/itemtarget problem

Help section from before the user variable changes that broke all macros

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silentsong
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Joined: Sun Aug 31, 2003 10:58 pm

/itemtarget problem

Post by silentsong » Sun Aug 31, 2003 11:03 pm

Hello all,

I am trying to get this snippet of code working, but I get an error in game saying it cannot find item 'Oven'. This is the same for other items such as brew barrel, etc.

I am running eq windows and release mouse focus with ctrl alt R before running my macro.

/itemtarget Oven
/face item
/click left item

Is the code incorrect or is it a bug in macroquest due to the 8/26 patch?

I can run my macro with a pre-opened enviro item such as Oven so its not an inconvenience, but i am just concerned about a possible bug that i overlooked.

Thanks in advance for any comments,
Silentsong00

GD
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Post by GD » Sun Aug 31, 2003 11:30 pm

Last I heard, /item(anything) didn't work just yet.
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Valerian
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Post by Valerian » Mon Sep 01, 2003 1:23 am

ground spawns are fixed, and in CVS... however, /click left|right item appears to be broken.

Amadeus
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Post by Amadeus » Mon Sep 01, 2003 1:26 am

Valerian..

Can you post the GROUNDSPAWN struct that's currently in CVS?

I was going to check that and also find open and some other things in other structs, but I havn't bene able to log on for two days (sharing that account). So, kinda irritating.

I don't want to explore it if it's already been fixed since last patch.

Valerian
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Post by Valerian » Mon Sep 01, 2003 1:32 am

Code: Select all

// 8-26-2003 mule 
typedef struct _GROUNDITEM { 
/*0x00*/ struct _GROUNDITEM *pPrev;  
/*0x04*/ struct _GROUNDITEM *pNext;  
/*0x08*/ DWORD ID; 
/*0x0C*/ DWORD DropID;  
/*0x10*/ DWORD DxID;  
/*0x14*/ PVOID Unknown0x14; 
/*0x18*/ DWORD	unknownjdjd; 
/*0x1C*/ FLOAT Heading;  
/*0x20*/ FLOAT Z;  
/*0x24*/ FLOAT X; 
/*0x28*/ FLOAT Y;  
/*0x2C*/ CHAR Name[24]; 
} GROUNDITEM, *PGROUNDITEM;
Open and StackCount already found too, in the CONTENTS (ITEMBLOB?) struct.

Code: Select all

typedef struct _CONTENTS {
	PITEMINFO Item;
	struct _CONTENTS* Contents[10];	//addresses to whats inside the bag if its a bag
	union {
		DWORD	StackCount;
		DWORD	Charges;
	};
	union {
		DWORD	ItemSlot;
		DWORD	Unknown1;
	};
			DWORD	Unknown2[4];
			DWORD	Open;
} CONTENTS, *PCONTENTS;

Valerian
a grimling bloodguard
a grimling bloodguard
Posts: 709
Joined: Sun Jul 28, 2002 3:29 am

Post by Valerian » Mon Sep 01, 2003 1:35 am

Actually Amadeus, I think we could use some help making doors work again.. Mule thinks the offset is wrong perhaps, and there's more than likely struct changes too.

EqMule
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Post by EqMule » Mon Sep 01, 2003 6:45 pm

doors are found it was just an offset thing there is nothing wrong with the door struct.
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