Rogue Helper v6.0 [Complete Rogue Macro] (Updated: 10-26-04)

Post your completed (working) macros here. Only for macros using MQ2Data syntax!

Moderator: MacroQuest Developers

Philomath
orc pawn
orc pawn
Posts: 13
Joined: Mon Aug 23, 2004 8:40 pm

Post by Philomath » Thu Aug 26, 2004 1:58 pm

Which ones are you talking about? For the code to not work it would have to despawn, then respawn with the same ID. When you disarm most traps, it's still there it's just inactive. I'd need an example of a disarmable trap that does this to test it. It would depend on how the EQ server determines if you've sensed a trap or not. If it does it by ID then it wouldn't matter, because the last trap you'd sensed would have been that ID. But like I said, those conditions above would have to be met to test it, so I need an example.
I think he is talking about traps like the ones in Ssra. Yes the rearm in a couple of ticks but you do not have to re-sense them. They remain ' targeted'.

Jerle69
a hill giant
a hill giant
Posts: 263
Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Sun Aug 29, 2004 11:46 pm

Yes, I was specifically thinking of the ones in Ssra. You don't have to resense them, but keep in mind that the sensing and disarming of traps is done WHILE you're moving around. I can't assume you're still in range of a trap after you last sensed one, that's why one precipitates the other.

If I get a chance to revamp it, I will. I just took a wag at it for 10 minutes and that's what I came up with. To be honest, I don't have to deal with traps often enough to have cared, but I figured I'd toss them in.
--Jerle

Knight
orc pawn
orc pawn
Posts: 27
Joined: Thu Jun 17, 2004 1:45 am

Post by Knight » Mon Aug 30, 2004 1:56 am

It's not making the assumption that you're still in range of the last trap, it's just a check to see if you are. ;-) And in this case, it works out. But it's your macro chief, I was just trying to help = )

At any rate, I tried to think of one, but I've not come up with an agreeable solution for this: When fighting in caverns and places where the rogue will strafe around a mob and be forced to duck...the macro stops fighting (because attack is turned off). If you move back down and turn attack on, the rogue will hit that same area again, duck and stop. Is there anything that you can think of to get around this?

chaos_amak
decaying skeleton
decaying skeleton
Posts: 9
Joined: Mon Aug 23, 2004 1:11 pm

Post by chaos_amak » Thu Sep 02, 2004 5:51 pm

Has anyone had problems with this script and backstabs?

I have yet to debug this so I am just asking but I do get the autopp code working which is only processed after the autobackstab code. I assume that this is failing is the Check_Behind call. I will do some testing after adding some debug code.

Mostly I am running this in PC while pling my rogue. I am focusing on the rogue as I want to know how it works and noticed backstab never fires.

If you have seen this let me know.
----
Amak, agent of chaos

candey
decaying skeleton
decaying skeleton
Posts: 1
Joined: Thu Jan 29, 2004 12:48 am

Post by candey » Thu Sep 02, 2004 7:25 pm

u need to make sure your backstab is on your abilites button or it wont work, took me awhile to figure that out

GD
a snow griffon
a snow griffon
Posts: 353
Joined: Sat Jun 29, 2002 11:57 pm

Backstab angle to small

Post by GD » Fri Sep 03, 2004 1:46 am

I've noticed that RH is really strict on what it defines as behind the mob, sometimes not backstabbing when still well within the angle you can do it in.

To fix this, I made this following change to make it much more accurate to the true BS angle.

Code: Select all

Sub Check_Behind
  /declare behindIt FALSE
  |- Are we behind our target? * Added another tick in both directions here *
  /for i -2 to 2
    /varcalc dir (${Target.Heading.Clock}+${i})%12
    /if (${dir}<1) /varcalc dir ${dir}+12
    /if (${dir}>12) /varcalc dir ${dir}-12
    /if (${dir} == ${Me.Heading.Clock}) /varset behindIt TRUE
  /next i
/return ${behindIt}
* * Hmm, for some reason it's not allowing nested formatting in the code section, so I can't highlight the changed part. Added the part in *'s for the desc.
Opinions are like assholes, everyone has one, but most of them stink.

chaos_amak
decaying skeleton
decaying skeleton
Posts: 9
Joined: Mon Aug 23, 2004 1:11 pm

Post by chaos_amak » Fri Sep 03, 2004 10:44 am

Excellent news. The abilities tab thing is my problem. I will fix that up today.

