Post your completed (working) macros here. Only for macros using MQ2Data syntax!
Moderator: MacroQuest Developers
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Thu Sep 30, 2004 11:16 pm
Love the update, fixed a few issues I was having. Thank you for fixing the forage issue. ^.^
Recommendation: Thought about this while raiding today. Add command to wait for res box, accept it, loot corpse when landing, then to sit so you start medding.
Seen other macros of the same affect. Figure wouldn't be too terribly difficult to add. Of course wouldn't want to have it on all the time, so make it toggled, and turns off after it completes the task. In case you get a -box- during raid where it isnt safe yet.
Fox
Oh, yes I know of the /lootmycorpse. Ment to mean more in adding a /takerez in conjunction with it. So you can que the take res and loot box, and afk if needed after you die, waiting for res.
Also another suggestion to add. Automatically /consent RAID, /consent GROUP and/or /consent GUILD perhaps when you die? Making life that much simplier!
-
Sensay
- orc pawn

- Posts: 26
- Joined: Thu Dec 11, 2003 12:06 am
- Location: VA
-
Contact:
Post
by Sensay » Sat Oct 02, 2004 2:01 am
Awsome mac here!
One thing, For most mobs it's great, but for some that have a smaller hitbox, and if I'm in a kite group, then I am oor most of the time.. I cant seem to find where to change the stick range at.. ( Under " Sub closecombat " ) I thought.. but I'm not seeing it.. mabye I'm just blind ><
Everything else I've got working great, Just need to stick a little closer is all..
Thanks again for the great mac though !
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Sun Oct 03, 2004 1:00 am
sub destroyornot
:Keep
/varset invset ${Ini[ArchForage.ini,ForageList,${Cursor.Name},${notset}]}
/delay 3
/if (${invset}==${notset}) {
/ini "ArchSettings.ini" "ForageList" "${Cursor.Name}" "1"
/varset invset 1
You still never fixed the ini. hehe. ArchSettings.ini not ArchForage.ini!
fox
yes i forage alot
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Sun Oct 03, 2004 1:04 am
Ya know.. this explains alot.. hehe, was wondering why my ini never showed when I foraged my epic 1.5 branch and sap.. still looking for nuts.. = )
On a bright note... Recast of snare on resist will be fixxed in the next release.. :) gonna see if I need to add anything else before releasing tho..
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Sun Oct 03, 2004 1:14 am
Oh, also. My friend.
Aside from having to actually change the ini like you said you did! =P
The double check doesnt work.
It bags the first item, and checks the second?
I'm fighting with my lack of knowledge for this type of coding to figure it out.
Okey I have to ask for instructions. Noticing forage still aint working right.
It does destroy one, if its the second item, and its not on check list.
Now, according to the macro it will auto add everything it gets to the ini file with =1. 1 means to keep. Right? 0 would mean not to?
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Sun Oct 03, 2004 1:53 am
Correct, 1 means keep, 0 means destroy..
Code: Select all
sub destroyornot
/delay 3
:Keep
/varset invset ${Ini[ArchSettings.ini,ForageList,${Cursor.Name},${notset}]}
/if (${invset}==${notset}) {
/ini "ArchSettings.ini" "ForageList" "${Cursor.Name}" "1"
/varset invset 1
}
/if (${invset}) {
/echo Found ${Math.Calc[${FindItemCount[${Cursor.Name}]}+1].Int} ${Cursor.Name}'s so far!
/popup Found ${Math.Calc[${FindItemCount[${Cursor.Name}]}+1].Int} ${Cursor.Name}'s so far!
/autoinv
/delay 3
/if (${Cursor.ID}) /goto :Keep
} else {
/popup "${Cursor.Name} Destroyed!"
/destroy
}
/return
Ok, it doesnt destroy anything unless it meets the .... Oh crap... this warants a quick release.. = ( destroy or not is not set right.. = ( if the item is not already in the ini, I think it might possibly destroy it.. cleaning up code so I can post it real quick..
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Sun Oct 03, 2004 2:01 am
Ack lol I'm sorry you died. I'm raiding right now but have two computers so =P
Okay testing this forage thing here is what I'm noticing.
If its not in the INI, it gets added then thrown into bag.
If two items are foraged it either checks one, destroys or inventories it, and keeps th eother on the coursor. OR
If auto bags the first without check, and checks the second.
Just doesnt seem to be working at all as intended.
Oh also noticed, not checking at all even if item is set to 0 it still bags it.
Take a look at the PM i sent you too LPW. If you're interested.
fox
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Sun Oct 03, 2004 4:03 am
it was autoinventory everything because when I changed most of my variables to bools, I accidently changed the /if statement for the foraging routine to check for a bool. I still needed to check for an int actually.. it seems to be working now..
Changed to be a bit more efficient now, and you shouldnt get so many nulls anymore either..
UPDATED MACRO, Found in the third post in this thread
heres the shownotes:
October 3, 2004
Forage hopefully fixxed now (stupid mistakes, and ini file still screwed up <wasnt thinking>)
Recast of snare on resist is TRULY fixed <Tested, Tested, and Tested some more>
Added /consent raid and /consent group upon death
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Sun Oct 03, 2004 4:16 am
edit, forage still not PERFECT.. The delay needs tweaked.. the problem is, theres a fine line between when you do the ability of forage, and when the item actually pops on the cursor..
Currently I have a delay of 5 in there.. if I make the delay too large then it will pause for far too long during combat to forage, losing probable significant dps.. I dont know, personally I can live with once and a while it not /autoinv or /destroying the cursor item.. its mostly functional.. if you want to up the delay, go right ahead..
Hope you all enjoy..
-
dman
- a hill giant

