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Anyone have Advpath2.inc? (1 Viewer)

ss44

Active member
Joined
Sep 13, 2005
RedCents
31¢
I was going to play with the Vxed macro, but since the Macroquest2 site is down I cannot find Advpath2.inc. if anyone has it please post it.
 
This is available without VIP access, if anyone is worried about it.

Rich (BB code):
|advpath2.inc
|Generic movement/pathing macro for inclusion in your own macros. (2nd part)
|Version 1.31
|Date:08/08/2004
|
||**
[advpath]
version=1.31
**|

Sub SimpleKeyPress(Function,Duration,DelayType)
/if (!${Defined[DelayType]}) {
    /declare DelayType int local
    /varset DelayType 1
}
/if (${Function.Equal[FORWARD]} && ${PBFace.Equal[faceb]}) {
    /varset Function BACK
} else /if (${Function.Equal[BACK]} && ${PBFace.Equal[faceb]}) {
    /varset Function FORWARD
}
/keypress ${Function}
/keypress ${Function} hold
/if (${DelayType}==1) {
    /call Delay ${Duration}
} else {
    /delay ${Duration}
}
/keypress ${Function}
/return


Sub CheckObstacle
/if (${PlotFlag}==0 && ${Math.Distance[${MyLastYLoc},${MyLastXLoc},${MyLastZLoc}]}<1) /call CheckDoor
/if (${PlotFlag}==0 && ${Math.Distance[${MyLastYLoc},${MyLastXLoc},${MyLastZLoc}]}<1) /call HitObstacle
/varset MyLastYLoc ${Me.Y}
/varset MyLastXLoc ${Me.X}
/varset MyLastZLoc ${Me.Z}
/varset ObstacleCount 0
/return



Sub CheckDoor
/declare CharDirection int local
/declare TempVarDoor int local
/declare TempStoreTgt int local
/varset TempStoreTgt 0

/if (${Target.ID}>0) /varset TempStoreTgt ${Target.ID}
/doortarget

/if (${Target.Name.Find["door"]} && ${Target.Distance}<=12) {
    /call Move 0
    /if (${Me.Heading.DegreesCCW}>=315) {
        /look 0
        /if (${PBFace.Equal[facef]}) {
            /face fast nolook heading 0
            /varset CharDirection 0
        } else {
            /face fast nolook heading 180
            /varset CharDirection 180
        }
        /goto :GotHeading
    }
    /if (${Me.Heading.DegreesCCW}<45) {
        /look 0
        /if (${PBFace.Equal[facef]}) {
            /face fast nolook heading 0
            /varset CharDirection 0
        } else {
            /face fast nolook heading 180
            /varset CharDirection 180
        }
        /goto :GotHeading
    }
    /if (${Me.Heading.DegreesCCW}>=45 && ${Me.Heading.DegreesCCW}<135) {
        /look 0
        /if (${PBFace.Equal[facef]}) {
            /face fast nolook heading 90
            /varset CharDirection 90
        } else {
            /face fast nolook heading 270
            /varset CharDirection 270
        }
        /goto :GotHeading
    }
    /if (${Me.Heading.DegreesCCW}>=135 && ${Me.Heading.DegreesCCW}<225) {
        /look 0
        /if (${PBFace.Equal[facef]}) {
            /face fast nolook heading 180
            /varset CharDirection 180
        } else {
            /face fast nolook heading 0
            /varset CharDirection 0
        }
        /goto :GotHeading
    }
    /if (${Me.Heading.DegreesCCW}>=225 && ${Me.Heading.DegreesCCW}<315) {
        /look 0
        /if (${PBFace.Equal[facef]}) {
            /face fast nolook heading 270
            /varset CharDirection 270
        } else {
            /face fast nolook heading 90
            /varset CharDirection 90
        }
        /goto :GotHeading
    }

    :GotHeading

    /varset TempVarDoor 0
    :DoorMoveCloser
    /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}