GD. I see your point about the arc RH defines as behind, but since the same routine is use for positioning I will leave the routine alone. Don't want to make it easier for the mob to turn and get me in the front arc.

I may make a second sub "Check_Behind_Loose" or something with your code just for backstabs after I take a look at this script in more detail.

Thanks for the speedy and informative help
----
Amak, agent of chaos

Philomath
orc pawn
orc pawn
Posts: 13
Joined: Mon Aug 23, 2004 8:40 pm

Post by Philomath » Fri Sep 03, 2004 1:23 pm

The only time I have had an issue with Backstabbing is when thet skill is not mapped on my skills tab (even though I hate a hotbutton for it). When I mapped it onto my skils tab it worked fine. This may or may not be the issue you are having.

chaos_amak
decaying skeleton
decaying skeleton
Posts: 9
Joined: Mon Aug 23, 2004 1:11 pm

Post by chaos_amak » Sat Sep 04, 2004 8:03 am

Yes. My problem was having the skill on my skills tab. I have tested it and it works great with that update. This is one sweet macro btw. I love it.
----
Amak, agent of chaos

Jerle69
a hill giant
a hill giant
Posts: 263
Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Sun Sep 05, 2004 9:44 am

Hey guys!

Thanks for all the nice compliments. I've got off a work for a few days (I had so much leave built up that I had to take time off :) Either way, I should be able to pump out another release here this Labor Day weekend some time.

I wanted to address a couple of topics that have come up recently. About the backstab "strictness" -- yes, it is quite strict, but it's also very very simple to modify if you want to make it "looser"... As GD posted the follow sub is responsible for determining if we're behind a target:

Code: Select all

Sub Check_Behind 
  /declare behindIt FALSE 
  |- Are we behind our target? * Added another tick in both directions here * 
  /for i -2 to 2 
    /varcalc dir (${Target.Heading.Clock}+${i})%12 
    /if (${dir}<1) /varcalc dir ${dir}+12 
    /if (${dir}>12) /varcalc dir ${dir}-12 
    /if (${dir} == ${Me.Heading.Clock}) /varset behindIt TRUE 
  /next i 
/return ${behindIt} 
If you look at it carefully and try to figure out what it does, it's pretty simple to understand. First of all, a /face command is issued prior to this check, which isn't in the code, but really is a prerequisite for the code to "work." If you're facing your target, it has a facing vector (and we know it) and so does the rogue (and we know it). What this code does is compare the "hours different" between it's facing vector and yours. The inner adjustments (<1, then add 12, and >1, subtract 12) just make sure that we keep our calculations "on the clock" so to speak (1 through 12). The loop only checks between -2 hrs and +2 hrs off. So, as an example, if the mob is facing 12 o'clock, and you're facing 12 o'clock, the delta is 0, and it's in range of the loop, so you're behind it. If it's facing 11 o'clock and you're facing 12, it's -1, so you're still good. 10 o'clock with mob facing 12, is also good.

Technically speaking, you can change the values of the loop to -3 to 3, and you'll still be in the "hind 180 degrees" of checking, but I found that sometimes you were, sometimes you weren't. Optimally it should be ok between -2.5 to 2.5, but that's just no divisible and the logic here is a bit too "coarse" for such fine-tuning--these have to be integers. I made the check sort of simple to understand and stayed away from trigonometry to keep it simple. Sorry :)

I've made some mods to RH on my end for the last couple weeks and haven't posted them. I think some folks will find it interesting that I found an ANCIENT bug that causes backstab or strike to fail to fire after a few seconds and it goes on to fight anyway. I discovered it when trying to modify the code to allow you to set the main assist to simply "main" so that it would assist whoever was/is the main on a raid. FYI, that code works pretty good, but the cascading assist change code had to be optionally ignored due to not being able to do somethings when the assist isn't really a character. Either way it works and showed an old bug that also got fixed. Now, RH will HOLD your strike after it executes until it WILL land, which is quite nice and was intended. Of course it'll give up when strike fades if you couldn't maneuver behind the target.

