advchant.mac - Advanced Chant REV7b-BD [COMPLETE]

A forum for you to dump all the macros you create, allowing users to use, modify, and comment on your work.

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kasodo
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Post by kasodo » Sun Feb 15, 2004 2:36 am

Braindozer could you elaborate on what is broken deliberately and the reason?

shuttle
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Post by shuttle » Sun Feb 15, 2004 4:35 am

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.

Are there any plans to make this macro not use selo's (Run5 AA)?

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.

shuttle

BrainDozer
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Post by BrainDozer » Sun Feb 15, 2004 7:00 am

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.
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.
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]

BrainDozer
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Post by BrainDozer » Sun Feb 15, 2004 7:05 am

Braindozer could you elaborate on what is broken deliberately and the reason?
For reasons far too petty to discuss, I’m better off leaving everyone to their own speculation.

I will be releasing a complete updated version soon. And I promise not to break it this time.

shuttle
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Post by shuttle » Sun Feb 15, 2004 1:11 pm

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 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:
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.
I should have RTFC. I was too sleepy last night.
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]
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.

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.

Another idea to fix the low health last mob running when you have locked your circle, is to do something similar to your are doing on low heath for the PC. Replace one of the dots with snare (another parameter).

BrainDozer, a VERY nice peice of code you have written. This is a serious upgrade to what I am using (my code is posted elsewhere in this forum). Please keep up the GREAT work.

BrainDozer
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Post by BrainDozer » Sun Feb 15, 2004 1:42 pm

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 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 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've given some thought to something along those lines, but I haven't come up with an approach I like yet.

BrainDozer
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Post by BrainDozer » Mon Feb 16, 2004 9:29 am

Posted REV7b last night. So far, it's been running well. Need feedback.

kasodo
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Post by kasodo » Tue Feb 17, 2004 10:56 am

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.

MrSmallie
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Post by MrSmallie » Tue Feb 17, 2004 12:50 pm

The only issue I found was occasionally it would target a mob at a distance of 4000+ instead of one closer. Other then that, it seems awesome.
I don't really chant kite, but I wanted to test this. I started the mac, then did a /mqp, then a /lock, then I ran around aggroing a bunch of things, and did another /mqp. It would then run back to where I locked and proceed to kite around them. I'm not 49 yet, so I was using lvl 5 selo's, and it did drop every so often (with me chanting 3 songs), but I was using SoW potions, so no prob.
Me
[img]http://home.comcast.net/~mrsmallie/ches.JPG[/img]

BrainDozer
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Post by BrainDozer » Tue Feb 17, 2004 2:16 pm

The only issue I found was occasionally it would target a mob at a distance of 4000+ instead of one closer.
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.

BrainDozer
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Post by BrainDozer » Tue Feb 17, 2004 2:40 pm

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.
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.

BrainDozer
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Post by BrainDozer » Tue Feb 17, 2004 6:48 pm

Bug:

When kiting a VERY large number of mobs, especially large mob, mob avoidance gets screwy. Pretty sure it’s related to the mob avoid radius (radius around bard) that checks for mobs. In extremely large kites, if the mobs aren’t stacking well, they continually spill into the avoid radius causing the bard to run away.

Can always disable /avoid in the meantime.

flightrecorder
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Post by flightrecorder » Tue Feb 17, 2004 7:54 pm

This is some great great code Braindozer, nice work.

I have been thinking of trying to impliment a kind of find and return mode where the toon will go and get a mob/s and then run them back to a user specified "safe" area too kite them, loot them, then go get more.

I find in kiting I rarely have time to get the lootz cause i still have mobs on me when rotting starts

I think the /lock feature is a great start for this, and had in mind a "search radius". The toon runs to nearest mob in this radius, checks to see if mob has aggroed then pulls it back to safe area, then proceeds to /lock kite. The number of aggroing mobs can be specified so you can tailor this to your level/mob level kite times etc. eg pull 3-4, kite, loot, get more.

Basically, are you perhaps working on something like this on the next version or should I start cutting and pasteing :-)
With knowledge comes power....so RTFM

BrainDozer
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Post by BrainDozer » Tue Feb 17, 2004 9:46 pm

Basically, are you perhaps working on something like this on the next version or should I start cutting and pasteing
I've got something on the slate, but I don't have time to work on this durring the week.

heklin
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Post by heklin » Wed Feb 18, 2004 6:42 am

have used this in HoH GY with static anchor set to the tree and 14 guardians killed all 14 noprob and only noticable glitch was a few times where selo's (lvl 49) was down for 1-1.5 secs and the ocassional smacking the wall due to the avoidance will try this in a few other places and let ya know how it works out

one last thing, how hard would it be to add in camo while runnin to next target ? im thinking in most zones where this will be run it would be quite handy.., also im thinking of trying to add a var and check that i can set at start to make it camp out after last mob in kite is killed or hunt for more mobs, sometimes i manually pull <HoH> and others i just want it to kill whatevers up < grey >, the auto hunt would idealy be disabled in HoH, ie kill aggroed then camp instead of runnin straight to the wall and getting stuck =) a simple on/off should take care of it i think, will post any changes i make after testing