Rogue Helper v6.0 [Complete Rogue Macro] (Updated: 10-26-04)

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

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TI994a
a ghoul
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On Disarm

Post by TI994a » Fri Sep 10, 2004 12:48 pm

Couple pages back was mention of someone wanting Disarm functions added... Correct me if I'm wrong, but I believe that in order to disarm a mob, you must be in it's forward arc, which kinda negates the backstab and move-behind functionality.

- TI

Smitty
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Post by Smitty » Fri Sep 10, 2004 9:11 pm

Couple pages back was mention of someone wanting Disarm functions added... Correct me if I'm wrong, but I believe that in order to disarm a mob, you must be in it's forward arc, which kinda negates the backstab and move-behind functionality
Not true, or at least it used to be not true, been a while since I have disarmed but I used to use it all the time and I have disarmed from behind before lots of FS weapons on the ground in Sols hehe
Smitty

Jerle69
a hill giant
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Post by Jerle69 » Sat Sep 11, 2004 3:00 pm

TI994a:

I don't plan to write a disarm routine. I questioned the utility of it other than as a skill raiser, and nobody has demonstrated otherwise so I won't be putting it in unless I hear a valid reason for it.

About your crash--that's pretty odd, and you're the first person to mention it. You said the "MA crashes." I don't understand, unless you mean the MA is a rogue and they're also using RH (and so are you). The main assist crashing shouldn't affect you or RH. Could you clarify what you mean here?

I don't think I've ever camped in a zone that I recently fought in (I always zone first, thereby RH disables autoassist automatically) so you may have an interesting bug on your hands. I'll check into camping while autoassist is on and see what happens. Easy to fix if so.

As far as gating mobs, this one is indirectly addressed through the /stickdist command. Take a look at it and note that you can set the stickdistance to your target to around 50 feet or so. If the mob gates, unless it's bind point was 50 feet from you, you won't persue it. By default, RH will handle gaters with reasonable aggression.

If diagnostic information is bothering you while using RH, I'd just minimize your MQ2 window. If you're not using the MQ2Chat module (it's default now) and your output is being merged with EQ's output, you're in for a real mess of spam. I highly advise using the MQ2Chat module (default). I may retrofit RH with a verbosity setting, but I'm leaning towards "no" right now.

Thanks,
--Jerle

loadingpleasewait
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Post by loadingpleasewait » Sun Sep 12, 2004 10:07 pm

SUGGESTION:

Make it load the aliases the first time you run the macro only. That huge pause when the macro loads is insane. I've commented out the aliases in my version. If you make something to do this, remember to make it so it still loads new commands when you add more functions to the macro.

just a suggestion.
Last edited by loadingpleasewait on Mon Sep 13, 2004 1:24 am, edited 1 time in total.
LOADING PLEASE WAIT...

Jerle69
a hill giant
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Post by Jerle69 » Mon Sep 13, 2004 12:55 am

Aliases are persistant? I didn't know that! Sure that'd be a good fix! I have a really fast computer so I pause about 1/4 of a second when it loads, but I can surely make it smarter. All I have to do is include a Version key in the INI file. If the version key is the same as the current macro, skip aliases. If it's older, update it to the new version, and load aliases... simple :)

Later,
--Jerle

loadingpleasewait
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Post by loadingpleasewait » Mon Sep 13, 2004 1:24 am

yes, aliases get stored in your macroquest.ini file.. learn somthing new.. :)

oh, and yers doesnt pause that long.. but Puppetmaster's OMG!! friggin HUGE pause!! hehe
LOADING PLEASE WAIT...

bilkosbi
decaying skeleton
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Joined: Tue Sep 14, 2004 2:14 am

leash bounce

Post by bilkosbi » Tue Sep 14, 2004 2:24 am

I am interested in if there could be a radius from the point of leash that allows the rogue to not always return to the exact same point. Say you are following someone you are leased to but dont want to be kissing that person each time you are returning to the stake, and want to change this distace based upon the zone and situation you are in. something like /leash <inner radius> <outer radius>. Does this exist or make my own? Yes I am a newbie.

emerson
decaying skeleton
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autostick problem

Post by emerson » Tue Sep 14, 2004 11:08 am

If I manually target the mob, then hit attack, I will stick to it and everything works fine. If I set the mainassist to a necro that is kiting, for instance, it assists and the correct percentage of life, begins to move after the mob, but then stops. I'll stay in attack mode, and can manually run after the mob and it will eventually start to follow again, until it hide/sneeks again and it once again stops following. What am I doing wrong?

Thanks!

Emerson

Jerle69
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Post by Jerle69 » Tue Sep 14, 2004 1:40 pm

bilkosbi:

I know exactly what you want and agree with you too. Believe it or not, there actually *is* an "inner" radius on leash stakes (and mobile leashes too), but it's hardwired to 10 feet. :( You have to change many numbers if you'd like to set it yourself, but you wouldn't be able to set it on the fly this way. I'd change the leash commands but it'd break the leashing to a master (since logically the inner radius parameter should come after the distance parameter (or outer radius). Unfortunately that parameter is an optional master.

