stick.mac (06.14.04b)

Post your completed (working) macros here. Only for macros using MQ2Data syntax!

Moderator: MacroQuest Developers

LamahHerder
a hill giant
a hill giant
Posts: 299
Joined: Sat Jun 29, 2002 2:37 am

stick.mac (06.14.04b)

Post by LamahHerder » Sat May 01, 2004 9:35 pm

This is imo one of the better auto-combat macro's.
It is designed to be always running with someone sitting infront of it.

What it does:
- Sticks to mob & Does combat moves when attacking
- Auto open corpses
- Deals with misc combat events
- Allows stick distance changes for large hit box npc's

Code: Select all

|===========|
| 06.14.04b |
|___________|
|           |
| stick.mac |
| by m0nk   |
|___________|
|
| Startup:
|  /mac stick "OpenCorpse (0 or 1)" "MeleeAbility_1" "MeleeAbility_2" "MeleeAbility_3"
|  /mac stick (will use stick-pc.ini settings) 
|  /mac stick 0 "bash" (will not loot and only bash)
|  /mac stick 1 "Flying Kick" "Disarm" "mend" (will Open Corpse, Flying Kick ,disarm, mend, when avail)
| 
| Toggles:
|  /echo tt (Will Toggle Tanking) - Not Implemented
|  /echo toc (Will Toggle Opening Corpses) 
|  /echo tal (Will Toggle Auto Looting) - Not Implemented
|
|
#turbo
#event slain "#*#You have slain#*#"
#event slain "#*#has been slain by#*#"
#event RageON "#*#has become ENRAGED.#*#"
#event RageOFF "#*#is no longer enraged#*#"
#event MobGate "#*# Gates.#*#"
#event Invited "#*#To join the group, click on the 'FOLLOW' option, or 'DISBAND' to cancel#*#"
#event StunON "#*#You are stunned#*#"
#event StunON "#*#You lose control of yourself!#*#"
#event StunOFF "#*#You are unstunned#*#"
#event StunOFF "#*#You have control of yourself again.#*#"
|#event TankThisRound "#*#to ignore others and attack you!#*#"
|#event ToggleTank "#*#[MQ2] tt#*#"
#event ToggleOpenCorpse "#*#[MQ2] toc#*#"

Sub main
  :setDeclares
    /declare PCini outer
    /declare NPCini outer
    /declare MA_SB outer
    /declare MobID outer
    /declare CharX outer
    /declare CharY outer
    /declare MOBini outer
    /declare AutoLoot outer
    /declare OpenCorpse outer
    /declare TankToggle outer
    /declare MeleeAttack_1 outer
    /declare MeleeAttack_2 outer
    /declare MeleeAttack_3 outer
    /declare MeleeDistance outer
    /declare DefaultMeleeDistance outer

  :setGenericVars
    /varset MA_SB NULL
    /varset TankToggle NULL
    /varset PCini stick-pc.ini
    /varset NPCini stick-npc.ini
  
  :NewCharacterCheck
    /varset OpenCorpse ${Ini[${PCini},${Me.Name},OpenCorpse]}
    /if (${OpenCorpse.Equal[NULL]}) /goto :NewCharacter

  :setParams
    /if (${Defined[Param0]}) {
      /varset OpenCorpse ${Param0}
        } else {
          /varset OpenCorpse ${Ini[${PCini},${Me.Name},OpenCorpse]}
          }
        }
    /if (${Defined[Param1]}) {
      /varset MeleeAttack_1 ${Param1}
        } else {
          /varset MeleeAttack_1 ${Ini[${PCini},${Me.Name},MeleeAttack_1]}
          }
        }
    /if (${Defined[Param2]}) {
      /varset MeleeAttack_2 ${Param2}
        } else {
          /varset MeleeAttack_2 ${Ini[${PCini},${Me.Name},MeleeAttack_2]}
          }
        }
    /if (${Defined[Param3]}) {
      /varset MeleeAttack_3 ${Param3}
        } else {
          /varset MeleeAttack_3 ${Ini[${PCini},${Me.Name},MeleeAttack_3]}
          }
        }

