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Posted: Thu Oct 21, 2004 10:29 am
by BadBoy
now that you are back... :)

Can you integrate an exp tracer into this? :) please! :D

Posted: Thu Oct 21, 2004 7:50 pm
by Frank25
fantum409 wrote:
Frank - I'm not maintaining this as aggressively as I was, sorry. Been busy with a remodeling project in RL, and playing EQ in off time. =)
However, the answer to your problem with mounts vcan be found here, in this very thread.
To auto-remount:
http://macroquest2.com/phpBB2/viewtopic ... ount#61426
To avoid interrupts completely (not recommended):
http://macroquest2.com/phpBB2/viewtopic ... ount#62581
First of all, you did a helluva great job on this thing, it works great even with the ducking oddity heh. it just spams the heck outta me but no one dies :) Good job.

My problem isn't really the horse (i use yaulp6 rather because on horseback running from a summons is impossible :P), it's the fact it just ducks after EVERY heal.
Even not on horseback.
Like i said it doesn't detract from the functionality because i've never "missed" a heal due to it but it gets a lil annoying and i miss some usefull prompts from the macro i built in myself (like exp tracking, gm tracking etc).

Does that make my problem a little clearer, if not i'll see if i can post a snippet of screenshot to show the problem at work :)

Status?

Posted: Thu Oct 21, 2004 8:37 pm
by MeGoober
How is the .ini conversion coming? I am really looking forward to that.

Thanks for some great work.

Posted: Sun Oct 24, 2004 2:38 am
by Dirty11
FIrst of all i love this macro who ever made it did awesome job thanks you.

I do have 1 question.. im trying to Remove the /g Ducking Heal line and i cant seem to find it int he code.. can someone pls point it out to me i've spent hours on this heh

thanks in advance

Posted: Sun Oct 24, 2004 3:48 pm
by Space-Boy
This macro is wonderful =) it keeps a pofire chain pull group goin without a hitch most of the time...

only problem i have with it at the moment is it will not interrupt a spell to divine arb =(

anyone know a good way to make it do that?

Posted: Sun Oct 24, 2004 4:28 pm
by Dark_Lord_X
/call Cast "wtfever" CheckForArb

Will run the sub while it casts.

Have CheckForArb sub check for conditions to interrupt and use DA. Best way I can think of.

Posted: Sun Oct 24, 2004 5:43 pm
by Cr4zyb4rd
Just take the /if (${usedivarb}.... section and copy it into the CheckHP event.

Posted: Mon Oct 25, 2004 2:49 pm
by Dirty11
Cr4zy can u show where exactly to copy it too please.

Would be appritiated

Posted: Mon Oct 25, 2004 3:01 pm
by Cr4zyb4rd
Well, my own version's pretty highly modified..I'm not even sure if the one I started with is the most recent, but my CheckHP looks something like this

Code: Select all

Sub CheckHP 
   /if (!${Window[CastingWindow].Open}) /return 
   /if ((${autointerrupt}>=1)&&(${Target.PctHPs}>=${stophealpoint})) { 
      /if ((${announce}==1)&&(${duckspam}==1)) { 
         /gsay Ducking heal on %T 
         /echo Ducking heal on ${Target.Name} 
         /varset duckspam 0 
         /timed 60 /varset duckspam 1 
      } 
      /call Interrupt 
   } 
   /if ((${interrupt2healself}==1)&&(${Target.Name.NotEqual[${Me}]})&&(${Me.PctHPs}<${interrupt2healselfhp})) { 
      /if ((${announce}==1)&&(${duckselfspam}==1)) { 
         /gsay Ducking heal on %T so I can heal my (ChickenShit) self 
         /echo Ducking heal on ${Target} so I can heal myself 
         /varset duckselfspam 0 
         /timed 60 /varset duckselfspam 1 
      } 
      /call Interrupt 
   } 
   /if ((${usedivarb}==1)&&(${Target.PctHPs}<=${divarbpoint})&&(${Target.Distance}<=200)&&(${Me.AltAbilityReady[Divine Arbitration]})) { 
	/call Interrupt
	/gsay Divine Arbitration saves the day!
      /call Cast "Divine Arbitration" alt 1s 
      /delay 3
      /if ((${healafterdivarb}==1)&&(${Me.PctMana}>40)) { 
         /if (${announce}==1) /gsay Inc Grp Heal, get close 
         /call Cast "${groupheal}" gem4 1s 
         /delay 15 ${Me.SpellReady[${groupheal}]} 
      } 
   } 
If memory serves, I removed some code that checked for how many people were in the group and how many were out of range. I figure if the tank's about to explode I should probably divarb even if it only hits 2-3 people. It's probably not a bad idea to check your own HP and maybe even the whole group's when deciding to cast it...divine arb saves many asses :)

