autodebuff.mac - Auto radius debuff macro - *New Parm Rdy*

A forum for you to dump all the macros you create, allowing users to use, modify, and comment on your work.

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JimJohnson
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a grimling bloodguard
Posts: 1299
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Post by JimJohnson » Tue Feb 24, 2004 10:41 pm

no i used the

Code: Select all

/delay 3 
   /doevents Fizzle 
   /doevents Interrupt 
   /doevents Interrupt 
   /doevents Recover 
   /doevents Standing 
   /doevents OutOfRange 
   /doevents OutOfMana 
   /doevents NoLOS 
   /doevents Resisted 
in your spellcast.ini and Turgors still doesnt recast.


the spellcast above i think is m0nks. thta recasts Slow when resisted but leaves out the activate actions

ml2517
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a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Thu Feb 26, 2004 9:17 pm

Updated.

Finally got some time and added in the exclude/include functionality to ignore mobs you don't want to debuff.

This code was taken from Raebis' advchant.mac and adapted to work with my script. No sense in reinventing the wheel.

The new commands to add/remove mobs to the exclusion list are:

To add a mob to the exclude list:
/echo exclude <mobname>

To remove a mob from the exclude list:
/echo include <mobname>

These commands are also available from masters, simply:
/tell <botname> exclude <mobname>
/tell <botname> include <mobname>

Enjoy.

Shocks
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Contact:

Thanks

Post by Shocks » Sat Mar 06, 2004 7:49 pm

Thank you ml2517 for the mob ignore. Helped alot!

frabtik
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Posts: 114
Joined: Sat Feb 21, 2004 10:07 am

Exclude code

Post by frabtik » Thu Mar 11, 2004 12:36 pm

Anyone having issues with the exclude code, I been fighting this macro since I got the new version. I made so many changes and tweaks and upgraded MQ etc so thought it was something I did. Finally found today one little statement I had been overlooking.

Code: Select all

noalert:@AlertList

This little statement makes my whole game pause very cyclic and really ruins game play.  Anyone else having this issue?  Anyway I have this feature removed now and actually trying to enjoy the code now, although the events and buffs didn't work either, I have since patched the events and working very nicely, will be checking the buffs out soon.  These features all working for everyone else?

ml2517
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a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Thu Mar 11, 2004 7:33 pm

It really isn't a good time to try to debug this code. Its likely that MQ2 might not be fully working. I seriously doubt that the alert list is causing it.

I can guarantee that buffs, events etc. were working.

This macro really wasn't meant to be run for a character that you'd be trying to send tells etc. with.

Yes the macro makes your machine choppy.

Try changing the #turbo line to #turbo 50 and see if it helps you.

#turbo is effectively #turbo 500.

What exactly did you *think* was wrong with buffs and events?

Wylker
a lesser mummy
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Posts: 42
Joined: Tue Feb 10, 2004 5:32 pm

Post by Wylker » Sat Mar 13, 2004 9:51 pm

having a problem specifically with chanter mez, using spell: Rapture, script attempts to cast before recovery time is met... nay suggestions?

ml2517
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a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Sat Mar 13, 2004 10:22 pm

Post your entire INI file (minus the names in your master list).

Wylker
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Posts: 42
Joined: Tue Feb 10, 2004 5:32 pm

Post by Wylker » Sat Mar 13, 2004 10:38 pm

here comes, im sitting in IRC also, if you want to stop by, wanted to ask about combining this macro with genbot for a shaman....

