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AE KoS/See Invis seeker (1 Viewer)

Bloodcell said:
might not be laggy for long though, each spawn has a static ID so it only needs to parse the info upon zone in.
Uh no they don't :P Roamers usually can have multiple ID's... Static mobs generally have static ID's, but can have 2 or 3 each...Named are almost always static, but there are a few zones that they can have different ID's.
 
Even if they did, let's think for a moment. The object would be to tell you when a KoS mob got close to you. Not if there are any KoS mobs in the zone. Doing that would require constant checking of mobs near you.
 
I remember someone talking about it a long long time ago in MQ2 IRC channel, just can't remember if it was macro or plugin.
What it did, was it would simply target and con every npc in a certain radius, then alert if any is KoS. Not sure if it then disregarded mobs already conned or what.

Gonna look at VIP forums, might be that someone have posted it by now.
 
Yes it would, but I'm lazy and I know someone already wrote it :p And I don't really need it often enough to wanna bother right now, maybe one day when I'm bored ;)

The issue as I see it right now, is to not con the same spawn twice, maybe do this by having an array with already conned spawns to check against, it'st just that I think that this array would be(come) rather huge, not to mention a bad solution. I'm too tired to put my mind around it right now :)
 
Found it !!

Rich (BB code):
|* Consider.INC - http://www.macroquest2.com/phpBB2/viewtopic.php?t=12399 
|* 
|* 0.10 - 20051112 Agripa 
|* 
|* This include file allows a toon to scan for kill on sight NPCs starting 
|* with the nearest one and moving outward.  I mostly use this function 
|* when traveling in unfamilar zones or areas invisibly. 
|* 
|* Installation: 
|* 
|*    Save as Consider.INC and use #include Consider.INC in your macro. 
|* 
|* Usage: 
|* 
|*    Make a hotkey with the line "/echo Consider".  Pressing the hotkey 
|*    will alternately start or stop the consider code scanning nearby NPCs. 
|*    The consider code will stop when it finds a kill on sight NPC. 
|*    The variable ${Consider_Return} can be used to trap the results of 
|*    consider events for other uses. 
|* 
|* Example: 
|* 
|* #include Consider.INC 
|* 
|* Sub Main 
|* 
|*    :restart 
|* 
|*    /doevents 
|* 
|*    /goto :restart 
|* 
|* /return 

#event Consider        "[MQ2] Consider" 

Sub Event_Consider 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 

   /if ( !${Consider_State1} ) { 
      /echo Event_Consider: Start 
      /varset Consider_Return <Emtpy> 
      /varset Consider_State1 TRUE 
      /varset Consider_Count 0 
      /call Consider_1 
   } else { 
      /echo Event_Consider: Stop 
      /varset Consider_State1 FALSE 
   } 

/return 

Sub Consider_1 

   /if ( ${Consider_State1} ) { 
      /varcalc Consider_Count ( ${Consider_Count} + 1 ) 
      /varset Consider_MobID ${NearestSpawn[${Consider_Count},npc zradius 100].ID} 
      /if ( ${Consider_MobID} && !${Select[${Consider_Return},<Threatening>,<ReadyToAttack>]} ) { 
         /target id ${Consider_MobID} 
         /delay 1s ( ${Target.ID}==${Consider_MobID} ) 
         /consider 
         /echo Consider_1: ${Consider_Count} = ${Target.CleanName}(${Target.ID}) 
      } else { 
         /varset Consider_State1 FALSE 
      } 
   } 

/return 

Sub Consider_Init 
   /if ( ${Defined[Consider_Count]} ) /return 

   /declare Consider_Count    int    outer 
   /declare Consider_MobID    int    outer 
   /declare Consider_Return   string outer 
   /declare Consider_State1   bool   outer FALSE 

/return 

#event Consider_Ally            "#1# regards you as an ally#*#" 
#event Consider_Warmly          "#1# looks upon you warmly#*#" 
#event Consider_Kindly          "#1# kindly considers you#*#" 
#event Consider_Amiable         "#1# judges you amiably#*#" 
#event Consider_Indifferent     "#1# regards you indifferently#*#" 
#event Consider_Apprehensive    "#1# looks your way apprehensively#*#" 
#event Consider_Dubious         "#1# glowers at you dubiously#*#" 
#event Consider_Threatening     "#1# glares at you threateningly#*#" 
#event Consider_ReadyToAttack   "#1# scowls at you, ready to attack#*#" 

Sub event_Consider_Ally 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Ally> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Warmly 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Warmly> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Kindly 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Kindly> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Amiable 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Amiable> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Indifferent 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Indifferent> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Apprehensive 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Apprehensive> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Dubious 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Dubious> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_Threatening 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <Threatening> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return 

Sub event_Consider_ReadyToAttack 
   /if ( !${Defined[Consider_Count]} ) /call Consider_Init 
   /varset Consider_Return <ReadyToAttack> 
   /if ( ${Consider_State1} ) /call Consider_1 
/return
 
AE KoS/See Invis seeker

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