    /if (${TempVarDoor}>50) /goto :DoorDoneMoveCloser
    /if (${PBFace.Equal[facef]}) {
        /if (${Target.Distance}>10) /call SimpleKeyPress FORWARD 1
        /if (${Target.Distance}<8) /call SimpleKeyPress BACK 1
    } else {
        /if (${Target.Distance}>10) /call SimpleKeyPress BACK 1
        /if (${Target.Distance}<8) /call SimpleKeyPress FORWARD 1
    }

    /if (${Target.Distance}>10) /goto :DoorMoveCloser
    /if (${Target.Distance}<8) /goto :DoorMoveCloser
    :DoorDoneMoveCloser

    /call Delay 0

    /keypress USE HOLD
    /keypress USE
    /call Delay 1s
   
    /varset DoorMoveTimer 1s
    /varset TempVarDoor 0
    :DoorMoveAway
    /if (${DoorMoveTimer}>0) {
        /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
        /if (${TempVarDoor}>50) /goto :DoorDoneMoveAway
        /if (${PBFace.Equal[facef]}) {
            /if (${Target.Distance}>21) /call SimpleKeyPress FORWARD 1
            /if (${Target.Distance}<16) /call SimpleKeyPress BACK 1
        } else {
            /if (${Target.Distance}>21) /call SimpleKeyPress BACK 1
            /if (${Target.Distance}<16) /call SimpleKeyPress FORWARD 1
        }
        /if (${Target.Distance}>21) /goto :DoorMoveAway
        /if (${Target.Distance}<16) /goto :DoorMoveAway
        :DoorDoneMoveAway
    }

    /call Delay 0
    /if ((${Target.Heading.DegreesCCW}>355)&&(${Target.Heading.DegreesCCW}<5)) {
        /if (${CharDirection}==0) {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 337
                :DoorNorth1
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorNorth1
                /face fast nolook door
        } else {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 203
                :DoorNorth2
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorNorth2
                /face fast nolook door
        }
    }
    /if ((${Target.Heading.DegreesCCW}>85)&&(${Target.Heading.DegreesCCW}<95)) {
        /if (${CharDirection}==90) {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 67
                :DoorWest1
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorWest1
                /face fast nolook door
        } else {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 293
                :DoorWest2
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorWest2
                /face fast nolook door
        }
    }
    /if ((${Target.Heading.DegreesCCW}>175)&&(${Target.Heading.DegreesCCW}<185)) {
        /if (${CharDirection}==180) {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 157
                :DoorSouth1
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorSouth1
                /face fast nolook door
        } else {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 23
                :DoorSouth2
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorSouth2
                /face fast nolook door
        }
    }
    /if ((${Target.Heading.DegreesCCW}>265)&&(${Target.Heading.DegreesCCW}<275)) {
        /if (${CharDirection}==270) {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 247
                :DoorEast1
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorEast1
                /face fast nolook door
        } else {
                /varset TempVarDoor 0
                /look 0
                /face fast nolook heading 113
                :DoorEast2
                /varset TempVarDoor ${Math.Calc[${TempVarDoor}+1]}
                /if (${PBFace.Equal[facef]}) {
                    /call SimpleKeyPress FORWARD 1
                } else {
                    /call SimpleKeyPress BACK 1
                }
                /if (${TempVarDoor}<1) /goto :DoorEast2
                /face fast nolook door
        }
    }
    /if (${PBFace.Equal[facef]}) {
        /call Move 1
    } else {
        /keypress FORWARD hold
        /delay 8
        /keypress FORWARD
        /call Move 1
    }
}
/if (${TempStoreTgt}>0) {
    /if (${Spawn[${TempStoreTgt}].ID}) /target id ${TempStoreTgt}
} else {
    /target clear
}
/return


Sub CheckForTarget
/if ((${FollowFlag}==1)&&(${ObstacleCount}<7)&&(!${Target.CleanName.Equal["${FollowName}"]})) {
    /call TargetMob "${FollowName}"
}
/return


Sub CheckMoving
/if (${PauseFlag}==0 && ${Me.Speed}==0) {
    /call Move 1
}
/return