Code: Select all

[Settings]
Radius=100
NoSit=0
TrackNumber=20
SelfBuffCount=0
SelfBuff1=Kodiak's Endless Intellect
SelfBuff2=Self Buff Spell Name
SelfBuff3=Self Buff Spell Name
SelfBuff4=Self Buff Spell Name
SelfBuff5=Self Buff Spell Name
SelfBuff6=Self Buff Spell Name
SelfBuff7=Self Buff Spell Name
SelfBuff8=Self Buff Spell Name
SelfBuffDuration1=6120
SelfBuffDuration2=0
SelfBuffDuration3=0
SelfBuffDuration4=0
SelfBuffDuration5=0
SelfBuffDuration6=0
SelfBuffDuration7=0
SelfBuffDuration8=0
SelfBuffAtStart1=1
SelfBuffAtStart2=0
SelfBuffAtStart3=0
SelfBuffAtStart4=0
SelfBuffAtStart5=0
SelfBuffAtStart6=0
SelfBuffAtStart7=0
SelfBuffAtStart8=0
DebuffCount=2
Debuff1=Rapture
Debuff2=Tashanian
Debuff3=Debuff Spell Name
Debuff4=Debuff Spell Name
Debuff5=Debuff Spell Name
Debuff6=Debuff Spell Name
Debuff7=Debuff Spell Name
Debuff8=Debuff Spell Name
DebuffDuration1=30
DebuffDuration2=99999
DebuffDuration3=99999
DebuffDuration4=99999
DebuffDuration5=99999
DebuffDuration6=99999
DebuffDuration7=99999
DebuffDuration8=99999
DebuffStartWait1=0
DebuffStartWait2=0
DebuffStartWait3=0
DebuffStartWait4=0
DebuffStartWait5=0
DebuffStartWait6=0
DebuffStartWait7=0
DebuffStartWait8=0
DebuffMinHealth1=100
DebuffMinHealth2=100
DebuffMinHealth3=100
DebuffMinHealth4=100
DebuffMinHealth5=100
DebuffMinHealth6=100
DebuffMinHealth7=100
DebuffMinHealth8=100
DebuffMinHealthNoCast1=0
DebuffMinHealthNoCast2=0
DebuffMinHealthNoCast3=0
DebuffMinHealthNoCast4=0
DebuffMinHealthNoCast5=0
DebuffMinHealthNoCast6=0
DebuffMinHealthNoCast7=0
DebuffMinHealthNoCast8=0
DebuffMinMobsInArea1=2
DebuffMinMobsInArea2=0
DebuffMinMobsInArea3=0
DebuffMinMobsInArea4=0
DebuffMinMobsInArea5=0
DebuffMinMobsInArea6=0
DebuffMinMobsInArea7=0
DebuffMinMobsInArea8=0
PauseMacro=1
RetryCount=2
EventCount=0
EventSpell1=Event Spell Name
EventSpell2=Event Spell Name
EventSpell3=Event Spell Name
EventSpell4=Event Spell Name
EventSpell5=Event Spell Name
EventSpell6=Event Spell Name
EventSpell7=Event Spell Name
EventSpell8=Event Spell Name
EventMinMana1=100
EventMinMana2=100
EventMinMana3=100
EventMinMana4=100
EventMinMana5=100
EventMinMana6=100
EventMinMana7=100
EventMinMana8=100
EventMaxMana1=0
EventMaxMana2=0
EventMaxMana3=0
EventMaxMana4=0
EventMaxMana5=0
EventMaxMana6=0
EventMaxMana7=0
EventMaxMana8=0
EventMinHP1=100
EventMinHP2=100
EventMinHP3=100
EventMinHP4=100
EventMinHP5=100
EventMinHP6=100
EventMinHP7=100
EventMinHP8=100
EventMaxHP1=0
EventMaxHP2=0
EventMaxHP3=0
EventMaxHP4=0
EventMaxHP5=0
EventMaxHP6=0
EventMaxHP7=0
EventMaxHP8=0
EventDuration1=0
EventDuration2=0
EventDuration3=0
EventDuration4=0
EventDuration5=0
EventDuration6=0
EventDuration7=0
EventDuration8=0
PauseEvents=1

ml2517
a grimling bloodguard
a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Sat Mar 13, 2004 10:47 pm

Answered in IRC, but to benefit others it seems this is being caused by the 24 second recast time on rapture. Basically, if one mob was there it would be an issue but if you were trying to mez 2 or more it wouldn't work. I'll try to think of a way to address long recast spells but I'm not sure if anything would really work good as a solution. You are probably better off engaging high level mobs that need special mezzes and using a fast recast mez in this macro.

