Page 1 of 5
12.25.2005 :: Post Current Bugs and Feature Requests here
Posted: Sun Dec 25, 2005 5:36 pm
by Amadeus
I have a little time over Christmas vacation and I thought I would do a little work on MQ2.
Please use this thread to report any current Bugs that you know about. Moreover, use this thread to make any feature requests that you'd like to see added to MQ2.
I've been away for a while, so please post bugs even if they've already been mentioned, and feel free to ask for requests even if it's already been requested and/or if it's something that USED to be in MQ2 and was recently nerfed by SOE or whatnot.
Feel free to request anything, but serious replies only. Please don't waste my time reading spam.
Thanks
Posted: Sun Dec 25, 2005 10:20 pm
by ieatacid
I miss the MacroQuest loading screen.
Posted: Sun Dec 25, 2005 10:58 pm
by Amadeus
That's a good idea. Actually, I was going to do that once and got sidetracked because I believed that the function that did it got moved to a dll ...I made a cool gif though for it :)
Posted: Mon Dec 26, 2005 1:57 am
by Moeymoejoe
Bug:
"I am no longer encumbered" - I get this every time i zone on one toon if i have Autobot.mac running. I searched through that macro/inc and dont see anything that looks like it is causing it. If i dont have the macro running it dont get it so i think its mq related?
IRC plugin - you cannot connect to the server and join a channel in the same command line like the syntax seems to imply you can. I think there are other bugs, maybe others can elaborate.
Detectability:
/face approx - faces the target +/- 20%
cross zone targeting - option to temp disable it, or maybe update our target window but not send the target info to server unless we do something with it (cast spell with it on target, use skills, hail, etc). Im not sure maybe others have better ideas.
Features:
/face medium - turn to face target at a speed comparable to fast mouse movement, regular is oh so slow, and /fast is obvious. Maybe name this /face fast and rename the current instant one /face instant
subvert the audio triggers window for mq use - in the pattern field any text after a "--" or something will be executed like a mq command. a way of having events outside of a running macro.
recognise "/hidecorpse looted" - this eq command hides corpses that you have looted, but not necessarily taken any loot from. Add this toggle to the /target corpse command.
/findnpc - generate the glowing worm path, like the group leadership /findpc skill, to spawn id. Even cooler /followpath to follow the glowing worm path.
hott - display heath of target's target info even when not grouped with someone with that skill (might not be possible).
logging - text in the mq chat window
Posted: Mon Dec 26, 2005 7:31 am
by Wishbringer
Some Ideas:
- Integrate
MQ2CustomSound into Stock MQ perhaps. /beep makes the comp freeze for a few milliseconds while the PC speaker is making the beep. Perhaps a second alternative sound at least which doesn't cause this short hangup while beeping.
- Like above the /face changes to /face fast and /face instant since /face is a little slow indeed.
- I always wondered if its possible to merge EQBugfix into the EQMain DLL perhaps to reduce the DLL amount? It seems to be a relic from older MQ2 development times which was originally a temp fix or something?
- Variable to increase the dot size in MQ2Map perhaps? its difficult to click or hover over the dots in a 1600x1200 resolution /mapfilter Dotsize 1-5 perhaps.
Posted: Mon Dec 26, 2005 8:14 am
by Moeymoejoe
Yea, I've noticed the Beep hogging the cpu. Tellalert.mac kills my machine.
Also was an old mq2map replacement:
http://www.macroquest2.com/phpBB2/viewt ... sc&start=0
that changed the default mob pip to a biggger triangle that was pretty cool. It is long broken though i think.
Posted: Mon Dec 26, 2005 10:31 am
by dark2phoenix
I'd like the ability to change the MQfont size to be exactly like the chat window. When I do /mqfont 1 it doesn't make the font really small like when I do /chatfontsize 1 to a chat window.
I don't know if it's the MQ team or whoever originally wrote the IRC plugin, but it would be great if it actually auto-joined the channel you have to set when you launch it. Otherwise maybe just remove that option?
Posted: Mon Dec 26, 2005 1:53 pm
by premodeja
dark2phoenix wrote: I don't know if it's the MQ team or whoever originally wrote the IRC plugin, but it would be great if it actually auto-joined the channel you have to set when you launch it. Otherwise maybe just remove that option?
My autojoins just fine, not sure why yours does not.
This would be a request I suppose. I tried working with some hud code and modding it to show things like possible drops or resists from a mob when targetted, but just would not happen. Possibly something like the /inote command could be added. Example:
/itarg add %T Bone Chips, low mr, runs at 15% <---for a mob
/itarg add %T 6 boxes in mainly WoS, Trains groups all the time and does not respond to tells
Something like that. Was thinking there could be a toggle command to to show you the info you have already.
Posted: Tue Dec 27, 2005 12:22 pm
by A_Enchanter_00
works fine
/target npc noalert 1
I am wrong that this wont work on 2-9 ? I curently have not tested on 0
/target npc noalert 2
/target npc noalert 3
/target npc noalert 4
.....
/target npc noalert 9
Also would be nice to have so it check if the mob is not on alert 1 and not on alert 3 ( ie adding all player pets in the zone to "/alert add 3" so this only have to be done "once" or when a new pet is detected..)
