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Posted: Tue Jun 22, 2004 4:53 pm
by Nightshift
Nevermind!!!
NightShift
Posted: Tue Jun 22, 2004 4:56 pm
by wolf5
Lol. I don't update the displayed code all to often. People download from the link anyways. :-)
Posted: Tue Jun 22, 2004 4:59 pm
by Nightshift
I realized that after I wrote it, bah :)
NightShift
Posted: Tue Jun 22, 2004 6:22 pm
by wolf5
The backoff should work properly now. Or better at least.
Posted: Wed Jun 23, 2004 8:16 am
by Nightshift
When the script decides that the BL should let the pet tank, it just sits down, without backing away from the mob first, so it continually gets agro of course, gets hit and keeps standing up and sitting back down.
It probably needs to do the same backoff that happens in the BackOffFromMob section.
Really like the new backoff as well, works much better.
NightShift
crazy ness
Posted: Wed Jun 23, 2004 3:47 pm
by the_horror
I cahnged the spells so that i could use at 65 and that is all i changed. It will buff up and then run into the mob and look straight up into the sky? is there something i missed? o yeah and it just spins around and around. anything you could help point out that i have done wrong would be great.
Posted: Wed Jun 23, 2004 4:49 pm
by wolf5
If you downloaded the 1.0.2 version it might've fixed the error.
I use /face when strafing around the target. I have added nolook to /face - as I have seen others do - to prevent trying to look at the target.
The bug you get is probably because you target yourself somehow (should also be fixed by 1.0.2 i believe. Try a /face with yourself targeted. Not doing any scripting tonite so I can't check that.
Try disabling the strafe around target option. That is the only macro part that uses /face hence the only place in my code that would affect "mouselook".
-Wolf5
Posted: Wed Jun 23, 2004 10:08 pm
by mcdebug
it doesnt work for me, it keeps looping target cleared every couple of seconds, looked at the code dunno what it is.
Posted: Thu Jun 24, 2004 9:50 am
by Nightshift
mcdebug wrote:it doesnt work for me, it keeps looping target cleared every couple of seconds, looked at the code dunno what it is.
It does this to me when;
1) I didn't spell the name of one or more of my targets correctly.
2) I didn't spell the name of a spell correctly.
3) I forgot to change the spells to spells my BL would have at his level.
NightShift
Posted: Thu Jun 24, 2004 10:30 am
by Brakk
Be sure you change the size of the self buff and pet buff arrays to the actual number of spells you are using. I had these kinds of problems when my array indices were too large.
Posted: Thu Jun 24, 2004 12:45 pm
by Drumstix42
This confuses me:
Code: Select all
/if (${Bool[DO_SLOW_ON_PULL]}) {
/if ( ${Target.Level}>SLOW_ABOVE_LEVEL) {
/if ( ${Target.Type.Equal[NPC]} ) {
/echo Casting slow!
/call Cast "SLOW_SPELL" gem2
}
}
}
Code: Select all
|-- What slow spell
#define SLOW_SPELL "Sha's Advantage"
|-- Favorite gem spot for the slow (1-8)
#define SLOW_GEM 4

think you get my point
Posted: Thu Jun 24, 2004 2:39 pm
by wolf5
lol. A li'l bug that last on there. Fixed to:
Code: Select all
/call Cast "SLOW_SPELL" gemSLOW_GEM
now. (Ready for download - v 1.0.3)
When I get the time I will go thoroughly through the code to prevent that
"NewTarget loop"
"Target cleared"
"NewTarget loop"
"Target cleared"
...
bug.
I have gotten that bug myself, but have not been able to reproduce it when I wanted to.
And thanks for the other input. Helps me locate stuff.
-Wolf5
Posted: Thu Jun 24, 2004 7:31 pm
by Drumstix42
Don't forget
Code: Select all
Sub DoTheNuke
/if (${Bool[DO_NUKE_ON_PULL]}) {
/if ( ${Me.PctMana}>NUKE_ABOVE_MANA_PCT) {
/if ( ${Target.Level}>SLOW_ABOVE_LEVEL && ${Target.Type.Equal[NPC]}) {
/call Cast "NUKE_SPELL" gem1
}
}
}
/return
And maybe want to possibly changed:
Code: Select all
Sub SummonPet
/if ( MAX_PET_RANGE_BEFORE_SUMMON>0 ) {
/if ( ${Me.Pet.Distance}>MAX_PET_RANGE_BEFORE_SUMMON ) {
/echo Summoning pet. Its range is ${Me.Pet.Distance}
/call Cast "Summon Companion" gem7
/delay 1s
/return 0
}
}
/return 1
To have a #define for it's gem
Posted: Thu Jun 24, 2004 7:42 pm
by wolf5
Release 1.0.4.
Found out the Initialize part of the attack pattern didn't work as i never recalculated the distance to the target.
Added 2 more ways to reduce Killstealing.
1. If a PC is close than 50 units to a target I'm headed to, mark it as taken.
2. If a PC is closer than 300 units to a target I'm headed to , AND the target is heading towards that PC, mark it as taken.
3. If a PC is closer than me to the target mov I'm aiming at, mark it as taken.
I could make options to turn on and off the diffrenet kind of KS avoidances if anyone wants it.
-Wolf5
Posted: Fri Jun 25, 2004 10:30 am
by Terramantian
I'm testing this out on a low-ish bst (lvl 36). It's working great (obviously without a few of the features) except for two minor issues.
First, maybe this is a level thing (I never usually play melees) but sometimes my bl will stand just outside of melee range. Usually this results in my pet dying (cause they're really weak at that level). Though I usually win in the end, it has to re-summon and buff my pet... I skimmed over the code but couldn't find where to adjust the melee distance. Just a minor problem though, it doesn't happen too often.
Second, it strays too far. Right now I'm running with 'always return to home' and it works fine, but without that it ignores the max radius. If you go further than 700 (or whatever is set) It will say 'returning home' and face that way, but then it will find another target before running there. Again this isn't a big issue, but several times I've run into an area with swarms of aggroing mobs that I've specifically made sure is more than 700 away from the home spot.
Anyway thanks for an awesome macro, I'll look through it later if I have time and try to find out what the problems are.. but other than that it works great!