Wylker
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Posts: 42
Joined: Tue Feb 10, 2004 5:32 pm

Post by Wylker » Sun Mar 14, 2004 12:21 am

Ok next question, im using this to make a wizard nuke and snare, but for some reason when I set DebuffMinHealth1= to anything but 100 it doesnt cast....
I set it back to 100 and it works fine, but at 90 it wont do anything =/

suggestions?

Ini file:

Code: Select all

[Settings]
Radius=100
NoSit=0
TrackNumber=20
SelfBuffCount=0
SelfBuff1=Self Buff Spell Name
SelfBuff2=Self Buff Spell Name
SelfBuff3=Self Buff Spell Name
SelfBuff4=Self Buff Spell Name
SelfBuff5=Self Buff Spell Name
SelfBuff6=Self Buff Spell Name
SelfBuff7=Self Buff Spell Name
SelfBuff8=Self Buff Spell Name
SelfBuffDuration1=0
SelfBuffDuration2=0
SelfBuffDuration3=0
SelfBuffDuration4=0
SelfBuffDuration5=0
SelfBuffDuration6=0
SelfBuffDuration7=0
SelfBuffDuration8=0
SelfBuffAtStart1=0
SelfBuffAtStart2=0
SelfBuffAtStart3=0
SelfBuffAtStart4=0
SelfBuffAtStart5=0
SelfBuffAtStart6=0
SelfBuffAtStart7=0
SelfBuffAtStart8=0
DebuffCount=2
Debuff1=Draught of Ice
Debuff2=Atol's Spectral Shackles
Debuff3=Debuff Spell Name
Debuff4=Debuff Spell Name
Debuff5=Debuff Spell Name
Debuff6=Debuff Spell Name
Debuff7=Debuff Spell Name
Debuff8=Debuff Spell Name
DebuffDuration1=0
DebuffDuration2=99999
DebuffDuration3=99999
DebuffDuration4=99999
DebuffDuration5=99999
DebuffDuration6=99999
DebuffDuration7=99999
DebuffDuration8=99999
DebuffStartWait1=0
DebuffStartWait2=0
DebuffStartWait3=0
DebuffStartWait4=0
DebuffStartWait5=0
DebuffStartWait6=0
DebuffStartWait7=0
DebuffStartWait8=0
DebuffMinHealth1=90
DebuffMinHealth2=20
DebuffMinHealth3=100
DebuffMinHealth4=100
DebuffMinHealth5=100
DebuffMinHealth6=100
DebuffMinHealth7=100
DebuffMinHealth8=100
DebuffMinHealthNoCast1=0
DebuffMinHealthNoCast2=0
DebuffMinHealthNoCast3=0
DebuffMinHealthNoCast4=0
DebuffMinHealthNoCast5=0
DebuffMinHealthNoCast6=0
DebuffMinHealthNoCast7=0
DebuffMinHealthNoCast8=0
DebuffMinMobsInArea1=0
DebuffMinMobsInArea2=0
DebuffMinMobsInArea3=0
DebuffMinMobsInArea4=0
DebuffMinMobsInArea5=0
DebuffMinMobsInArea6=0
DebuffMinMobsInArea7=0
DebuffMinMobsInArea8=0
PauseMacro=1
RetryCount=2
EventCount=0
EventSpell1=Event Spell Name
EventSpell2=Event Spell Name
EventSpell3=Event Spell Name
EventSpell4=Event Spell Name
EventSpell5=Event Spell Name
EventSpell6=Event Spell Name
EventSpell7=Event Spell Name
EventSpell8=Event Spell Name
EventMinMana1=100
EventMinMana2=100
EventMinMana3=100
EventMinMana4=100
EventMinMana5=100
EventMinMana6=100
EventMinMana7=100
EventMinMana8=100
EventMaxMana1=0
EventMaxMana2=0
EventMaxMana3=0
EventMaxMana4=0
EventMaxMana5=0
EventMaxMana6=0
EventMaxMana7=0
EventMaxMana8=0
EventMinHP1=90
EventMinHP2=20
EventMinHP3=100
EventMinHP4=100
EventMinHP5=100
EventMinHP6=100
EventMinHP7=100
EventMinHP8=100
EventMaxHP1=0
EventMaxHP2=0
EventMaxHP3=0
EventMaxHP4=0
EventMaxHP5=0
EventMaxHP6=0
EventMaxHP7=0
EventMaxHP8=0
EventDuration1=0
EventDuration2=0
EventDuration3=0
EventDuration4=0
EventDuration5=0
EventDuration6=0
EventDuration7=0
EventDuration8=0
PauseEvents=1

