the post. if not search for fishingloot.ini that should help you out some. as for as howt o work it si simple place your fishermans companion in an upper slot ie not in a bag and free up your primary slot. then type. /macro advfish and away it goes if you do not have an ini it will tell you so. the .ini is simple too it is organized by zones. and under each zone is what you want to keep. i'll post my .ini here just incase you have trouble it is easier that way.
Code: Select all
[the Abysmal Sea]
Loot1=1 lb. Saltwater Crab
Loot2=1 lb. Saltwater Tuna
Loot3=10 lb. Saltwater Crab
Loot4=10 lb. Saltwater Tuna
Loot5=11 lb. Saltwater Crab
Loot6=11 lb. Saltwater Tuna
Loot7=12 lb. Saltwater Crab
Loot8=12 lb. Saltwater Tuna
Loot9=13 lb. Saltwater Crab
Loot10=13 lb. Saltwater Tuna
Loot11=14 lb. Saltwater Crab
Loot12=14 lb. Saltwater Tuna
Loot13=15 lb. Saltwater Crab
Loot14=15 lb. Saltwater Tuna
Loot15=2 lb. Saltwater Crab
Loot16=2 lb. Saltwater Tuna
Loot17=3 lb. Saltwater Crab
Loot18=3 lb. Saltwater Tuna
Loot19=4 lb. Saltwater Crab
Loot20=4 lb. Saltwater Tuna
Loot21=5 lb. Saltwater Crab
Loot22=5 lb. Saltwater Tuna
Loot23=6 lb. Saltwater Crab
Loot24=6 lb. Saltwater Tuna
Loot25=7 lb. Saltwater Crab
Loot26=7 lb. Saltwater Tuna
Loot27=8 lb. Saltwater Crab
Loot28=8 lb. Saltwater Tuna
Loot29=9 lb. Saltwater Crab
Loot30=9 lb. Saltwater Tuna
[Ak'Anon]
Loot1=clockwork koi
[Blackburrow]
Loot1=hound pike
[Butcherblock Mountains]
Loot1=stonefish
[Chardok]
Loot1=chokai bass
[City of Mist]
Loot1=fogwater trout
Loot2=ikfish
[Crushbone]
Loot1=boar carp
[Crystal Caverns]
Loot1=crystalline cave fish
[Cobaltscar]
Loot1=Cobalt Cod
Loot2=dragon bay snapper
[Dagnor's Cauldron]
Loot1=cauldron trout
[Deepest Guk]
Loot1=cave guppy
Loot2=eyeless whitefish
Loot3=muckskipper
Loot4=fish slime
Loot5=covered planarian
[Dulak]
Loot1=abalone
Loot2=frilled anemone
Loot3=sea cucumber
[East Cabilis]
Loot1=10lb fetid bass
Loot2=11lb fetid bass
Loot3=12lb fetid bass
Loot4=13lb fetid bass
Loot5=14lb fetid bass
Loot6=15lb fetid bass
Loot7=16lb fetid bass
Loot8=17lb fetid bass
Loot9=2lb fetid bass
Loot10=3lb fetid bass
Loot11=4lb fetid bass
Loot12=5lb fetid bass
Loot13=6lb fetid bass
Loot14=7lb fetid bass
Loot15=8lb fetid bass
Loot16=9lb fetid bass
Loot17=giant fetid bass
Loot18=gigantic fetid bass
Loot19=humongous fetid bass
Loot20=large fetid bass
Loot21=large fetid bass
Loot22=large fetid bass
Loot23=large fetid bass
Loot24=salt minnow sewer
Loot25=catfish tiny
Loot26=fetid bass
[East Karana]
Loot1=thunder salmon
[Eastern Wastes]
Loot1=rygorrian toothfish
[Erud's Crossing]
Loot1=barren flounder
[Feerrott]
Loot1=thullian mudskipper
[Firiona Vie]
Loot1=10lb fetid bass
Loot2=11lb fetid bass
Loot3=12lb fetid bass
Loot4=13lb fetid bass
Loot5=14lb fetid bass
Loot6=15lb fetid bass
Loot7=16lb fetid bass
Loot8=17lb fetid bass
Loot9=2lb fetid bass
Loot10=3lb fetid bass
Loot11=4lb fetid bass
Loot12=5lb fetid bass
Loot13=6lb fetid bass
Loot14=7lb fetid bass
Loot15=8lb fetid bass
Loot16=9lb fetid bass
Loot17=giant fetid bass
Loot18=gigantic fetid bass
Loot19=humongous fetid bass
Loot20=large fetid bass large
Loot21=fetid bass
Loot22=large fetid bass
Loot23=salt minnow sewer
Loot24=catfish
Loot25=tiny fetid bass