Sub ClearLocs
/varset CurrLoc 1
/varset NumLocs 1
/varset ObstacleCount 0
/varset TotalObstCount 0
/return


Sub Delay(DelayTime)
|
| Time Critical /call's that do simple calculations go in the for loop. 
| Do not put things in here that might interfere with other functions.
|
/varset DelayTimer ${DelayTime}
:DlyLoop
/delay 1
/if (${FollowFlag}==1) /call TrackFollow
/if (${DelayTimer}>0) /goto :DlyLoop
/return


Sub FindLookAngle(TY,TX,TZ)
/declare Angle float local
/declare LevOrWet int local
/declare TempFacing float local
/varset LevOrWet 0
/declare FY float local
/declare FX float local
/declare FZ float local
/varset FZ ${Me.Z}
/if (${Me.FeetWet}) {
    /varset TZ ${Math.Calc[${TZ}+3]}
    /varset LevOrWet ${Math.Calc[${LevOrWet}+1]}
}
/if (${Me.Levitating}) {
    /varset TZ ${Math.Calc[${TZ}+5]}
    /varset LevOrWet ${Math.Calc[${LevOrWet}+1]}
}
/varset FY ${Me.Y}
/varset FX ${Me.X}
/varset Angle ${Math.Abs[${Math.Asin[${If[${Math.Abs[${Math.Abs[${FZ}-${TZ}]}/${Math.Distance[${TY},${TX},${TZ}:${FY},${FX},${FZ}]}]}<=1,${Math.Calc[${Math.Abs[${FZ}-${TZ}]}/${Math.Distance[${TY},${TX},${TZ}:${FY},${FX},${FZ}]}]},1]}]}]}

/if (${FZ}>${TZ}) {
    /varset Angle ${Math.Calc[${Angle}*-1]}
} else /if (${TZ}==${FZ}) {
    /varset Angle 0
}
/if (${LevOrWet}==0) /varset Angle ${Math.Calc[${Math.Calc[${Angle}\20]}*20]}
/if (${FollowFlag}==1 && ${CurrLoc}<3 && ${Me.Speed}==0) {
    /if (${PBFace.Equal[facef]}) {
        /face nolook loc ${TY},${TX}
    } else {
        /face nolook away loc ${TY},${TX}
    }
    :WaitForTurnStart
    /varset TempFacing ${Me.Heading.DegreesCCW}
    /call Delay 1
    /if (${Me.Heading.DegreesCCW}!=${TempFacing}) /goto :WaitForTurnStart
}
/if (${UseFaceFast}==0) {
    /if (${Math.Abs[${Me.Heading.DegreesCCW}-${Heading[${TY},${TX}].DegreesCCW}]}>${If[${Me.Speed}>0,${Math.Calc[2700/${Me.Speed}]},10]}) {
        /call Move 0
        /if (${PBFace.Equal[facef]}) {
            /face nolook loc ${TY},${TX}
        } else {
            /face nolook away loc ${TY},${TX}
        }
        :WaitForTurnLook
        /varset TempFacing ${Me.Heading.DegreesCCW}
        /call Delay 1
        /if (${Me.Heading.DegreesCCW}!=${TempFacing}) /goto :WaitForTurnLook
        /call Delay 1
    } else {
        /if (${PBFace.Equal[facef]}) {
            /face nolook loc ${TY},${TX}
        } else {
            /face nolook away loc ${TY},${TX}
        }
    }
} else {
    /if (${PBFace.Equal[facef]}) {
        /face fast nolook loc ${TY},${TX}
    } else {
        /face fast nolook away loc ${TY},${TX}
    }
}
/look ${Angle}
/return


Sub FollowIncLoc(TY,TX,TZ)
/if (${TY.Equal[NULL]} && ${TX.Equal[NULL]} && ${TZ.Equal[NULL]}) {
    /call Move 0
    /return
}
/declare TempFacing float local
/varset CheckLocTimer 1
/varset ObstacleCount ${Math.Calc[${ObstacleCount}+1]}
/varset TotalObstCount ${Math.Calc[${TotalObstCount}+1]}
/varset PositionTimer 1s