JimJohnson
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a grimling bloodguard
Posts: 1299
Joined: Sat Oct 11, 2003 6:00 am

Post by JimJohnson » Sun Mar 14, 2004 12:58 am

dont forget to add your staff debuff in that Wylker and Harvests. that ini looks like what i hae for my wizzie set up. other then I have duration at 5

ml2517
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a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Sun Mar 14, 2004 2:25 am

Uh.. Is someone else doing sufficient damage to get it down to 90 percent health? I'm also assuming you want it to start chain casting when the mob is at 90 percent health, then when it gets to 20 percent snare it and continue to chain cast the DD right? If so try this:

Code: Select all

[Settings] 
Radius=100 
NoSit=0 
TrackNumber=20 
SelfBuffCount=0 
SelfBuff1=Self Buff Spell Name 
SelfBuff2=Self Buff Spell Name 
SelfBuff3=Self Buff Spell Name 
SelfBuff4=Self Buff Spell Name 
SelfBuff5=Self Buff Spell Name 
SelfBuff6=Self Buff Spell Name 
SelfBuff7=Self Buff Spell Name 
SelfBuff8=Self Buff Spell Name 
SelfBuffDuration1=0 
SelfBuffDuration2=0 
SelfBuffDuration3=0 
SelfBuffDuration4=0 
SelfBuffDuration5=0 
SelfBuffDuration6=0 
SelfBuffDuration7=0 
SelfBuffDuration8=0 
SelfBuffAtStart1=0 
SelfBuffAtStart2=0 
SelfBuffAtStart3=0 
SelfBuffAtStart4=0 
SelfBuffAtStart5=0 
SelfBuffAtStart6=0 
SelfBuffAtStart7=0 
SelfBuffAtStart8=0 
DebuffCount=2 
Debuff1=Draught of Ice 
Debuff2=Atol's Spectral Shackles 
Debuff3=Debuff Spell Name 
Debuff4=Debuff Spell Name 
Debuff5=Debuff Spell Name 
Debuff6=Debuff Spell Name 
Debuff7=Debuff Spell Name 
Debuff8=Debuff Spell Name 
DebuffDuration1=1 
DebuffDuration2=99999 
DebuffDuration3=99999 
DebuffDuration4=99999 
DebuffDuration5=99999 
DebuffDuration6=99999 
DebuffDuration7=99999 
DebuffDuration8=99999 
DebuffStartWait1=0 
DebuffStartWait2=0 
DebuffStartWait3=0 
DebuffStartWait4=0 
DebuffStartWait5=0 
DebuffStartWait6=0 
DebuffStartWait7=0 
DebuffStartWait8=0 
DebuffMinHealth1=90 
DebuffMinHealth2=20 
DebuffMinHealth3=100 
DebuffMinHealth4=100 
DebuffMinHealth5=100 
DebuffMinHealth6=100 
DebuffMinHealth7=100 
DebuffMinHealth8=100 
DebuffMinHealthNoCast1=0 
DebuffMinHealthNoCast2=0 
DebuffMinHealthNoCast3=0 
DebuffMinHealthNoCast4=0 
DebuffMinHealthNoCast5=0 
DebuffMinHealthNoCast6=0 
DebuffMinHealthNoCast7=0 
DebuffMinHealthNoCast8=0 
DebuffMinMobsInArea1=0 
DebuffMinMobsInArea2=0 
DebuffMinMobsInArea3=0 
DebuffMinMobsInArea4=0 
DebuffMinMobsInArea5=0 
DebuffMinMobsInArea6=0 
DebuffMinMobsInArea7=0 
DebuffMinMobsInArea8=0 
PauseMacro=1 
RetryCount=2 
EventCount=0 
EventSpell1=Event Spell Name 
EventSpell2=Event Spell Name 
EventSpell3=Event Spell Name 
EventSpell4=Event Spell Name 
EventSpell5=Event Spell Name 
EventSpell6=Event Spell Name 
EventSpell7=Event Spell Name 
EventSpell8=Event Spell Name 
EventMinMana1=100 
EventMinMana2=100 
EventMinMana3=100 
EventMinMana4=100 
EventMinMana5=100 
EventMinMana6=100 
EventMinMana7=100 
EventMinMana8=100 
EventMaxMana1=0 
EventMaxMana2=0 
EventMaxMana3=0 
EventMaxMana4=0 
EventMaxMana5=0 
EventMaxMana6=0 
EventMaxMana7=0 
EventMaxMana8=0 
EventMinHP1=90 
EventMinHP2=20 
EventMinHP3=100 
EventMinHP4=100 
EventMinHP5=100 
EventMinHP6=100 
EventMinHP7=100 
EventMinHP8=100 
EventMaxHP1=0 
EventMaxHP2=0 
EventMaxHP3=0 
EventMaxHP4=0 
EventMaxHP5=0 
EventMaxHP6=0 
EventMaxHP7=0 
EventMaxHP8=0 
EventDuration1=0 
EventDuration2=0 
EventDuration3=0 
EventDuration4=0 
EventDuration5=0 
EventDuration6=0 
EventDuration7=0 
EventDuration8=0 
PauseEvents=1 