Anyway, I'll try to make a couple of little changes today and get them out soon. I should have some time to do that.
--Jerle

z-roice
a lesser mummy
a lesser mummy
Posts: 62
Joined: Sun Aug 08, 2004 5:25 am

Post by z-roice » Sun Sep 05, 2004 10:00 am

here a non-prior-face stable Check_Behind from my :puPPeT-maSTeR: macro (modifed yours a bit)

Code: Select all

| ----------------------
| -- Sub Check_Behind --
| ----------------------
Sub Check_Behind
	/declare mobDirection int local 0
	/declare viewDirection int local 0
	/declare i int local 0
	/declare j int local 0

	/varset behindTarget FALSE

	/if (!${Target.ID}) /return
	/for i -2 to 2
		/varcalc mobDirection (${Target.Heading.Clock}+${i}+24)%12
		/if (${mobDirection} == ${Me.Heading.Clock}) {
			/for j -2 to 2
				/varcalc viewDirection (${Target.HeadingTo.Clock}+${j}+24)%12
				/if (${viewDirection} == ${Me.Heading.Clock}) {
					/varset behindTarget TRUE
					/return
				}
			/next j
                        /return
		}
	/next i
/return
You just need to edit the returns to work with your macro, will check if you are behind a mob and generally facing it.

Hope this helps

Z-Ro

Jerle69
a hill giant
a hill giant
Posts: 263
Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Sun Sep 05, 2004 4:31 pm

No offense to you, but there's nothing wrong with it the way it is. Your modification allows you to check whether your behind a mob or not prior to facing it, but at a huge cost of exponential time performing that calculation (nested loop of the same size = N ^ 2 instead of N). The outer loop of RH has so much to do so often that slowing down check-behind will make it work poorly. Besides that, RH doesn't require any behind checks w/o facing a mob anyway, so it's kinda moot--but thanks.
--Jerle

z-roice
a lesser mummy
a lesser mummy
Posts: 62
Joined: Sun Aug 08, 2004 5:25 am

Post by z-roice » Sun Sep 05, 2004 5:49 pm

kk just tried to help..

But if you look at it - only after the first condition is correct the 2nd one is tested and after that it will be /return ed out of the sub.

So O(n) = 5*2 only in the worst case (in my macro i only check_behind to execute a strike so i didnt find any timing issues so far, and for executing stike it is quite important the be positioned right not to waste the strike in the air)

peace

Z-Ro

Knight
orc pawn
orc pawn
Posts: 27
Joined: Thu Jun 17, 2004 1:45 am

Post by Knight » Sun Sep 05, 2004 6:23 pm

RHitems.ini with BounceOffs from Lucy, includes Velium Coldain Insignia Ring, Shrunken Goblin Skull Earring, 10 Dose Scoriae Bite, Mask of Deception, Mrylokar's Vambraces, Black Chain Bridle, Pegasuf Feather Cloak, and Mrylokar's Helm

