AFNuke mac (Wiz Bot Mac update: 12-02-04)

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

Moderator: MacroQuest Developers

the_horror
a lesser mummy
a lesser mummy
Posts: 36
Joined: Mon May 31, 2004 2:42 pm

medding

Post by the_horror » Tue Jun 01, 2004 3:27 pm

I am having an issue with medding. I am on a mount, I am lvl 42 when i run out of mana the macro crashes. Have not change the script at all yet still learning. anysuggestions BTW great script.

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Tue Jun 01, 2004 3:45 pm

MagicMan wrote:That is:

It swaps the manarobe into the chest slot.
Puts ele robe in bag.
Clicks the robe.
Swaps the ele robe back into chest slot.
Puts mana robe into bag.
Puts mana robe back into chest slot
Puts ele into bag
clicks the robe
etc...

I had a similar issue with the flux staff if it wasn't in a general inventory slot.

Dangerous if your semi afk cause it screams "LOOK AT ME!! I'M MACRO'D"
Yeah you're exactly right. The thing is, I did it like that because it also has to support using a time wand or wiz epic to refresh force shield/barrier of force when they get eaten by the manarobe. It's gonna have to stay like this until I find a prettier way of doing it. ;)

Azum
a hill giant
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Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Tue Jun 01, 2004 8:13 pm

afnuke.mac updated - first post

afnuke.inc created - third post

afnuke.txt moved to seventh post.

Fixed the manarobe issue, now leaves it on til it's done manarobing.

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Re: medding

Post by Azum » Tue Jun 01, 2004 11:18 pm

the_horror wrote:I am having an issue with medding. I am on a mount, I am lvl 42 when i run out of mana the macro crashes. Have not change the script at all yet still learning. anysuggestions BTW great script.
Are you using a hack to use mounts without models? That's the only thing I can think of that might possibly make it crash based on what little information you provided.

Just_Another
decaying skeleton
decaying skeleton
Posts: 5
Joined: Sun Nov 30, 2003 11:14 am

Post by Just_Another » Wed Jun 02, 2004 10:53 pm

Great Script Azum, I must say it's quite a nice piece of work

but I was wondering if you could add: Phylactery
to the script? and if it would work from inventory too it would rock
Thanks :D

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Thu Jun 03, 2004 4:59 am

Just_Another wrote:Great Script Azum, I must say it's quite a nice piece of work

but I was wondering if you could add: Phylactery
to the script? and if it would work from inventory too it would rock
Thanks :D
Added that and some other stuff..

First, third, and seventh post updated..

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Thu Jun 03, 2004 4:47 pm

afnuke.mac updated - First post

afnuke.inc updated - Third post

afnuke.txt updated - Seventh post

Added Junk Buffs (Buffs to get rid of if you need to self buff and have 15 buffs on). Improved Snare/Temp Staff. Added resist detection and retry number for recasts on resists for Snare/Temp Staff. Nukes and Concussions will still ignore resists.

sj_digriz
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Post by sj_digriz » Fri Jun 04, 2004 1:42 pm

Would it possible to have the 4 Assist names use a Set variable? So that during a raid as the target types change I can change all of the assists. We tend to plow with hybrid tanks, then switch to Warriors for the main named.

Would like to send something like

/afnuke ass1 newMA1name
/afnuke ass2 newMA2name

without having to stop the macro.

I'm a total newb with MQ. Hope this isn't a stupid request.

k7
decaying skeleton
decaying skeleton
Posts: 6
Joined: Fri Jun 04, 2004 1:58 pm

Post by k7 » Fri Jun 04, 2004 2:11 pm

I noticed there's an option for the Xuzl sword. Might be an idea to add support for the AA xuzl, as well as the clickie xuzl
http://lucy.allakhazam.com/item.html?id=28977
Also, if it isn't already, when the familiar is checked it should be gotten rid of it the spawn is still there (/pet get lost). A simple /if %M like "*familiar" should do the trick.


An exclude list would also help a lot. It's annoying having to keep moving back to camp everytime the puller brings a splitter... Plus you really don't want to be nuking certain named mobs on some encounters (like two certain decorins on the RZ script).

Been using the script for a while now, and it works great!

