A forum for macro code snippets to be used in writing other macros. Post routines or .inc files here only, completed macros go to the Macro Depot. MQ2Data format only!
Moderator: MacroQuest Developers
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micron1090
- orc pawn

- Posts: 11
- Joined: Fri May 14, 2004 10:39 am
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by micron1090 » Fri Dec 10, 2004 8:52 am
Well adding the delay didn't work for me last night using a 15 second give up time. But i did notice that i was a revision behind the current code. So i've updated and will try again tonight.
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A_Druid_00
- Macro Maker Extraordinaire
- Posts: 2378
- Joined: Tue Jul 13, 2004 12:45 pm
- Location: Rolling on the Lawn Farting
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by A_Druid_00 » Fri Dec 10, 2004 9:08 am
That might do it then, because I've run into that situation a couple times. But, it times out after my delay is up.
[quote]<DigitalMocking> man, A_Druid_00 really does love those long ass if statements
<dont_know_at_all> i don't use his macro because i'm frightened of it[/quote]
[quote][12:45] <dont_know_at_all> never use a macro when you can really fuck up things with a plugin[/quote]
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wolfbaby
- a lesser mummy

- Posts: 45
- Joined: Mon Sep 06, 2004 5:34 am
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by wolfbaby » Fri Dec 10, 2004 10:20 am
If the mob resist my spell , how can i recast it ?
who to use the /call cast
to recast a spell if it 's resisted.
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fearless
- Not a Psychic
- Posts: 2684
- Joined: Wed Mar 10, 2004 3:52 pm
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by fearless » Fri Dec 10, 2004 10:25 am
Reading . . . it's not just for me.
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
[quote="Ccomp5950"]Fearless showed me the light, you too shall learn.[/quote]
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A_Druid_00
- Macro Maker Extraordinaire
- Posts: 2378
- Joined: Tue Jul 13, 2004 12:45 pm
- Location: Rolling on the Lawn Farting
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by A_Druid_00 » Fri Dec 10, 2004 10:31 am
wolfbaby wrote:If the mob resist my spell , how can i recast it ?
who to use the /call cast
to recast a spell if it 's resisted.
There's about 100 other macros that employ resist logic on these boards. Some simple, some not so simple. Mine sets a counter that increments with each successive resist until it reaches a Max Number of resists configured by me. Others re-cast on resists endlessly.
Take a look in Macro Depot 3.0 for some examples, and post your code in Macro Help if you get stuck somewhere. I'm more than happy to help, once you've shown that you did more than just come up with an idea and ask someone to show you how to implement it for you.
[quote]<DigitalMocking> man, A_Druid_00 really does love those long ass if statements
<dont_know_at_all> i don't use his macro because i'm frightened of it[/quote]
[quote][12:45] <dont_know_at_all> never use a macro when you can really fuck up things with a plugin[/quote]
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Cr4zyb4rd
- Plugins Czar
- Posts: 1449
- Joined: Tue Jul 20, 2004 11:46 am
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by Cr4zyb4rd » Sat Dec 18, 2004 8:59 am
Item casting is currently somewhat broken after the 12-17 patch. The issue is that items now have up to 5 effects (this is part of the fix for items with multiple procs not firing, I've been told) so an item with say a proc and a clicky effect looks to a macro as if it only has a proc. It's going to take me a day or two to code up new MQ2Data support for this (and possibly massage the ITEMINFO struct a bit) unless somebody else gets to it first.
In the meanwhile, rusty or somebody could probably bandaid the problem by just removing a few sanity checks or something from spell_routines, but I'm not going to do it myself...i'd rather work on fixing the "real" problem.
Just a heads up guys...sorry this patch borked things a bit, but in the end we'll have more accurate information about item effects to play with.
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fantum409
- a ghoul

- Posts: 141
- Joined: Fri Nov 14, 2003 10:03 pm
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by fantum409 » Sat Dec 18, 2004 4:20 pm
Deleted, as the temp fix for item casting is no longer needed now that MQ2 is fixed.
Thanks Devs.
Last edited by
fantum409 on Fri Dec 31, 2004 10:42 pm, edited 1 time in total.
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fantum409
- a ghoul