Code: Select all

[ring]
FullName=Velium Coldain Insignia Ring
KeepUp=TRUE
BounceOff1=Fwexar's Rage
BounceOff2=Spiked Adornment
BounceOff3=Shield of Darkness
BounceOff4=Haste of the Tunat'Muram
BounceOff5=Protection of Discord III
BounceOff6=Kilva's Skin of Flame
BounceOff7=Fire Elemental Form III
BounceOff8=Fire Elemental Form IV
BounceOff9=Fire Elemental Form V
BounceOff10=Protection of Discord II
BounceOff11=Golem Coat
BounceOff12=Fire Elemental Form II
BounceOff13=Aura of Vinitras
BounceOff14=Vengeful Guard
BounceOff15=Aura of the Hunter
BounceOff16=Protection of Discord I
BounceOff17=Arrow of Intensity
BounceOff18=Scorching Skin
BounceOff19=Illusion Fire Elemental
BounceOff20=Vampire Aura
BounceOff21=Guard of the Earth
BounceOff22=Frostreaver's Blessing
BounceOff23=Fire Elemental Form I
BounceOff24=Call of the Rathe
BounceOff25=Thorn Guard
BounceOff26=Fiery Might
BounceOff27=O'Keils Flickering Flame
BounceOff28=Tempest Guard
BounceOff29=Chromatic Chaos
BounceOff30=Call of Earth
BounceOff31=Force of Nature
BounceOff32=Riftwind's Protection
BounceOff33=Shield of the Ring
[earring]
FullName=Shrunken Goblin Skull Earring
KeepUp=TRUE
BounceOff1=Yaulp VII
BounceOff2=Call of the Hunter
BounceOff3=Yaulp VI
BounceOff4=Strength of Tunare
BounceOff5=Spiritual Vitality
BounceOff6=Yaulp V
BounceOff7=Celestial Tranquility
BounceOff8=Spiritual Vigor
BounceOff9=Fury of the Vah Shir
BounceOff10=Strength of Nature
BounceOff11=Spiritual Strength
BounceOff12=Nortlav's Vengeance
BounceOff13=Aura of Rage
BounceOff14=Yaulp IV
BounceOff15=Nature's Precision
BounceOff16=Spiritual Brawn
BounceOff17=Firefist
BounceOff18=jt test attack
BounceOff19=Hinderance of the Vas Ren
BounceOff20=Muscle Shock
BounceOff21=Dismal Rage of the Shrine
BounceOff22=Enfeebling Shock
BounceOff23=Exhaustion
BounceOff24=Curse of Eternal Suffering
BounceOff25=Flesh Pile
BounceOff26=Gemination
BounceOff27=Grip of Mortal Reality
BounceOff28=Spirit Cleaver
BounceOff29=Remission of Strength
[poison]
FullName=10 Dose Scoriae Bite
KeepUp=TRUE
BounceOff1=Draconic Rage
BounceOff2=BarkerTest
BounceOff3=Shroud of Undeath
BounceOff4=Shroud of Death
BounceOff5=Call of Sky
BounceOff6=Call of Fire
BounceOff7=Lesser Strike Poison
BounceOff8=Strike Poison
BounceOff9=Lesser Destroy Poison
BounceOff10=Destroy Mind Poison
BounceOff11=Lesser Vein Rot Poison
BounceOff12=Vein Rot Poison
BounceOff13=Lesser Corruption Poison
BounceOff14=Corruption Poison
BounceOff15=Lesser Molten Silver Poison
BounceOff16=Molten Silver Poison
BounceOff17=Lesser Dip Resist Poison
BounceOff18=Dip Resist Poison
BounceOff19=Lesser Confine Poison
BounceOff20=Confine Poison
BounceOff21=Lesser Sluggish Poison
BounceOff22=Sluggish Poison
BounceOff23=Lesser Concussion Poison
BounceOff24=Lesser Waste Poison
BounceOff25=Waste Poison
BounceOff26=Lesser Remiss Poison
BounceOff27=Remiss Poison
BounceOff28=Trickster's Augmentation
BounceOff29=Scream of Death
BounceOff30=Mental Corruption
BounceOff31=Instrument of Nife
BounceOff32=Jolting Blades
BounceOff33=Rabid Bear
BounceOff34=Cry of Fire
BounceOff35=Shroud of Chaos
BounceOff36=Nature's Rebuke
BounceOff37=Cry of Thunder
BounceOff38=Ward of Nife
BounceOff39=Pious Might
BounceOff40=Vampiric Embrace
BounceOff41=Eclipse Aura
BounceOff42=Anemone Feedback
BounceOff43=Nematocyst Poison