  :setINIvalues
    /if (${OpenCorpse.Equal[NULL]}) /varset OpenCorpse ${Ini[${PCini},${Me.Name},OpenCorpse]}
    /if (${MeleeAttack_1.Equal[NULL]}) /varset MeleeAttack_1 ${Ini[${PCini},${Me.Name},MeleeAttack_1]}
    /if (${MeleeAttack_2.Equal[NULL]}) /varset MeleeAttack_2 ${Ini[${PCini},${Me.Name},MeleeAttack_2]}
    /if (${MeleeAttack_3.Equal[NULL]}) /varset MeleeAttack_3 ${Ini[${PCini},${Me.Name},MeleeAttack_3]}
    /varset DefaultMeleeDistance ${Ini[${PCini},${Me.Name},DefaultMeleeDistance]}

  :StickBegin
    /if (!${MeleeAttack_1.Equal[NONE]}) /echo Auto ${MeleeAttack_1} when available.
    /if (!${MeleeAttack_2.Equal[NONE]}) /echo Auto ${MeleeAttack_2} when available.
    /if (!${MeleeAttack_3.Equal[NONE]}) /echo Auto ${MeleeAttack_3} when available.
    /if (!${OpenCorpse.Equal[0]}) /echo Auto Open Corpse
  /goto :mainloop
  
  :NewCharacter
    /ini "${PCini}" ${Me.Name} AutoLoot 0
    /ini "${PCini}" ${Me.Name} OpenCorpse 0
    /ini "${PCini}" ${Me.Name} DefaultMeleeDistance 13
     
    /ini "${PCini}" ${Me.Name} MeleeAttack_1 NONE
    /ini "${PCini}" ${Me.Name} MeleeAttack_2 NONE
    /ini "${PCini}" ${Me.Name} MeleeAttack_3 NONE

    /ini "${PCini}" ${Me.Name} ClickItem_1 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_1 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_1 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_2 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_2 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_2 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_3 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_3 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_3 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_4 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_4 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_4 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_5 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_5 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_5 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_6 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_6 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_6 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_7 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_7 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_7 NONE
    /ini "${PCini}" ${Me.Name} ClickItem_8 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSlot_8 NONE
    /ini "${PCini}" ${Me.Name} ClickItemSpell_8 NONE
    
    /ini "${PCini}" ${Me.Name} RestSpellName_1 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_1 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_2 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_2 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_3 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_3 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_4 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_4 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_5 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_5 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_6 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_6 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_7 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_7 NONE
    /ini "${PCini}" ${Me.Name} RestSpellName_8 NONE
    /ini "${PCini}" ${Me.Name} RestSpellBuff_8 NONE
    
    /ini "${PCini}" ${Me.Name} InstantClickItem_1 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_1 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_1 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_2 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_2 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_2 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_3 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_3 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_3 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_4 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_4 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_4 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_5 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_5 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_5 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_6 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_6 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_6 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_7 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_7 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_7 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItem_8 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSlot_8 NONE
    /ini "${PCini}" ${Me.Name} InstantClickItemSpell_8 NONE

  /echo ${Me.Name} has been added to ${PCini}. Please re-run macro (also go edit ${PCini})
/endmacro
  
  :mainloop
    /if (${Me.Combat}) /call Attack
    /doevents
  /goto :mainloop
/endmacro

Sub attack
  :attackCheck
    /if (!${Target.Type.Equal["NPC"]}) {
      /attack off
      /return
      }

    /if (${Target.Distance}>150) /attack off

  :attackSetup
    /varset MobID ${Target.ID}

  :attackPreFight
    /call ClearReturn
    /if (${Me.Pet.ID}) /pet attack

    /varset MeleeDistance ${Ini[${NPCini},${Zone.ShortName},${Target.CleanName}.DistanceMelee]}
    /if (${MeleeDistance.Equal[NULL]}) {
      /ini "${NPCini}" "${Zone.ShortName}" "${Target.CleanName}.DistanceMelee" "${DefaultMeleeDistance}"
      /varset MeleeDistance ${Ini[${NPCini},${Zone.ShortName},${Target.CleanName}.DistanceMelee]}
      }

  :attackMeleeLoop
    /doevents slain
    /doevents RageOn
    /doevents MobGate
    /doevents StunON
    /doevents ToggleTank
    /doevents TankThisRound
    /if (${Target.ID}!=${MobID}) /goto :attackend
    /if (${Macro.Return.Equal["EndATK"]}) /goto :attackend
    /if (!${Me.Combat}) /goto :attackend
    /if (${Target.ID}==${MobID}) /if (!${Me.Casting.ID} && ${Me.FeetWet})  /face fast
    /if (${Target.ID}==${MobID}) /if (!${Me.Casting.ID} && !${Me.FeetWet}) /face fast nolook
    /if (${Target.ID}==${MobID} && !${Me.Casting.ID}) /if (${Target.Distance}>${MeleeDistance}) /keypress FORWARD HOLD
    /if (${Target.ID}==${MobID} && !${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /keypress FORWARD
    /if (${Target.ID}==${MobID} && !${Me.Casting.ID}) /if (${Target.Distance}<=${Math.Calc[${MeleeDistance}-5]}) /keypress BACK HOLD
    /if (!${MeleeAttack_1.Equal[NONE]}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /if (${Me.AbilityReady[${MeleeAttack_1}]}) /doability ${MeleeAttack_1}
    /if (!${MeleeAttack_2.Equal[NONE]}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /if (${Me.AbilityReady[${MeleeAttack_2}]}) /doability ${MeleeAttack_2}
    /if (!${MeleeAttack_3.Equal[NONE]}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /if (${Me.AbilityReady[${MeleeAttack_2}]}) /doability ${MeleeAttack_3}
    /if (${TankToggle.NotEqual[NULL]}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /if (${Me.AbilityReady[Tank]}) /doability "Tank"

    |/if (${Me.Class.Name.Equal[Shadow Knight]}) /if (${Target.ID}==${MobID}) /if (!${Me.Casting.ID}) /if (${Target.Distance}<=${MeleeDistance}) /goto :attackSpellsSK
  /goto :attackMeleeLoop

  :attackSpellsSK

    /if (${Me.Gem[Zevfeer's Bite]}>0) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<90) /call cast "Zevfeer's Bite"
    /if (${Me.Gem[Aura of Hate]}>0) /if (${Me.PctMana}>20) /if (${Target.PctHPs}<90) /call cast "Aura of Hate"
    /if (${Me.Gem[Spear of Decay]}>0) /if (${Me.PctMana}>50) /if (${Target.PctHPs}<90) /call cast "Spear of Decay"
    /if (${Me.Gem[Spear of Plague]}>0) /if (${Me.PctMana}>50) /if (${Target.PctHPs}<90) /call cast "Spear of Plague"
    /if (${Me.PctHPs}<90) /if (!${Me.Buff[Bond of Death Recourse]}) /if (${Me.Gem[Bond of Death]}>0)  /if (${Me.PctMana}>20) /if (${Target.PctHPs}<90) /call cast "Bond of Death"
  /goto :attackMeleeLoop

  :attackend
    /if (${OpenCorpse}==1) {
    /doevents slain
      }
    /varset MobID 0
    /if (${TankToggle.NotEqual[NULL]}) /varset TankToggle NULL
    /attack off
    /pet backoff
    /pet hold
    /keypress FORWARD
/return

Sub ClearReturn
/return NULL

Sub event_slain
  /if (${Target.CurrentHPs}>0) /return
  /if (${OpenCorpse}==0) /return EndATK
  |/if (${Target.Type.NotEqual[Corpse]})
  /target id ${MobID}
  /loot
  /keypress FORWARD
  /loot
  /loot
  /loot
/return EndATK

Sub event_RageOn
  /if (${Target.CurrentHPs}>15) /return
  /if (${Target.CurrentHPs}==0) /return
  /if (${Target.ID}==${MobID}) /if (!${Me.Casting.ID}) /keypress FORWARD
  /call ClearReturn
  /echo Rage On
  /attack off
  /pet back off
  /pet hold
  /call ClearReturn

  :waitRage
    /doevents
    /if (${Target.ID}!=${MobID}) /return EndATK
    /if (${Macro.Return.Equal["EndATK"]}) /return EndATK
    /if (${Macro.Return.Equal["RageOFF"]}) /return
/goto :waitRage

Sub event_RageOFF
  /echo Rage OFF
  /attack on
/return RageOFF

Sub event_MobGate
  /if (${Target.Distance}<100) /return
  /echo MOB GATED!
  /attack off
/return EndATK

Sub event_Invited
  /invite
/return

Sub event_StunON
  /doevents flush StunOFF
  /call ClearReturn

  :LoopStunOFF
    /doevents StunOFF
    /if (${Macro.Return.Equal["StunOFF"]}) {
    /call ClearReturn
    /return
      }
/goto :LoopStunOFF

