Non-clicking hunter.mac

Macro requests from before the user variable changes that broke all macros

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Malachi
a hill giant
a hill giant
Posts: 227
Joined: Tue Nov 19, 2002 1:29 am
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Non-clicking hunter.mac

Post by Malachi » Mon Feb 10, 2003 6:34 pm

Has anyone taken the time to modify one of the hunter scripts to not use /click? I never loot at low levels anyway and that seems to be the main /click routine, anything else would be easy to replace with /press u or f8 or whatever.

If no one else has, I'll probably edit and post Fippy's, I just didn't want to do it if someone else already has...

~malachi
~Oh danny boy, the pipes the pipes are calling.~

Mckorr
Developer
Developer
Posts: 2326
Joined: Fri Oct 18, 2002 1:16 pm
Location: Texas

Post by Mckorr » Tue Feb 11, 2003 7:09 pm

I have a macro that does basically that, runs around and kills stuff, goes and sits down at a safe point if HP get too low. Designed for a low level warrior, no bells and whistles. Doesn't loot, since I can't figure out how to do it using keyboard commands alone... was never sure if mouse movements and press commands would work.

Code: Select all

#include routines.mac
#include macrokit.inc

sub main
/zapvars
/alert clear 1
/alert add 1 npc range $calc($char(level)-1) $calc($char(level)+1) hopper
/alert add 1 npc range $calc($char(level)-1) $calc($char(level)+1) shade
/alert add 1 npc range $calc($char(level)-1) $calc($char(level)+1) skeletal
:start
/delay 5
/if n $char(hp,pct)<51 /call Rest
/if "$alert(1)"=="TRUE" {
    /target alert 1 nopcnear 60
    /call Melee
}
/goto :start
/return

sub Rest
/press esc
/varset a(50,0) -2002.84,-2305.00
/call Walk 50 0 0
/sit on
:restloop
/delay 5
/if n $char(hp,pct)<100 /goto :restloop
/sit off
/return
This one is set to work in Shadweaver's, but variations for just about any zone are simple. Simply change the alert list, and replace the coordinates in the Rest subroutine (/varset a(50,0) Ycoord, Xcoord) with your favorite sitting place.

I've tried to work Bind Wounds in there, but my attempts have always resulted in infinite loops.

The flaw here is in the Melee and Walk routines. No built in obstacle avoidance. But it does the job as long as you pay minimal attention.