BounceOff44=Paralyzing Neurotoxin
BounceOff45=Pestilence Shock
BounceOff46=Soul Claw
BounceOff47=Call of Ice
BounceOff48=Holy Order
BounceOff49=Sylvan Call
BounceOff50=Mental Horror
BounceOff51=Black Shroud
BounceOff52=Shock of Discord
BounceOff53=Silvered Fury
BounceOff54=Pious Fury
BounceOff55=Nature's Denial
BounceOff56=Call of Lightning
BounceOff57=Shroud of Discord
BounceOff58=Anemone Feedback II
BounceOff59=Anemone Feedback III
BounceOff60=Remiss Poison II
BounceOff61=Remiss Poison III
BounceOff62=Strike Poison II
BounceOff63=Strike Poison III
BounceOff64=Concussion Poison II
BounceOff65=Concussion Poison III
BounceOff66=Destroy Mind Poison II
BounceOff67=Destroy Mind Poison III
BounceOff68=Corruption Poison II
BounceOff69=Corruption Poison III
BounceOff70=Vein Rot Poison II
BounceOff71=Vein Rot Poison III
BounceOff72=Divine Might
[demask]
FullName=Mask of Deception
KeepUp=FALSE
BounceOff1=Illusion Fier'dal
BounceOff2=Arch Lich
BounceOff3=Form of the Great Bear
BounceOff4=Boon of the Garou
BounceOff5=Form of the Howler
BounceOff6=Form of the Hunter
BounceOff7=Spirit of Oak
BounceOff8=Demi Lich
BounceOff9=Illusion Female
BounceOff10=Illusion Male
BounceOff11=Ancient Master of Death
BounceOff12=Avatar of Fear
BounceOff13=Illusion Iksar
BounceOff14=Form of the Bear
BounceOff15=Illusion Imp
BounceOff16=Treeform
BounceOff17=Air Elemental Form I
BounceOff18=Air Elemental Form II
BounceOff19=Air Elemental Form III
BounceOff20=Earth Elemental Form I
BounceOff21=Earth Elemental Form II
BounceOff22=Earth Elemental Form III
BounceOff23=Fire Elemental Form I
BounceOff24=Fire Elemental Form II
BounceOff25=Fire Elemental Form III
BounceOff26=Water Elemental Form I
BounceOff27=Water Elemental Form II
BounceOff28=Water Elemental Form III
BounceOff29=Illusion Vah Shir
BounceOff30=Tendrils of Madness
BounceOff31=Minor Illusion
BounceOff32=Deathly Temptation
BounceOff33=Touch of the Plaguebringer
BounceOff34=Illusion Froglok
BounceOff35=Night's Dark Terror
BounceOff36=Seduction of Saryrn
BounceOff37=Pact of Hate
BounceOff38=Share Form of the Great Wolf
BounceOff39=Spirit of Ash
BounceOff40=Illusion Scaled Wolf
BounceOff41=Curse of the Dead
BounceOff42=Cloak of Khala Dun
BounceOff43=Illusion Guktan
BounceOff44=Feral Pack
BounceOff45=Feral Form
BounceOff46=Delightful Dance
BounceOff47=Wolf Form
BounceOff48=Greater Wolf Form
BounceOff49=Form of the Great Wolf
BounceOff50=Share Wolf Form
BounceOff51=Illusion Frost Bone
BounceOff52=Bestial Alignment I
BounceOff53=Bestial Alignment II
BounceOff54=Bestial Alignment III
BounceOff55=Bestial Alignment I
BounceOff56=Bestial Alignment II
BounceOff57=Bestial Alignment III
BounceOff58=Bestial Alignment I
BounceOff59=Bestial Alignment II
BounceOff60=Bestial Alignment III
BounceOff61=Bestial Alignment I
BounceOff62=Bestial Alignment II
BounceOff63=Bestial Alignment III
BounceOff64=Bestial Alignment I
BounceOff65=Bestial Alignment II
BounceOff66=Bestial Alignment III
BounceOff67=Air Elemental Form IV
BounceOff68=Air Elemental Form V
BounceOff69=Earth Elemental Form IV
BounceOff70=Earth Elemental Form V
BounceOff71=Fire Elemental Form IV
BounceOff72=Fire Elemental Form V
BounceOff73=Water Elemental Form IV
BounceOff74=Water Elemental Form V
BounceOff75=Commander's Call
BounceOff76=Ancient Seduction of Chaos
