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Release Hatchery.mac 2023-04-03

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Made the attached modification to the original macro that doesn't drop the SK and will instead melee down all the mobs.

Also turns merc on and off so that merc doesn't mess up pulls. Toggles between efficient and passive.
 

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When I am running this my bard wont walk into range to damage the mobs at the end, but it does cast the DMG spell. Not sure whats wrong, I've used this before to great success.
 
When I am running this my bard wont walk into range to damage the mobs at the end, but it does cast the DMG spell. Not sure whats wrong, I've used this before to great success.

Did you try the mac in Jande's post on the previous page? Works fine for me.
 
When I am running this my bard wont walk into range to damage the mobs at the end, but it does cast the DMG spell. Not sure whats wrong, I've used this before to great success.
do you have mq2nav loaded with a mesh?

the moving in and out uses /moveto, but the positioning with the bard using /nav loc
 
Using Jande's version and also using a nav mesh, I've tried reloading it. Bard still never gets up or moves in range for the spells to affect mobs. =(

Bard is also group leader with AOE in gem1. Not sure whats wrong.

It also might be worth mentioning, my bard is the only one that sits down and faces the exit when the group gets into the hatchery instance. The rest are standing looking at the direction the tank will come from.
Also, with Jande's mac my bard wont even cast the AOE gem. The only thing I can think of that could be causing this is the spell, in the mac it says the song should be Chant of Dissonance, and mine is Cords of Dissonance? I doubt that's the real problem though.

Thank you both for your suggestions and help. <3
 
The code has the bard sit in case they need to regen health between runs. The cast code for the bard's AoE song is:
Code:
    /squelch /bct ${groupLead} //nav locxyz -54.71 1.89 7.15
    /squelch /bct ${groupLead} //twist 1

Those are squelched so you won't see the msg. But try entering them manually in the bard's MQ2 window.
Code:
/nav locxyz -54.71 1.89 7.15

/twist 1

If nav locxyz fails, that could be MQ2Nav. Maybe your mesh doesn't have that exact loc available or something. I also like "/nav loc # # #" which seems to work better than the locxyz version. So maybe you could make that minor change to your macro code, if it works better for you.

Also, make sure your bard isn't levitating. That can cause issues with location nav's.

Sounds like the twist is working for you, but if twist fails, then you need to turn on MQ2Twist plugin for the bard.
Code:
/plugin mq2twist
 
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Its definitely a nav issue. Its giving me an error saying it cant locate the destination.

I tried your fix by changing the code in the macro to no avail. Bard isn't levitating either.

Also re-downloaded and replaced the entirety of the nav meshes.
 
I made a specific location that I would like the bard to go to with /nav ui and named it "thespot"

How do I tell the bard to "thespot" instead of the XYZ location in the macro?
 
Hmm good question, I'm not sure. Is it a waypoint? Nav accepts those as:
Code:
/nav waypoint <waypoint>
-
/nav wp <waypoint>

Nav has a wiki with all commands.

I run an older version of hatchery.mac by a different coder. It uses this simpler line-of-sight moveto command to move the bard:
Code:
/moveto loc -11 -45 4

You can test the loc in the instance and adjust to whatever /loc you want. This one puts them a little behind the corner where tank comes back from first room of mobs (on my macro version anyways.)
 
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Awesome! I'll try this when I get home. Thank you eqtrader! <3

That fixed my problem! It now works perfectly, thank you bud.
 
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Its definitely a nav issue. Its giving me an error saying it cant locate the destination.

I tried your fix by changing the code in the macro to no avail. Bard isn't levitating either.

Also re-downloaded and replaced the entirety of the nav meshes.


also gettin this error, also lines 214,332 and 338

also then just runs the sk into the wall and ends mac
 
Yeah think I know what is going on. mq2nav isn't loaded on the bard and as no macro is running on bard I don't know it on the tank.
Will fix it with the /moveto loc command (2 in all)

Updated Hatchery

Would like some feedback if someone tries this.
 
I don't think you can inline a delay with a variable (without manipulating the parser). The reason is because the whole line gets evaluated at once so by the time it gets to the delay, it has already been processed.

You can nest that and it will work.
 
still just getting, ideas anyone?

You sure you are running the one I posted ? the line number does not agree with the script.
Yeah you running the one you get from the download button. get the one from post #40 Hatchery

And that line is also in mine. Fixed it

Code:
    /if (${PauseAggro}) {
        if (! ${Target.PctAggro} ) {
            /delay 2s
        }
    }
 
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yes, i was using the one from post 40
i deleted the one from my macros folder, pasted in yours went and fired it up


so now after the fix seeing

1564591961653.png

1564592017792.png


it now runs the SK thru the zone, doesnt end the macro which is farther then gotten before..
the bard steps maybe three steps turns twist on, then twist off then the sks ds just killed everything
also when manually trying to bard ae he just gets aggro and dies
 
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yes, i was using the one from post 40
i deleted the one from my macros folder, pasted in yours went and fired it up


so now after the fix seeing

View attachment 17508


plGroup why on earth do I even have it in there, it is useless


it now runs the SK thru the zone, doesnt end the macro which is farther then gotten before..
the bard steps maybe three steps turns twist on, then twist off then the sks ds just killed everything
also when manually trying to bard ae he just gets aggro and dies

The if error: Argh that was my mistake. Redownload and try again if you would please.

