Natural Beastlord Hunter v1.1.9 (Updated 2004-07-11)

Post your completed (working) macros here. Only for macros using MQ2Data syntax!

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wolf5
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Post by wolf5 » Wed Jul 14, 2004 11:33 am

doublepost...

wolf5
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Post by wolf5 » Wed Jul 14, 2004 11:41 am

Terramantian wrote:killing the pet works :p

That's what I've been doing manually... for a quick fix might want to add a line that does that if you get stuck in the target loop too long. I believe also that /pet hold followed by /pet back will clear its target. But obviously not a lot of people will have that hehe.
What I do is target a mob manually, then manually /pet attack it. After that the problem is solved. When the new mob is dead, the pet does not have the old mob targeted.

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vladk
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Post by vladk » Wed Jul 14, 2004 7:50 pm

wolf5 wrote: You could play with
...
-Wolf5
thanks but what about healing the pet when needed during fight? It seems to only want to heal me while I wish I could disable self healing and just heal pet during the fight.

wolf5
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Post by wolf5 » Thu Jul 15, 2004 3:55 pm

I thought I added heal pet while backing off. I see now that it is only in the DowntimeWork sub.

Here is what you can do untill next release (look in "Sub BackoffForPet"):

Code: Select all

|LOOK FOR:
           |Nuke some?
            /call DoTheNuke
    
            |Maintain my important buffs
            /call MaintainCriticalSelfBuffs

            |Maintain pet buffs
            /call MaintainPetBuffs

            |Heal myself if needed
            /call HealMyself

|ADD THIS JUST AFTER:
            /call HealPet
Then you should be able to do as I wrote earlier on.
Will add the line to the current version I'm working on.

Currently my CPU has gotten fried, so I had to insert an old one (slow one). Waiting for the computer shop to get in the CPU I need. So I'm on a pause atm.

-Wolf5

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vladk
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Post by vladk » Fri Jul 16, 2004 9:43 am

Thanks, I did the change (put pet healing before me :) ), will test out later probably if MQ still works today. With negative HP difference and this change I think I can finally play a pet class and just heal the pet :)

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aChallenged1
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Post by aChallenged1 » Fri Jul 16, 2004 9:46 am

Don't count on it working tonight, today's "Maintenance downtime" was in fact a patch, new eqgame.exe uploaded.
Fuck writing MQ2 macros. Go with IS scripts; IS Rules!

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vladk
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Post by vladk » Fri Jul 16, 2004 10:01 am

aChallenged1 wrote:Don't count on it working tonight, today's "Maintenance downtime" was in fact a patch, new eqgame.exe uploaded.
yeap and offsets are already out.

Konk
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Post by Konk » Sun Jul 18, 2004 3:42 am

Suggestion: an option for the character too camp when/if it dies, too save the rez timer and tribute points. For those times when you fall asleep at the comp while 'playing' your bst.

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aChallenged1
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Post by aChallenged1 » Sun Jul 18, 2004 9:16 am

Having issues with this working correctly. It buffs me and my pet, no problem. It fights no problem. Even heals and backs off and kicks.

What it doesn't do is aquire targets. Do I have to name the target a_targetname? I've only tried with targetname. I can be standing on top of the mob and nothing will happen unless I attack it, which initiates the "self preservation" routine vs looking for a target.
Fuck writing MQ2 macros. Go with IS scripts; IS Rules!

wolf5
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Post by wolf5 » Sun Jul 18, 2004 12:55 pm

I believe MQ2 takes both the name of the mob ("a_zombie_01", "a_tiger_03" etc) and the clean name ("A zombie", "A Tiger") or any substring of it ("a_tig", "a tig","tiger","zombie").

So using any combination of these should work.

My normal command for starting the macro is:
/macro nbh tiger|zombie|cat|wolf

or in the example on killing hill giants:
/macro nbh hill|cyc|skel|liz|basi

Those should work. If not, maybe someone else knows...? (I have not tested after latest release (17. july)).

-Wolf5

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vladk
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Post by vladk » Mon Jul 19, 2004 12:22 pm

Few more things after the weekend:

Now fighting in open areas, big problem is still doublecasting of a pull/slow spell because of which char doesn't run back to pet but gets hit during cast, pet attacks, char runs back, waits, runs back to pet.

I tried putting -20 for health difference so that pet would tank but that doesn't work, char just keeps running to the mob every tick and running back.

Some additional things:
would be good if we get a resist on pull/slow run to pet and cast again from there.

a list of targets to avoid would be good, for example if an 'avoid target' is within range of our new target don't pull.

minimum level of pulling targets, for example if I want to pull only targets of lvl30 and above I should be able to specify, would be good in command line like /macro nbh panther 30+ or /macro nbh panther 30-40
to make this even more advanced /macro nbh pull(panther|30-40|bear|30-40) avoid(bear|41-50) or something like that, or use INI file.

Also maybe we should have some getaway code, like if the number of mobs attacking us exceeds some given range start running :)

There was more but I don't remember right now....will post if I do :)

wolf5
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Post by wolf5 » Mon Jul 19, 2004 1:31 pm

Since I haven't had time to work on the macro lately, I'll make the 1.2.0 version available here. I have not tested it fully yet.

http://halsvik.net/d/?/public/nbh_1.2.0.mac

When I start working on the macro again I'll look into everything people have mentioned so far.

Look on my prev post on the 1.2.0 changes.

-Wolf5

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Post by zertful » Tue Jul 20, 2004 12:51 am

1.2 keeps freezing up on me trying to buff, it works fine for all buffs except buffs with an apostrophe.

Also, this section of code had a stray character that was messing it up...

Code: Select all

 
   	/if ( ${Me.Pet.Distance}>30 ) {m
    	    DEBUG_1 Waiting for pet to come.
    	    /goto :WaitForMyPet
Edit: My problem with buffing was because Arag's Celerity, is actually mispelled in the game. They used the ` and not the ' for the apostrophe. I didn't notice until I looked really closely in game.

It's in the game as Arag`s Celerity..

Zertful
- those who sling mud, lose ground -

wolf5
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Post by wolf5 » Tue Jul 20, 2004 6:16 am

Removed the stray character (link updated).

Konk
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Post by Konk » Tue Jul 20, 2004 7:30 pm

A small suggestion: There should be a few more checks too see if either you or the pet has aggro. In partucular when it comes too pulling and using "stuckfix". I've had problems using this in area's with obstacles of any kind because of this. The macro will get hung up on on trying too correct being stuck (usually when it isn't) and ignore the fact that it has gotten aggro. It will keep going in semi circles trying too get too where ever, while aggroing more mobs untill it dies. (I've been trying dryads, poachers and gnolls in JPF)

Don't know how hard that would be too implement, but im not too found of the whole "stuckfix" code at all, if anyone would observe you making those moves, it wouldnt be hard too figure out what's going on. I know you're working on the node code, and that should improve it drastically, but perhaps an option too ignore the stuckfix code untill then?


On a side note: Any suggestions too where i can use this at lvl 53/54? I haven't had too much luck with JPF. I'm just looking for safe exp, it doesn't have too be fast since im not doing a whole lotta work :D

Great script though, have had alot of fun with it, and it worked wonders in BW untill lvl 53.

-Konk