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Bard Song Trainer with Instrument Swap as Needed

Posted: Sun May 23, 2004 1:27 pm
by Fuergrissa
you will need both the mac and the swap.inc, I would advise using MQ2Twist as well.

As allways any Tidying up or constructive critism is allways welcomed and encouraged.
Enjoy.

I have made Preoct's Swap.mac into an inc, all rights are reserved by Preocts and the ONLY change i made was calling it an "Inc" and changing the Sub Main to SwapMain as recomended by Preocts.

Songtrain.mac

Code: Select all

**||
Songtrain.mac
Bard Song Trainer by Fuergrissa
*** YOU MUST EDIT YOUR INSTRUMENTS***
Item Swap routine supplied by Preocts (Thank You)
*** Works with either MQ2Twist Plugin Loaded or not (Edit to suit) (unreliable without it)
**Usage**
Have your first 4 Gems loaded with one each of your Song Types eg, Brass, Wind etc
Edit the Instruments below to match yours
||**
#Define ArcaneMax 235
#include swap.inc

#event Loading "#*#LOADING, PLEASE WAIT...#*#"
#Event SkillUp "You have become better at #1#! (#2#)" 

Sub MAIN
  /declare count int outer 0
  /declare ArcaneLevel int outer
  /declare brass string outer
  /declare stringed string outer
  /declare wind string outer
  /declare perc string outer
  /declare SingName string outer
  |-----------------------------------------
  |edit below for your Instruments
  /varset brass "McVaxius` Horn of War"
  /varset stringed "Mandolin"
  /varset wind "Flute of Eternal Night"
  /varset perc "Selo`s Drums of the March"
  |edit above for your instruments
  |-----------------------------------------
  /varcalc ArcaneLevel ${Me.Level}*5+5
  /echo Your Spell Cap is ${ArcaneLevel}
  /if (${ArcaneLevel}>ArcaneMax) /varset ArcaneLevel ArcaneMax
  /echo Your Current Spell Cap is ${ArcaneLevel}
  /for count 1 to 4
:MainLoop
  /doevents
  |------------------------------
  |change this to /cast ${count}
  |if you do not use MQ2Twist Plugin (unreliable without it)
  /sing ${count}
  |------------------------------
  /varset SingName ${Me.Gem[${count}]}
  /call SongType
  /echo Singing ${SingName} from GemSlot ${count} of Type ${Spell[${SingName}].Skill} (${Me.Skill[${Spell[${SingName}].Skill}]})
  /goto :Singing
  /goto :MainLoop
:Maxxed
  /echo Maxxed ${Spell[${SingName}].Skill} Moving to Next Song.
  /if (${count}==4) /goto :Finished
  /Next count
  /goto :MainLoop
 :Singing
  /if (${Me.Skill[${Spell[${SingName}].Skill}]}==${ArcaneLevel}) /goto :Maxxed
  /doevents
  /if (${Me.Casting.ID}) {
  /delay 3s
  /goto :Singing
  }
  /return
:Finished
  /echo All Song Types Maxed ((( Ending Macro )))
  /popup All Song Types Maxed ((( Ending Macro )))
  /skill inst
  /end

Sub SongType
  
  /if (${Spell[${SingName}].Skill.Equal[Brass Instruments]}) {
  /call SwapMain "Moveto:"${brass}">offhand|Empty" 
  /echo Equiping ${brass}
  }
  /if (${Spell[${SingName}].Skill.Equal[Stringed Instruments]}) {
  /call SwapMain "Moveto:"${stringed}">offhand|Empty"
  /echo Equiping ${stringed}
  }
  /if (${Spell[${SingName}].Skill.Equal[Wind Instruments]}) {
  /call SwapMain "Moveto:"${wind}">offhand|Empty"
  /echo Equiping ${wind}
  }
  /if (${Spell[${SingName}].Skill.Equal[Percussion Instruments]}) {
  /call SwapMain "Moveto:"${perc}">offhand|Empty"
  /echo Equiping ${perc}
  }
  /return

