- Joined
- Dec 10, 2005
- RedCents
- 201¢
Updated Pull macro for People with pot potion use and also set for fast face so wouldnt have errors like it was and also will unload mq2 if gm comes into zone. Cause if you have attack on while fighting a mob if youleave game or camp you will die and if you unload will keep attacking
So just little updates. This one was done for someone that PM'ed ME now to work on adding in for when someone does pull... cough a tank to get HoTT and once mob in range to Taunt... *COUGH COUGH* Macro writers... need some help also here =)
Make sure to add both into 1 FILE IN NOTEPAD ! ! !
So just little updates. This one was done for someone that PM'ed ME now to work on adding in for when someone does pull... cough a tank to get HoTT and once mob in range to Taunt... *COUGH COUGH* Macro writers... need some help also here =)
Rich (BB code):
| Pull.mac
| Updated by : CodeCompiler: fixed for pulls to fast face and for..
|attacks they werent triggering, also using unload so can unload mq when gm |comes into zonealso added pots for pull and combat so you dont have to |blow clerics mana. So you know Potion slot 1 is for when your at 30 percent |direct heal and potion slot 2 HoT during pulls at 80 percent!
| Author : robdawg :Ripped by Jdelpheki :Ripped Again By hakcenter
| Version : v3 2004-12-16 5:50pm PST
| Useage : /macro pull
| Description : This macro will run your character around Pulling any mobs.
| This is definitely a work in progress and I am sure
| someone can think of plenty of upgrades for this.
| : Ripped section Jdelpheki
| Modified for pull to area where Macro is started. I have been using this
| 2 level 45's Cleric Running genbot and Warrior running Pull2. Ran for 4 hours
| Max with one cleric death. Needs Throwing weapon or arch support too
| Needs Genbot to announce its getting hit or get a new cleric script
| : Ripped section hakcenter
| Pulls Any Mobs within radius (regardless of level)
| No Mob Array Required
| Looting Added
| *Looting -stuck on corpse bug fixed-
| Loot Table Array Support
| *Puller runs to pull spot after mob looting is finished
| *Removed Target Fail Counters
| *Checks for mobs every 30seconds, 1second 50radius checks
| *Reformated
| *On zoning(death whatever), quits everquest
| *Added more checks
|
| 2004-12-11
|
| Added some squelching, always looking for mobs within range, 5 distance intervals
| Jacked Item Coding from Rogue Helper
| Fixed UI locking up
| Fixed Long Buff Casts
| Added Disarm to the Special Combat abilities
|
| 2004-12-16
| Revamped Close mob checking to 0.1second 100radius squelched
| Revamped Item casting to check for local mobs during.. and interupt if mob is near 100radius
| Removed mass escaping.. cause its retarded
| Fixed cool errors when accidently pushing esc while on a mob
| Fixed cool errors when accidently pushing esc while pulling a mob
| Added 1second before first item cast, incase item is worn... you get interupted cause its too fast
|
|------------------------------------------------------------------------------------
#turbo 10
#Event Slain "#*# slain#*#"
#Event Zoned "LOADING, PLEASE WAIT..."
#Event ItemSet "[MQ2] ItemSet#*#"
#Event ItemBounce "[MQ2] ItemBounce#*#"
#Event ItemCast "[MQ2] ItemCast#*#"
Sub Main
|------------------------------------------------------------
|How far would you like to target a mob?
|------------------------------------------------------------
/declare RV_MaxRadius int outer 350
|------------------------------------------------------------
|How far is the fast movement range?
|------------------------------------------------------------
/declare RV_FastRange int outer 10
|------------------------------------------------------------
|How far is the maximum combat range?
|------------------------------------------------------------
/declare RV_RangeMax int outer 7
|------------------------------------------------------------
|How far is the minimum combat range?
|------------------------------------------------------------
/declare RV_RangeMin int outer 8
|------------------------------------------------------------
|What is the minimum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MinZRange int outer -1000
|------------------------------------------------------------
|What is the maximum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MaxZRange int outer 450
|------------------------------------------------------------
|------------------------------------------------------------
|Variables that you don't need to worry about.