Sub event_StunOFF
/return StunOFF

Sub event_TankThisRound
  /if (${TankToggle.NotEqual[Yes]}) /if (${MeleeAttack_1.NotEqual[Tank]}) /if (${MeleeAttack_2.NotEqual[Tank]}) /if (${MeleeAttack_3.NotEqual[Tank]) {
  /echo Tanking this round against %t
  /varset TankToggle Yes
    }
/return

Sub event_ToggleTank
  /if (${MeleeAttack_1.Equal[Tank]}) {
    /varset MeleeAttack_1 NULL
    /echo Will no longer Tank.
    /return
    }
  /if (${MeleeAttack_2.Equal[Tank]}) {
    /varset MeleeAttack_2 NULL
    /echo Will no longer Tank.
    /return
    }
  /if (${MeleeAttack_3.Equal[Tank]}) {
    /varset MeleeAttack_3 NULL
    /echo Will no longer Tank.
    /return
    }
  /if (${MeleeAttack_1.Equal[NULL]}) {
    /varset MeleeAttack_1 Tank
    /echo Auto ${MeleeAttack_1} when availiable.
    /return
    }
  /if (${MeleeAttack_2.Equal[NULL]}) {
    /varset MeleeAttack_2 Tank
    /echo Auto ${MeleeAttack_2} when availiable.
    /return
    }
  /if (${MeleeAttack_3.Equal[NULL]}) {
    /varset MeleeAttack_3 Tank
    /echo Auto ${MeleeAttack_3} when availiable.
    /return
    }
/return

Sub event_ToggleOpenCorpse
  /if (${OpenCorpse}==0) {
    /varset OpenCorpse 1
    /echo OpenCorpse On
    /return
    }
  /if (${OpenCorpse}==1) {
  /varset OpenCorpse 0
    /echo OpenCorpse Off
    }
/return

(Edited by lax 11/17/2004 - Fixed param3 reading)
Last edited by LamahHerder on Mon Jun 14, 2004 8:29 pm, edited 9 times in total.

Flea
a lesser mummy
a lesser mummy
Posts: 55
Joined: Fri Dec 26, 2003 4:56 am

Post by Flea » Sat May 01, 2004 11:39 pm

Need to change /newif to /if i believe.

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

.

Post by Azum » Sun May 02, 2004 12:10 am

edit: see last post by me
Last edited by Azum on Tue May 04, 2004 4:17 pm, edited 1 time in total.

Flea
a lesser mummy
a lesser mummy
Posts: 55
Joined: Fri Dec 26, 2003 4:56 am

Post by Flea » Sun May 02, 2004 12:55 am

recieved many

Code: Select all

/declare 'Declared' failed. Name already in use.
stick.mac@## (main): /declare  Declared outer
errors, although, macro did not end.

Azum
a hill giant
a hill giant
Posts: 229
Joined: Wed Jun 04, 2003 5:04 am

.

Post by Azum » Tue May 04, 2004 4:20 pm

edit: hi
Last edited by Azum on Fri May 14, 2004 10:15 pm, edited 1 time in total.

deadfrog
decaying skeleton
decaying skeleton
Posts: 2
Joined: Mon May 03, 2004 2:00 pm

Post by deadfrog » Thu May 06, 2004 5:16 pm

Change this:

Code: Select all

/if (${Target.ID}==${MobID} && !${Me.Casting.ID}) {
/if (${Target.Distance}>${MeleeDistance}) /keypress FORWARD HOLD
/if (${Target.Distance}<=${MeleeDistance}) /keypress FORWARD
/if (${Target.Distance}<=${Math.Calc[${MeleeDistance}-5]}) /keypress BACK HOLD 
to this

Code: Select all

/if (${Target.ID}==${MobID} && !${Me.Casting.ID}) {
/if (${Target.Distance}>${MeleeDistance}) /keypress FORWARD HOLD
/if (${Target.Distance}<=${MeleeDistance}) /keypress FORWARD
/if (${Target.Distance}<=${Math.Calc[${MeleeDistance}-5]}) /keypress BACK HOLD [color=red]}[/color]
This should eliminate the move while casting thing. The missing close bracket caused the script to not check casting status before each move instruction.

cobra
orc pawn
orc pawn
Posts: 13
Joined: Wed Feb 11, 2004 5:38 am

.ini file

Post by cobra » Mon May 10, 2004 8:07 am

Would you be kind enough to post an .ini file For this Macro so i can analyse and learn about including .ini files thank you

Have a Good day

LamahHerder
a hill giant
a hill giant
Posts: 299
Joined: Sat Jun 29, 2002 2:37 am

Post by LamahHerder » Fri May 14, 2004 9:53 pm

Updated,

base conversion by Azum
Tweaks by m0nk
ini reimplement by m0nk

Going out tonite, have alot more to update/test. let me know if problems.