Sub Event_Loading
  /end
  /return

Sub Event_SkillUp(SkillUpText,TheSkill,int Amount)
  /popup ${TheSkill} increased - ${Amount}
  /echo ${TheSkill} increased - ${Amount}
  /return 
Swap.inc

Code: Select all

|** Swap.inc Version 2.5.5 by: Preocts   Updated Last: 05/20/2004

Introduction:
  A much much much evolved version of my old switch.mac that I wrote about
  a month ago. This one is VERY flexible in what you can do. Ini or param
  driven commands. You can also store ini commands in-game. Does not open
  your inventory window but will open packs as needed. Resets your packs
  after macro is done so if you had 'that' one open it will remain open.

  I use this most heavily on my bard, allowing me to swap instruments out
  with a push of a hotkey. Wrote in a clicky command for my rogue who always
  seemed to lose her buff gear in her packs! ((cronic packrat))

  This is written to be modular and expanded. Almost all the subs handle one
  aspect of the 'switch' so adding this to your existing macros as an include
  should be almost painless.

Making an Include File: (or using parts of this macro)
  There are 7 subs below that can be pulled out of this entire macro and
  used inside your own macros for the manipulation of items and slots.
  The two rightclick subs will wait for any casting items to finsih before
  releasing control back to where they were called
     1) Sub LeftClickItem(ItemName) <------ Searches, finds, left clicks
     2) Sub LeftClickSlot(Slot) <---------- Left clicks any slot name or num
     3) Sub LeftClickPackSlot(Pack,Slot) <- Opens bags, then left clicks
     4) Sub RightClickItem(ItemName) <----- For those rightclick items
     5) Sub RightClickSlot(Slot) <--------- Same, but with slotnames
    *6) Sub OpenPack(Pack) <--------------- Needed for 1, and 3
    *7) Sub DisplayError(sInput) <--------- Needed for ALL the above.
  The parameters they need are self explaining. If you want to use them just
  copy them and the following two subs to you macro file or an include.
  *These are standalones but required if you use 1-5
Alternative:
  Just rename Sub Main to Sub SwapMain or something else. Then just call
  the newly named sub from any macro /call SwapMain "command" and viola!
  ((sub main is not actually needed. Sub Parser does _all_ the work))

Some important notes:
+ If the item is stacked the ENTIRE stack is picked up.
+ Be cool. "Enclose your commandline in quotes"
+ Options are explicit. If it tells you [ItemName]>[SlotName/CustomName] then

  that is what you MUST give it. IN THAT ORDER!
+ All commands must be separated by | when entering mulitple actions. The
  expection are IF commands. They use /. Mixing will cause problems.
+ No command will check Cursor Status before executing. Assumed Empty!
  This means you need to think your logic out. If move an item to your neck
  slot and then move an item to your mainhand, be sure you did something with
  the item that 'was' in your neck slot before you began.
+ Clicky Commands for items inside packs are pointless and will do nothing.
+ bouncy bouncy bouncy bouncy boun- damnit
+ HolyShit! Did I just add IF statements? Why yes! Yes I did.
+ Small little updates. Macro now scans bank slots, when the bank is open.
+ IF commands now have a "*" flag. * = anything. (see below)
+ IF commands can not now be, nor will ever be able to be, nested.
+ Should you get confused about all the ?s, >s, |s, =s, and /s don't fret.
  These are simple dividers the macro uses to separate one command from the
  next and one option of a command from another option.

Commands:

+ "Swap:[ItemName/SlotName/CustomName]=[ItemName/SlotName/CustomName]"
   Puts the first item you give it where the second is and puts the second
   where the first was.

+ "MoveTo:[ItemName]>[SlotName/CustomName]"
   Moves Item to Slot

+ "PickUp:[ItemName/SlotName/CustomName]"
   Places Item onto cursor (More literally, preforms a leftmouseup on [])

+ "Clicky:[ItemName/SlotName]"
   Rightclicks Item/Slot. Waits for Cast.

+ "Empty"
   Smart Empty of Cursor. Fails on full Inv.

