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Posted: Fri Oct 29, 2004 11:01 pm
by Azum
eqaussie wrote:Cant remember if i posted this suggestion earlier, and 20 pages is a lot to go thru :)
On caster mobs, have an alternate nuke2, Telaka, Telekin, even Thunder Strike, to cast to try and interrupt casting.
Or if you are really adventurous, if it sees gate spell cast, to abort and try and cast one of the above (if memmed)
Just a thought, <3 this macro lots.
You suggested it earlier, and I'm not sure if I want to put it in yet. Shouldn't be too difficult though.
Posted: Fri Oct 29, 2004 11:20 pm
by Azum
I have a solution for the AltAbilityReady problem, I'll post another update soonish.
.
Posted: Fri Oct 29, 2004 11:47 pm
by Azum
afnuke.mac (first post - updated 10/29)
afnuke.inc (third post - updated 10/29)
afnuke2.inc (seventh post - updated 10/29)
spellcast.inc (updated 10/29)
(10/29) - Workaround for AltAbilityReady. Should fix any issues with AltAbilityReady reporting TRUE on AA's for your class you don't yet have.
Posted: Sat Oct 30, 2004 12:33 am
by Ydinlataus
I updated from couple of weeks ago and haven't had chance to test latest one yet, but didn't see mentions in change log, so here goes (ignore if implemented).
When the macro goes to mana robe loop, it ignores Harvest and Harvest of Druzzils completely, so in worst case they're up and ready for quite a while. Could this be changed?
Another thing, which might be worth implementing or not... but when the mac goes to medloop or mana robe loop, it doesn't do anything else. I for one would love if it would still perform the snare if /dosnare is enabled. Runners are bad :p
Edit:
One more thing :) I use nuke1 and nuke2 quite a lot on the fly to change depending on target, and it works pretty nicely. Only change idea I have is that the mac sets the spells according to ini file nuke1 and nuke2 on load phase, even if the spells are memorized to different slots. Would be nice if it checked if the spell is memorized to other than default slot when loading macro, and if so, "just let it be"... since it does work fine regardless to which slots the spells are memmed.
Basically, only mem nuke1 and nuke2 to default slots, if they're not already memmed?
Concussion Not Working
Posted: Mon Nov 08, 2004 3:53 pm
by Process
Kay7 wrote:Ooooo that's a good suggestion eqaussie. Though, let's not forget to allow for the use of Thunder Strike to interrupt gates. TS has a wicked blowback that will usually interrupt stun-immune mobs. Low aggro on it too, I can use it safely on raids to help position the mob.
But that's not what I came here for.
I've found a bug with the doassist option. Enabling that option prevents concussion from being cast. It seems to cause the loop to reset itself after the initial nuke. Disabling doassist clears the problem, but it's still a good feature if it does what I think it does (namely, follows MA even if nuke target is not dead). Suggested workaroud: expand the doassist loop to include the concussions.
I have the same problem. Concussion isn't working for me at all. I've never had a problem until the latest version of this macro. I tried turning off DoAssist but it doesn't either.
Here is my ini file, let me know if I've put something in wrong:
Code: Select all
[Settings]
tankname=(Editted)
mainassist1=(Editted)
mainassist2=(Editted)
mainassist3=(Editted)
doassist=0
version=102904
autosit=1
autositmana=90
autoTL=1
checktarget=nocheck
concuss=1
myconcgem=gem2
concnum=2
hasele=0
checkfamiliar=0
myfamiliar=303
engagedistance=200
mainnuke=Draught of Ro
mainnukegem=gem1
mainnukenum=1
endnuke=Draught of Ro
endnukenum=1
endnukegem=gem2
mobhealth=95
stopnuke=1
stopnuke2=-1
medtoggle=1
medpercent=5
manatomedup=70
manarobe=0
beginrobe=20
donerobe=75
modrod=0
rodpercent=90
harvestpercent=23
doharvest=1
harvestgem=gem4
shieldofmaelin=0
maelingem=gem7
forceshield=1
forcegem=gem6
usetimewand=0
useepic=0
spellshield=0
ssgem=gem5
manaward=0
manawardgem=gem2
tempstaff=0
staffhealth=95
doxuzl=0
xuzlperc=85
dosnare=0
snareperc=25
snaregem=gem5
retry=3
maxbuffs=15
doleash=0
leashholder=nobody
leashlength=40
followdistance=30
nukepause=None
preconc=0
preconcnum=1
preconcperc=98
I don't have concussion legs. Could that be causing the bug?
Thanks,
Process
Posted: Mon Nov 08, 2004 7:55 pm
by Azum
I've found the problem. It's not concussion itself, it's actually some of the new animation checks. It's making the macro think its got a new target after every nuke (only on certain npc's though) so it never concussions. I'll post a fix when possible.
Posted: Mon Nov 08, 2004 8:41 pm
by Process
Does anyone have an old version of AFNuke they could post? I love this macro so much that I'd love to go back to an old version that works with concussion, even if some of the newer upgrades and functionality is missing.
Thanks again for a great macro,
Process
Posted: Tue Nov 09, 2004 9:14 pm
by Azum
afnuke.mac (first post - updated 11/09)
afnuke.inc (third post - updated 11/09)
afnuke2.inc (seventh post - updated 11/09)
spellcast.inc (updated 11/09)
(11/09) - Various fixes, the concussion 'issue' should be gone now. Removed preconcperc as it was no longer needed. Got rid of the animation checks for now since they were causing problems.
Posted: Tue Nov 09, 2004 9:15 pm
by Azum
Grab the latest update, couldn't test it as well as I wanted, but I'm 99.9% sure it's functioning properly now. Let me know if you find otherwise.
Glad you like the macro.
Posted: Sat Nov 13, 2004 7:05 pm
by Azum
afnuke.mac (first post - updated 11/13)
afnuke.inc (third post - updated 11/13)
afnuke2.inc (seventh post - updated 11/13)
spellcast.inc (updated 11/13)
(11/13) - Pretty significant overhaul for speed optimization. I moved casting announcements from the main macro to spellcast.inc, which allowed me to remove alot of unnecessary waiting the macro had been doing. Changed autoTL - it will now only respond to someone on the Master List. (/addmaster name). To invoke the translocate, type "/tl name" yourself, or send a tell to the wizard "/tl name" if on the Master list. Also added an evac command. Type /evac or send a tell to the wizard "/evac" if on the Master list. If the wizard is casting a spell he'll interrupt it and evacuate. Uses exodus first, and evacuate if exodus is not available.
Posted: Thu Nov 18, 2004 9:45 pm
by Azum
afnuke.mac (first post - updated 11/18)
afnuke.inc (third post - updated 11/18)
afnuke2.inc (seventh post - updated 11/18)
spell_routines.inc
(11/18) - Finally converted over to spell_routines.inc. I should have done this a long time ago. I still use my own item code, but all the casting is now handled by spell_routines.inc. Fixed a bug in noassist mode that I created last update.
Posted: Thu Nov 25, 2004 4:56 am
by Lacky
Damnit I am a moron
Posted: Thu Nov 25, 2004 10:13 am
by Azum
Don't get the latest MQ2 zip, totally destroys most of the macro's functionality.
Posted: Thu Nov 25, 2004 12:35 pm
by Cr4zyb4rd
Don't get the latest MQ2 zip, totally destroys most of the macro's functionality.
O_O the blech change?
Posted: Thu Nov 25, 2004 3:54 pm
by Lacky
Ok now searching for the new way to use belch as I already upgraded :) or did it just break? Ty for your reply.