ml2517
a grimling bloodguard
a grimling bloodguard
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Post by ml2517 » Sun Mar 14, 2004 2:26 am

JimJohnson wrote:dont forget to add your staff debuff in that Wylker and Harvests. that ini looks like what i hae for my wizzie set up. other then I have duration at 5
Post your INI for him :D

frabtik
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Posts: 114
Joined: Sat Feb 21, 2004 10:07 am

Post by frabtik » Sun Mar 14, 2004 4:03 am

Anyway to answer your question, I didn't dig very deep into the self buff code because I had already coded a buff sub into it. I do recall that if a buff was not memmed it never made a cast command. Since the cast command in spellcast.ini is where it mems spells it just didn't seem to find it. Only cast commands are in the code block to be called if $char(gem,"@SelfBuff(@a)")>0 this true meaning spell is memmed and rdy. If false it jumps down and checks if spell memmed but not rdy the first time. Then when it comes back to that statement second time since it still won't be memmed it wasn't first time since nothing mems it I can see it just gets lost if I recall correctly. Been awhile though since was working on that piece of code and I just started using macro quest so I could be misunderstanding what is happening in there. Just know when I upgraded to this version did not work. Looking at event code seems the problem was very similiar.

Code: Select all

Sub EventCheck 
/declare a local 
/declare RetryEventCount local 
/declare PcTargetIdTemp local
/varset PcTargetIdTemp @PcTargetId
/if n @EventCount>0 { 
    /for a 1 to @EventCount
        /varset PcTargetId $char(id) 
        /varset RetryEventCount 0 
        /if (((n $char(mana,pct)<=@EventMinMana(@a) && n $char(mana,pct)=>@EventMaxMana(@a)) && n $char(hp,pct)<=@EventMinHP(@a)) && n $char(hp,pct)=>@EventMaxHP(@a)) { 
            /if n @EventList(@a)<$calc($time(h)*3600+$time(m)*60+$time(s)) { 
                :RetryEvent 
|               /if ((n $char(gem,"@EventSpell(@a)")>0 || "@EventSpell(@a)"~~"item") || "@EventSpell(@a)"~~"activate") { 
                    /if $char(state)==SIT /stand 
                    /if "$mid(0,4,"@EventSpell(@a)")"=="item" { 
                        /echo Casting Event Spell : @EventSpell(@a) 
                        /call Cast "$mid(5,$calc($strlen("@EventSpell(@a)")-5),"@EventSpell(@a)")" "item" 
                    } else /if "$mid(0,8,"@EventSpell(@a)")"=="activate" { 
|                       /echo Casting Event Spell : @EventSpell(@a) 
                        /varset PcTargetId NULL
                        /call Cast "$mid(9,$calc($strlen("@EventSpell(@a)")-9),"@EventSpell(@a)")" "activate" 
                    } else { 
                        /echo Casting Event Spell : @EventSpell(@a) 
                        /if "@EventSpell(@a)"=="cannibalize IV" {
