Kaladim Mushrooms

Macro requests from before the user variable changes that broke all macros

Moderator: MacroQuest Developers

jimini
decaying skeleton
decaying skeleton
Posts: 8
Joined: Sat Nov 09, 2002 7:50 pm

Kaladim Mushrooms

Post by jimini » Sun Dec 01, 2002 10:15 pm

In Kaladim, there are some mushroom spawns, specifically "Underfoot Mushroom" and "A Strange Dark Fungus". These are used in making th Kaladim Constitutional drink. They seem to be just over 6 minutes in spawning again, and can get annoying to come back to the keyboard very 5 minutes to pick them all up.

Just wondering if it would be possible to make a macro to periodically go around and pick them up? They always spawn in the same place, 10 of the Mushrooms and 7 of the Fungus, but the extra 3 mushrooms are worthless as you need equal numbers of each.

On a /items list, they show up as "Red Mushroom19985" and "Blue Mushroom19972". THere is also 1 red mushroom over somewhere else in the zone different to this area, which may complicate a macro which looks for it.

I am still new to Macroing, and I am trying to work out how to write my own macros, and my whole library is self written so far, but this I am finding a little difficult.

User avatar
L124RD
Site Admin
Site Admin
Posts: 1343
Joined: Fri Jun 14, 2002 12:15 am
Location: Cyberspace
Contact:

Post by L124RD » Sun Dec 01, 2002 11:16 pm

Salutations,
if it's Kaladim then you'd have to find where it is and call the subroutine to path from where you are to where the mushroom is... ? or am I not understanding this?

jimini
decaying skeleton
decaying skeleton
Posts: 8
Joined: Sat Nov 09, 2002 7:50 pm

Post by jimini » Mon Dec 02, 2002 12:15 am

These items are jsut groundspawn items like the green leaves in GFay. They are in a little mushroom patch in the back of kaladim. All i need this macro to do is every 6 1/2 minutes to go around and pick them up from the ground.

User avatar
L124RD
Site Admin
Site Admin
Posts: 1343
Joined: Fri Jun 14, 2002 12:15 am
Location: Cyberspace
Contact:

Post by L124RD » Mon Dec 02, 2002 12:24 am

Salutations,
yes, but Kaladim has buildings...

]\[E()
a lesser mummy
a lesser mummy
Posts: 48
Joined: Mon Sep 30, 2002 10:13 pm
Location: Flint Michigan
Contact:

hes try

Post by ]\[E() » Mon Dec 02, 2002 12:29 pm

they spawn in a little 100 x 100 square you cold make it have a home points at the gates of the farm it looks like this

|-------------|-----|
|-------------|-----| <- building
|-----farm---|---- |
|-------------|-----|
|-------------||----|



they only spawn in the farm a that i know of there might be a diffrents spawn of one muchroom but you could make it so it wont go out of the area that the farm is.....

Just a idea

-Josh

boldor
a ghoul
a ghoul
Posts: 94
Joined: Tue Sep 10, 2002 11:46 am

Post by boldor » Tue Dec 03, 2002 7:24 pm

I too have been pondering building a macro to collect these spawns, but been to lazy of late to do this.

Ideally, you could perhaps build a counter for each type of item collected in a spawn cycle. Once count is equal to 10 stop collecting that item and get the other item, until equal to 10 also.

The stray ground spawn could possibly be circumvented altogether if you could programatically determine it was outside of X radius. Sorta of like the /alert function where we can be add a radius parameter to it.

Another solution may be to take X,Y location of the stray spawn then subtract the closest ground spawn X,Y within the farm spawn area to determine a distance of point A to point B. = C

/setvar $V20 200 |max distance to stray spawn

/itemtarget "Kaladim Mushroom"
/if n $distance(target) < $v20 {
<run code>
/echo Looting Kaladim Mushroom
<loot code>
}

This is just a rough idea of what I was thinking. Then you could add in how many of each item to collect. Perhaps practice a skill inbetween.

Bolo