Moderator: MacroQuest Developers

Here, a casting cycle is 1/10th of a second. I’m not sure what you mean by waiting until the next cycle, because there is no discernable delay between a missed note and a recast.I was playing with this macro. One thing I noticed is that if you "miss a note" it waits for the next cycle to start the next song instead of recasting it right away. Sometimes bards miss notes 3-4 times in a row. This can be ineffecient or deadly.
This mac, as well as every version before it--to my knowledge--has always been able to run without selos.Are there any plans to make this macro not use selo's (Run5 AA)?
This version has an option for a fixed anchor to hold you in the same spot at all times. It’s not a good solution for every situation, but in areas with lots of mobs wondering by, It can keep you alive far longer than the rubber anchor can by eliminating zone wall collisions and other problems.[/code]does anyone have an idea how to have the wandering try and go back to the anchor point over time. When I ran this I was all over the area I was kiting in and several times I had to stop and restart the macro to get it to run in the area I wanted.

I was playing with your macro last night and this morning. comparing the functionallity with my existing macro. Whenever I missed a note, it would not start over the song in 1/10th of a sec, it would wait for the next song to cue up and start playing.Quote:
I was playing with this macro. One thing I noticed is that if you "miss a note" it waits for the next cycle to start the next song instead of recasting it right away. Sometimes bards miss notes 3-4 times in a row. This can be ineffecient or deadly.
Here, a casting cycle is 1/10th of a second. I’m not sure what you mean by waiting until the next cycle, because there is no discernable delay between a missed note and a recast.
I should have RTFC. I was too sleepy last night.Quote:
Are there any plans to make this macro not use selo's (Run5 AA)?
This mac, as well as every version before it--to my knowledge--has always been able to run without selos.
What I ended up doing was to run out and grab a bunch of mobs. then starting the macro and doing a /lock. That worked real well.Quote:
does anyone have an idea how to have the wandering try and go back to the anchor point over time. When I ran this I was all over the area I was kiting in and several times I had to stop and restart the macro to get it to run in the area I wanted.
This version has an option for a fixed anchor to hold you in the same spot at all times. It’s not a good solution for every situation, but in areas with lots of mobs wondering by, It can keep you alive far longer than the rubber anchor can by eliminating zone wall collisions and other problems.[/code]

I had this problem before I got a recent cvs update. $char(casting) was broken. It is used to check spell failure, so maybe that was the problem you were having also. Then again, the posted version might of had a glitch. The one that I'm testing now is working fine. No delay between spell failures.I was playing with your macro last night and this morning. comparing the functionallity with my existing macro. Whenever I missed a note, it would not start over the song in 1/10th of a sec, it would wait for the next song to cue up and start playing.
I've given some thought to something along those lines, but I haven't come up with an approach I like yet.I was thinking about this as I went to bed. Because the pathing has to be done in a mathmatical way, running in an eliptical pattern may work. Just fix one of the 2 centers. It is just a thought. The idea here is to have a merger of the 2 methods, go out and grab another mob and bring it back to a "safe" kiting area.


I noticed that too, but I never got around to debugging it since it wasn't detrimental.. At least not while I'm locked. I think I need to overhaul the mob targeting system anyway. I've got new plans for it.The only issue I found was occasionally it would target a mob at a distance of 4000+ instead of one closer.

I think this has something to do with $target returning a value as NULL instead of numeric when a target is lost. It's happened to me a couple of times, but not in my most recent revisions. By next version, I’ll probably make some sweeping changes that allow more control over how system variables are used. This should resolve any parsing errors.BD: When I run your macro i usually get anywhere from a 10-30 minute run before it finds unparsable text and ends the macro it always happens after a mob is killed.