BounceOff77=Pact of Decay
BounceOff78=Dark Possesion
BounceOff79=Illusion Skeleton
BounceOff80=Illusion Human
BounceOff81=Illusion Half-Elf
BounceOff82=Illusion Earth Elemental
BounceOff83=Illusion Werewolf
BounceOff84=Illusion Barbarian
BounceOff85=Illusion Erudite
BounceOff86=Illusion Wood Elf
BounceOff87=Illusion High Elf
BounceOff88=Illusion Dwarf
BounceOff89=Illusion Troll
BounceOff90=Illusion Ogre
BounceOff91=Illusion Halfling
BounceOff92=Illusion Gnome
BounceOff93=Illusion Dry Bone
BounceOff94=Illusion Air Elemental
BounceOff95=Illusion Fire Elemental
BounceOff96=Illusion Water Elemental
BounceOff97=Illusion Spirit Wolf
BounceOff98=Illusion Tree
BounceOff99=Call of Bones
BounceOff100=Lich
BounceOff101=Vampire Wolf Form
[arms]
FullName=Mrylokar's Vambraces
KeepUp=FALSE
BounceOff1=Berserker Madness IV
BounceOff2=Berserker Madness III
BounceOff3=Talisman of the Rhino
BounceOff4=Maniacal Strength
BounceOff5=Strength
BounceOff6=Berserker Madness II
BounceOff7=Nature's Might
BounceOff8=Bedlam
BounceOff9=Berserker Madness I
BounceOff10=Rampage
BounceOff11=Girdle of Karana
BounceOff12=Berserker Spirit
BounceOff13=Storm Strength
BounceOff14=Storm Strength
BounceOff15=Furious Strength
BounceOff16=Tumultuous Strength
BounceOff17=Raging Strength
BounceOff18=Strength of the Kunzar
BounceOff19=Berserker Strength
BounceOff20=Ritualistic Bloodlust
BounceOff21=Strength of Stone
BounceOff22=Spirit Strength
BounceOff23=Talisman of the Beast
BounceOff24=Impart Strength
BounceOff25=Strengthen
BounceOff26=Reckless Strength
BounceOff27=Frenzied Strength
BounceOff28=Resurrection Effects
BounceOff29=Resurrection Effect
BounceOff30=Impart Strength Recourse
BounceOff31=Dread Touch
BounceOff32=Wave of Enfeeblement
BounceOff33=Weaken
BounceOff34=Enfeeblement
BounceOff35=Ebbing Strength
BounceOff36=Steal Strength
BounceOff37=Feckless Might
BounceOff38=Surge of Enfeeblement
BounceOff39=Epidermal Rot
BounceOff40=Insipid Weakness
BounceOff41=Weakness
BounceOff42=Cessation of Power
BounceOff43=Cursed Keeper's Blight
[cloak]
FullName=Pegasus Feather Cloak
KeepUp=FALSE
BounceOff1=Spirit of Eagle
BounceOff2=Flight of Eagles
BounceOff3=Dead Men Floating
BounceOff4=O'Keils Levity
BounceOff5=Dead Man Floating
BounceOff6=Bobbing Corpse
BounceOff7=Illusion Imp
BounceOff8=Trickster's Augmentation
BounceOff9=Levitate
BounceOff10=Air Elemental Form I
BounceOff11=Air Elemental Form II
BounceOff12=Air Elemental Form III
BounceOff13=Levitation
BounceOff14=Levity
BounceOff15=Weightless Mist
BounceOff16=Air Elemental Form IV
BounceOff17=Air Elemental Form V
BounceOff18=Illusion Air Elemental
BounceOff19=Levitate Test
BounceOff20=WhirlBolt
[horse]
FullName=Black Chain Bridle
KeepUp=FALSE
BounceOff1=Summon Horse
BounceOff2=Holy Steed
BounceOff3=Unholy Steed
BounceOff4=Summon Holy Steed
BounceOff5=Summon Death Charger
BounceOff6=Summon Drogmor
[helm]
FullName=Mrylokar's Helm
KeepUp=FALSE
BounceOff1=Spirit of the Shrew
BounceOff2=Pack Shrew
BounceOff3=Chill Sight
BounceOff4=Shadow Sight

Jerle69
a hill giant
a hill giant
Posts: 263
Joined: Wed Apr 28, 2004 3:26 pm

Post by Jerle69 » Mon Sep 06, 2004 1:48 am

Holy crap! That's one hella-inspired RHItems.ini! HEHE... FYI, 5.8 coming out tomorrow morning... tested it all night... couple of nice-to-haves in it.
--Jerle