You need to load some spells on the sk.

SK: spellset (spellgem doesn't matter) 2 aoe hate spells (max 4), 2 terror spells (max 4), lifetap (max 1), dico and a backitem with skinspikes equipped (I use 3 aoe/4

Bard dies since no aoe hat loaded:

lifetap Dire
lifetap Touch
dico Fang
aoe hate revulsion, disgust etc
and at least 1 terror

you perhaps running just the bard and sk ?
 
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all good, except for the instant turn on of twist on/off
ae hate is good lol
no errors running paths
 
when running bars song in manual tho the mobs are just too high if a level and just resist?
should this be at level 10?
mobs are level 24ish
 
I usually do cresent reach to about lvl 20, that way bard is high enough for resists to not matter.
hatchery under level 10 feels like a waste to me, too much resists

the twist, on the bard, think you may just have fizzels, go to guild master and learn the skill
on the bard also try: /plugin mq2twist
 
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il try, thanks for the help
i also unloaded melee and loaded twist a while ago but will retry
 
works like a charm now, bard skill and the levels
Great to hear.

isnt this supposed to scale also? or am i wrong lol
The bard enters first in my version, so always scales to its level.
Scaling works as follows
1-5 red/yellow
6-9 blue/light blue
10-15 red/yellow
16-19 blue/lightblue
You see the pattern, every 10 levels it scales up.

You really don't want it to scale to the tank. lvl 80+ they start hitting like trains.
Assumption made when writing this is that you are leveling up a few characters at a time, same level as the bard so they should all be the same level as there is no racial xp bonus.
 
yes the group is about 1-2 levels around the bard its hard to tell which zones in first on my pc, they are all within a second of loading in
i was just curious as i didnt see them scale with each run
 
For future updates maybe someone could add in bandolier switching? One for non-riposte items while rounding up mobs, then another to switch to our main weapons for a higher AC stat once he sits in the corner.
 
For future updates maybe someone could add in bandolier switching? One for non-riposte items while rounding up mobs, then another to switch to our main weapons for a higher AC stat once he sits in the corner.
yup - this is exactly how i do it

non ripo for rounding mobs up, and then wurmy for once all mobs are rounded up

side note - despite the wurmy being a "Prestige" item - you DO get the worn effect from the honed wurmslayer while you are NOT all-access.

Code:
|--- You need a Bandolier set named "NoRipo" and "Wurm"
|--- I use 2 fire beetle eyes for NoRipo and Wurmslayer & Shield for Wurm
|--- You get the worn effect from the wurmslayer even while non-all-access
 

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Has anyone else noticed that occasionally toons will get booted to a different location in PoK than normal? For some reason I get toons that will appear in a tree by a bridge - the mac will then fail, for obvious reasons. Seems to happen one time in lots (e.g. once in an hour), but can happen to multiple toons at the same time.
 
Yeah, that seems to be a default return loc for PoK if EQ "forgets" where it was going to put you. I think corpses from the instance will pop out there too if they have rez timers left.

I wound up adding some extra nav lines and timers to let toons run back to the task area again.
 
Well I managed to play with it a Bunch and In total I have Done the following near as i can tell with some Small Hiccups along the way it Definely Needs cleanup and i will try but its fully functional for me now and runs great Tested it on live.

Removed Eqbc From The macro Converted to Mq2dannet
Removed Mq2twist - Didn;t work for me half the time
For all Movement except exiting Zone Using mq2nav, use mq2moveutils for exiting the zone
made it so its Not bard dependant Works with Any Class with a PBAE in Gem slot 1.
Added Out of Group Damage Shields to the macro. and added Some more outputs to keep you informed its working. ( looking to put in a Counter to Output How many Successful Runs you have done in a row)
Added Some delay to some of the macro to make it work for higher latency situations like mine apparently.

Now Special Thanks to Jande, Dannuic, Sicpro, kaen, Lamahherder and Many many others for Your macros your help and Putting up with me as i bumbled thru this! p:) lol

Let me Know how it works and ideas to make it better for me to goof with!.
This is Just My Modified version! Enjoy

Update:
Spent the Day Mucking with it and Cleaning it up.
Added In a Run counter
Coded in a Zoned in check routine to Ensure Tank is not first In zone.
Removed as much Old code as i could to trim Macro.
Changed The way Task requests Works No longer uses a Subroutine to check for task, I personally Had issues so i killed it.

This Will be My Final Edit of the macro Unless Someone finds a Glaring Bug. Or suggests a Fun useful and Not incredibly hard thing to add!
Had Fun would Do it again!
 

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Very well done Morisato !! i am running it as we speak and i am loving it. just had change few spells in the .mac to match my 85 SK heroic and done . the current one seems to be for 105 SK.
big kudos.
 
Release Hatchery.mac

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