[the Gulf of Gunthak]
Loot1=deep sea urchin
Loot2=gunthak gourami
Loot3=moray eel
Loot4=ovate jellyfish
[Highpass Hold]
Loot1=highland pike
[Hollowshade Moor]
Loot1=fish scales
Loot2=fresh fish
Loot3=rusty dagger
[Iceclad Ocean]
Loot1=iceclad cutlassfish
Loot2=salty whitefish
[Innothule Swamp]
Loot1=rujarkian chub
Loot2=thullian mudskipper
[Jaggedpine Forest]
Loot1=thunder salmon
[Kael Drakkel]
Loot1=frosty cave trout
[Karnor's Castle]
Loot1=wulf fish
[Kedge Keep]
Loot1=kedge carp
[Kerra Ridge]
Loot1=kerra catfish
[Lake Rathetear]
Loot1=rathe muskie
[Mines of Nurga]
Loot1=cave guppy
Loot2=sponge mushroom
[Natimbi]
Loot1=1 lb. Saltwater Crab
Loot2=1 lb. Saltwater Tuna
Loot3=2 lb. Saltwater Crab
Loot4=2 lb. Saltwater Tuna
Loot5=3 lb. Saltwater Crab
Loot6=3 lb. Saltwater Tuna
Loot7=4 lb. Saltwater Crab
Loot8=4 lb. Saltwater Tuna
Loot9=5 lb. Saltwater Crab
Loot10=5 lb. Saltwater Tuna
Loot11=Ginseng
[Nedaria's Landing]
Loot1=thunder salmon
Loot2=fish scales
[Neriak - Commons]
Loot1=Fresh Fish
Loot2=Fish Scales
[North Felwithe]
Loot1=koada cichlid
[North Karana]
Loot1=thunder salmon
[Ocean of Tears]
Loot1=gunthak mackerel
Loot2=saltwater
Loot3=seaweed
[The Plane of Disease]
Loot1=diseased fish
[The Plane of Nightmares]
Loot1=Fresh Fish
Loot2=Fish Scales
Loot3=Crawdad
Loot4=Waterleaf Scale
Loot5=Nightmare Cichlid
[The Plane of Storms]
Loot1=storm salmon
[The Plane of Tranquility]
Loot1=quellian koi
Loot2=waterleaf scale
Loot3=worn turban
[The Plane of Valor]
Loot1=Fresh Fish
Loot2=Fish Scales
Loot3=Crawdad
Loot4=Vallorian Discus
[The Plane of Water]
Loot1=giant halibut
Loot2=giant snapper
[Rujarkian Hills]
Loot1=cave guppy
[Siren's Grotto]
Loot1=grotto bluegill
[Sleeper's Tomb]
Loot1=weary wrass
[South Felwithe]
Loot1=koada cichlid
[South Karana]
Loot1=thunder salmon
[Surefall Glade]
Loot1=pine cichlid
[Swamp of No Hope]
Loot1=despair chub
Loot2=krup guppy
[The Overthere]
Loot1=danak grouper
[The Ruins of Old Paineel]
Loot1=hatch dace
[The Ruins of Sebilis]
Loot1=kunzar koi
[Timorous Deep]
Loot1=saltwater seaweed
Loot2=timorous tuna
[Togiran Mines]
Loot1=bay seaweed
Loot2=blowfish barb
Loot3=gunthak gourami
[Toxxulia Forest]
Loot1=greengill salmon
[Txevu]
Loot1=10 lb. Saltwater Crab
Loot2=11 lb. Saltwater Crab
Loot3=11 lb. Saltwater Tuna
Loot4=12 lb. Saltwater Tuna
Loot5=7 lb. Saltwater Crab
Loot6=7 lb. Saltwater Tuna
Loot7=8 lb. Saltwater Crab
Loot8=8 lb. Saltwater Tuna
Loot9=9 lb. Saltwater
Loot10=Tuna
Loot11=fish scales
Loot12=rusty dagger
[Warslik's Woods]
Loot1=evergreen salmon
[West Cabilis]
Loot1=10lb fetid bass
Loot2=11lb fetid bass
Loot3=12lb fetid bass
Loot4=13lb fetid bass
Loot5=14lb fetid bass
Loot6=15lb fetid bass
Loot7=16lb fetid bass
Loot8=17lb fetid bass
Loot9=2lb fetid bass
Loot10=3lb fetid bass
Loot11=4lb fetid bass
Loot12=5lb fetid bass
Loot13=6lb fetid bass
Loot14=7lb fetid bass
Loot15=8lb fetid bass
Loot16=9lb fetid bass
Loot17=giant fetid bass
Loot18=gigantic fetid bass
Loot19=humongous fetid bass
Loot20=large fetid bass
Loot21=sewer catfish
Loot22=tiny fetid bass
[West Karana]
Loot1=thunder salmon
[Western Wastes]
Loot1=red roughy
Truely lost and hopeless but dieing to learn more and improve NUB
-
Eandiien
- a ghoul

