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Posted: Tue Sep 28, 2004 12:25 pm
by Azum
Posted: Sat Oct 02, 2004 11:44 pm
by Libra
Still giving me the spam about harvest of druzzil (lvl 56) after compiling newest MQ2 (last post about the problem was on the 16th of sept.)
Ether Skin
Posted: Fri Oct 08, 2004 12:39 am
by creations
Would it be possible for you to make this use Ether Skin instead of Force Shield if you have it? Or perhaps make it a set variable rather then hard coded in...
Thanks!
Posted: Sat Oct 09, 2004 7:18 pm
by Azum
afnuke.mac (first post - updated 10/09)
afnuke.inc (third post - updated 10/09)
afnuke2.inc (seventh post - updated 10/09)
(10/09) - Added support for Ether Skin and Ether Shield. Reduced the range that triggers autostand while meditating.
Posted: Mon Oct 11, 2004 4:37 pm
by peach
would be nice to have an alias for useepic
Posted: Mon Oct 11, 2004 7:15 pm
by Azum
I have another update coming soon, just need to playtest it some before I post it. It'll include an alias for epic 1.0 and time wand, and some other fixes / enhancements (I spied a method for detecting mezzed mobs in the RH thread, I will 'incorporate' this change into afnuke if it works)
Posted: Tue Oct 12, 2004 12:20 am
by Azum
afnuke.mac (first post - updated 10/11)
afnuke.inc (third post - updated 10/11)
afnuke2.inc (seventh post - updated 10/11)
(10/11) - Fixed Maelin/Ether Shield so the macro won't try to cast them if you have Wunshi's. Reduced the range that triggers autostand while meditating (for real this time). Added aliases: /epic, /timewand. Added some code to prevent breaking mez.
Posted: Wed Oct 13, 2004 9:23 pm
by Ydinlataus
One thing I was fiddling around in simpler mac for tightly packed dungeons was Line of Sight for sitting check, to prevent standing for mobs who were in hallway behind a wall etc. And z-axis check for multi-level places, where mob might be on same coords you are but 10 levels lower or higher in dungeon. When you have time, might want to look into those 2 things.
Great work Azum!
Posted: Wed Oct 13, 2004 11:29 pm
by Azum
Already got z - axis checks in place, but I totally overlooked adding line of sight checks to the autosit and meditation code, thanks.
Posted: Fri Oct 15, 2004 4:38 am
by polanski
I had to add some code to check for Aura of Eternity buff and cast if not up...(mostly copying the Force Shield code) depends if ur nuker have the item but... good for mana =)
Great macro azum, thx for it!
Posted: Fri Oct 15, 2004 5:40 am
by Azum
afnuke.mac (first post - updated 10/15)
afnuke.inc (third post - updated 10/15)
afnuke2.inc (seventh post - updated 10/15)
(10/15) - Added line of sight checks to autosit and meditate code.
Posted: Sun Oct 17, 2004 8:56 pm
by eqaussie
Was wondering if it was possible to add the following.
If a mob is a caster (SHM / CLR / ENC / NEC / WIZ / DRU / MAG )
at 17% health, cast Telaka / Telekin instead of using nuke2
Might be able to interrupt a possible gater.
Or more secure would be to detect "mob begins to cast the gate spell" and cast a stun
Great work on this macro
Posted: Sun Oct 17, 2004 11:19 pm
by Azum
polanski wrote:I had to add some code to check for Aura of Eternity buff and cast if not up...(mostly copying the Force Shield code) depends if ur nuker have the item but... good for mana =)
Great macro azum, thx for it!
The macro has the functionality to add any clickable buff item you may have (For instance, wiz epic 1.5)
you could have just typed /iset whatever keepup FullName of Item
while the macro was running, and it would've accomplished the same thing. Something to keep in mind.
Posted: Thu Oct 21, 2004 12:20 am
by Rusty~
Not sure if you got around the AE snare resist thing yet, but
spell_routines.inc will now handle this. All i did was have one event for you resisting a spell, and the normal one for target resisting spells. call /doevent to check if you resisted a spell. If you resisted a spell, in the event it sets the variable selfResist to 1... then it does /doevents for normal resist messages... if selfResist is equal to 1, it will ignore the first resist, then set selfResist back to 0 and count the others.
Also, spell_routines will handle the mod rod bug too. What was causing it was you could click a rod, then put it back in your bag before the charges on it actually updated... I just added a small delay that waited for the charge to change before putting it back, and haven't had a problem since
Posted: Thu Oct 21, 2004 4:12 am
by Azum
I've seen your spellroutines, nice work. The reason I didn't switch to it was the fact I had already made my own item handling code and I didn't want to have to fix what wasn't broke. I haven't had a problem with my mod rods being used or expended. I think eqaussie reported having a problem with it, but I haven't experienced it and I've been playtesting it pretty extensively. I've got some delays in place for item swappage, maybe it's not enough for people on sluggish computers.
I haven't had a chance to experiment with snare though. Thanks for the heads up, and maybe I'll take another look at spellroutines.