/if (${Spawn[${FollowID}].ID} && ${Spawn[${FollowID}].Distance3D}<=${Math.Calc[${FollowDistance}+${Math.Calc[${Me.Speed}/30]}]}) {
    /call Move 0
    /if (${Spawn[${FollowID}].ID} && ${Spawn[${FollowID}].Speed}==0) {
        /face nolook id ${FollowID}
        :WaitForTurnFoll
        /varset TempFacing ${Me.Heading.DegreesCCW}
        /call Delay 1
        /if (${Me.Heading.DegreesCCW}!=${TempFacing}) /goto :WaitForTurnFoll
        :FollowDistClose
        /if (${PositionTimer}>0 && ${Spawn[${FollowID}].ID}) {
            /if (${Spawn[${FollowID}].Distance3D}>${Math.Calc[${FollowDistance}+8]}) /call SimpleKeyPress FORWARD 1
            /if (${Spawn[${FollowID}].Distance3D}<${Math.Calc[${FollowDistance}-8]}) /call SimpleKeyPress BACK 1
            /if (${Spawn[${FollowID}].Distance3D}>${Math.Calc[${FollowDistance}+8]}) /goto :FollowDistClose
            /if (${Spawn[${FollowID}].Distance3D}<${Math.Calc[${FollowDistance}-8]}) /goto :FollowDistClose
        }
    }

    /call ClearLocs
    /if (${CurrLoc}==1) /varset CurrFollLoc ${Spawn[${FollowID}].Y} ${Spawn[${FollowID}].X} ${Spawn[${FollowID}].Z}
    /return
}

/if ((${Heading[${TY},${TX}].DegreesCCW}<${Math.Calc[${StoreHeading}-90]})||(${Heading[${TY},${TX}].DegreesCCW}>${Math.Calc[${StoreHeading}+90]})||(${Math.Distance[${TY},${TX},${TZ}]}<${If[${Me.Speed}!=0,${Math.Calc[${Math.Calc[${Me.Speed}/${SpeedSense}]}+${DistanceModifier}]},${Math.Calc[${Math.Calc[200/${SpeedSense}]}+${DistanceModifier}]}]})) {
    /varset LastLoc ${LocArray[${CurrLoc}]}
    /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
    /if (${CurrLoc}<${NumLocs}) /call StoreHeading ${CurrLoc}
    /varset ObstacleCount 0
    /varset TotalObstCount 0
}
/if (${CurrLoc}==${NumLocs}) {
    /call Move 0
    /if (${Spawn[${FollowID}].ID}) {
        /face nolook id ${FollowID}
        :WaitForTurnFoll2
        /varset TempFacing ${Me.Heading.DegreesCCW}
        /call Delay 1
        /if (${Me.Heading.DegreesCCW}!=${TempFacing}) /goto :WaitForTurnFoll2
        :FollowDistClose2
        /if (${PositionTimer}>0 && ${Spawn[${FollowID}].ID} && ${Spawn[${FollowID}].Speed}==0) {
        /if (${Spawn[${FollowID}].Distance3D}<${Math.Calc[${FollowDistance}+8]}) {
                /if (${Spawn[${FollowID}].Distance3D}>${Math.Calc[${FollowDistance}+8]}) /call SimpleKeyPress FORWARD 1
                /if (${Spawn[${FollowID}].Distance3D}<${Math.Calc[${FollowDistance}-8]}) /call SimpleKeyPress BACK 1
                /if (${Spawn[${FollowID}].Distance3D}>${Math.Calc[${FollowDistance}+8]}) /goto :FollowDistClose2
                /if (${Spawn[${FollowID}].Distance3D}<${Math.Calc[${FollowDistance}-8]}) /goto :FollowDistClose2
            }
        }
    }
    /call ClearLocs
    /if (${CurrLoc}==1) /varset CurrFollLoc ${Spawn[${FollowID}].Y} ${Spawn[${FollowID}].X} ${Spawn[${FollowID}].Z}
    /return
}
/if (${ObstacleCount}>6) /call CheckObstacle
/if (${CurrLoc}<${NumLocs}) {
    /if (${TotalObstCount}>50) {
        /varset LastLoc ${LocArray[${CurrLoc}]}
        /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
        /varset ObstacleCount 0
        /varset TotalObstCount 0
    }
} else {
    /echo -(( Cannot get to location because of obstacles!  Aborting. ))-
    /call StopFunction
    /return
}
/if (${NumLocs}>${CurrLoc}) {
    /call FindLookAngle ${LocArray[${CurrLoc}].Arg[1]} ${LocArray[${CurrLoc}].Arg[2]} ${LocArray[${CurrLoc}].Arg[3]}
    /call CheckMoving
}
/return

