Hunter Macro (v1.3 UPDATED 06-07-2004 12:51pm PST)

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robdawg
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Post by robdawg » Wed May 12, 2004 12:03 am

if you can wait till tomorrow night I will be releasing the next version. Something that you can pass peram's into.

/macro Hunter <LootAll, 1 or 0> <ShowStats, 1 or 0> <KillEverything, 1 or 0>

Of course KillEverything might be dangerous but you never know, might want that.
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flightrecorder
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Re: Not Destorying

Post by flightrecorder » Wed May 12, 2004 12:07 am

Pugs wrote:I was wondering if there was a way that i could make it keep every thing like mabey
Just can all the loot checking and autoinv everything on the cursor
With knowledge comes power....so RTFM

DumbStruck
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Post by DumbStruck » Wed May 12, 2004 6:52 am

Targeting worked much better on this version how ever i the macro kept saying mob is beneath world choosing another and never engaged mob .

Preocts
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Post by Preocts » Wed May 12, 2004 7:10 am

Code: Select all

/if [color=red](${Int[${Target.Z}]}<0)[/color] { 
               /echo Mob underneath the world, picking another... 
               /varset RV_InvalidTargetID ${Target.ID} 
               /call ResetSub 
               /goto :Acquire 
            } 
Last I checked it was possible to be standing above the world at a negitive Z loc. :wink:

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Dentist
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Post by Dentist » Wed May 12, 2004 7:52 am

Yes, that is true. If you want to truely put in some "underneath the world" checks, they would need to be zone specific.
<Oid> http://buttox.ytmnd.com/
<Oid> http://picard.ytmnd.com/
<Dentist> OMG!!!! oid you shit head, dont ever do that again or i will hunt you down. that shit is horrible i need to go kill some kittens or soemthin

robdawg
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Post by robdawg » Wed May 12, 2004 12:15 pm

Damn, sorry guys. It was late last night when I was trying to figure out a fix for that in EK. :) Worked in EK but I think in that zone only mobs with a -Z value are below the world.

If anyone has a good solution for figuring out IF a mob has fallen through the world, that would be cool. Other wise I can have a variable that the user can set. Like

/declare RV_MobMaxZ int outer -100

or something close to that.

MACRO UPDATES

- Rearranged declares so it makes more sense for setup purposes.
- Added variables Z targeting mobs. (RV_MaxZRange and RV_MinZRange)
- Added varible for looting all items. (RV_LootAllItems)

Hope this fixes a few of the gay programming moments I had last night! ENJOY!!!

OH! and I did all these changes at work so I have not tested them myself. :) Only been at work for like 1.5 hours and I am sick of it so I wanted to do "fun" programming. If there is anything wrong with it let me know.
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Thornado
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Post by Thornado » Wed May 12, 2004 7:16 pm

An idea on how to fix the under the world mobs. Most often its my experiance you can get very close or even often stand right on top of where the mob is. Just have a check after the move sub if the mobs Z is more then 50 below you its below the world. The big problem with that is the need to add an array to keep track of mobs that are below the world.


Only two things that I might want to add to this otherwise it looks like a great program. First a sub to buff yourself between fights. Second a sub to heal yourself between fights if you get low on health. Could have it set to first try to bandage yourself then try to cast a heal spell. Buffs would mostly be just for hybrids but the heal sub would be great for just about anyone.

DumbStruck
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Post by DumbStruck » Wed May 12, 2004 8:56 pm

hmm i suck at codeing but been running this and a problem i have seen is add's when attacked by an add it does nothing i have a pet so pet kills mob. When im done with mob macro selected it runs off to next target any way to make it loot the nearby corpse ?

Also the obstacle part .. my suggestion is when it hits a obstacle try to go right a few times then left more then 1 time .. say try right 5 times then left 5 times and if that dosent clear obstacle have it back up a few spaces and then move right or left . If that isnt doable is it possible to say count the amount of times it cycles through /echo Obstacle hit, moving around it... say 5 times or so then cast gate ? i placed a marker spot in (so that it will return to a start point).

So in essence if i get stuck i can gate out and run back .. hunting in hollow shade moore is a pita all those houses on stilts i get stuck .