|------------------------------------------------------------
/declare RV_MyTargetID int outer 0
/declare RV_MyTargetName string outer
/declare RV_MyTargetDead int outer 0
/declare RV_InvalidTargetID int outer 0
/declare RV_HasTarget int outer 0
/declare RV_RandomWait int outer 0
/declare RV_LootSlot int outer 0
/declare RV_CheckLook int outer 0
/declare RV_Fighting int outer 0
/declare RV_TargetDead int outer 0
/declare RV_MyXLOC int outer 0
/declare RV_MyYLOC int outer 0
/declare RV_ObstacleCount int outer 0
/declare RV_hitcount int outer 0
/declare RV_healcheck int outer 0
/declare RT_MyXLOC int outer ${Me.X}
/declare RT_MyyLOC int outer ${Me.Y}
/declare lastevent string outer None
/declare CheckBuffs int outer 0
/declare i int outer
/declare ialias string outer None
/declare doIclick bool outer FALSE
/declare bouncenum int outer 1
/declare ibounce string outer None
/declare itemspellname string outer None
/declare clicktimer timer outer 0
/squelch /alias /iset /echo ItemSet
/squelch /alias /ibounce /echo ItemBounce
/squelch /alias /iclick /echo ItemCast
/varset CheckBuffs 1
:Start
/doevents
/call GMCheck
/call GetTarget
/if (${RV_HasTarget}) /call Pull
/if (${RV_HasTarget}) /call CombatSub
/call ResetSub
/call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC}
/goto :Start
/return
|--------------------------------------------------------------------------------
|SUB: GM Check
|--------------------------------------------------------------------------------
Sub GMCheck
/if (${Spawn[gm].ID}) {
/beep
/beep
/beep
/echo GM has entered the zone!
/echo Grrr but ending the macro...
/echo Need to restart we unloading...
/keypress forward
/keypress back
/quit
/unload
}
/return
|--------------------------------------------------------------------------------
|SUB: Aquire Target
|--------------------------------------------------------------------------------
Sub GetTarget
/doevents
/declare SpawnTimer int local
/declare RV_CurrentRadius int local
/declare RV_TargetSub int local
/echo Looking for Close Range Mobs
:Acquire
/doevents
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 5
/squelch /target radius ${RV_CurrentRadius} npc
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if (${Int[${Target.Z}]}<${RV_MinZRange}) {
/echo Mob is BELOW Min Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}>${RV_MaxZRange}) {
/echo Mob is ABOVE Max Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.Name}
/echo Acquired ${Target.Name} at range ${Int[${Target.Distance}]}
/return
}
/if (${CheckBuffs}>0) {
/echo Checking Buffs
/call ItemCast
/varset CheckBuffs 0
/echo Aquiring Long Range Mobs
}
/next RV_CurrentRadius
/goto :Acquire
/return
|--------------------------------------------------------------------------------
|SUB: Pull
|--------------------------------------------------------------------------------
Sub Pull
/doevents
/echo Pulling Mob
/declare TargDist float local
:PullLoop
/doevents
/face fast
/if (!${Me.Combat}) /attack on
/call MoveToMob
/if (!${Target.ID}) /return
/face fast
/if (${Target.PctHPs}==100) /goto :PullLoop
/if (${Target.PctHPs}<21) /return
/call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC}
/if (!${Target.ID}) /return
/face fast
:Engage
/varset TargDist ${Math.Distance[${Target.Y},${Target.X},0:${Me.Y},${Me.X},0]}
/if ( ${TargDist}<30 ) /return
/delay 1s
/goto :Engage
/return
|--------------------------------------------------------------------------------
|SUB: Move to Mob
|--------------------------------------------------------------------------------
Sub MoveToMob
/doevents
/varset RV_MyXLOC ${Int[${Me.X}]}
/varset RV_MyYLOC ${Int[${Me.Y}]}
/varset RV_ObstacleCount 0
:MovementLoop
/doevents
/if (!${Target.ID}) /return
/delay 3
/face fast
/varcalc RV_ObstacleCount ${RV_ObstacleCount}+1
/if (${Int[${Target.Distance}]}>${RV_FastRange}) /keypress forward hold
/if (${Int[${Target.Distance}]}<${RV_FastRange}&&${Int[${Target.Distance}]}>${RV_RangeMax}) /keypress forward
/if (${Int[${Target.Distance}]}<${RV_RangeMin}) /keypress back
/if (${RV_ObstacleCount}>=15) {
/if (${Me.PctHPs}> 80
/potionbelt activate 2
/call CheckObstacle
/goto :Movementloop
}
/if (${Int[${Target.Distance}]}>${RV_FastRange}) /goto :MovementLoop
/return
|--------------------------------------------------------------------------------
|SUB: Move To Location
|--------------------------------------------------------------------------------
Sub MoveToLoc(MoveToY, MoveToX)
/doevents
/declare running int local
/declare distanceNow float local
/declare distanceBefore float local
/declare distanceModifier int local
/declare distanceTimer timer 15
/varset running 0
/varset distanceBefore ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/varset distanceModifier 1
/echo Moving to Location: ${MoveToY}, ${MoveToX}.