Sub GetClosestLoc

/declare FindClosest int local
/declare TempClosest float local
/declare Closest int local
/varset TempClosest 9999
/varset Closest 1
/for FindClosest 1 to ${NumLocs}
    /if (${Math.Distance[${LocArray[${FindClosest}].Arg[1]},${LocArray[${FindClosest}].Arg[2]},${LocArray[${FindClosest}].Arg[3]}]}<${TempClosest}) {
        /varset TempClosest ${Math.Distance[${LocArray[${FindClosest}].Arg[1]},${LocArray[${FindClosest}].Arg[2]},${LocArray[${FindClosest}].Arg[3]}]}
        /varset Closest ${FindClosest}
    }
/next FindClosest
/varset CurrLoc ${Closest}
/return


Sub GetCommand
/varset PathingFlag 0
/varset PBPFName ${PlayCommandQueue[${PlayQueueCurr}].Arg[1]}
/varset PBIterations ${PlayCommandQueue[${PlayQueueCurr}].Arg[2]}
/varset PBDirection ${PlayCommandQueue[${PlayQueueCurr}].Arg[3]}
/varset PBPingPong ${PlayCommandQueue[${PlayQueueCurr}].Arg[4]}
/varset PBZone ${PlayCommandQueue[${PlayQueueCurr}].Arg[5]}
/varset PBFace ${PlayCommandQueue[${PlayQueueCurr}].Arg[6]}

/if (${PBDirection.Find["r"]}) {
    /varset Direction reverse
} else {
    /varset Direction forward
}
/if (${PBPingPong.Find["nopp"]}) {
    /varset PingPongCount 0
} else {
    /varset PingPongCount 1
}
/if (${PBIterations.Find["loop"]}) {
    /varset Iterations 1
} else {
    /varset Iterations ${PBIterations}
}
/return


| Partially plagerized from McKorr's autofight.inc
Sub HitObstacle
/call Move 0
/if (${PBFace.Equal[facef]}) {
    /keypress BACK
    /keypress BACK hold
    /call Delay ${Math.Calc[${Math.Rand[3]}+3].Int}
    /keypress BACK
} else {
    /keypress FORWARD
    /keypress FORWARD hold
    /call Delay ${Math.Calc[${Math.Rand[3]}+3].Int}
    /keypress FORWARD
}

/if (${Math.Rand[99]}>49) {
    /keypress RIGHT
    /keypress RIGHT hold
} else {
    /keypress LEFT
    /keypress LEFT hold
}
/call Delay ${Math.Calc[${Math.Rand[3]}+3].Int}
/keypress RIGHT
/keypress LEFT
/call Move 1
/call Delay 3
/keypress JUMP
/call Delay 1
/if (${PBFace.Equal[facef]}) {
    /face fast nolook loc ${LocArray[${CurrLoc}].Arg[1]},${LocArray[${CurrLoc}].Arg[2]}
} else {
    /face fast nolook away loc ${LocArray[${CurrLoc}].Arg[1]},${LocArray[${CurrLoc}].Arg[2]}
}
/return