+ "IfOn?ItemName?TrueAction/?FalseAction/?"
   If ItemName is on the cursor, preform TrueAction. Else, preform FalseAction
   Ending ? is required or you risk errors.
   Actions can contain more than one command. Divider inside Ifs is / not |.
   Neither True or False actions are required. ?-1? will skip that action
   Placing a "*" for the itemname causes a true statement if anything is on
   the cursor, a false if the cursor is empty.

+ "IfIn?ItemName:SlotName?TrueAction/?FalseAction/?"
   If ItemName is in SlotName then do TrueAction, else do FalseAction.
   Ending ? is required or you risk errors. CANNOT CHECK INSIDE PACKS.
   Actions can contain more than one command. Divider inside Ifs is / not |.
   Neither True or False actions are required. ?-1? will skip that action
   Placing a "*" for the itemname causes a true statement if anything is in
   that slot, a false if the slot is empty.
   
+  "KeyName$Commands"
    Writes Commands to KeyName in the INI file. Does not run Commands.

Options:
  [ItemName] are full item names only. No partial names will be found.
  [SlotName] The following list are valid slot names:
    mainhand offhand ranged charm leftear rightear leftwrist rightwrist arms
    head neck face shoulder chest legs waist rightfinger leftfinger feet ammo
    back pack1-8 Bank1-16 Loot1-31 SharedBank1-2 Merchant1-80 Trade1-8
    Enviro1-10 World1-10
    (Slot Numbers will work as long as they are not located inside a pack)
  [CustomName] may be used to identify a slot inside a pack. Format:
    pack1!2     Slot 2 in Pack1
    bank5!4     Slot 4 in Bank5 (only if bank window is open)
    (Forces the macro to make sure that pack is open)

Using Swap.Mac:
  Something to always remember: Swap.Mac does not care what is on the cursor
  when it runs a command. That's why I made Ifs.

  /macro swap "Swap:Foraging Machette=Scimitar of the Emerald Dawn"
    Swaps the two items between their current slots.

  /macro swap "MoveTo:Fisherman's Companion>Pack8!3"
    Moves Companion to pack8, slot three. Note: if anything was there it is
    now on the cursor.

  /macro swap "pickup:arms"
    Leftclicks the arms slot.

  /macro swap "Clicky:LeftEar"
    This rightclicks your left ear piece.

  /macro swap "Moveto:Shrunken Goblin Skull Earring>LeftEar|Clicky:LeftEar|Pickup:LeftEar|Empty"
    Moves your SGSE to your ear slot (whatever was there in on cursor)
    Clicks the slot, casting the self-buff
    Picks up the SGSE(leftear) which places whatever was there back there.
    Empty the Cursor.

  /macro swap "EarBuff$Moveto:Shrunken Goblin Skull Earring>LeftEar|Clicky:LeftEar|Pickup:LeftEar|Empty"
    Writes the command to ini. DOES NOT RUN COMMANDS
    Ini would then contain:
      EarBuff=Moveto:Shrunken Goblin Skull Earring>LeftEar|Clicky:LeftEar|Pickup:LeftEar|Empty

  /macro swap "EarBuff@"   <------- MUST end with @ to pull from ini.
    The same thing as:
  /macro swap "Moveto:Shrunken Goblin Skull Earring>LeftEar|Clicky:LeftEar|Pickup:LeftEar|Empty"

  /macro swap "IfOn?Foraging Machette?pickup:MainHand/Empty?-1?"
    If your foraging Machette is on the cursor, place it in the MainHand
    slot and empty cursor.

  /macro swap "IfIn?Shrunken Goblin Skull Earring:LeftEar?clicky:LeftEar?EarBuff@?
    If the SGKE is in the leftear click it.
    Otherwise, do a bunch of commands to put the earring in the LeftEar
    slot and click it.

Rules about IFs
  1) Thou shalt not ever nest IFs.
  2) Thou shalt not ever use | in IFs. Thou shall use / instead.