- Posts: 181
- Joined: Fri Dec 05, 2003 12:54 pm
Post
by dman » Sun Oct 03, 2004 9:30 am
While glancing at the code to see how you fixed the resist issues I noticed this in the code, guessing its left over from debugging, or was it purposeful?
Code: Select all
/doevents
--->> /popup Macro Return is Returning THIS!! < ${castReturn} >
/if (${String[${castReturn}].Equal[CAST_IMMUNE]}) {
I didn't say you were at fault,
I said I was going to blame you.
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Sun Oct 03, 2004 1:09 pm
Yeah, left over from debugging.. OOPS!! all the /popup stuff in the snaring area is left from debugging... Some like the /popup snare success and /popup Immune to snare, dont hurt anything.. but the one you pointed out is really useless unless you're debugging..
The snare problem.. Originally I was using ${Macro.Return} to return success', resist, and immunity. Some reason it stopped returning anything.. So I tried making my events local, which then seemed to collide with spell_routines.inc.. finally after looking through the spell_routines.inc code, I noticed that spell routines not only gave a macro.return it also set a castReturn variable with the same information.. So, basically changed the macro.returns to castReturn, and Viola! it worked... yeah, I know, you didnt need to know all this.. but now you know..
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Mon Oct 04, 2004 3:42 am
Not sure if you were getting my tells LPW:
Forage as you have it still wasn't working. I couldn't figure it out at first and then realized the trend that was going on. As you have it set right now, it only checks for another item on the cursor IF it /autoinv one. You need to add the cursor.id check in the else function as well, so if it destroys an item, it still checks too.
Added that line to my version, works like a champ now!
thanks!
-
Fennecfox
- orc pawn

- Posts: 18
- Joined: Wed Sep 29, 2004 4:23 am
Post
by Fennecfox » Mon Oct 04, 2004 7:33 am
Just had another revolution, a thought of something you could add if you saw fit, plus I have another bug report?
Suggestion: Add a toggle to cast a nuke or two. Like at a certain %, cast whatever you nuke you have selected. Adds to the entertainment!
Bug Report?: I'm not entirely positive I'm toggling it correctly but it appears that the Assist % isnt functioning properly. I set it but still assist automatically no matter what the % is. Dunno! /boggle!
Fox
-
loadingpleasewait
- a snow griffon

- Posts: 332
- Joined: Sat Sep 14, 2002 8:46 am
Post
by loadingpleasewait » Mon Oct 04, 2004 11:01 am
assist having problems with arch and melee? or just one or the other... and thanks for the foraging issue... I wasnt thinking about that..