/target npc noalert 1 noalert 3
would be nice to have this :
${Spawn[n,npc noalert #]}
${Spawn[npc noalert #]}
${Spawn[n,npc alert #]}
${Spawn[npc alert #]}
would also be nice:
/alert REMOVE # "a_mob00"
so dont have to clear entire list using /alert clear #
debuffed mobs saved in alert list number 2
/alert add 2 "a_mob00"
when mob is dead
/alert remove 2 "a_mob00"
when camp is clear
/alert clear
There by /target npc noalert 2 radius 150 will target nearest monster that is NOT debuffed.
more complex:
mez <---
/if ( ${Spawn[npc noalert 1].ID} ) {
/if ( ${Spawn[npc noalert 1].LineOfSight} ) {
/target id ${Spawn[npc noalert 1].ID}
....
do mez new mob if more than one mob in camp
/alert add 1 ${Target.Name}
.....
}
}
debuff <---
/if ( ${Spawn[npc noalert 2].ID} ) {
/if ( ${Spawn[npc noalert 2].LineOfSight} ) {
/target id ${Spawn[npc noalert 2].ID}
....
do debuff
/alert add 2 ${Target.Name}
.....
}
}
Just an idea but at this time this is not working (for me atleast, no special plugin's running):
/target npc noalert 2
/target npc noalert 3
/target npc noalert 4
.....
/target npc noalert 9
Is not working for me i might just not be understanding what /alert is ment for ?
Curently i am using /target npc noalert 1 when i mez it works fine.
Posted: Tue Dec 27, 2005 12:37 pm
by A_Druid_00
I think you misunderstand the purpose of alert lists, or at least have it backwards. There aren't many macros in the Macro Depot 3.0 that make good use of it, so I can understand. The # is the alert list you want to use. So
Will target the nearest NPC not on alert list #2. I currently am using alert list 25 in Ninjadvloot, so I have to assume 2-9 work just fine.
Will target the nearest NPC on alert list 1. If you want to increment, I believe you can use:
and you can definately use:
Code: Select all
/target id ${NearestSpawn[#,npc alert 1].ID}
In summary, noalert is when you don't want to see anything on your alertlist. Alert is when you want only to use your alert list.
Edit: I may be misunderstanding you, but your lack of proper use of the
feature is hurting my brain when I try to read your post.
Regardless, just use timers or set a timestamp in an array for each debuff if you want to make things easier. your use of the alert list is pretty much self defeating, since you'll still have to set a timer to identify when to remove a mob from the alert list in the first place. Just walk a /for loop of every mob in the radius you define. This is a conversation for another post though, so either PM me or start a new one. Ama doesn't want this post turning into a bunch of junk to sift through.
Posted: Tue Dec 27, 2005 12:50 pm
by Moeymoejoe
premodeja wrote:
This would be a request I suppose. I tried working with some hud code and modding it to show things like possible drops or resists from a mob when targetted, but just would not happen. Possibly something like the /inote command could be added. Example:
/itarg add %T Bone Chips, low mr, runs at 15% <---for a mob
/itarg add %T 6 boxes in mainly WoS, Trains groups all the time and does not respond to tells
Something like that. Was thinking there could be a toggle command to to show you the info you have already.
I think this is possible already, and something similar has been done. Look at the Krust UI, in the UI section. Next to each debuff, in your buff window, it pulls text from an .INI file and displays it next to the debuff. It is intended to show curing info.
You can prob take his code and modify it for your hud use.
Keep in mind that ini file will be read every time the hud refreshes so you might want to take advantage of the new hud redraw settings.
Posted: Sun Jan 01, 2006 12:58 pm
by KokoNutz
Code: Select all
bool ${Me.Encumbered}
int ${Me.Weight}
...would be nice.
-Koko
Posted: Sun Jan 01, 2006 1:38 pm
by JJ
There is a .CurrentWeight
did you mean a max weight?
Posted: Mon Jan 02, 2006 11:29 am
by A_Enchanter_00
Ok I was wrong alert in spawn search WAS working but it seems I dit somthing wrong.
Add to search LineOfSight so only searching with in spawn that are LOS..
Code: Select all
|**
If LineOfSight using LineOfSight | LineOfSight 1 maby ?
**|
for ....
/if (${Spawn[N,npc range 1 73 radius 200 LineOfSight].ID} ) do ......
next ...
Code: Select all
|**
If NOT LineOfSight using LineOfSight 0 maby ?
**|
for ....
/if (${Spawn[N,npc range 1 73 radius 200 LineOfSight 0].ID} ) do ......
next ...
Also a question is there a way to do somthing like this .. if not it could be usefull
Code: Select all
|**
If npc OR pet
**|
for ....
/if (${Spawn[N,npc|pet range 1 73 radius 200].ID} ) do ......
next ...
Posted: Mon Jan 02, 2006 11:41 am
by fearless
try something like this:
Code: Select all
/varset npcid ${NearestSpawn[${Math.Calc[${TempNpcCount}+1]},npc radius ${Radius} zradius 100 noalert ${AlertList}].ID}
/if ( ${npcid} && ${Spawn[${npcid}].LineOfSight} && ${Spawn[${npcid}].Type.NotEqual[corpse]} ) {
/dostuff
}