rogue.mac - AutoRogue v. 2.0j *New Parm Rdy* (4/25/2004)

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

Moderator: MacroQuest Developers

ucfusion
orc pawn
orc pawn
Posts: 24
Joined: Mon Mar 15, 2004 2:14 am

Post by ucfusion » Tue Apr 13, 2004 2:33 pm

I have been using your autorogue script for a while and its very very nice for farming exp. So I would like to thank you for that but I would like to drop some feed back since i do use it all time so maybe the next iteration of Autorogue will be even better.

First a question since i havent had the chance to test AR 2.0 does the Strike disc get called just at the begining of the attack or does the rogue turn off attack mid fight and hide to execute it ... if its just at the beginning then its fine otherwise im gonna take that routine out of my code.

Secondly I have never used genbot but if that code is better with collisions I would love to see the straffing code used somehow in auto rogue... the only complaint i ever have with AR is that if the mob gets pinned with its back to the wall or something then I end up running into the walls... As it is now I alwasy macro responsibly so when i do run into walls I just hit my /endmacro hotbutton so its just an annoyance atm... maybe ill see straffing in 2.1

~

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Tue Apr 13, 2004 6:06 pm

Thank you for your input ucfusion. To address your questions individually.
First a question since i havent had the chance to test AR 2.0 does the Strike disc get called just at the begining of the attack or does the rogue turn off attack mid fight and hide to execute it ... if its just at the beginning then its fine otherwise im gonna take that routine out of my code.
AutoRogue 2.0 fires your rogue strike discipline only at the beginning of a mob fight (and only if you have @usespecial==1). From my parses, this...

1. Stopping attack mid-fight
2. Changing targets (to allow for hide, otherwise you'll evade)
3. Sneak/hiding
4. Delay 2+ secs
5. /disc <your strike discipline here>
6. Check combat range and behind mob
7. /doability backstab

...throughout a combat round is a sizeable reduction in rogue DPS vs. just continuing to attack/backstab/evade normally. I like to lead off a fight with it myself because with the script I am usually in sneak/hide before a fight (depends on speed of pulls), so I don't have to worry about #1-4.

IMO, Strike discipline at the beginning of the fight is just free damage. Any use during the fight would be for show at best (and will reduce your DPS).
Secondly I have never used genbot but if that code is better with collisions I would love to see the straffing code used somehow in auto rogue... the only complaint i ever have with AR is that if the mob gets pinned with its back to the wall or something then I end up running into the walls... As it is now I alwasy macro responsibly so when i do run into walls I just hit my /endmacro hotbutton so its just an annoyance atm... maybe ill see straffing in 2.1
I have had a lot of response on this issue and I am working towards a fix. Hopefully this week I'll get to incorporate the code Grimjack suggested and give it a spin.

Thanks.

ucfusion
orc pawn
orc pawn
Posts: 24
Joined: Mon Mar 15, 2004 2:14 am

thanks for the quick response

Post by ucfusion » Tue Apr 13, 2004 8:08 pm

thanks for the quick response cunning.

I got to test 2.0 today and found a couple of things that dont seem to be working correctly... I am using the default code cut and pasted from the website about the only thing i changed was that engage radius... to 100...

1- SNeak hide after attack isnt working i have it set to 1 ( i am retesting this it was set to 75 in my inc file i have no aa... so i reset to 125)
2- after the attack when i follow it seems like i get way to close to my target... has this changed since 1.9...

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Try this

Post by Cunning » Tue Apr 13, 2004 11:47 pm

ucfusion,

I took this out of 2.0 but apparently it should have stayed. In the attack loop I put the following code back in:

Code: Select all

    /if n $target(distance)>18 /sendkey down up |If target is farther then 18 move forward 
    /if n $target(distance)<8 /sendkey down down |If target is closer then 8 move back 
    /if n $target(distance)<10 /sendkey up up |If target is closer then 10 stop moving forward 
    /if n $target(distance)>9 /sendkey up down |If target is farther then 9 stop moving back 
    /face fast 
Insert this between the lines with /face fast and /doevents in Sub Main's :AttackLoop (or you can just grab a fresh copy of 2.0, I updated it).

As far as the sneak/hide goes, if you have 0 aa in hastened stealth (the code said nimble evasion in the comments...an error I've corrected) then your hide refresh timer should be set to 105. If you're still having problems after you adjust this let me know.

By default, it takes 10.5 seconds for hide to refresh - 1 second for each point in hastened stealth. So, for each point in hastened stealth, you should set @evaderefresh to:

0 = 105
1 = 95
2 = 85
3 = 75

You may want to tweak these values up slightly based on your points in nimble evasion (sneak/hide while moving, goes to 5 pts) due to client/server lag issues on stopping (if you've ever quad kited you know what I'm referring to).

ucfusion
orc pawn
orc pawn
Posts: 24
Joined: Mon Mar 15, 2004 2:14 am

Post by ucfusion » Wed Apr 14, 2004 7:13 am

oh i meant after the attack is done... and i hide /sneak then auto follow on a char it seems to autofollow really close ... ill test it out again today but i think the new one sticks me right to em... which can be annoying for em ... heheh

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Wed Apr 14, 2004 5:28 pm

I added a @followdistance variable in custom.inc. Before the follow distance was hardcoded to 6. Now it can be whatever you want. Code is updated in my original post.

Thanks.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

SneakHide bug

Post by Cunning » Thu Apr 15, 2004 12:17 am

Make sure you have the newest version. There was a bug in sneak/hide I corrected just now.

ucfusion
orc pawn
orc pawn
Posts: 24
Joined: Mon Mar 15, 2004 2:14 am

Post by ucfusion » Thu Apr 15, 2004 1:29 am

looks like hide / sneak is all good and everything else... however
with the last patch of eq when i run any of the versions of the macro ... i use 1.9 to test cuase i know it works ... and it runs as if in slow motion... instead of steadily running to target the movement is very jerky.. has anyone else noticed this.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Thu Apr 15, 2004 2:48 am

I'm testing it out now. I changed all instances of /sendkey to /keypress in the code. You'll need to grab a new copy if you want to try it out now.

ucfusion
orc pawn
orc pawn
Posts: 24
Joined: Mon Mar 15, 2004 2:14 am

Post by ucfusion » Thu Apr 15, 2004 10:36 am

heres what i saw with the latest one...using the code from the first page...

WHen it begins the macro its slow... it used to throw up all the variables and start the macro now it seems to have a delay...

once it does get started it will select the target and report the health to me and tell me that i am now attacking the target at a certain health ... however it will not run up to the mob and position myself behind it. I just kinda sit there and if i try to hold a key down and run up to him i stop... Like the keystroke is being interupted so i have to press it several times to get to the mob...

After that I stand practically ontop of him it seems and do 180 degree turns very quickly...

I dunno why ... areyou getting anything like this or is it just my comp.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Thu Apr 15, 2004 4:36 pm

I'm seeing the same thing. Something changed outside the macro since the eq/mq patch. I'm working towards a fix but as of now:

/sendkey is screwed.
/keypress isn't working the way I expected.
Functions that worked fine before don't work now.

I have a lot of work to do heh.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Thu Apr 15, 2004 4:54 pm

I did find one problem that's really odd.

In your keyboard options, set movement to look like this:

type keypress alternate
--------------------------------------------------------
move forward w up
move back s down
move right d right
move left a left

You'll notice that after setting these, you'll end up strafing right when you want to move your head left, and strafing left when you want to move your head right.

If you unload macroquest you won't notice this issue. I'm wondering if it's a bug in mq2custombinds.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Thu Apr 15, 2004 6:54 pm

I'm waiting until the new zip comes out before making any further changes.

Cunning
a lesser mummy
a lesser mummy
Posts: 61
Joined: Tue Mar 23, 2004 4:42 pm

Post by Cunning » Thu Apr 15, 2004 8:37 pm

2.0a is out and I need feedback. Thanks.

Ahroun
orc pawn
orc pawn
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Joined: Wed Feb 18, 2004 10:56 pm

Post by Ahroun » Fri Apr 16, 2004 4:24 am

Love it.... Only thing i would change is add the ability to not set an anchor at all, also hide after a fight if evade just went off dose not alwase rehide, "yes i have the refresh set"

Idea, perhaps a pet mode? when playing pet to a kiteing class the get behind script goes crazy because the mob is alwase turning. perhaps a var you can set like " /macro rogue.mac happytank 95 0 pet " just a thought. for now i just take the script and strip out the get behind part in a second macro for kiteing.

*** EDIT***
Just tried 2.0a, something is broken, runs really laged, the targeting is funky, tends to run past mobs, attack dose not turn on, it dose not BS It dose not run the /disc properly, dosent return to its anchor. i looked through it didnt see the problem, but i am no pro. like i said before grate work just a bug i think.
Common error, "Fighting Null. it is a lvl 0 Null."

Grate work keep it up.
Happyogue_01