- Posts: 141
- Joined: Fri Nov 14, 2003 10:03 pm
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by fantum409 » Sat Dec 18, 2004 11:17 pm
LoL. No offense intended to CB either... It has been apparent you've been making a ton of progress adapting our source to the newest patches. Excellent work.
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Cr4zyb4rd
- Plugins Czar
- Posts: 1449
- Joined: Tue Jul 20, 2004 11:46 am
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by Cr4zyb4rd » Mon Dec 20, 2004 9:14 am
I'm pretty sure the latest zip has all of the fixes that I've managed to come up with to help resolve this issue, but in my half-assed testing of various macros I've still seen a few places where spell_routines gets jammed up.
Using the *latest* zip, if rusty or somebody could take a peek and find out exactly what's the issue here (I highly suspect some MQ2Data object isn't returning what it used to) or even a list of specific items or types of items that aren't working, I can try to come up with some more band-aid type fixes and try to get them into the source.
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A_Druid_00
- Macro Maker Extraordinaire
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- Joined: Tue Jul 13, 2004 12:45 pm
- Location: Rolling on the Lawn Farting
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by A_Druid_00 » Thu Dec 23, 2004 8:03 am
One thing I've noticed with this inc is that it still gets jammed up trying to cast while stunned or silenced. It doesn't seem to happen 100%, but there are times when I /call Cast and spam the hell out of myself with Stun/Silence messages.
On second thought, I'm guessing it's justthe /delay 3s expiring after CAST_STUNNED, because it only seems to happen on longer duration stuns and silences.
[quote]<DigitalMocking> man, A_Druid_00 really does love those long ass if statements
<dont_know_at_all> i don't use his macro because i'm frightened of it[/quote]
[quote][12:45] <dont_know_at_all> never use a macro when you can really fuck up things with a plugin[/quote]
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A_Druid_00
- Macro Maker Extraordinaire
- Posts: 2378
- Joined: Tue Jul 13, 2004 12:45 pm
- Location: Rolling on the Lawn Farting
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by A_Druid_00 » Thu Dec 23, 2004 9:15 am
Oh, and maybe I'm missing something; but there appears to be a loop if you happen to get FDed mid-casting. The !${Me.Standing} check only happens at the beginning of /call Cast, and #event Standing only resets CastReturn to CAST_RESTART, which sends you to the beginning of the :cast_xxxx_loop it gets fired in.
So, if I'm reading it right, you'll get the Event_Standing to fire, but it will continuously loop through the :cast_xxxx_loop until you manually intervene and stand up. If I had to think of a place to fix it, I'd say add a /stand to Event_Standing. Or even an /if (!${Me.Standing}) /stand, like you have at the beginning. The /if seems unnecessary though, as you shouldn't be standing if this event fires.
I believe this happened to me on my druid epic fight a month or so back, and I just never really identified why it happened until now.
[quote]<DigitalMocking> man, A_Druid_00 really does love those long ass if statements
<dont_know_at_all> i don't use his macro because i'm frightened of it[/quote]
[quote][12:45] <dont_know_at_all> never use a macro when you can really fuck up things with a plugin[/quote]
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cutforfun
- decaying skeleton

- Posts: 6
- Joined: Mon Dec 06, 2004 4:13 pm
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by cutforfun » Sat Jan 08, 2005 2:25 pm
How do i install this, no one tells the newbs how to do this lol, do i install it like a macro and compile it? do i paste it in a folder? flame me i dont care but someone has to tell us how to set it up
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aChallenged1
- a grimling bloodguard

- Posts: 1804
- Joined: Mon Jun 28, 2004 10:12 pm
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by aChallenged1 » Sat Jan 08, 2005 2:43 pm
You don't install it. You simply copy the text into notepad and save it with the name given making sure to switch the "Save As" from txt to ALL. It goes in your macro directory.
Fuck writing MQ2 macros. Go with IS scripts; IS Rules!
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Neolesh
- a hill giant

- Posts: 231
- Joined: Mon Aug 23, 2004 11:15 am
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by Neolesh » Sun Jan 09, 2005 2:58 am
You take all the text from it and copy into your MQ2Main.cpp at the bottom, then recompile mq2, then you take the code again and put it into another cpp file called Imafuckingmoron.cpp and compile that and copy the results into your Istilldontfuckingunderstand folder. Then you can RTFM. And then you might understand.