                           /varset PcTargetId NULL
                        } else 
                        /call Cast "@EventSpell(@a)" 
                    } 
              
                    /if n @EventDuration(@a)==99999 { 
                        /varset EventList(@a) $calc(99999+$calc($time(h)*3600+$time(m)*60+$time(s))) 
                    } else /if n @EventDuration(@a)==0 { 
                        /if "$spell("@EventSpell(@a)",duration)"=="INSTANT" { 
                            /varset EventList(@a) $calc(1+$calc($time(h)*3600+$time(m)*60+$time(s)-5)) 
                        } else { 
                            /varset EventList(@a) $calc($spell("@EventSpell(@a)",duration)+$calc($time(h)*3600+$time(m)*60+$time(s)-5)) 
                        } 
                    } else { 
                        /varset EventList(@a) $calc(@EventDuration(@a)+$calc($time(h)*3600+$time(m)*60+$time(s)-5)) 
                    } 
|               } else { 
|                   /if n @RetryEventCount==0 /if n $char(gem,"@EventSpell(@a)")==-2 { 
|                       /delay 3s 
|                       /varadd RetryEventCount 1 
|                       /goto :RetryEvent 
|                   } 
|                   /echo Event Spell:@EventSpell(@a) not memmed or not ready. 
|                   /echo Waiting 5 seconds before retrying event. 
|                   /varset EventList(@a) $calc(5+$calc($time(h)*3600+$time(m)*5+$time(s))) 
|               } 
            } 
        } 
    /next a 
} 
/varset PcTargetId @PcTargetIdTemp
/return 
Been couple days since I patched this but has not had a issue since. Think I just commented out that code to fix. Sometimes I get a cast not ready msg when goes from canni5 to canni4 events. But working really well now that I took out the alert code part. Still working on the long recast time spells too but have several fixes in mind I will be looking at soon.
Also you can add some events in spellcast.inc to help with los issues that do not return an msg, plane of fire a good example with the uneven terrain. Might hit casting code repeatedly with no msg indicating spell missed but it never even starts to cast cause los. Can check these after checking for resists and will confirm also if spell landed at long range where msg sometimes not returned when spell is successful, current code just defaults to success if nothing indicates it didn't land.

Code: Select all

#event SpellLanded "Your Sharp Claw Ahlspiess flickers with a pale light."
#event SpellLanded "Your Rosrak's Boots of the Primal flickers with a pale light."
But thanks, I really enjoying it now, used alot today and worked very nicely.

ml2517
a grimling bloodguard
a grimling bloodguard
Posts: 1216
Joined: Wed Nov 12, 2003 1:12 am

Post by ml2517 » Sun Mar 14, 2004 12:39 pm

Uh, ok. Is anyone, that doesn't have a hacked up version, having issues with events?