Ini File:
  Default Ini Filename: Swapper.ini

  Example:
    [SwapCommands]
    Drums=Swap:OffHand=Mistmoore Battle Drums|
    Lute=Swap:OffHand=Lute|
    Fight=PickUp:OffHand|MoveTo:Symphonic Saber>MainHand|MoveTo:Battle Drummers Main Gauche>OffHand|
    Kite=PickUp:MainHand|MoveTo:Mistmoore Battle Drums>OffHand|Empty|
    EarBuff=Moveto:Shrunken Goblin Skull Earring>LeftEar|Clicky:LeftEar|Pickup:LeftEar|Empty

Examples of things you can now do:
  [SwapCommands]
  Wow=Drums@|Lute@|EarBuff@
  /macro swap "Wow@"
  /macro swap "ifin?Mistmoore Battle Drums:offhand?Lute@?Drums@?"

Never End Loop: (really simple "duh!" kind of example)
  [SwapCommands]
  Set1=bunchofcommandshere|Swap2@
  Set2=bunchmorecommandshere|Swap1@

  /macro swap Swap1@

  THIS WILL NEVER STOP! Set1 calls Set2 which calls Set1 again, on and on.

A way to nest IF statements: ((using swapcommands))
  While you cannot nest IFs in the same commandline you can call another
  CommandSet that contains an IF statement from an IF statement.
  [SwapCommands]
  MyIF1=ifin?ItemName:MainHand?Do these actions?MyIF2@?
  MyIF2=ifin?*?MainHand?Something is there, do these actions?okay, where did my dagger of dropping go?

  /call swap MyIF1@
    Psudo-Logic:
      If Itemname is in my mainhand do this. Else, is anything in my mainhand
      and if so do these. If not I don't know what's up so do this.

**|

#Turbo 10
#define IniFileName Swapper.ini

Sub SwapMain(sInput)
  /if (!${Defined[sInput]}) /call DisplayError "SwitchMain;No Parameter Defined"
  /if (${sInput.Right[1].NotEqual[|]}) /varset sInput ${sInput}|

|  /declare GlobalTimerOut timer outer 0
  /declare nCount int local
  /declare InvState[8] int local

  /if (${sInput.Find[$]}) {
    /ini "IniFileName" "SwapCommands" "${sInput.Arg[1,$]}" "${sInput.Arg[2,$]}"
    /echo Written to IniFileName:
    /echo ${sInput.Arg[1,$]}=${sInput.Arg[2,$]}
    /return
  }

  /for nCount 1 to 8
    /if (${Window[Pack${nCount}].Open}) {
      /varset InvState[${nCount}] 0
    } else {
      /varset InvState[${nCount}] 1
    }
  /next nCount

  /call Parser "${sInput}"

  /for nCount 1 to 8
    /if (${Window[Pack${nCount}].Open} && ${InvState[${nCount}]}) /itemnotify Pack${nCount} rightmouseup
    /delay 1
  /next nCount

/return

Sub Parser(sInput)
  /if (!${Defined[sInput]}) /call DisplayError "Parser;No Parameter Defined"
  /if (${sInput.Right[1].NotEqual[|]}) /varset sInput ${sInput}|

  /declare CommandSet string local
  /declare nCount int local 1

  :ParserLoop
    /if (${sInput.Arg[${nCount},|].Find[@]} && !${sInput.Arg[${nCount},|].Find[if]}) {
      /varset CommandSet ${Ini[IniFileName,SwapCommands,${sInput.Arg[${nCount},|].Arg[1,@]},NOTFOUND]}
      /if (${CommandSet.Equal[NOTFOUND]}) /call DisplayError "Main;Swapset ${sInput.Arg[${nCount},|].Arg[1,@]} not found"
      /call Parser "${CommandSet}"
    } else {
      /call HandleCommand "${sInput.Arg[${nCount},|]}"
    }
    /varcalc nCount ${nCount}+1
  /if (${sInput.Arg[${nCount},|].Length}) /goto :ParserLoop
/return

Sub IfCommandSet(sInput)
|This does absolutly nothing with the commands given. It only changes
|all the /s to |s for the main parser.
  /if (!${Defined[sInput]}) /call DisplayError "IfCommandSet;No parameter given"
  /if (${sInput.Equal[-1]}) /return
  /declare nStep int local 1
  /declare sStep string local

