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Release Hatchery.mac 2023-04-03

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I get to 'Waiting 40 seconds for instance to be ready' then nothing happens. My mage also does not give the damage shield, could it be an issue with mq2dannet?
that has happened to me a few times too (the nothing happens part, not the mage part). usually it works again if i restart the macro.
 
that has happened to me a few times too (the nothing happens part, not the mage part). usually it works again if i restart the macro.
Thanks Nadom. It was actually Dannet not working, I have sorted that now and it works perfectly apart from the mage not giving his damage shield although that isn't really needed at the moment while my PLees are in the 20s as Illusionary Spikes just eats them up anyway. I only need to get them to 56 then I will group them with an 85 so I will see if it's even needed as they level up a bit. This macro is great. The fact that you can run a few with LoD still on makes it even better.
 
Mage DS is now working, think it must be programmed in to turn on at a certain level as it just suddenly started working and makes sense as it wasn't needed at lower levels. So much thought has gone into this macro.
 
I had this running a year ago and after a new machine and having to start from scratch for the life of me I cannot get it to work. The SK will do his thing in POK and then it says waiting 40 seconds for the instance to be ready. Well it has sat there for over an hour so I guess I am using the wrong time settings. In this altered time what is the real world translation for 40 seconds?

Seriously though I will paste below what I have in my hatchery.mac so y'all can see where I made the lame brained mistake....That is if anyone is willing to give an old guy a bit of help. ....
 

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I had this running a year ago and after a new machine and having to start from scratch for the life of me I cannot get it to work. The SK will do his thing in POK and then it says waiting 40 seconds for the instance to be ready. Well it has sat there for over an hour so I guess I am using the wrong time settings. In this altered time what is the real world translation for 40 seconds?

Seriously though I will paste below what I have in my hatchery.mac so y'all can see where I made the lame brained mistake....That is if anyone is willing to give an old guy a bit of help. ....

Are you using a VPN at all? That was the problem I was having at the same point. I did a /dnet interface and it had the network as my VPN but I needed to change it to my wireless network (could also be wired I would imagine) for Dannet to work (You do this by typing /dnet interface then whatever number your local network is eg, /dnet interface 2. I had to log out and back in for this change to show. This sorted it for me, also make sure EQBC is running on all chars.
 
Love this mac, it works fairly well. There are two things I'm having issues with that I'd love to get some help on.
First, is there a way to get my group leader (whichever AE caster I happen to be using) to back up after casting the AE? I can't count the number of times that they will get aggro from a straggler or some such that the SK hasn't managed to get aggro on, and they wind up dead. It tends to throw the whole macro out of whack, especially if they finally respawn in pok and then the mac tries to move the group out of the instance. The group leader then follows the move commands and wanders across pok, now never getting in range to go back in unless I happen to notice it. When I manually have them move back after casting, everything is great.
Second, on many occasions the tank sits in pok and just does a whole lot of nothing, forcing me to restart the mac constantly to get it running again.
Any info would be appreciated, thanks.
 
I just manually move the toon out of the way. The ripo I think what might be hitting you. They do me at least. I might have to move him once or twice a leveling session. I'm sure you could find the spot to move him back after he AOE;s in the mac.

2nd one happens to me to. Sometimes He gets stuck in the pile of dudes after they zone out or gets stuck in a sit. Either way he doesn't make it to the chick to restart the thing. Like you, I just manually restart as I don't think there is much you can do.
 
So I got this macro working, and all the toons seem to do what they're supposed to. SK requests the mission. Waits for the instance to be ready. Everyone zones in. SK rounds up all the mobs in the zone and comes back to the group. SK faces the corner. Some of the mobs are already dying, but that should be ok. Bard moves in, begins singing chords of dissonance. They all resist, but bard is still on the hate list, so it should be ok (right?). Group gets no XP for any of the kills. SK rejoins the group. Group zones back out. SK removes everyone from the mission and starts all over again.

Am I doing something wrong?

See also: https://www.redguides.com/community/threads/ds-powerleveling.74719/
 
So I got this macro working, and all the toons seem to do what they're supposed to. SK requests the mission. Waits for the instance to be ready. Everyone zones in. SK rounds up all the mobs in the zone and comes back to the group. SK faces the corner. Some of the mobs are already dying, but that should be ok. Bard moves in, begins singing chords of dissonance. They all resist, but bard is still on the hate list, so it should be ok (right?). Group gets no XP for any of the kills. SK rejoins the group. Group zones back out. SK removes everyone from the mission and starts all over again.

Am I doing something wrong?

See also: https://www.redguides.com/community/threads/ds-powerleveling.74719/
What level is your bard? If they're resisting, you just need to level the bard a little more before going in. I level all of my toons to 20-23 in Crescent Reach, and then I move them to POK for the Hatchery runs and it works well for me. I tried it starting at level 10 at first and got 100% resists.
 