- Posts: 80
- Joined: Mon Jan 23, 2006 11:31 am
- Location: lost
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Contact:
Post
by Eandiien » Thu Nov 30, 2006 1:07 pm
add this following evet
it will take care of those pesky lore items but please understand it will destroy things that is why there is a warning and a timer in there for you to inventory manually. please use caution with this
Eandiien
Code: Select all
#event lore "that item cannot be dropped, traded, or sold."
Sub Event_lore
/beep
/beep
/beep
/echo you have 20 seconds to save this item or it will be destroyed
/popup you have 20 seconds to save this item or it will be destroyed
/delay 25s
/destroy
/return
Truely lost and hopeless but dieing to learn more and improve NUB
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Yunto?
- a grimling bloodguard

- Posts: 502
- Joined: Sat Nov 19, 2005 12:05 pm
Post
by Yunto? » Thu Nov 30, 2006 2:11 pm
...
Thats the text for a no drop item when you try to hand it to someone.
(10:02:10 AM) fearless: kate beckinsale
(10:02:18 AM) fearless: chick from underpants
(10:02:27 AM) fearless: er . . . world, underworld
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fearless
- Not a Psychic
- Posts: 2684
- Joined: Wed Mar 10, 2004 3:52 pm
Post
by fearless » Thu Nov 30, 2006 2:32 pm
wow, what a colossally bad idea.
Reading . . . it's not just for me.
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
[quote="Ccomp5950"]Fearless showed me the light, you too shall learn.[/quote]
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Fuergrissa
- a grimling bloodguard

- Posts: 607
- Joined: Mon Dec 08, 2003 3:46 pm
- Location: UK
Post
by Fuergrissa » Thu Nov 30, 2006 4:48 pm
fearless wrote:wow, what a colossally bad idea.
I don't think that word describes it enough !!!!!!
I would advise EVERYBODY to NEVER NEVER use a destroy of ANY sort in any Macro, after destroying my druid epic once.
[quote]"Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning."[/quote]
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Eandiien
- a ghoul

- Posts: 80
- Joined: Mon Jan 23, 2006 11:31 am
- Location: lost
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Contact:
Post
by Eandiien » Thu Nov 30, 2006 10:56 pm
i sopose i could have specified if holding stupid abysmal key then destroy but this just seemed easy and quick. i tried to make it safe as i could hwo ever it is designed that you dont wonder away from your comp. if you do wonder which i'm sure most of us do then make sure you dont have kids in the house that could accidently target and destroy something. any how . on a side note watch out for temporary bags you know the summoned ones i to deleated my sham epic cause it was in a summoned bag. but that wasnt with a mac.
Eandiien
Truely lost and hopeless but dieing to learn more and improve NUB
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simkin
- a snow griffon

- Posts: 303
- Joined: Thu Sep 01, 2005 1:52 pm
Post
by simkin » Fri Dec 01, 2006 8:07 am
What I did when I re-wrote hyperfish was add a [destroy] section that only deletes cursor items that match ones listed. This way people can list anything they want and be protected.
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Yunto?
- a grimling bloodguard

- Posts: 502
- Joined: Sat Nov 19, 2005 12:05 pm
Post
by Yunto? » Fri Dec 01, 2006 9:17 am
Eandiien wrote:i sopose i could have specified if holding stupid abysmal key then destroy but this just seemed easy and quick. i tried to make it safe as i could hwo ever it is designed that you dont wonder away from your comp. if you do wonder which i'm sure most of us do then make sure you dont have kids in the house that could accidently target and destroy something. any how . on a side note watch out for temporary bags you know the summoned ones i to deleated my sham epic cause it was in a summoned bag. but that wasnt with a mac.
Eandiien
No, you dont understand. Your event had absolutely nothing to do with an item being LORE. Any item that was NO DROP, if it was being clicked in the air to drop, would trigger that even. Droppable LORE items wouldnt trigger it. The event doesnt do what you want it to.
(10:02:10 AM) fearless: kate beckinsale
(10:02:18 AM) fearless: chick from underpants
(10:02:27 AM) fearless: er . . . world, underworld