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Posted: Thu Jul 08, 2004 3:19 pm
by dman
Shouldn't be to hard to make. Just declare a new integer outer variable each time a new kind of item is looted. Variable name would be Loot_Item_name (where spaces would be removed).
Then increase the counter the next time the same item was found. But then you would need an array to keep track of the variables.
I'll look into it when I have time.
Easiest to use I think is a simple 2 dimension array with the first set containing the item name, and the second containing the starting quantity of the item found using FindItem. ie
Code: Select all
Sub SetupItemTrack
/declare LootQuantity[4, 2] array string outer 0
/varset LootQuantity[1, 1] Spiderling Silk
/varset LootQuantity[2, 1] Spider Silk
/varset LootQuantity[3, 1] Low Quality Wolf Pelt
/varset LootQuantity[4, 1] Low Quality Cat Pelt
/declare i int local
/for i 1 to 4
/varset LootQuantity[${i}, 2] ${FindItemCount[=${LootQuantity[${i}, 1]}]}
/next i
/return
Sub ReportItemTrack
/declare i int local
/for i 1 to 4
/if (${FindItemCount[=${LootQuantity[${i}, 1]}]}) /echo You have looted ${LootQuantity[1, 1] (${Math.Calc[${FindItemCount[=${LootQuantity[${i}, 1]}]} - ${LootQuantity[${i}, 2]}]})
/next i
/return
*Note: This should work, but is untested, just call the setup sub somewhere, or incorporate it into the defines at the top, and whenever you want to report the loots /call ReportItemTrack.
Posted: Thu Jul 08, 2004 3:38 pm
by wolf5
Done!
Posted: Thu Jul 08, 2004 3:45 pm
by Terramantian
Very nice.. and quick hehe. Found my error, just didn't know how to use #define vars completely cause I never have. Thanks a lot!
Posted: Thu Jul 08, 2004 4:06 pm
by Terramantian
Another thing... ${Item.Stackable} seems to be bugged... velium weapons, spells, a soulscream belt, and some other things return true. Most armor and no drop things (though not all of them) return false. This will obviously cause problems with the new features... but it's MQ's fault, not the macro's. this may have been addressed somewhere else, I've not looked yet, just wanted to report it here first.
Posted: Thu Jul 08, 2004 4:09 pm
by wolf5
I noticed. Picked up a Fine Steel Staff as a stackable item of high value.
Posted: Fri Jul 09, 2004 6:58 am
by aChallenged1
Is there anyway to convince you to post it as a zip?
That or I am going to have to uninstall QuickTime which sees .mac as one of its own. I can't find out how to prevent it from doing this, with the exception of removing it.
Posted: Fri Jul 09, 2004 7:02 am
by wolf5
Right click and press Save as.
Posted: Fri Jul 09, 2004 10:00 am
by aChallenged1
Ok that worked, and I can't believe I didn't think of it.

Posted: Fri Jul 09, 2004 8:46 pm
by wolf5
SOMETHING IS WRONG!
Noone has reported any bugs today. How can that be? I haven't gotten my daily dose of bugreports.
Does this mean it is working as it should?
Please post whatever bugs you encounter, so I can work on them when I'm playing.
Feature idea I got: Add a degree of "sight" to pulling targets. 360 degrees means normal targetting as today. 180 degrees means all targets in front of me and 90 degrees to each side. 10 degrees means a VERY narrow pulling area in front of me. I think this would be nice when pull hunting (just pull the mobs in the hallway in front of me).
And maybe add a Z-radius to mob pulling. To ignore to high and low mobs (on places with several floors).
If you got any other nice ideas, don't hesitate to mention them.
-Wolf5
Posted: Fri Jul 09, 2004 11:43 pm
by Terramantian
Hehe, today was main day, so I haven't been running it at all. It is working much better now though. Let's see... bugs... well still have had one instance of infinite backing up trying to heal lol, but haven't tried 1.1.8 yet. Other than that it's worked fine.
Posted: Sat Jul 10, 2004 7:14 am
by wolf5
Have added a StopAllMovement in the HealMySelf Sub. That should make sure you actually stop before casting healing.
So there wasn't a infinity healing of oneself then? Just infinity backing off while trying to heal?
Will be released in 1.1.9.
-Wolf5
Posted: Sat Jul 10, 2004 5:47 pm
by NCSUSean
Ive got a level 59 beastlord, was wondering if anyone could give some good suggestions of zones for making plat, zones for camping certain mobs (so far thinking something like SK for Quillmane), and the best zones they know that would work with this macro for exp. Thanks a ton :)
Posted: Sat Jul 10, 2004 8:05 pm
by Kambic
Just got the new version, Wolf. Tweaked it and running it, so far the changes look nice. I like the pop-ups :) Will let it run here for a bit and post anything odd.
Posted: Sat Jul 10, 2004 9:59 pm
by Kambic
Alright, ran it for over an hour and a half (still running and showing 39351 ticks) in EK as a 35 beastlord farming spider silks, and only noticed one problem:
It is counting the loot properly, however, each time it loots something and displays the loot count, it shows a loot count for each loot. Maybe that does not make sense, let me illustrate:
Let's say I kill 4 spiders, and each spider had 1 silk on it, and every other spider has 1 venom sac, you get this:
Items Looted: 1 "Spider Silk", 1 "A Spider Venom Sac"
Items Looted: 2 "Spider Silk", 1 "A Spider Venom Sac", 2 "Spider Silk"
Items Looted: 3 "Spider Silk", 2 "A Spider Venom Sac", 3 "Spider Silk", 2 "A Spider Venom Sac", 3 "Spider Silk"
Items Looted: 4 "Spider Silk", 2 "A Spider Venom Sac", 4 "Spider Silk", 2 "A Spider Venom Sac", 4 "Spider Silk", 2 "A Spider Venom Sac", 4 "Spider Silk"
Anyway I was going to wrote more but it hurts my brain :) Basically, for each loot, it is displaying that loot that many times, too. I know that this would be easy to fix, but it seems like the /echo'ing of this information is under DEBUG_1, and I didn't want to mess around with that :)
Posted: Sat Jul 10, 2004 10:06 pm
by wolf5
Shouldn't be hard to fix that. It's just how it's set up atm because it is displayed each time you loot an item (in the sub that sums them up).
I haven't noticed it will display the same item with count multiple times before.
I can just extract the echoing to the end of the loot sub so it only shows once so u dont get spammed when there's lot to loot.
Will fix that till next release.
I know of one "bug". If you get stuck when running to the corpse to loot, sometimes(allways?) it will abort because it's not close enough to loot. It's probably a to early return on the "RunToSpot" sub because of the stuckiness.
And something I didn't write on the "changelog" is that debug to file gets enabled the first command after "Sub Main". So you can just cut and paste from the log file in the logs dir under MacroQuest.
-Wolf5