A forum for you to dump all the macros you create, allowing users to use, modify, and comment on your work.
Moderator: MacroQuest Developers
-
wassup
- Official Guardian and Writer of TFM

- Posts: 1487
- Joined: Sat Oct 26, 2002 5:15 pm
Post
by wassup » Fri Apr 23, 2004 4:10 pm
Well, Tinkering with this a little. No idea what is causing that problem, but try this one:
Code: Select all
|------------------------------------------------
|----------- Rogue.mac v1.0 -----------------
|------- Rogue Ability Autopilot --------------
|------------------------------------------------
|--- Usage: /macro Rogue
|--- Just turn on Auto-Attack, park behind the mob. and this script
|--- will automatically execute Pick Pockets, Disarm, Evade, and
|--- Backstab everytime the Ability buttons become available, as well
|--- as dropping off any Pick Pocket'ed items or Disarmed weapons
|--- in your inventory. It will stop executing the abilities once the mob
|--- is dead, and pick back up again after you turn Auto-Attack on.
|--- Be sure to have those 4 abilities on buttons in your Ability or
|--- Combat Abilities. Must be turned off with /endmacro at your leisure.
|--- Script assumes your Inventory shortcut key is 'I'. Enjoy.
|-------------------------------------------------
|--- By: a_troll_01 (12/26/03)
|--- Converted by Wassup
|--- Enjoy!
|-------------------------------------------------
#event Attack "Auto attack is on."
#turbo
Sub Main
:MainLoop
/doevents
/goto :MainLoop
/endmacro
Sub Event_Attack
:SubLoop
/if (${Target.Type.Equal[NPC]}){
/call Backstab
/call Pickpocket
/call Evade
/call Disarm
}
/if (!${Target.ID}) {
/attack off
/goto :Done
}
/goto :SubLoop
:Done
/return
Sub Backstab
/if (${Me.AbilityReady[Backstab]}) /doability "Backstab"
/return
Sub Pickpocket
/if (${Me.AbilityReady[Pick Pockets]}) {
/attack off
/doability "Pick Pockets"
/attack on
/if (${Cursor.ID}) /call InvDrop
}
/return
Sub Evade
/if (${Me.AbilityReady[Hide]}) {
/attack off
/doability "Hide"
/attack on
}
/return
Sub Disarm
/if (${Me.AbilityReady[Disarm]}) /doability "Disarm"
/return
Sub InvDrop
/autoinv
/autoinv
/autoinv
/return
-
antara80
- decaying skeleton

- Posts: 8
- Joined: Thu Mar 11, 2004 1:23 pm
Post
by antara80 » Fri Apr 23, 2004 6:25 pm
That last one didn't work, there was no command for /if.
i changed it to this nasty code
Code: Select all
#event Attack "Auto attack is on."
Sub Main
:MainLoop
/doevents
/goto :MainLoop
/endmacro
Sub Event_Attack
:SubLoop
/if (${Target.Type.Equal[NPC]}) /call Attack {
}
/if (!${Target.ID}) /attack off {
/goto :Done
}
/goto :SubLoop
:Done
/return
Sub Attack
/if (${Me.AbilityReady[Backstab]}) /doability "Backstab"
/if (${Me.AbilityReady[Hide]}) /call Hide
/if (${Me.AbilityReady[Pick Pockets]}) /call Pickpocket
/if (${Cursor.ID}) /call InvDrop
/if (${Me.AbilityReady[Disarm]}) /doability "Disarm"
/return
Sub Hide
/attack off
/doability "Hide"
/attack on
/return
Sub Pickpocket
/attack off
/doability "Pick Pockets"
/attack on
/return
Sub InvDrop
/autoinv
/return
but i still get that freaking "You can't use that command now..." msg. I can type in commands and perform them, such as /attack will attack and F8 will target the mob, /do #, all of those work, but no hotkey will, and you can't target with the mouse either... I have upgraded to today's release, i am compiling with VS 6. i have turned off all my plugins as well but i still can't figure out the problem... anyone else have any thoughts? Thanks
-
antara80
- decaying skeleton

- Posts: 8
- Joined: Thu Mar 11, 2004 1:23 pm
Post
by antara80 » Fri Apr 23, 2004 6:47 pm
new development. after sitting for 20-30 min after i started getting the "You can't use that command now..." msg i am now able to fight again... is there something that could possibly be overloading and sending way to many commands that it attempts to catch up on? this seems odd to me and i have verified it as well.
i used the mac to kill a newbie orc, afterwards i was able to use the mac again np. I then tried a higher lvl greenie, afterwards i got the "msg" but i was able to start using it again after 1-2 min, i then moved up to a light blue mob, afterwards i got the "msg" and was not able to use the mac again for 24 min. So depending on how long this macro runs the longer it will take for you to be able to use it again... Does this make sense to anyone, or am i just crazy?
-
MacDad
- decaying skeleton

- Posts: 6
- Joined: Mon Oct 20, 2003 3:48 pm
Post
by MacDad » Sat Apr 24, 2004 6:06 pm
I haven't noticed any correlation with mob con. However, I do get the "You can't..." msg after running this a bit until I zone.
-
newb-n-training
- a lesser mummy

- Posts: 39
- Joined: Mon Apr 19, 2004 8:51 pm
Post
by newb-n-training » Sat Apr 24, 2004 6:37 pm
Ran into this issue myself in a sub I created to go with genbot. The only thing I could narrow it down to was pick pockets ... shut everything else down (so there's nothing it COULD conflict with) you still get the message ... no idea if this is an EQ thing, code, or somethin I can't figure out yet
Will provide feedback here if I figure out anything tho..
-
rarr
- decaying skeleton