I must say ty very much for this macro i wanted something like this. TY mq and the great users that populate it .

Space-Boy
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Post by Space-Boy » Thu May 13, 2004 2:39 am

very nice macro i love it!

only had one problem but theres an easy fix =)

seems id run off from a corpse i was in the middle of looting without looting sometimes so i added 2 lines here they are

Code: Select all

Sub LootMob 

   /declare LootSlot    int inner  0 
   /declare LootCheck   int inner  0 
   /declare LootTotal   int inner  0 
    
   /face fast 
[color=red]   /keypress back
   /keypress forward [/color]
   /delay 2s 
   /loot 
   /delay 2s 

   /if (!${Corpse.Items}) { 
      /echo NO LOOT! Cheap Bastard! 
      /return 
   } 
works nicely to keep you next to bodies
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robdawg
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Post by robdawg » Fri May 14, 2004 1:13 am

MACRO UPDATED

- INI Support is now implemented into this Macro. (thanks Preocts)
- Fixed a bug that made you just run over a corpse and not loot it. (thanks Space-Boy)

INI Keys are based off full zone names. To find out what zone you are in simple type this: /echo ${Zone.Name}

Type that full name into your INI just like in the example and add mobs/loots the same way.
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nickr98
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Post by nickr98 » Fri May 14, 2004 7:22 am

I love this macro!!

Is there a way you could post the code i'd need to update andw here to make this macro Automaticly use a Insta Gate potion if a pc attacks you? this is useful on a pvp server where you may be attacked. I could keep an insta Charge Gate potion (Vial of Swirling Smoke) in an inventory slot and right click it if my target is a pc..
Newb

Mimatas
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Post by Mimatas » Fri May 14, 2004 3:32 pm

This macro is awesome.. the only think I would do to improve it would be to allow prioritization in the mob list. For example.. in EK, I'd like to kill crag spiders over regular spiders.. but if there are no crag spiders up, I'd like to go after carrion spiders. Perhaps just make the priority be the order they're inserted into the ini file.. and allow us to enable/disable prioritization if you don't want to use it.

I understand that this may result in chasing a mob across the zone when there is a secondary mob closer, but in places like EK, it looks as though all the spiders are in one place. The ability to disable prioritization would allow for optimal farming in situations where this was not the case.

Also, I saw some "I'm being attacked" code in there... unfortunately, it hasn't been executing. Not sure why.. maybe because I removed the paranoia delay. Just thought I'd let you know. Kick ass macro overall though. I'm really impressed.

DumbStruck
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Post by DumbStruck » Fri May 14, 2004 3:58 pm

I too love this macro !!! Only problem i have is with the obstacles . and for that would like to add an option to gate ..

Also i have been trying to get it to cast a spell before i engage as im running a necro and dont really plan on melee'ing the mob for tougher mobs its a pita. so i would like to say add a spell to snare and or dot before i engage .. any ideas on how i can do this ?

robdawg
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Post by robdawg » Fri May 14, 2004 4:54 pm

Few things...

Priority mobs would be cool. Currently, it loops through the mob array every time the /target function extends its range. I can have it flagged to where you can keep it this way - OR - have it loop through the ranges before looping through the mobs.

If that is confusing, let me try another approach. At range 100 the first round of targeting will loop through all the mobs in the mob array to try and find a target with 100 clicks. With priority flag turned on. I will check for the first mob at 100, then 200, then 300, so on and so forth till it finds a target or reaches max. If max is reached it will goto the next mob in the mob array. That sound like what you are requesting?

Unfortunately, this macro was made by a paladin. (me) I am not sure how to play a necro all to well and do not have the means to test functionality for a necro. (or any other kite class for that matter.)

Future updates will most likely include a priority flag, I like that idea. And a new loot include file that was passed to me in a PM.

Check back in a few days for that update. I should have time this weekend to get something good working.
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Shocks
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Idea / Wish

Post by Shocks » Fri May 14, 2004 5:56 pm

Would it be hard to have this pull to a preset location? Maybe use ml2517 advpath.inc to record your path to the mob and then replay backward after you have agro.