Sub IncrementLoc(TY,TX,TZ)
/varset CheckLocTimer 1
/declare HeadingDelta int local
/varset ObstacleCount ${Math.Calc[${ObstacleCount}+1]}
/varset TotalObstCount ${Math.Calc[${TotalObstCount}+1]}

/varcalc HeadingDelta ${Math.Abs[${Heading[${TY},${TX}].DegreesCCW}-${StoreHeading}]}
/if (${HeadingDelta}>90 && ${HeadingDelta}<270) {
    /varset LastLoc ${LocArray[${CurrLoc}]}
    /if (${Direction.Equal["forward"]}) {
        /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
        /call StoreHeading ${CurrLoc}
    } else {
        /varset CurrLoc ${Math.Calc[${CurrLoc}-1]}
        /call StoreHeading ${CurrLoc}
    }
    /varset ObstacleCount 0
    /varset TotalObstCount 0
    /varset TY ${LocArray[${CurrLoc}].Arg[1]}
    /varset TX ${LocArray[${CurrLoc}].Arg[2]}
    /varset TZ ${LocArray[${CurrLoc}].Arg[3]}
}

/if (${PBFace.Equal[facef]}) {
    /if (${Math.Distance[${TY},${TX},${TZ}]}<${If[${Me.Speed}!=0,${Math.Calc[${Math.Calc[${Me.Speed}/${SpeedSense}]}+${DistanceModifier}]},${Math.Calc[${Math.Calc[200/${SpeedSense}]}+${DistanceModifier}]}]}) {
        /varset LastLoc ${LocArray[${CurrLoc}]}
        /if (${Direction.Equal["forward"]}) {
            /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
            /call StoreHeading ${CurrLoc}
        } else {
            /varset CurrLoc ${Math.Calc[${CurrLoc}-1]}
            /call StoreHeading ${CurrLoc}
        }
        /varset ObstacleCount 0
        /varset TotalObstCount 0
    }
} else {
    /if (${Math.Distance[${TY},${TX},${TZ}]}<${If[${Me.Speed}!=0,${Math.Calc[${Math.Calc[${Me.Speed}/${SpeedSense}]}+${DistanceModifier}+10]},${Math.Calc[${Math.Calc[200/${SpeedSense}]}+${DistanceModifier}+10]}]}) {
        /varset LastLoc ${LocArray[${CurrLoc}]}
        /if (${Direction.Equal["forward"]}) {
            /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
            /call StoreHeading ${CurrLoc}
        } else {
            /varset CurrLoc ${Math.Calc[${CurrLoc}-1]}
            /call StoreHeading ${CurrLoc}
        }
        /varset ObstacleCount 0
        /varset TotalObstCount 0
    }
}

