hunter.mac Basic hunter script with loot capability.

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boldor
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Post by boldor » Thu May 22, 2003 5:14 pm

One thing I didnt check since I was home at lunch was to see if DKAA had posted the EQPATH fix into the CVS. This may be why the basic mouse parcing moves arent working. Will check later tonight once I get home.

Bolo

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Post by Mckorr » Thu May 22, 2003 5:20 pm

I just posted the fixes. Amadeus, who did the code break up, was working with an old version of EQLib.cpp that didn't have the most recent changes.

DKAA said he'd posted the changes, but when I got home the EQLib_Mouse.cpp file still hadn't changed. I went ahead and changed it, removed the EQPath parsing from EQLib_Main, and patched up EQLib_Hooks to take care of the /unload problem. Hopefully the CVS is up to date now.
MQ2: Think of it as Evolution in action.

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Post by dont_know_at_all » Thu May 22, 2003 5:31 pm

Sorry, added back some of my fixes but started from the wrong file.

Argh. I see you backed out one of my changes.

Fixing...

boldor
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Post by boldor » Thu May 22, 2003 5:42 pm

Lol versioning controll don't you love it :lol: . I did my compile around 2:30 CST. Will check for the file changes and perhaps download CVS again. Later tonight when I get back home.

Thanks for great work guys.

Bolo

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Post by Mckorr » Thu May 22, 2003 5:55 pm

lol Great, now I have to download a new CVS and recompile :)

Hey, since we've done the great rewrite and code breakup don't you think it's about time we changed the version number in the resource file to something like 2,0,0,0?
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Post by Mckorr » Thu May 22, 2003 6:02 pm

I don't see any changed files DK... :D
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Post by dont_know_at_all » Thu May 22, 2003 6:08 pm

change is in now.

boldor
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Post by boldor » Fri May 23, 2003 11:24 am

Success Success, Im a happy farmer again. My trade skills were suffering from lack of pieces parts.

One thing for people implementing this for their own use. You will need to go into your XML files for Inventory and Loot windows and turn off the title bar across the top of the window.

Best bet is to use the second copy of the macro posted here. It uses the loot2 - loot10 from the locations file. Using loot0 and loot1 will cause the mouse to click too high on the Loot window hense not picking up anything.

Hope this helps someone.

Bolo

P.S. Ran for about 3 hrs lastnight without any major issues.

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Post by grimjack » Fri May 23, 2003 11:32 am

boldor wrote:Success Success, Im a happy farmer again. My trade skills were suffering from lack of pieces parts.

One thing for people implementing this for their own use. You will need to go into your XML files for Inventory and Loot windows and turn off the title bar across the top of the window.

Best bet is to use the second copy of the macro posted here. It uses the loot2 - loot10 from the locations file. Using loot0 and loot1 will cause the mouse to click too high on the Loot window hense not picking up anything.

Hope this helps someone.

Bolo

P.S. Ran for about 3 hrs lastnight without any major issues.
Good to hear someone is running it without any problems besides me hehe. I had edited locations.txt to offset the labels for loot slots by 2 for the first script. After a fresh cvs I decided to offset it in the script. The first script contains errors I am sure and should probably not be used. The second is what I use in production here at my house.

Happy hunting
Thanks

boldor
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Post by boldor » Fri May 23, 2003 11:38 am

This is a direct copy/paste of what I use.

If you are having trouble with the script over running or under running the mobs change
/varset MobDistance 14
to a higher or lower value.
By changing this value will it prevent this problem:

Toon closes in on target. Target is out of range....toon closes in more... target moves more...this repeats w/o toon ever physically hitting target.

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Post by Mckorr » Fri May 23, 2003 12:07 pm

That's a common problem with most autoattack scripts. I've chased owlbears halfway across Hollowshade without hitting them once, till they finally decide to stop walking.

I usually use the automelee from L124RD's MacroKit. I'm trying to tweak distances to fix that problem will let you know if I get a good generic set of them.
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Post by boldor » Fri May 23, 2003 12:46 pm

I fixed it by making a pet. Then when I couldnt get close to melee clicked the pet attack.

Where there is a will, there is a way....not the best fix but it works in my case hehe.

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mob priority

Post by Zelker » Sat May 24, 2003 12:59 am

I've notice that there might not be a priority set with the mobs you specify. For example if the "widows" in your script stop re-popping then it will target the "wolves". However if the wolves are a PH for the widows, after a wolf is killed and a widow pops, the script continues going after the wolves. Anyone else notice this? Or is the priority by distance and the wolves just happen to be cloaser? Is there a way to set mob priority?

Aside from that it seems to work great. Thanks for putting it together. I did have to get rid of the titlebar in the Inventory and the Loot menus but that was easy enough.

Thanks,
Z

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random.

Post by grimjack » Sat May 24, 2003 3:06 am

It picks what type of mob it wants to target using random number generation every loop. If it fails to get a target it picks another random number and tries again. It will not pick a target that has a PC near it as well.

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Re: mob priority

Post by qwazaa » Sat May 24, 2003 5:08 pm

Zelker wrote:I've notice that there might not be a priority set with the mobs you specify. For example if the "widows" in your script stop re-popping then it will target the "wolves". However if the wolves are a PH for the widows, after a wolf is killed and a widow pops, the script continues going after the wolves. Anyone else notice this? Or is the priority by distance and the wolves just happen to be cloaser? Is there a way to set mob priority?

Aside from that it seems to work great. Thanks for putting it together. I did have to get rid of the titlebar in the Inventory and the Loot menus but that was easy enough.

Thanks,
Z
To get more of a weighted list (if you wana try to target owlbears more frequently then the ph for example you can add more entries into the array,, like 5 owlbear entries and 1 wolf would make it 5-1 odds that it will target the owlbear fisrt.

-qwazaa