• You've discovered RedGuides 📕 an EverQuest multi-boxing community 🛡️🧙🗡️. We want you to play several EQ characters at once, come join us and say hello! 👋
  • IS THIS SITE UGLY? Click "RG3" at the very bottom-left of this page to change it. To dismiss this notice, click the X --->
  • Post your .ini today for a chance to win up to 30 Krono, the fabled RedGuides Mug, an EverQuest art book and other loot! More details here.
Ultimate Clickie Macro

Utility Ultimate Clickie Macro 1.0

Download now: Join us with Level 2 access
or earn your way in with RedCents.
Other Authors
Software Requirements
Server Type
Live, Emu, TLP, Test Server
I wanted a utility to click my Cauldron of Many Things such as Cauldron, and used it for quite a while. But then I decided to expand it a bit to click other items I had in inventory to produce different things that I might need/want. I also wanted to combine it with training myself to tolerate alcohol. This is the result. any many thanks to TreeHugginDruid for the start!

Rich (BB code):
#include spell_routines.inc

#Event BagsFull     "#*#There was no place to put that!#*#"
#Event BagsFull     "#*#There are no open slots for the held item in your inventory.#*#"
#Event LoreItem      "#*#You cannot loot this Lore Item.#*#"
#Event Camping     "#*#seconds to prepare your camp."
#Event BoozeItUp   "#*#You have become better at Alcohol Tolerance#*#"

Sub Main

  |-- If you use this macro, modify:
  |-- The values in the Clickies array to be items you want to click to
  |-- produce objects
  |-- The values in the ItemsToDestroy array to be items you do not want
  |-- once they are produced or to limit the quantity of produced items
  |-- The value of the cDrink variable to be the item you wish to consume
  |-- while training to drink alcohol

  |-- declare an array of all items to click and the quantities. 
  |-- Element definition: <Item To Click>|<Created Item>|<Quantity to Keep>
  |-- If <Created Item> and <Quantity To Keep> are not defined, the item is
  |-- just clicked and any results of the item are checked to see if they are
  |-- to be destroyed with the ItemsToDestroy array
  |-- If <Quantity To Keep> is defined, the <Item To Click> is clicked then the
  |-- resulting <Created Item> quantity count is checked and if it is under
  |-- <Quantity To Keep>, it is kept.  Otherwise it is destroyed
  /declare Clickies[10] string outer NULL

  /varset Clickies[1] Cauldron of Countless Goods
  /varset Clickies[2] Cauldron of Endless Goods
  /varset Clickies[3] Cauldron of Many Things
  /varset Clickies[4] Brell's Brew Dispenser|Brell Day Ale|10
  /varset Clickies[5] Endless Turkeys|Cooked Turkey|10
  /varset Clickies[6] Spiced Iced Tea Dispenser|Spiced Iced Tea|20

  |-- declare an array of all the items to DELETE
  |-- Element definition: <Cursor Item>|<Quantity to Keep>
  |-- If <Quantity to Keep> is defined, the <Cursor Item> quantity is checked
  |-- and if less than <Quantity to Keep> it it kept.  Otherwise it is destroyed
  /declare ItemsToDestroy[50] string outer NULL

  /varset ItemsToDestroy[1] Mardu's Maniacal Mask
  /varset ItemsToDestroy[2] Tideslasher
  /varset ItemsToDestroy[3] Elemental Shard
  /varset ItemsToDestroy[4] Worlu's Windcloak
  /varset ItemsToDestroy[5] Worlu's Prying Eyes
  /varset ItemsToDestroy[6] Rod of Mechamagical Mastery
  /varset ItemsToDestroy[7] Shard of the First Minion
  /varset ItemsToDestroy[8] Regal Tonic of Greater Healing
  /varset ItemsToDestroy[9] Pail of Slop
  /varset ItemsToDestroy[10] Majestic Tonic of Healing
  /varset ItemsToDestroy[11] Mardu's Mercurial Visor
  /varset ItemsToDestroy[12] Skull of the Spire Servant
  /varset ItemsToDestroy[13] Void Shard
  /varset ItemsToDestroy[14] Wand of Temporal Mastery
  /varset ItemsToDestroy[15] Ether-Fused Shard
  /varset ItemsToDestroy[16] Wavethrasher
  /varset ItemsToDestroy[17] Brightedge
  /varset ItemsToDestroy[18] Imprint of the Enhanced Minion|1
  /varset ItemsToDestroy[19] Bulkwark of Many Portals|4
  /varset ItemsToDestroy[20] Tavon's Polished Gemstone|8
  /varset ItemsToDestroy[21] Tavon's Burnished Gemstone|6