/echo Distance: ${distanceBefore}
:moveToLocation
/doevents
/face fast nolook loc ${MoveToY},${MoveToX}
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<10) {
/keypress forward
/return
}
/if (${distanceTimer}==0) {
/if (${Me.Sneaking}) {
/varset distanceModifier 2
} else {
/varset distanceModifier 1
}
/varset distanceNow ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/if (${Math.Calc[${distanceBefore}-${distanceNow}]}<${Math.Calc[10/${distanceModifier}]}) {
/call HitObstacle
}
/varset distanceBefore ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/varset distanceTimer 15
}
/if (${running}==0) {
/keypress forward
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}>10) {
/varset running 1
/keypress forward hold
}
} else {
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<11) {
/varset running 0
/keypress forward
}
}
/goto :moveToLocation
/return
|--------------------------------------------------------------------------------
Rich (BB code):
|SUB: Obstacle Check
|--------------------------------------------------------------------------------
Sub CheckObstacle
/doevents
/if ((${RV_MyXLOC}==${Int[${Me.X}]})&&(${RV_MyYLOC}==${Int[${Me.Y}]})) /call HitObstacle
/varset RV_MyXLOC ${Int[${Me.X}]}
/varset RV_MyYLOC ${Int[${Me.Y}]}
/varset RV_ObstacleCount 0
/return
|--------------------------------------------------------------------------------
|SUB: Obstacle Avoidance
|--------------------------------------------------------------------------------
Sub HitObstacle
/echo Obstacle hit, moving around it...
/keypress forward
/keypress back hold
/delay 3
/keypress back
/if (${Math.Rand[2]}) {
/keypress strafe_right hold
} else {
/keypress strafe_left hold
}
/delay 5
/keypress strafe_right
/keypress strafe_left
/keypress forward hold
/return
|--------------------------------------------------------------------------------
|SUB: Combat
|--------------------------------------------------------------------------------
Sub CombatSub
/doevents
/varset RV_Fighting 1
/varset RV_TargetDead 0
/echo Attacking Mob NOW!
:CombatLoop
/if (!${Me.Combat}) /attack on
/if (${Me.PctHPs}> 30
/potionbelt activate 1
/if (!${Target.ID}) /return
/call MoveToMob
/call SpecialIT
/if (!${RV_TargetDead}) /goto :CombatLoop
/doevents
/return
|--------------------------------------------------------------------------------
|SUB: Special Combat
|--------------------------------------------------------------------------------
Sub SpecialIt
/doevents
/declare TempID int inner 0
/if (${Target.Distance}<=17 && ${Me.AbilityReady[kick]}) {
/doability "kick"
}
/if (${Target.Distance}<=17 && ${Me.AbilityReady[Disarm]}) {
/doability "Disarm"
}
/return
|--------------------------------------------------------------------------------
|SUB: Item Buffs
|--------------------------------------------------------------------------------
Sub ItemCast
/doevents
/declare ItemDelay int inner 0
/varset ItemDelay 1
/varset i 1
:ItemCheckLoop
/doevents
/varset ialias ${Ini[PullItems.ini].Arg[${i},|]}
/if (${ialias.NotEqual[NULL]}) {
/if (${Ini[PullItems.ini,${ialias},KeepUp].Equal[FALSE]}) /goto :NextItem
/varset bouncenum 1
/varset doIclick TRUE
:BounceCheckLoop
/varset ibounce ${Ini[PullItems.ini,${ialias},BounceOff${bouncenum}]}
/if (${ibounce.NotEqual[NULL]}) {
/if (${ibounce.Equal[${Me.Buff[${ibounce}]}]}) /varset doIclick FALSE
} else /goto :DoneBounceChecks
/varcalc bouncenum ${bouncenum}+1
/goto :BounceCheckLoop
:DoneBounceChecks
/varset itemspellname ${FindItem[${Ini[PullItems.ini,${ialias},FullName]}].Spell}
/if (${itemspellname.Equal[${Me.Buff[${itemspellname}]}]}) /varset doIclick FALSE
/squelch /target myself
/if (${doIclick}) {
/if (${ItemDelay}==1) {
/delay 1s
/varset ItemDelay 0
}
}
/if (${doIclick}) /docommand /iclick ${ialias}
/if (${clicktimer}) /goto :DoneItemChecks
:NextItem
/varcalc i ${i}+1
} else /goto :DoneItemChecks
/goto :ItemCheckLoop
:DoneItemChecks
/doevents
/squelch /target clear
/return
Sub Event_ItemSet(string Line)
/varset lastevent Event_ItemSet
/if (!${Line.Arg[5].Length} || ${Line.Arg[6].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /iset
/if (${verbosity}>=0) /${channel} -- /iset <itemalias> keepup|nokeepup <"Item Name">
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /iset gobby keepup "Shrunken Goblin Skull Earring"
/return
}
/ini "PullItems.ini" "${Line.Arg[3]}" "FullName" "${Line.Arg[5]}"
/ini "PullItems.ini" "${Line.Arg[3]}" "KeepUp" "${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}"
/if (${verbosity}>=0) /${channel} ** ${Line.Arg[5]} (KeepUp=${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}) updated in INI!
