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Posted: Fri Mar 18, 2005 3:13 am
by Lacky
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.
Group TLO Mods
Posted: Mon Mar 21, 2005 1:35 pm
by Qirx
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.
Posted: Mon Mar 21, 2005 3:32 pm
by fallon
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?
Unable to use any set commands
Posted: Tue Mar 22, 2005 1:17 pm
by SumOne
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.
Posted: Tue Mar 22, 2005 1:48 pm
by Druidpwn
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
Posted: Tue Mar 22, 2005 2:04 pm
by SumOne
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
Posted: Tue Mar 22, 2005 6:17 pm
by Druidpwn
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.
Posted: Tue Mar 22, 2005 7:07 pm
by Devious_D
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
Posted: Wed Mar 23, 2005 10:20 am
by SumOne
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.
Posted: Fri Mar 25, 2005 1:42 pm
by A_Druid_00
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.
Posted: Fri Mar 25, 2005 2:07 pm
by fallon
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?
Posted: Fri Mar 25, 2005 2:11 pm
by A_Druid_00
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!
Posted: Fri Mar 25, 2005 2:12 pm
by A_Druid_00
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.
Posted: Fri Mar 25, 2005 3:44 pm
by fallon
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?
Posted: Sat Mar 26, 2005 3:26 pm
by nils
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