Edit: Is it possible to add a mez check that will interrupt the current spell and redo /assist?
Last edited by k7 on Fri Jun 04, 2004 2:21 pm, edited 1 time in total.

sj_digriz
a lesser mummy
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Post by sj_digriz » Fri Jun 04, 2004 2:14 pm

k7 wrote:Also, if it isn't already, when the familiar is checked it should be gotten rid of it the spawn is still there (/pet get lost). A simple /if %M like "*familiar" should do the trick.
My pet got tossed when it autocast last night. Either that or I did it without thinking cuz I've done it 4.2 bazillion times

Azum
a hill giant
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Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Fri Jun 04, 2004 2:45 pm

k7 wrote:I noticed there's an option for the Xuzl sword. Might be an idea to add support for the AA xuzl, as well as the clickie xuzl
http://lucy.allakhazam.com/item.html?id=28977
Also, if it isn't already, when the familiar is checked it should be gotten rid of it the spawn is still there (/pet get lost). A simple /if %M like "*familiar" should do the trick.
The Xuzl code is currently nothing but the AA. The GOD Xuzl AA is passive, so it's activated with this as well. The only thing it's not currently doing is actually casting the Xuzl spell. If you want an option to use a 10 second cast time Xuzl pet I guess I could put it in, seems like a waste of time you coulda been spending doing some real damage though.

As far as the familiar goes, there's already code in place that does a /pet get lost. It's in the main loop, and after the familiar is summoned. You might have an older version before that was put in.
k7 wrote:An exclude list would also help a lot. It's annoying having to keep moving back to camp everytime the puller brings a splitter... Plus you really don't want to be nuking certain named mobs on some encounters (like two certain decorins on the RZ script).

Been using the script for a while now, and it works great!

Edit: Is it possible to add a mez check that will interrupt the current spell and redo /assist?
Yeah, an exclude list would be good. I just need to figure out how to implement one. ;) A temporary fix is to set mobhealth at 90 or thereabouts, and you shouldn't have any problems with nuking mez-parked Decorins who are probably at 98-100 health. I'll see about working on an exclude list though.

Mez check, I've thought about that, just not sure how I'd go about coding it, and it'd probably be a real bitch to debug. I'll figure something out.

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Fri Jun 04, 2004 2:49 pm

sj_digriz wrote:Would it possible to have the 4 Assist names use a Set variable? So that during a raid as the target types change I can change all of the assists. We tend to plow with hybrid tanks, then switch to Warriors for the main named.

Would like to send something like

/afnuke ass1 newMA1name
/afnuke ass2 newMA2name

without having to stop the macro.

I'm a total newb with MQ. Hope this isn't a stupid request.
Well, right now there's only variables for up to 3 assists. You can feed them all to the macro when you start it - like /mac afnuke tank1 tank2 tank3 - or /mac afnuke tank1, tank2 - or /mac afnuke tank1, etc. I'll throw in an echo toggle to change them while the macro is running though.

sj_digriz
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Post by sj_digriz » Fri Jun 04, 2004 3:04 pm

Azum wrote:Well, right now there's only variables for up to 3 assists. You can feed them all to the macro when you start it - like /mac afnuke tank1 tank2 tank3 - or /mac afnuke tank1, tank2 - or /mac afnuke tank1, etc. I'll throw in an echo toggle to change them while the macro is running though.
Ah, I see now...

1st: Didn't see that you could pass more than the first tank on the command line.

2nd: Figured out that TankName is the same as mainassist1.

Thanks man, I don't really need it to be more complex than that. Unless of course you feel like it :D

SJ

Azum
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Joined: Wed Jun 04, 2003 5:04 am

Post by Azum » Fri Jun 04, 2004 3:40 pm

sj_digriz wrote: Ah, I see now...

1st: Didn't see that you could pass more than the first tank on the command line.

2nd: Figured out that TankName is the same as mainassist1.

Thanks man, I don't really need it to be more complex than that. Unless of course you feel like it :D

SJ
That's probably my fault, I chopped alot of the 'changelog' and 'instructions' out when the board started eating my post and I hadn't figured out there was a 60k limit in place. I can still see a good use for on the fly assistname switches though, so I'll probably add it in.

Casty
decaying skeleton
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Joined: Tue Feb 10, 2004 4:18 pm

Post by Casty » Fri Jun 04, 2004 5:51 pm

Suggestion, this macro is a godsend for my bot wizard. I would like to add one suggestion. I see this macro getting larger and larger and items being added that many people may not have (ie. I only use one or two of the items in the ini). I'm wondering if we can "shrink" the size of the macro by designating a few (3-5) "customable" items that the USER can input.

Ie.

I have Aten ring, elemental legs and emperor robe. What if I could add those in myself (ie. old debuff macro)? Another person could add Quarm shouldlers and force shield wand.

Dunno if this is possible. I didn't word it very well (sorry), but I have to be back at work in 10 minutes. Hope it got the gist across.