Posted: Wed Oct 27, 2004 12:00 am
by bit
Yalup'ing at low mana doesn't seem to be working properly. At anywhere above 50% mana it'll continously yalup but if you fall under 50, yalup only works occasionally.

Is there a fix for this? I tried check the code for this but it seems correct in that it should yalp if standing, none of the indicated buffs, and under 98% mana. Just for some reason if you're under 50% mana it doesn't work as intended.

Posted: Wed Oct 27, 2004 12:04 pm
by bit
Also is there a way to turn off group heals?

Tried setting /declare usegroupheal int outer 1 to 0 and it doesn't seem to want to work, infact it breaks the script =\

Posted: Wed Oct 27, 2004 12:42 pm
by Cr4zyb4rd
All I can suggest is that you possibly did something wrong in your declare, as the code looks correct to me. Should just be able to set it to zero.

How does it break the script?

Posted: Wed Oct 27, 2004 10:15 pm
by bit
I must have added an extra space or something as today it seems to be turned off when I changed the value to 0.

Still having some issues with the medding code. Solo and full hp's he'll yalup till he's FM. However in a dungeon when someone espically MT isn't full hps, he'll refuse to yalup and even sit at times.

Tried changing auto sit and healing mode values but no dice. Healing is superb however.

One last bug I noticed is with nuke calls. Sometimes when trying to nuke it will say "wrong target (NPC at 100% HP) even when npc isn't at 100% hps.

Anyone else have these prob's and or codes to deal with it?

Posted: Fri Oct 29, 2004 10:04 pm
by bit
Confirmed bug. If anyone in the group other then MT is not 100% health, then the auto-med section bugs out and doesn't sit, doesn't yalup. Gonna try playing around with it a bit and see if I can get some results.

Posted: Tue Nov 02, 2004 3:51 pm
by Useless
I would first off like thank you for making such an awesome macro. I used to do web coding with VB script so I can follow some of how it does what is does and how but not enough to feel comfortable in making changes. I have used this in MPG and as long as my friend who is 11-12k is tanking it is fine. The problem I have is when 4 boxing my tank has a little over 9k with virtue and Ornate bp clickie. Setting up the CH spell isn't a very good option for me as if there are a few resists of slow the chanter or tank ends up dead. What I was wondering is if there is a way to set it up so it will use patch heal untill the chanter gets slow in then switch to CH.

If I am spamming fast heals like Pious Remedy on inc I can wait a bit before slowing mob to let tank get good agro so chanter doesn't get eaten alive. I am looking to do it myself but thought it might be a useful utility to add in.

Also I have noticed that if my tank is pulling and comes in with low heath he will get patch heal then get CH on the next heal but I have had him die because the CH was simply taking to long and mob was getting lucky on the RNG. Is there supposed to be a check against how much HP tank has left and how close to landing CH is? If not could it be done to check if HP is less then say 40% and CH is only 50% casted to duck it and use fast heal? Or is it even possible to track how far along a spell is? I would think it is possible considering we get the count down bar but not sure if that is just the client counting or what.