/if (${Direction.Equal["forward"]}) {
    /if (${CurrLoc}>${NumLocs}) {
        /if (${PingPongCount}==0) {
            /if (${PBIterations.NotEqual["loop"]}) {
                /varset Iterations ${Math.Calc[${Iterations}-1]}
            } else {
                /varset CurrLoc 1
                /call StoreHeading ${CurrLoc}
            }
            /if (${Iterations}==0) {
                /if (${PBZone.Equal["z"]}) /call TryToZone
                /if (${PlayQueueCurr}==${PlayQueueNum}) {
                    /call Move 0
                    /varset PlayQueueCurr 1
                    /varset PlayQueueNum 1
                    /varset PathingFlag 0
                    /call ClearLocs
                    /if (${SilentFlag}==0) /echo -[ Done with playback! ]-
                } else {
                    /varset PlayQueueCurr ${Math.Calc[${PlayQueueCurr}+1]}
                    /call Move 0                 
                    /call GetCommand
                    /call LoadPathFile "${PBPFName}"
                    /if (${Macro.Return}==0) {
                        /if (${SilentFlag}==0) /echo -[ Started play back of path file -( ${PBPFName} )- ]-
                        /if (${Direction.Equal["forward"]}) {
                            /if (${PBDirection.Find["c"]}) {
                                /call GetClosestLoc
                                /call StoreHeading ${CurrLoc}
                            } else {
                                /varset CurrLoc 1
                                /call StoreHeading ${CurrLoc}
                            }
                        } else {
                            /if (${PBDirection.Find["c"]}) { 
                                /call GetClosestLoc
                                /call StoreHeading ${CurrLoc}
                            } else {
                                /varset CurrLoc ${NumLocs}
                                /call StoreHeading ${CurrLoc}
                            }
                        }
                        /varset PathingFlag 1
                    }
                }
            } else {
                /if (${PBPingPong.Equal["pp"]}) {           
                    /varset PingPongCount 1
                    /varset Direction reverse
                    /varset CurrLoc ${NumLocs}
                    /call StoreHeading ${CurrLoc}
                }
            }
        } else {
            /varset PingPongCount ${Math.Calc[${PingPongCount}-1]}
            /varset Direction reverse
            /varset CurrLoc ${NumLocs}
            /call StoreHeading ${CurrLoc}
        }
    }
    /if (${ObstacleCount}>6) /call CheckObstacle
    /if (${TotalObstCount}>50) {
        /varset LastLoc ${LocArray[${CurrLoc}]}
        /if (${CurrLoc}<${NumLocs}) {
            /varset CurrLoc ${Math.Calc[${CurrLoc}+1]}
            /call StoreHeading ${CurrLoc}
            /varset ObstacleCount 0
            /varset TotalObstCount 0
        } else {
            /echo -(( Cannot get to location because of obstacles!  Aborting. ))-
            /call StopFunction
            /return
        }
    }
    /if (${PathingFlag}==1) {
        /call FindLookAngle ${LocArray[${CurrLoc}].Arg[1]} ${LocArray[${CurrLoc}].Arg[2]} ${LocArray[${CurrLoc}].Arg[3]}
        /call CheckMoving
    }
} else {
    /if (${CurrLoc}<1) {
        /if (${PingPongCount}==0) {
            /if (${PBIterations.NotEqual["loop"]}) {
                /varset Iterations ${Math.Calc[${Iterations}-1]}
            } else {
                /varset CurrLoc ${NumLocs}
                /call StoreHeading ${CurrLoc}
            }
            /if (${Iterations}==0) {
                /if (${PBZone.Equal["z"]}) /call TryToZone
                /if (${PlayQueueCurr}==${PlayQueueNum}) {
                    /call Move 0
                    /varset PlayQueueCurr 1
                    /varset PlayQueueNum 1
                    /varset PathingFlag 0
                    /call ClearLocs
                    /if (${SilentFlag}==0) /echo -[ Done with playback! ]-
                } else {
                    /varset PlayQueueCurr ${Math.Calc[${PlayQueueCurr}+1]}
                    /call Move 0
                    /call GetCommand
                    /call LoadPathFile "${PBPFName}"
                    /if (${Macro.Return}==0) {
                        /if (${SilentFlag}==0) /echo -[ Started play back of path file -( ${PBPFName} )- ]-
                        /if (${Direction.Equal["forward"]}) {
                            /if (${PBDirection.Find["c"]}) {
                                /call GetClosestLoc
                                /call StoreHeading ${CurrLoc}
                            } else {
                                /varset CurrLoc 1
                                /call StoreHeading ${CurrLoc}
                            }
                        } else {
                            /if (${PBDirection.Find["c"]}) {
                                /call GetClosestLoc
                                /call StoreHeading ${CurrLoc}
                            } else {
                                /varset CurrLoc ${NumLocs}
                                /call StoreHeading ${CurrLoc}
                            }
                        }
                        /varset PathingFlag 1
                    }
                }
            } else {
                /if (${PBPingPong.Equal["pp"]}) {
                    /varset PingPongCount 1
                    /varset Direction forward
                    /varset CurrLoc 1
                    /call StoreHeading ${CurrLoc}
                }
            }
        } else {
            /varset PingPongCount ${Math.Calc[${PingPongCount}-1]}
            /varset Direction forward
            /varset CurrLoc 1
            /call StoreHeading ${CurrLoc}
        }
    }
    /if (${ObstacleCount}>6) /call CheckObstacle
    /if (${TotalObstCount}>50) {
        /if (${CurrLoc}>1) {
            /varset LastLoc ${LocArray[${CurrLoc}]}
            /varset CurrLoc ${Math.Calc[${CurrLoc}-1]}
            /call StoreHeading ${CurrLoc}
            /varset ObstacleCount 0
            /varset TotalObstCount 0
        } else {
            /echo -(( Cannot get to location because of obstacles!  Aborting. ))-
            /call StopFunction
            /return
        }
    }
    /if (${PathingFlag}==1) {
        /call FindLookAngle ${LocArray[${CurrLoc}].Arg[1]} ${LocArray[${CurrLoc}].Arg[2]} ${LocArray[${CurrLoc}].Arg[3]}
        /call CheckMoving
    }
}
/doevents
/return


