xpbeast.mac - Tuna's automated beastlord XP gain

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

Moderator: MacroQuest Developers

Tuna
a lesser mummy
a lesser mummy
Posts: 68
Joined: Mon Jul 21, 2003 4:10 pm

Post by Tuna » Thu Mar 18, 2004 8:35 am

Well, I was requiring pet hold for single pulling caster mobs. If you single pull based on level, the caster will always nuke you 1-4 times on the way in. During that time if you don't have /pet hold, you pet runs in and may aggro the other 12 casters. :p

It should work at any level on any beastlord tho.

The occutils.mac include has some really neat stuff in it but it's not very well documented. I am working on a mob-like hatelist and aggro list. The goal is to make an "intelligent" tank pet out of a 2nd account. He analyzes stuff like "soandso hits your cleric for 239!" and figures out which mobs need taunted the most.

The only problem I'm run into is when using it in a group situation with a chanter. No way to really tell which critter is mezzed. If they all have the same name ("A gnoll") and you pull 4, I can't think of any way except maybe monitoring all 4 for their current animations. If any are caught in attack animation then obviously they aren't mezzed.

draco
a ghoul
a ghoul
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Man We are thinking just alike.

Post by draco » Thu Mar 18, 2004 9:43 am

That is what I have been trying to figure out as well. BTW, in you code you mention having not done summond food and drink. I went on and posted an include I wrote for that in the Snippets forum
http://macroquest2.com/phpBB2/viewtopic.php?t=5852

May be useful may not be.

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

Post by Tindal » Thu Mar 18, 2004 11:44 am

What would you do to add a second mob type to pull?

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

Post by Tindal » Thu Mar 18, 2004 11:51 am

thanks alot, the macro works awesome :D

Tuna
a lesser mummy
a lesser mummy
Posts: 68
Joined: Mon Jul 21, 2003 4:10 pm

Post by Tuna » Thu Mar 18, 2004 11:51 am

Change the mob checks by commenting out the part where it says "only pull this mob name"

El
a ghoul
a ghoul
Posts: 108
Joined: Mon Dec 29, 2003 12:34 pm

Post by El » Thu Mar 18, 2004 11:54 am

Tuna wrote:Well, I was requiring pet hold for single pulling caster mobs. If you single pull based on level, the caster will always nuke you 1-4 times on the way in. During that time if you don't have /pet hold, you pet runs in and may aggro the other 12 casters. :p
Ah, ok. I need to remember that you designed this for Fungus Grove shrooms. For gnolls, they're spaced out well enough that I don't mind not having pet hold for casters.
Tuna wrote:The only problem I'm run into is when using it in a group situation with a chanter. No way to really tell which critter is mezzed. If they all have the same name ("A gnoll") and you pull 4, I can't think of any way except maybe monitoring all 4 for their current animations. If any are caught in attack animation then obviously they aren't mezzed.
You could send your pet at each one and monitor the "unable to wake" events, right?

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

Post by Tindal » Thu Mar 18, 2004 12:02 pm

edit: nevermind, i got it working

Tuna
a lesser mummy
a lesser mummy
Posts: 68
Joined: Mon Jul 21, 2003 4:10 pm

Post by Tuna » Thu Mar 18, 2004 4:25 pm

El wrote:You could send your pet at each one and monitor the "unable to wake" events, right?
Good idea!

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

Post by Tindal » Fri Mar 19, 2004 7:48 am

it's me again, is there any way to make this macro do all the healing/buffing at safepoint one, and then run to safepoint 2 do the spawn check and pull back to safepoint one from there?

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

trouble

Post by Tindal » Sun Mar 21, 2004 6:55 am

edit: i'm stupid and managed to fix it myself.

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mctough
decaying skeleton
decaying skeleton
Posts: 6
Joined: Sun Mar 21, 2004 3:28 pm

odd movement behavior

Post by mctough » Mon Mar 22, 2004 7:20 am

Im trying this script out on a lvl 16 Troll Beastlord. It seems to disregard the camp coordinates I put into it at the @@STARTINGLOCS section. It will pick a random direction away from the loc I give and starts running, usually with disastrous consequences. I am testing this out in Nektolous Forest.

** Edit **
Figured it out, EQ will spit out a /loc in the format of Y, X... reversed the two numbers, good to go. New bug now, the script dutifully goes to my y, x coordinates, and then never seems to stop running when it gets there. The thing simply zig-zags back and forth over the same spot, never stopping or advancing to the next part of the program.

update --
I poked around and messed with some things and found a local var 'gThreshold' in occutils.mac. Apparently, this value defines the 'good enough' radius around the destination point. It is set to 14 which is too small given its 3 second loc checker. Expirementation showed that anything less than 30 would produce the endless 'zeroing in' on the target loc. New troubles is that it simply sits there at the destination and does nothing... more troubleshooting will commence.

Regards

Tindal
orc pawn
orc pawn
Posts: 10
Joined: Thu Mar 18, 2004 11:45 am

Post by Tindal » Tue Mar 23, 2004 8:22 am

I got it working, if you want to PM me your script i can check it out and see if i can't help you get it up and running

Tuna
a lesser mummy
a lesser mummy
Posts: 68
Joined: Mon Jul 21, 2003 4:10 pm

Post by Tuna » Tue Mar 23, 2004 9:01 am

Sorry that tool is causing so much trouble. I based the autorun code on code I found here. Am not really a fan of the "hold down the uparrow" method but it does have its advantages.

Autorun was always a pain to debug. That's why I added the "stopatdest" and "careful" parameters. Hm... also - you may notice the stopmovingifmoving is called a lot. :\ There were quite a few times in December I came home and my poor ogre was dead in a random corner of the zone. :P

Whenever I reactivate my account(s) I'll add some "back off and heal self while pet tanks" code. My idea for that is not only measuring distance from mob, but determining via its heading who it's facing.

kasodo
a lesser mummy
a lesser mummy
Posts: 64
Joined: Fri Feb 13, 2004 9:41 am

back off and heal

Post by kasodo » Tue Mar 23, 2004 11:12 am

Not too hard to accomplish Tuna. I already modified this code for a mage to solo and the mage stays at a distance of 50-60 and nukes/heals pet when needed. =)

javelinl
a lesser mummy
a lesser mummy
Posts: 70
Joined: Thu Mar 11, 2004 12:40 pm

Advice for Gennole

Post by javelinl » Tue Mar 23, 2004 11:25 am

I actually used notepad all the time, mostly as a handy tool to clear out extra information when I'm manipulating data on the fly (like copying a block from a webpage, or excel, etc... I drop it into notepad, and copy out and all the extra (non-text) garbage is gone.

To convert the macro's to a format that notepad likes (CR LF instead of just LF) open the file in wordpad, and save as .txt (MS.DOS format).