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

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Lacky
a hill giant
a hill giant
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Post by Lacky » Fri Mar 18, 2005 3:13 am

Now I might be wrong.... But are you sure the zip you sent out has the Group TLO Fixes? Ignore this if I am wrong... I will try downloading the zip again and what not.
So I am wrong, Sue me.

Qirx
decaying skeleton
decaying skeleton
Posts: 7
Joined: Tue Sep 14, 2004 11:57 pm

Group TLO Mods

Post by Qirx » Mon Mar 21, 2005 1:35 pm

It seems that the group TLO having to do with pets hasn't been updated. I went in and manually changed it in my copy and at least now I don't get erros in the macro when its running. I'm not sure if its actually working correctly as I haven't tested it yet. I'll do that more today. The only change that I made was to replace all remainnig "${Group[" with "${Group.Member[". I'm not entirely sure that that's sufficient or correct.

fallon
a lesser mummy
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Post by fallon » Mon Mar 21, 2005 3:32 pm

I did that search and replace and found the couple I misses when I updated it to version 1.1. Did you find these problems with v1.1 of the macro?

SumOne
a lesser mummy
a lesser mummy
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Joined: Thu Jan 13, 2005 9:14 pm

Unable to use any set commands

Post by SumOne » Tue Mar 22, 2005 1:17 pm

I'm not sure if I am doing something wrong, or if it is a bug. None of the aliases are working for me any more (like /ma1 TankName, /rdpause, etc). The only way I am able to make adjustments is by editing the .ini file and reloading the macro. When I attempt to set a parameter it get an error back stating "That is not a valid command. Please use /help" from the EQ game engine.

Druidpwn
a lesser mummy
a lesser mummy
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Post by Druidpwn » Tue Mar 22, 2005 1:48 pm

if you're able to get the macro running, you can try and do /call LoadAliases. my account is inactive so im unable to look into it, hope this helps

SumOne
a lesser mummy
a lesser mummy
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Post by SumOne » Tue Mar 22, 2005 2:04 pm

The macro seems to run fine except for the aliases..

I tried the /call LoadAliases and got the following error, and then ended:

Flow ran into another subroutine

RDDeclares.inc@170 (LoadAliases) : Sub LoadAliases Buffbeg.inc@161(Buffbeg): /if(!${HasteBegTimer}&&
${HasteBeg}){
raiddruid.mac@25(Main): /call BufBeg

Druidpwn
a lesser mummy
a lesser mummy
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Joined: Tue Jan 18, 2005 7:21 pm

Post by Druidpwn » Tue Mar 22, 2005 6:17 pm

the only thing i can think of to force loadaliases is to change the Version # in youcharacter_RD.ini. im not certain that that's the problem, but its all i can think of as the noob i am.

Devious_D
a lesser mummy
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Post by Devious_D » Tue Mar 22, 2005 7:07 pm

you can't do a /call LoadAliases because it doesn't seem to actually be doing a call like its supposed to be, but temporarily transfers the code there and you end up getting the "Flow ran into another subroutine " error. in every macro i've written i've never been able to manually do a /call command

SumOne
a lesser mummy
a lesser mummy
Posts: 32
Joined: Thu Jan 13, 2005 9:14 pm

Post by SumOne » Wed Mar 23, 2005 10:20 am

Druidpwn wrote:the only thing i can think of to force loadaliases is to change the Version # in youcharacter_RD.ini. im not certain that that's the problem, but its all i can think of as the noob i am.
Thanks Druidpwn. I removed the "Version 6.8" line from my player Ini file. Doing that is forcing it into a version mismatch and it's causing it to load the aliases.

A_Druid_00
Macro Maker Extraordinaire
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Location: Rolling on the Lawn Farting

Post by A_Druid_00 » Fri Mar 25, 2005 1:42 pm

Some thoughts on the Shaman/Necro heal code.

Instead of trying to screw with HP thresholds to decide whether or not to heal a shaman/nec vs. other players make it event driven. I haven't quite worked out the exact processes needed in the event, and I don't really have a way to test it out since I'm done with EQ, but I think it would work a lot better than just setting a % of HPs to heal the shm/nec vs other classes.

It'll be a pain to code and take a ton of testing, but I bet it would be pretty damn efficient if implemented correctly.

Oh, and it looks like there's going to be a new toggle needed to switch between DPS and Healing stances soon. Could even make it somewhat intelligent and auto switch to the Healing stance automatically if UseCH is on and DPS if not. I wonder if they'll put a refresh timer on stances.......... I almost want to activate my account just to play with this new crap.
[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]

fallon
a lesser mummy
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Post by fallon » Fri Mar 25, 2005 2:07 pm

Are you talking about looking for "Cannibilize" or a "Canning, don't heal me" type message message from the shammy, then not healing him for a duration after that message?

A_Druid_00
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Location: Rolling on the Lawn Farting

Post by A_Druid_00 » Fri Mar 25, 2005 2:11 pm

Another thought, this one on taking too long to decide to heal when buffing. Spell Routines is holding up RD going through the memming/waiting/begin casting process. It basically doesn't call the Check4Pad sub until it gets to the actual casting of the spell. A couple strategically placed /call CheckGroup inside spell routines after it performs each little step for items/alts/spells *might* keep it from letting members die while you're memming spells. Though, in doing so you'd be calling spell routines from a sub called by spell routines.... hmmm.

Sadly, I can't play so I don't know how it would work!
[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]

A_Druid_00
Macro Maker Extraordinaire
Posts: 2378
Joined: Tue Jul 13, 2004 12:45 pm
Location: Rolling on the Lawn Farting

Post by A_Druid_00 » Fri Mar 25, 2005 2:12 pm

fallon wrote:Are you talking about looking for "Cannibilize" or a "Canning, don't heal me" type message message from the shammy, then not healing him for a duration after that message?
I was thinking more along the lines of check the shaman's HPs, and if they're below the healpct, check the event to see if he was the last person hit. Just set a variable linked to the ID of the last person hit, and check that ID against the Shaman/Necro's ID to see if they match.

Something like

#event ShammyHit "#1# hits #2# for XXX points of damage"

Then set a variable called LastManHit and set it to #2#. Should probably evaluate #1# before setting #2# to make sure it's an NPC as well.

I can go on from there, but it would take a lot of logic testing with a shaman to be my test dummy.
[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]

fallon
a lesser mummy
a lesser mummy
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Post by fallon » Fri Mar 25, 2005 3:44 pm

The only problem I have with that would be requiring others hits to be on to catch the trigger text. Most people I know (including myself) leave others hits off due to lag/spam issues. This is mostly a raid type issue, and you could toggle the hits mode on or off for raids and what not, but that's a bit of an ugly situation.

Maybe check an array of NPC's in range of the shammy to see if any of them have the shammy targeted or the like? I could see that getting pretty slow though. Checking to see if the MA1's target had the shammy targeted might work, but then an add mauling the shammy would be percieved as canning...

Anybody else have any ideas, or see any holes in my logic?

nils
a grimling bloodguard
a grimling bloodguard
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Post by nils » Sat Mar 26, 2005 3:26 pm

Providing you have the crazybard version of mq2moveutils (the one with /moveto loc) the 'autoninja' works mostly, the char will move to the corpse but doesn't move back to the spot it was sitting (seems to update it's loc just before it moves back)

Nils