  /for nStep 1 to ${sInput.Length}
    /if (${sInput.Mid[${nStep},1].Equal[/]}) {
      /varset sStep ${sStep}|
    } else {
      /varset sStep ${sStep}${sInput.Mid[${nStep},1]}
    }
  /next nStep
  /call Parser "${sStep}"
/return

Sub HandleCommand(sInput)
  /if (!${Defined[sInput]}) /call DisplayError "HandleCommand;No Parameter Defined

|IfOn: IF statement directly checks the cursor.name and compares. Pulls the
|resulting command out of sInput and parses them separetly.
  /if (${sInput.Arg[1,?].Equal[IfOn]}) {
    /if (${Cursor.Name.Equal[${sInput.Arg[2,?]}]}) {
      /call IfCommandSet "${sInput.Arg[3,?]}"
    } else {
      /if (${sInput.Arg[2,?].Equal[*]} && ${Cursor.ID}) {
        /call IfCommandSet "${sInput.Arg[3,?]}"
      } else {
        /call IfCommandSet "${sInput.Arg[4,?]}"
      }
    }
  }

|IfIn: If statement checks for the presents of an item in a slot. Pulls the
|resulting command out of sInput and parses them separetly. ITEM BEFORE SLOT
  /if (${sInput.Arg[1,?].Equal[IfIn]}) {
    /if (${sInput.Arg[2,?].Arg[2,:].Find[!]}) /varset ${sInput}
    /if (${InvSlot[${sInput.Arg[2,?].Arg[2,:]}].Item.Name.Equal[${sInput.Arg[2,?].Arg[1,:]}]}) {
      /call IfCommandSet "${sInput.Arg[3,?]}"
    } else {
      /if (${sInput.Arg[2,?].Arg[1,:].Equal[*]} && ${InvSlot[${sInput.Arg[2,?].Arg[2,:]}].Item.ID}) {
        /call IfCommandSet "${sInput.Arg[3,?]}"
      } else {
        /call IfCommandSet "${sInput.Arg[4,?]}"
      }
    }
  }

|Swap: Most complex since both params can be any of the three types. Determine
|what type the param is, send a leftclick command, then do the same for the
|next param. In the end send a leftclick command to the slot used in the first
|param. Follow?
  /if (${sInput.Arg[1,:].Equal[Swap]}) {
    /varset sInput ${sInput.Arg[2,:]}
    /declare Param1 string local ${sInput.Arg[1,=]}
    /declare Param2 string local ${sInput.Arg[2,=]}
    /declare SlotUsed int local
    /if (${Param1.Find[!]}) {
      /call LeftClickPackSlot ${Param1.Arg[1,!]} ${Param1.Arg[2,!]}
    } else {
      /call ValidSlot ${Param1}
      /if (${Macro.Return.Equal[true]}) {
        /call LeftClickSlot "${Param1}"
        /varset SlotUsed ${InvSlot[${Param1}].ID}
      } else {
        /call LeftClickItem "${Param1}"
        /varset SlotUsed ${Macro.Return}
      }
    }
    /if (${Param2.Find[!]}) {
      /call LeftClickPackSlot ${Param2.Arg[1,!]} ${Param2.Arg[2,!]}
    } else {
      /call ValidSlot ${Param2}
      /if (${Macro.Return.Equal[true]}) {
        /call LeftClickSlot "${Param2}"
      } else {
        /call LeftClickItem "${Param2}"
      }
    }
    /call LeftClickSlot ${SlotUsed}
  }

|MoveTo: Pickup the item and move it to the slot. Nothing is done to the
|cursor after this point. i.e. If the slot had an item in it that item is now
|on the cursor.
  /if (${sInput.Arg[1,:].Equal[Moveto]}) {
    /varset sInput ${sInput.Arg[2,:]}
    /call LeftClickItem "${sInput.Arg[1,>]}"
    /varset sInput ${sInput.Arg[2,>]}
    /if (${sInput.Find[!]}) {
      /call LeftClickPackSlot ${sInput.Arg[1,!]} ${sInput.Arg[2,!]}
    } else {
      /call LeftClickSlot "${sInput}"
    }
  }