JGC84
a ghoul
a ghoul
Posts: 116
Joined: Sat Nov 29, 2003 2:51 am

Post by JGC84 » Sun May 16, 2004 3:09 pm

this needs to be changed (in your toggle taunt sub):

Code: Select all

  /if (${MeleeAttack_1.Equal[NULL]}) { 
    /varset MeleeAttack_1 taunt 
    /echo Auto ${MeleeAttack_1} when availiable. 
    /return 
    } 
  /if (${MeleeAttack_2.Equal[NULL]}) { 
    /varset MeleeAttack_2 taunt 
    /echo Auto ${MeleeAttack_2} when availiable. 
    /return 
    } 
  /if (${MeleeAttack_3.Equal[NULL]}) { 
    /varset MeleeAttack_3 taunt 
    /echo Auto ${MeleeAttack_3} when availiable. 
    /return 
    } 
to this:

Code: Select all

  /if (${MeleeAttack_1.Equal[NONE]}) { 
    /varset MeleeAttack_1 taunt 
    /echo Auto ${MeleeAttack_1} when availiable. 
    /return 
    } 
  /if (${MeleeAttack_2.Equal[NONE]}) { 
    /varset MeleeAttack_2 taunt 
    /echo Auto ${MeleeAttack_2} when availiable. 
    /return 
    } 
  /if (${MeleeAttack_3.Equal[NONE]}) { 
    /varset MeleeAttack_3 taunt 
    /echo Auto ${MeleeAttack_3} when availiable. 
    /return 
    } 
and it still doesnt taunt once toggled, i'll look at it later
ACK! I think I blew it up....

I dont think your allowed to talk about this outside of a "free speech zone" anymore.

Chill
Contributing Member
Contributing Member
Posts: 435
Joined: Fri May 07, 2004 5:06 pm
Location: Erie, PA

Post by Chill » Mon May 17, 2004 5:46 pm

Specials arent working for me at all. Im guessing it has a lot to do with the variables not being given types, but when I try to add types I get a lot of error messages complaining about non-numberic .Equals[] and such.

A Troll
a lesser mummy
a lesser mummy
Posts: 30
Joined: Fri May 21, 2004 10:04 am

Post by A Troll » Sat May 29, 2004 1:38 pm

Anyone working on this ?
was the greatest script before but now broken :-(

LamahHerder
a hill giant
a hill giant
Posts: 299
Joined: Sat Jun 29, 2002 2:37 am

Post by LamahHerder » Mon Jun 14, 2004 8:13 pm

UPDATE: 06.14.04a !

FIX - Proper PCini useage/creation
FIX - NPCini zone name fix
Change - NinjaLewt is now OpenCorpse (less confuseing)
Fix - OpenCorpse toggle
Fix - general logic running changes
Fix - partial new event implementation.

with this update it should be almost exactly like the original version
minus taunt toggle and taunt this round stuff, will fix that soon.

Sorry for late updates, been really busy IRL (movin back to west coast from east coast in a few weeks as well)

LamahHerder
a hill giant
a hill giant
Posts: 299
Joined: Sat Jun 29, 2002 2:37 am

Post by LamahHerder » Mon Jun 14, 2004 8:22 pm

UPDATE 06.14.04b

Fix - oops forgot defaultmeleedistance stuff hehe

Flea
a lesser mummy
a lesser mummy
Posts: 55
Joined: Fri Dec 26, 2003 4:56 am

Post by Flea » Mon Jun 14, 2004 11:53 pm

Out of curiosity, would you be able to use {Target.MaxRangeTo} so that it will always melee at maximum distance?

Flea
a lesser mummy
a lesser mummy
Posts: 55
Joined: Fri Dec 26, 2003 4:56 am

Post by Flea » Tue Jun 15, 2004 12:01 am

Also, receiving a spam of "You do not seem to have that ability on a /doability button" when putting "Flying Kick" in the .ini file. Also, initiating macro as "/macro stick 0 "Flying Kick" " doesnt seem to fix it. It isnt executing Flying Kick, any ideas?