  |-- is the toon going to booze it up? Define what to drink
  /declare cDrink string local
  /varset cDrink Brell Day Ale

  | reference variables that do not need to be altered
  /declare ItemKeepCount integer outer
  /declare i int local
  /declare bFound bool local
  /declare bCast bool local
  /declare nClickie int local
  /declare cClickie string local
  /declare cWhatToClick string local
  /declare cWhatToGet string local
  /declare nHowMany int local

  /declare cItemToDestroy string local
  /declare cItem string local

  /echo Running ClickStuff Macro
  /popup Running ClickStuff Macro

    /for nClickie 1 to ${Clickies.Size}

      |--- Continue checking for an item on the cursor until
      |--- there isn't one
        /if (${Cursor.ID}) {

          /varset bFound false

          /for i 1 to ${ItemsToDestroy.Size}
            /varset cItemToDestroy ${ItemsToDestroy[${i}]}
            /varset cItem ${cItemToDestroy.Arg[1,|]}
            /varset nHowMany ${cItemToDestroy.Arg[2,|]}

            |--- if we find the item, get out of the loop
            /if (${Cursor.Name.Equal[${cItem}]}) {
              /if (!${nHowMany} || ${FindItemCount[=${cItem}]} > ${nHowMany}) /varset bFound true

          /next i

          |--- Are we keeping or destroying the item?
          /if (${bFound}) {
            /echo ${Time.Date}-${Time} Destroy - ${Cursor.Name}.

          } else {
            /echo ${Time.Date}-${Time} Keep - ${Cursor.Name}.

          /delay 2s
          /goto :ItemOnCursor

      | --- Start the summoning process
      /varset cClickie ${Clickies[${nClickie}]}

      |-- See if there is a clickie defined
      /if (${cClickie.NotEqual[NULL]}) {

        /varset cWhatToClick ${cClickie.Arg[1,|]}
        /varset cWhatToGet ${cClickie.Arg[2,|]}
        /varset nHowMany ${cClickie.Arg[3,|]}

        |-- if there are quantites and items defined, check them first
        /varset bCast true
        /if (${cWhatToGet.NotEqual[NULL]} && (${nHowMany})) {
          /if (${FindItemCount[=${cWhatToGet}]} >= ${nHowMany}) /varset bCast false

        |-- Can we cast and is the item ready?
        /if (${bCast} && ${FindItem[=${cWhatToClick}].ID} && ${Me.ItemReady[${cWhatToClick}]}) {

          /useitem "${cWhatToClick}"

          /if (${Me.Casting.ID}) {
            /delay 2s
            /goto :CastingCheck

          |--- More than likely the item was clicked.  Put in a pause to allow
          |--- the user to override the default actions of the macro as well as
          |--- not flood the application with requests from the macro
          /delay 4s


      /delay 1s

    /next nClickie

    | -- see if we can take a drink
    /if (${Me.Skill[Alcohol Tolerance]} < 450) {
      /if (${FindItem[=${cDrink}].ID} && ${Me.ItemReady[${cDrink}]}) {
        /useitem "${cDrink}"
        /delay 1s

    /delay 1s
    /goto :MainLoop

Sub Event_BagsFull

  /echo *** Bags are full, time to cleanup ! ***
Sub Event_LoreItem
  /echo + You attempted to summon a lore item you already have.
Sub Event_Camping
  /echo Camp command detected.  Ending macro.
Sub Event_BoozeItUp
    /echo Alcohol Tolerance >> ${Me.Skill[Alcohol Tolerance]} <<     Drunkeness >> ${Me.Drunk} <<
First release
Last update
0.00 star(s) 0 ratings