|PickUp: Determine whether the param given is a slot/packslot/or item then
|send the proper leftclick command. Does not concider any items already on
|the cursor.
  /if (${sInput.Arg[1,:].Equal[PickUp]}) {
    /varset sInput ${sInput.Arg[2,:]}
    /if (${sInput.Find[!]}) {
      /call LeftClickPackSlot ${sInput.Arg[1,!]} ${sInput.Arg[2,!]}
    } else {
      /call ValidSlot ${sInput}
      /if (${Macro.Return.Equal[true]}) {
        /call LeftClickSlot "${sInput}"
      } else {
        /call LeftClickItem "${sInput}"
      }
    }
  }

|Clicky: Determine whether the param given is a slot or item. Send a click
|command to that slot/item. Very simple.
  /if (${sInput.Arg[1,:].Equal[Clicky]}) {
    /varset sInput ${sInput.Arg[2,:]}
    /call ValidSlot ${sInput}
    /if (${Macro.Return.Equal[true]}) {
      /call RightClickSlot "${sInput}"
    } else {
      /call RightClickItem "${sInput}"
    }
  }

|Empty: Easiest of all. Empty the cursor of any contents as long as there is
|room for them in the inventory. Will error exit if there is not room.
  /if (${sInput.Arg[1,:].Equal[EMPTY]}) {
    /call Command_Empty
  }

| /delay 1
/return

| BEGIN THE GUTS OF THE MACRO ------------------------

Sub LeftClickItem(ItemName)
  /if (!${Defined[ItemName]}) /call DisplayError "LeftClickItem;No Parameter"
  /declare CC int local ${Cursor.ID}
  /if (${Window[BigBankWnd]}) {
    /declare ItemLoc int local ${FindItem[=${ItemName}].InvSlot.ID}
    /if (!${ItemLoc}) {
      /varset ItemLoc ${FindItemBank[=${ItemName}].InvSlot.ID}
      /if (!${ItemLoc}) /call DisplayError "LeftClickItem;${ItemName} not found in inventory or bank."
    }
  } else {
   /declare ItemLoc int local ${FindItem[=${ItemName}].InvSlot.ID}
   /if (!${ItemLoc}) /call DisplayError "LeftClickItem;${ItemName} not found in inventory."
  }
  /if (${InvSlot[${ItemLoc}].Pack.ID}) /call OpenPack ${InvSlot[${ItemLoc}].Pack.ID}
|Inventory Window doesn't need to be open but Packs do for /itemnotify to work
  /shift /itemnotify ${ItemLoc} leftmouseup
  /declare TimerOut timer local 2s
  :LCIWait
    /if (!${TimerOut}) /call DisplayError "LeftClickItem;Operation Timed Out"
    /if (${Cursor.ID}==${CC}) /goto :LCIWait
|Stay in loop until timeout or cursor change. Error exit on timeout because
|something has gone wrong at that point. The item WAS reported in the slot
|we DID just click. If we don't get a change in the cursor....
|Return ItemLoc so we can use it in a Swap call.
|ItemLoc==SlotNumber of where we just got this item.
/return ${ItemLoc}

Sub LeftClickSlot(Slot)
  /if (!${Defined[Slot]}) /call DisplayError "LeftClickSlot;No Parameter"
  /declare CC int local ${Cursor.ID}
  /shift /itemnotify ${Slot} leftmouseup
  /declare TimerOut timer local 2s
  :LCSWait
    /if (${Cursor.ID}==${CC} && ${TimerOut}) /goto :LCSWait
|Keep in loop until cursor changes or timeout. Don't error on timeout since
|we can assume no cursor change meant that slot was empty or the item can't
|go into that slot.
/return