/return
Sub Event_ItemBounce(string Line)
/varset lastevent Event_ItemBounce
/if (!${Line.Arg[4].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /ibounce
/if (${verbosity}>=0) /${channel} -- /ibounce <itemalias> "Some Spell Name"
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /ibounce gobby "Strength of Tunare"
/return
}
/if (!${Ini[PullItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
/declare bindex int local 1
:CheckNextKey
/if (${Ini[PullItems.ini,${Line.Arg[3]},BounceOff${bindex}].Length}) {
/varcalc bindex ${bindex}+1
/goto :CheckNextKey
} else {
/ini "PullItems.ini" "${Line.Arg[3]}" "BounceOff${bindex}" "${Line.Arg[4]}"
/if (${verbosity}>=0) /${channel} ** Added "${Line.Arg[4]}" to [${Line.Arg[3]}]'s bounce list
}
/return
Sub Event_ItemCast(string Line)
/varset lastevent Event_ItemCast
/if (!${Line.Arg[3].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /icast
/if (${verbosity}>=0) /${channel} -- /icast <itemalias>
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /icast gobby
/return
}
/if (!${Ini[PullItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
/declare fullname string local ${Ini[PullItems.ini,${Line.Arg[3]},FullName]}
/if (${verbosity}>=1) /${channel} ** Attempting to use: ${fullname}
/if (${FindItem[${fullname}].InvSlot.Pack}) {
:OpenPack
/if (!${Window[${FindItem[${fullname}].InvSlot.Pack.Name}].Open}) {
/itemnotify ${FindItem[${fullname}].InvSlot.Pack.Name} rightmouseup
/delay 2
/goto :OpenPack
}
/declare camefrom ${FindItem[${fullname}].InvSlot}
:GrabItem
/if (!${Cursor.ID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :GrabItem
}
/declare clickyID int local ${Cursor.ID}
/declare wornat int local ${Cursor.WornSlot[1]}
:SwapFirst
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapFirst
}
/delay 2
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/declare previousID ${Cursor.ID}
/itemnotify ${InvSlot[${wornat}]} rightmouseup
:SwapAgain
/if (${Cursor.ID}==${previousID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapAgain
}
:PutItBack
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :PutItBack
}
:SummonedCheck
/if (${Cursor.ID}) {
/autoinv
/delay 2
/goto :SummonedCheck
}
:ClosePack
/if (${Window[${InvSlot[${camefrom}].Pack.Name}].Open}) {
/itemnotify ${InvSlot[${camefrom}].Pack.Name} rightmouseup
/delay 2
/goto :ClosePack
}
} else {
/if (${FindItem[${fullname}].InvSlot}) {
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/itemnotify ${FindItem[${fullname}].InvSlot} rightmouseup
/delay 2
} else {
/if (${verbosity}>=0) /${channel} ** "${fullname}" not found!
}
}
:CastLoop
/delay 1
/squelch /target radius 100 npc
/if (${Target.ID}) {
/if (${Target.CleanName.Equal[${Me.Name}]}) {
/squelch /target clear
/goto :CloseMobCheck
}
/keypress duck
/delay 1
/keypress duck
/delay 1
/return
}
:CloseMobCheck
/if (${Me.Casting.ID}) /goto :CastLoop
/return
|--------------------------------------------------------------------------------
|SUB: Slain
|--------------------------------------------------------------------------------
Sub Event_Slain
/varset RV_TargetDead 1
/varset RV_Fighting 0
/attack off
/target clear
/keypress forward
/keypress back
/return
|--------------------------------------------------------------------------------
|SUB: Zoned
|--------------------------------------------------------------------------------
Sub Event_Zoned
/echo Zoned
/delay 60s
/quit
/endmacro
|
|--------------------------------------------------------------------------------
|SUB: Reset
|--------------------------------------------------------------------------------
Sub ResetSub
/doevents
/varset RV_HasTarget 0
/varset RV_TargetDead 0
/varset RV_Fighting 0
/return
Make sure to add both into 1 FILE IN NOTEPAD ! ! !
Last edited:

