Warrior-autogrp.mac Rogue-autogrp.mac Cleric-autogrp.mac

Macro depository for macros written before the user variable changes that broke all of them.

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roguish
orc pawn
orc pawn
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Joined: Sun Jul 21, 2002 1:11 am

Post by roguish » Sun Dec 29, 2002 3:58 pm

Ice:

Ok.. hmmm... Let's start easy with it. Start with the warrior. Assume the warrior is a pet and you are a healer of some sort and you want the warrior to go get stuff... pull it back, and kill it and you will MANUALLY heal the warrior (no cleric bot yet). To do this:

1. Take your warrior somewhere where everything is green to practice first.

2. Go into the script and where it says "MainHealer" replace it with your HEALER's first name.

2. Run the warrior script. Yes, nothing will happen. THe warrior might move a step forward and back, but he does nothing until you issue commands to him through a chat channel. Note that at the beginning of Sub main the first command is:

Code: Select all

/join chatchanalert
That creates a channel to which you MANUALLY at this point announce commands and to which the Warrior bot responds. You can name this channel whatever you want but BE CAREFUL what you name it and be sure that if you set to autojoin that channel at some point it is not a guild channel if you log in a different character (or you will be auto-announcing things for the guild to see and that might raise questions).

3. On the MainHealer character /join chatchanalert (again, name it something different that suits your fancy). Both the healer and the warrior must join the same chat channel.

4. On your MainHealer make a series of hotbuttons that correspond to the commands in the Warrior Sub_Event Chat list (A. 'Attack my target guys!!!", B. 'Follow me guys', etc.). These hotbuttons should announce to the channel you have set up for inter-character communication the commands EXACTLY as they are listed in the warrior script. For me, that channel, when set up, was always '/3' as the other two channels were guild channels associated with my class chat for guild and raid channel outside of /gu.

5. Now, with the warrior at your side, say in East Commons, target something with your MainHealer character. Make sure the Warrior script is running. Now hit the "Attack my target guys!!!" hotbutton.

6. Warrior should respond by instantly turning to the target and running off after it (like a pet).

7. You could follow the warrior and heal there OR you could wait until the warrior starts hitting the target and then click the "Follow me guys" hotbutton. If you do the latter the warrior will turn around and run back to you (with the aggroed mob following).

8. When the warrior is within healing range (or wherever you want him) you make sure the mob is still targetted on the MainHealer and hit the 'attack my target guys!!!' hotbutton again. Warrior will then turn and attack target. Heal as needed. Note the warrior will starting screaming in the chat channels for heals to get your attention if his HPs get too low. The cleric is not set to respond to any chat requests for heals-- if you run the cleric bot it looks directly at the warriors health and heals as needed. This feature is there simply to make sure you are paying attention.

"Attack" and "follow me" are used in the above context as a 'fetch' command. Variations of the technique I used were "Stay here guys" which caused the pets to go off auto-follow while I (the healer-- a 65 Cleric) would go pull with my Mark of Karn BP or pacification plus MoK. This would cause single mob to aggro on me and when it got close enough I would "Attack my target guys!!!" and the warrior would turn on it and taunt it off me.

You add in the cleric script by just 'starting' the cleric script. In a simple situation all this does (assuming the warrior is grouped with the cleric) is it allows you to still do the pulling manually, but once the fighting starts you don't have to worry about heals. You can chat with friends, watch TV, do whatever while the warrior kills the target. Of course, if you get adds or the situation becomes more complicated, you have to step in. If things get messy I sometimes would stop the cleric script (I had a hotbutton panel with all the commands in it-- start the macro, end it, announced commands, etc.) and direct the healing process manually but use the "attack my target" command to direct the warrior. If you have 2 or 3 boxed before with simple macros, Xylobot, or even without you know the routine.

You add in the rogue to the situation simply by starting the rogue script. He will act as an adjunct to the warrior and will /assist off the warrior. The rogue will try to always move to the backstab position on the fight by circling the mob. If the warrior is successfully taunting this becomes easy and the mob goes down fast.

The cleric script is particularly useful in this context as it ensures healing of all characters even in tight situations like this. Again, just think of the warrior and rogue as pets-- the commands are basically the same for this.

Finally, the cleric script was really dual purpose for me. I tweaked it especially for situations in high-impact dungeons like VT or 3rd Tier PoP Planes where cleric healing is split second and there are long, boring waits with sudden descent of 15 or so mobs the guild must clear. I would set the cleric on auto-follow mode on another PC (see script) and it would follow the PC around (I would pick people I knew who were rarely afk). The cleric would follow around and when the fighting started he simply automatically went off auto-follow and started healing. Once the fight was over I would restart the autofollow.

It allowed me to watch the fight properly, deal with /tells, and generally be a more effective cleric. Any decent cleric can use this script to make themselves far more efficient. You still need to use your brain, it just makes some obvious decisions faster for you and leaves the higher order tactics to you. It helps to go through the cleric script and understand the logic of it. You just have to take the time to read it (that will also allow you to learn the macro language and tweak the script for your own situations).

So, bottom line: two main modes for these scripts,

1. a semi-automatic cleric where you manually pull, and the warrior/rogue would kill with the cleric auto-healing.

2. There was also a 'raid mode' for the healer for keeping up with fast action high impact dungeons where the healer would make the right healing spell choice to ensure the group stayed alive. I generally did not bring the warrior/rogue bots into such a situation as my guild did not like alts on raids unless they were a critical class we were missing that day.

Finally, I alluded to uses of the scripts above where modifications could be used to auto-pull fairly static camps. I leave the more difficult outdoor zones to the manual pull modes or the now very excellent scripts based on HUNTER that are on the boards.

Hope this helps...

Iceassassin
a lesser mummy
a lesser mummy
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Joined: Tue Nov 05, 2002 11:40 am

HOLY

Post by Iceassassin » Sun Dec 29, 2002 7:30 pm

Woah! so i need a main healer? :D WHy am i so unlucky? All the other warriorgrp ones dont' work for me. :cry:

roguish
orc pawn
orc pawn
Posts: 29
Joined: Sun Jul 21, 2002 1:11 am

Post by roguish » Sun Dec 29, 2002 10:28 pm

Well, you don't NEED a healer to run this-- but as you can imagine it helps so as not to die hehe...

Ok, so you are planning to use this is a group with people who are not MQ-ing where there is already a healer. So, the way to fix this is to change the script-- set the variables directly from hotbuttons:

1. Make a hotbutton in eq that is entitled "Auto-Attack" or whatever. Put into that attack button:

/attack on
/varset v15 1
/varset v22 1

2. Make a hotbutton in eq that is entitled "Attack Off". Put into that attack button:

/attack off
/varset v15 0
/varset v22 0

3. Remove the ENTIRE Sub HealsMePlease routine. Remove the line at the beginning the sub Main about /join chatchanalert

4. You might want to also remove ALL the Sub Event_Chat routines to prevent something weird from happening in case someone says exactly those words in a chat channel. Note the variables that are set there-- that is what you need to change if you want to mimic any of those actions.


Now start the script. Target a mob. Hit the "Auto-attack" hotbutton. It will run at the mob and not come off target until it it dead or you hit attack off button or stop the script. It will still taunt, etc. It will still do disciplines. It will still unload the macro AUTOMATICALLY if you zone or are killed.

Note that in high-end zones where you get a lot of enrage in large guild events that the bot will turn off when it hears the enrage text no matter WHAT mob from which it emanates. So you will have to watch that. It will also start hitting again automatically no matter what mob goes off enrage when that text appears. So you can imagine a scenario where the mob you are fighting is not enraging, another mob does... script turns off your attack... your mob enrages... script turns off attack.... the other mob goes OFF enrage and you start fighting again... WHACK... you get slammed 'cuz your mob is still enraging.

You might fix this if the enrage time is preset or can be estimated or is based entirely on the time the mob spends between a certain % health range. I was not a warrior class in game so I don't know these values or parameters offhand. If it is a simple time (say 15 seconds or whatever) you could take out the Sub Event_Offrage and modify the Sub Event_Enraged to be:

Code: Select all

Sub Event_Enraged
    /attack off
    /echo ATTACK OFF FROM ENRAGE.
    /echo ATTACK OFF FROM ENRAGE.
    /delay 150
    /echo Killing that damn mob again...  it's a wuss!!
    /attack on
/return
Bot will still turn off attack no matter what mob it hears say enrage, but it will announce that it is off attack through the /echo. You can hit 'a' yourself if you know it is not your mob enraging (or you could get more sophisticated and have a section that checks the mob's health you are fighting and do a reality check for whether it is your mob). If someone could tell you exactly when enrage comes on at %-wise, and the manner by which turns off-- timer or lowered % health, just set that as the reality check level).

Hope that helps.

Roguish

Iceassassin
a lesser mummy
a lesser mummy
Posts: 49
Joined: Tue Nov 05, 2002 11:40 am

Wow!

Post by Iceassassin » Mon Dec 30, 2002 2:06 pm

Wow! Ub3r programmer. Now lets see... Any way where I don't even have to push the hot buttons? :D :D :D :D l4y-z

roguish
orc pawn
orc pawn
Posts: 29
Joined: Sun Jul 21, 2002 1:11 am

Post by roguish » Mon Dec 30, 2002 4:58 pm

Ice,

I keel you. Have fun...

Roguish

Iceassassin
a lesser mummy
a lesser mummy
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Joined: Tue Nov 05, 2002 11:40 am

LoL

Post by Iceassassin » Mon Dec 30, 2002 6:16 pm

I love you too!