I could put another command though--perhaps something along the lines of /leashflex <%>. This "leash flexibility" adjustment would allow you to set a value between 10 and 100 percent. If you specify 10%, your stake point or npc return is strict, and when you're returning to the stake your "inner radius" is 10% of the leash length (which is pretty close to returning you to the exact point every time). At 100%, you'd return within 100% of your leash's length to the stake point (or NPC), which means you won't really return to the stake or npc, but you'd never leave the leash's radius circle either.

I think this does what you want and is probably easier to understand. I'll try to have that out soon.

emerson:

You're not doing anything wrong :) The problem here is that your "stick distance" is too strict. Stickdistance is RH's safety mechanism that prevents you from running after a mob halfway a cross the zone if it gates or runs away from you or the assist person. If you're in a kite situation, you'll want to relax the default stickdistances to bigger numbers. For kiting, you may want to execute "/stickdist 500 500" once and then you'll see it working great.

EVERYONE:

I'm currently revamping the entire documentation of RH so that it's a reference manual in HTML. I'm also pulling out the Changelog as a separate text file. When I'm done, I'll make all three files available for download in the beginning of the thread and I'll truncate the posted macro to be JUST the macro (i.e., the documentation and changelog will be "download only). I do this in the hopes that RH may be included in the final MQ2 release as a standard combat macro (and perhaps even become the standard combat engine format for other fighter/hunter macs).

Thanks!
--Jerle

TI994a
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Joined: Mon Oct 13, 2003 12:25 pm

Post by TI994a » Tue Sep 14, 2004 3:06 pm

Jerle-

Thanks, I didn't know about that command, and I'll check it out and use it to escape running after gating mobs...

To clarify the crash bug I had, I'd set /mainassist to TankA. I crashed, and the tank died. I logged back in, and got rezzed, and restarted my rogue helper macro. The macro threw out some spam saying it couldn't locate the mainassist, and then it ended the macro. Several times. I ended up going into the settings.ini file, and taking the MA out manually, and then it allowed me to start up just fine. May have just been a fluke, I dunno.

As far as the verbosity settings go, I may just end up going in and setting it up myself in my own local code. I do use the mq2 chat window, but I also use it constantly for other things, while I'm fighting, and having the extra spam in there just isn't necessary for the way I use MQ on my rogue. Just a bit of extra work on my part, so no biggie. Basically just gotta recode all /echo commands into /if verbosemodeon /echo commands.

Thanks for all your hard work!

- TI

Jerle69
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Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Tue Sep 14, 2004 7:53 pm

TI994a:

No problems, dude. I couldn't replicate the crash-bug-ma-not-there thing =(. I set the main assist to a bogas person, camped, logged back in and loaded RH and it was fine. Not sure I can make it die.

EVERYONE:

I may do the verbose thing in the future, but I gotta get out of here. I live on the panhandle of Florida and Ivan is about to destroy my shit!

Oh and while watching TWC all day I revamped all the documentation into a pretty HTML doc and ripped out the change log etc. Now it's a pure macro with separate docs and change logs. I'm posting these changes before testing them because of the Omens of War patch going on now. I'm hoping I didn't make any mistakes.

NEW in this version (5.9):

Separated, pretty documentation.

Smart alias loading. RH will now only initialize aliases if you're using a new version of RH or never used RH before. Bottom line: RH loads nearly instantly now after having loaded once.

/leashflex command added. This command will allow you to change the "inner radius" or the flexibility of your leash with respect to the anchor point. If you specify a low flexibility (like 1), you will return almost on top of the stake or master leash holder. If you make it loose, like 100, you'll not wander beyond your leash length, but you won't return to the stake or master after fighting, either.
--Jerle

storekeeper
orc pawn
orc pawn
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Post by storekeeper » Wed Sep 15, 2004 12:33 am

don't see any word on making the rh_items and rh_setting files character specific....is this a feasible idea?

Jerle69
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Post by Jerle69 » Wed Sep 15, 2004 11:41 am

I didn't know anyone had more than one rogue, but I can certainly put in support for multiple characters. After Omens of War calms down, I'll see what I can do.
--Jerle

bilkosbi
decaying skeleton
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Post by bilkosbi » Wed Sep 15, 2004 12:05 pm

rh59 corrupt

Jerle69
a hill giant
a hill giant
Posts: 263
Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Wed Sep 15, 2004 3:19 pm

I just downloaded it to a new computer and had no trouble extracting all the files. I am using WinRAR as a zip tool (and not winzip), but it is a ZIP format file. Can anyone else let me know if they have issues with the ZIP? I'm fine on all systems.

Thanks,
--Jerle