Sub LeftClickPackSlot(Pack,Slot)
  /if (!${Defined[Pack]} || !${Defined[Slot]}) /call DisplayError "LeftClickPackSlot;No Parameter"
  /declare CC int local ${Cursor.ID}
  /call OpenPack ${Pack}
  /shift /itemnotify in ${Pack} ${Slot} leftmouseup
  /declare TimerOut timer local 2s
  :LCPSWait
    /if (${Cursor.ID}==${CC} && ${TimerOut}) /goto :LCPSWait
|Keep in loop until cursor changes or timeout. Don't error on timeout since
|we can assume no cursor change meant that slot was empty or the item can't
|go into that slot.
/return

Sub RightClickItem(ItemName)
  /if (!${Defined[ItemName]}) /call DisplayError "RightClickItem;No Parameter"
  /declare ItemLoc int local ${FindItem[=${ItemName}].InvSlot.ID}
  /if (!${ItemLoc}) /call DisplayError "RightClickItem;Error, ${ItemName} not found in inventory."

  /if (${InvSlot[${ItemLoc}].Pack.ID}) /return
|If the item is inside a pack just exit. Nothing happens if you click them.
  /itemnotify ${ItemLoc} rightmouseup
  /delay 2
  :WaitForCast
    /if (${Me.Casting.ID}) /goto :WaitForCast
|Really nothing to check beyond waiting for a spell to cast. Either something
|happens or something doesn't. Items don't fizzle and one should hope this
|isn't being used to cast a Crusiable of Escape where interuppts matter.
/return

Sub RightClickSlot(Slot)
  /if (!${Defined[Slot]}) /call DisplayError "RightClickSlot;No Parameter"
  /itemnotify ${Slot} rightmouseup
  /delay 2
  :WaitForCast
    /if (${Me.Casting.ID}) /goto :WaitForCast 
|Yay, so easy. Slot name->Click->WaitForCast->DONE!
/return

Sub OpenPack(Pack)
|Input can be string or int.
  /if (!${Defined[Pack]}) /call DisplayError "OpenPack;No Parameter Defined"
|Looks reduntant but makes sense. This allows either a slotname or number to be evaluated.
  /if (!${Window[${InvSlot[${Pack}].Name}].Open}) {
    /itemnotify ${Pack} rightmouseup
    /declare TimerOut timer local 4s
    :Wait1
    /if (!${TimerOut}) /call DisplayError "OpenPack;Error Could Not open ${InvSlot[${Pack}].Name}"
    /if (!${Window[${InvSlot[${Pack}].Name}].Open}) /goto :Wait1
    /delay 3
|Bags seem to take a few extra cycles to register 'open' with both MQ and EQ, hence the /delay
  }
/return

Sub DisplayError(sInput)
  /echo Warning, Error. Macro Ended in Sub ${sInput.Arg[1,;]}
  /if (${sInput.Arg[2,;].Length}) /echo Error Message: ${sInput.Arg[2,;]}
  /endmacro
/return

| END THE GUTS OF THE MACRO ------------------------


Sub Command_Empty
|Rather basic. Exception is now we can make sure there is room for the item.
  :EmptyLoop
    /if (!${Cursor.ID}) /return
|Better to end the macro than drop something really important.
    /if (!${Me.FreeInventory[${Cursor.Size}]}) /call DisplayError "Command_Empty:No Inventory Space for ${Cursor.Name}."
    /autoinventory
  /goto :EmptyLoop
/return 

Sub ValidSlot(SlotName)
|Input can be string or int.
  /if (!${Defined[SlotName]}) /call DisplayError "ValidSlot;No Parameter Defined"
|If the slotname or number has an ID then it exists.
  /if (${InvSlot[${SlotName}].ID}) {
    /return TRUE
  } else {
    /return FALSE
  }
/return FALSE 

Posted: Mon May 24, 2004 3:26 pm
by Space-Boy

Code: Select all

  |----------------------------------------- 
  |edit below for your Instruments 
  /varset brass "Singing Short Sword" 
  /varset stringed "Singing Short Sword""
  /varset wind "Singing Short Sword"
  /varset perc "Singing Short Sword" 
  |edit above for your instruments 
  |----------------------------------------- 
how sad would this be to have your epic and not be maxxed =)
i met a bard tonite whos wind was like 5 and she was epiced
haha poor girl couldnt mezz or go invis =P

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