Sub LoadPathFile(PFIniName)
/declare AdvPathIniFile string local
/varset AdvPathIniFile PathFile_${PFIniName}.ini
/call ClearLocs
:LoadPlayFile
/varset LocArray[${NumLocs}] ${Ini[${AdvPathIniFile},PFLocs,${Int[${Math.Calc[${NumLocs}-1]}]},NOTFOUND]}
/if (${LocArray[${NumLocs}].Equal["NOTFOUND"]}) {
    /varset NumLocs ${Math.Calc[${NumLocs}-1]}
    /goto :DoneLoadPlayFile
}
/if (${LocArray[${NumLocs}].Equal["Empty"]}) {
    /varset NumLocs ${Math.Calc[${NumLocs}-1]}
    /goto :DoneLoadPlayFile
}
/varset NumLocs ${Math.Calc[${NumLocs}+1]}
/goto :LoadPlayFile

:DoneLoadPlayFile
/if (${NumLocs}<1) {
    /if (${SilentFlag}==0) /echo -(( No pathing information found in -( ${PFIniName} )- ))-
    /varset PathingFlag 0
    /call ClearLocs
    /return 1
}
/return 0


Sub Move(MoveCommand)
/if (${PauseFlag}==0) {
    /if (${MoveCommand}==1) {
        /if (${PBFace.Equal[facef]}) {
            /keypress FORWARD
            /keypress FORWARD hold
        } else {
            /keypress BACK
            /keypress BACK hold
        }
    } else {
        /keypress FORWARD
        /keypress RIGHT
        /keypress LEFT
        /keypress BACK
    }
} else {
    /if (${MoveCommand}==0) {
        /keypress FORWARD
        /keypress RIGHT
        /keypress LEFT
        /keypress BACK
    }
}
/return


Sub RecordPath
/declare TempIndex int local
/if (${ManualRecord}==0) {
    /if (${RecordPathFlag}==1) {
        /if (${NumLocs}==1) {
            /varset LocArray[${NumLocs}] ${Me.Y} ${Me.X} ${Me.Z}
            /varset NumLocs ${Math.Calc[${NumLocs}+1]}
        } else {
            /varset TempIndex ${Math.Calc[${NumLocs}-1]}
            /if (${Math.Distance[${LocArray[${TempIndex}].Arg[1]},${LocArray[${TempIndex}].Arg[2]},${LocArray[${TempIndex}].Arg[3]}]}>12) {
                /varset LocArray[${NumLocs}] ${Me.Y} ${Me.X} ${Me.Z}
                /if (${SilentFlag}==0) /echo Location: Y:${LocArray[${NumLocs}].Arg[1]} X:${LocArray[${NumLocs}].Arg[2]} Z:${LocArray[${NumLocs}].Arg[3]} Plotted
                /varset NumLocs ${Math.Calc[${NumLocs}+1]}
            }
        }
    }
}
/doevents
/return

-CodeCaster
 
thankies, too bad the patch broke MQ2, and the fact that I didnt see this before going to bed. Doesnt matter, those Vxed mobs raped my 60 bard lol
 
Anyone have Advpath2.inc?

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