- Posts: 5
- Joined: Tue Jan 06, 2004 4:46 pm
Post
by rarr » Sat Apr 24, 2004 7:08 pm
can anyone do just a simple macro for rogues that is less complicated?
i just want a macro that will automatically backstab every time it comes up, when i have autoattack on. and stop attack, evade, and restart attack everytime hide comes back up.
anyone able to do one that simple? i don't give a damn about pickpocketing to be honest, or disarm for that matter.....i could do th ose manually if i wanted depending on the given situation.
thanks in advance.
-
newb-n-training
- a lesser mummy

- Posts: 39
- Joined: Mon Apr 19, 2004 8:51 pm
Post
by newb-n-training » Sat Apr 24, 2004 7:25 pm
Just use what he's posted and comment out what you dont need (pick pocketing for example)
-
antara80
- decaying skeleton

- Posts: 8
- Joined: Thu Mar 11, 2004 1:23 pm
Post
by antara80 » Sat Apr 24, 2004 9:49 pm
just use take out these lines then.
Code: Select all
/if (${Me.AbilityReady[Pick Pockets]}) /call Pickpocket
/if (${Cursor.ID}) /call InvDrop
/if (${Me.AbilityReady[Disarm]}) /doability "Disarm"
-
a_troll_01
- a lesser mummy

- Posts: 46
- Joined: Sat Dec 06, 2003 6:06 am
- Location: Memphis, TN
-
Contact:
Post
by a_troll_01 » Sun Apr 25, 2004 1:39 am
Sorry for the late reply and, I don't mean to bump, but about the lock-up messages ... It's been a while since I've been on EQ (and I don't know if this is still a relevant issue seeing as new MQ2 source has been released since then), but if I remember correctly, it is triggered by looting. That's a fact. If you don't loot, you will never lock up (At least I never did,). Unfortunately, I never got around to troubleshooting this. I was on the train of thought that it was triggered by hyper-spam from the Sub Pickpocket relating to the '/attack on, /attack off' commands, and loss of target there-in. I toyed with delayed looting, such as just waiting 3 or 4 seconds for the last macro cycle to run its course, before looting, and had some success. Not 100% though.
Again, sorry for the long delay, my dumbass went off and got married. Oh well. I'm back, and I'll get to work on this. Patching to EQLive as we speak. I never really finished this macro, I just wanted to post the easy-to-read/learn/edit source for others to take advantage of and get some ideas. Take care.
-
a_troll_01
- a lesser mummy

- Posts: 46
- Joined: Sat Dec 06, 2003 6:06 am
- Location: Memphis, TN
-
Contact:
Post
by a_troll_01 » Mon Apr 26, 2004 6:07 am
Haha, alright, now I feel like a dumbass. Let me just say back in December it would only lock up after looting. Playing this code tonight though, it's definitely the Pick Pocket that's triggering it, just as someone mentioned a few posts ago. I'm looking into it, but I gotta say, this looks like an actual Everquest bug than anything else. This script just helps trigger it. I'm still working on this, but for now, just comment out the Pick Pocket line until I (or someone?) finds a work-around.
-
a_troll_01
- a lesser mummy

- Posts: 46
- Joined: Sat Dec 06, 2003 6:06 am
- Location: Memphis, TN
-
Contact:
Post
by a_troll_01 » Mon Apr 26, 2004 7:04 am
Okay, last post on this subject ...
The problem appears to be that the transition from '/attack off' to '/doability' is too fast. Too fast for who? I have no idea. The irony is that I can make an EQ Hotbutton for '/attack off ; /doability 1 (pickpocket) ; /attack on' and it works fine. I guess MQ just processes stuff of the sort faster? No idea. Either way, your fix is simple. Slap a milisecond delay in there after the '/attack off' as shown below:
Code: Select all
Sub Pickpocket
/attack off
/delay 1
/if (${Target.Type.Equal[NPC]}) /doability "Pick Pockets"
/if (${Target.Type.Equal[NPC]}) /attack on
/return
It took me entirely too much time to figure this one out, seeing as it was so simple. Anyway, off to bed for me. Enjoy your fix, guys. Stay tuned for the full, function-packed version of this mini-macro soon. Having to learn the new code has slowed me down a bit. :)
-
a_troll_01
- a lesser mummy

- Posts: 46
- Joined: Sat Dec 06, 2003 6:06 am
- Location: Memphis, TN
-
Contact:
Post
by a_troll_01 » Wed Apr 28, 2004 3:55 am
Updated script on the main page. (04/28/04)
*MQ2Dat Ready
*Fixed the Pick Pocket script, no longer crashes.
*Fixed rediculous amount of battle error spam in several ways.
*Half-Ass Fixed Evade, doesn't fail as often.
*No longer wastes ability cycles when target is out of range.
*Now retrieves disarmed weaponry.
*'Auto Attack' will no longer be left on after battle, as some circumstances used to.
*Added Pick Pocket controls, to make it less obvious your Pick Pocketing, and keep things fair for your group.
-
Programmer
- a hill giant

- Posts: 195
- Joined: Mon Dec 01, 2003 2:41 am
Post
by Programmer » Thu May 27, 2004 12:53 pm
If you want to be able to test disarms with a reasonable chance of them working, visit Splitpaw.