Rass
orc pawn
orc pawn
Posts: 13
Joined: Sun Dec 29, 2002 9:59 am

cleric doesn't work

Post by Rass » Mon Dec 30, 2002 7:18 pm

Any reason why the I get the error saying it can't load the loot.mac? it is in the same directory with the macros. if I comment out the loot.mac from loading then I get something saying I'm not using the correct varsets. Any ideas?

Cheers

asta
decaying skeleton
decaying skeleton
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Joined: Wed Dec 25, 2002 5:30 pm

Post by asta » Tue Dec 31, 2002 10:22 am

Just wanted to thank Roguish for this contribution.

As a note though, if you are running this via EQW be sure to keep the main healer running in the foreground or he will lag behind on the Cheal firing percentages, this can be VERY BAD THING, wth the new PoP yard trash.

don'tdoit
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Post by don'tdoit » Tue Dec 31, 2002 12:26 pm

enrage always hits at 10% exactly for mobs that do enrage. It is time based from there, but not sure of the time it lasts (15 secs? 30?).

Shammy
orc pawn
orc pawn
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Joined: Sat Dec 28, 2002 2:33 pm

Post by Shammy » Thu Jan 02, 2003 9:27 am

Hi, great macroes and I enjoy using them.

However, how can I start the war/rogue macro with a command that includes the name of the player the warrior will assist ? Tried setting a variable, but I promptly messed up the entire macro :)

Would it be possible to make the war/rogue automatically go back to an assigned "campspot" after each fight?

roguish
orc pawn
orc pawn
Posts: 29
Joined: Sun Jul 21, 2002 1:11 am

Post by roguish » Fri Jan 03, 2003 1:01 am

Sorry for no answers for last couple of days. Been out of town for New Year's and only just recovered.. uuhr... back in town...

Rass: I don't know why this is the case. I would check the spelling and all of the loot.mac macro exactly-- As I recall it had a different name. I have offloaded all that stuff from my computers since I have stopped the game and removed some computers so I can't access the original files. All I recall was that all were in the macros folder. Other than that I have no idea why it is not working for you as I copied them directly from my files and others seem to have things working great. You might want to run them one at a time and see if you can get them working by themselves.

asta: Asta's warnings are very appropriate. PoP yard trash is nasty as hell and you might want to move up the set point for heals to higher in some cases.

don'tdoit: thanks for that 10% info. I suspect around 13 seconds -- I checked several eqlogs I still had in old folders and, for those mobs that survived from the time they ENRAGED it looked like 12 or 13 seconds according to the log timers.

Shammy: You can set that. Note in the macros posted elsewhere on the board there are spellsub routines for buffing that can strip the name from a tell as I recall and parse it into a variable. Also, a person who is asking for an assist can do it if you want. One of the passed variables is the name of the person sending a tell. Check the information guide that comes with Macroquest on passed variables. It would take a modest rewrite of the script to do it... but it ain't that hard and would be fun learning, eh? ;)

As to going back to assigned spot... sure. Note at the end of the warrior script there is a section on sending the warrior along certain paths and back to pull. No reason you cannot modify that to be called when the script encounters "you have killed a" or "gained party experience" or the original target is dead (again, there are loot scripts you could adapt).

I would do the programming my self to help you (it's pretty straightforward) but I have deleted those character accounts so can't test them...

Ciao...

Shammy
orc pawn
orc pawn
Posts: 17
Joined: Sat Dec 28, 2002 2:33 pm

Thx

Post by Shammy » Fri Jan 03, 2003 6:32 am

Thanks for the ideas, I will give it a try.

/bow

Jay
a lesser mummy
a lesser mummy
Posts: 59
Joined: Tue Jan 28, 2003 11:37 am

Just using rogue

Post by Jay » Tue Jan 28, 2003 11:44 am

I just want to use the rogue part of this script so that when I 2-box I don't need to pay as much attetion to where the mob is and such. I have 3 questions.

1: How do I use just the rogue script by itself
2: How do I get the rogue to return to the camp
3: When I do get it to work by gheto hacking the script, the rogue never backstabs and never moves around the target

Any advice? Thank you much in advance

Jay

Ariain
a ghoul
a ghoul
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...

Post by Ariain » Tue Jan 28, 2003 5:45 pm

Show us your ghetto hacked script.

Jay
a lesser mummy
a lesser mummy
Posts: 59
Joined: Tue Jan 28, 2003 11:37 am

Post by Jay » Tue Jan 28, 2003 7:14 pm

You know, I was wondering why my gheto hacked code did seem to do what I expected when I ran it. I had the ghetto script in the wrong directory and the origional code in the right directory. Bah.

Also, I assume that the name "warriorminion" is to be replaced with the name of the warrior correct?

Jay