So I got this macro working, and all the toons seem to do what they're supposed to. SK requests the mission. Waits for the instance to be ready. Everyone zones in. SK rounds up all the mobs in the zone and comes back to the group. SK faces the corner. Some of the mobs are already dying, but that should be ok. Bard moves in, begins singing chords of dissonance. They all resist, but bard is still on the hate list, so it should be ok (right?). Group gets no XP for any of the kills. SK rejoins the group. Group zones back out. SK removes everyone from the mission and starts all over again.

Am I doing something wrong?

See also: https://www.redguides.com/community/threads/ds-powerleveling.74719/
Aggro is not sufficient, you will gain xp only for mobs, where at least 1 damage was dealt
 
Aggro is not sufficient, you will gain xp only for mobs, where at least 1 damage was dealt
AH. Okay, that makes sense then. I actually thought that was the case long ago, and then recently heard the hatelist thing from multiple sources. Okay, I'll go level some more. Thanks!
 
an easy test would be to remove everyone out of your group except the bard and sk. the mobs should spawn at your level... you should get exp from that np
 
last time I started with a mage lvl 8 casting his lvl 1 pbaoe. Worked fine. As long as the leader doing the aoe is the highest lvl in plee-group it should work fine.
 
The mobs spawn in lvl increments of 5. So if your lvl 11, they will spawn in at 10 and won't click over to the next increment (lvl 15) till you ding 15 (or maybe 16, can't remember). Are you sure you are fully quitting the DZ prior to your test and not grabbing an old instance? Also if you were in the instance with any other toon, you have to make sure they have it canceled as well or you will not be able to pick up and new on.
 
The mobs spawn in lvl increments of 5. So if your lvl 11, they will spawn in at 10 and won't click over to the next increment (lvl 15) till you ding 15 (or maybe 16, can't remember). Are you sure you are fully quitting the DZ prior to your test and not grabbing an old instance? Also if you were in the instance with any other toon, you have to make sure they have it canceled as well or you will not be able to pick up and new on.
Positive. Quit the mission on all toons, and got a fresh mission with just bard and sk. Double checked the shared task window, they were the only ones listed. Bard is lvl 11
 
Just checked the levels - mobs in the instance are level 23 and 24. much higher than my bard. This is with just the 111SK and 11 bard.
 
Just to update, I levelled my toons to 19 and tried again, and it worked. Mobs were still 23-24, but CoD landed. Mobs stayed 23-24 until the group hit lvl 30, at which point mobs were 33-34. At level 40, again, the mobs jumped up to 43-44. I'm assuming this is the pattern for this mission. Anyway, the macro works great, aside from the occasional time the tank fails to request a new mission. Can just manually request it (/tar Destrea, /say investigate) and, if need be, enter the instance on your AoE toon (/say ready). After that, the macro picks back up, zoning everyone else in and beginning the roundup on the tank.

One more thing I noticed (not a big deal, but still) was that, pretty much every iteration, when the tank requests the new mission, even though the previous task has been removed on all toons, the request fails because "You may not request a new shared task, you already have one." It's not a big deal because when this happens, the tank always tries again, and on the next try, it works fine. I might try adding a little delay in after the removal of the old task and adding the new one; what I'm wondering is if this is also causing the other issue of the tank not requesting the new mission. I think it may be sending the /say investigate too soon, checking that the group has the task, seeing the old task and assuming the request worked, then proceeding to "wait 40 seconds" for the instance, during which time the old task is removed. I'll update if adding a delay fixes this.

NB: I'm on FV server, which is experiencing an exorbitant amount of lag for the last week and a half, which might also be causing these issues.
 
Okay - rather than adding a delay, I actually added a check/loop in the Kicktask subroutine, so that the macro will continue the kicktask action until the tank doesn't have the task anymore. Through 5 clears of the instance, it has worked without stopping. Attached the macro with my changes, if anyone is curious.
 

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I can vouch that the waiting for 40 seconds and getting stuck in pok still exists and has actually been happening quite alot. anyone find a solution for this?
 
I can vouch that the waiting for 40 seconds and getting stuck in pok still exists and has actually been happening quite alot. anyone find a solution for this?
Also, when it gets to the /face away line, most of the time it doesn't work and i get the line in red "there were no matches for: (0-200) any
 
I'm going to be using the Hatchery Macro soon and I have some questions:
1) I have a 91 SK that still has all his heroic gear. Will this be okay for the macro? Or, will it be easier for me to remake back to 85 Heroic SK? The 91 has all his spells to level.
2) I have MQ2Cleric, Eskay, Zerk, Enchanter, (and Bst) - Will they interfere with this macro?
3) If not, can (or would I want to) use an 85 Heroic Cleric instead of a merc cleric?
4) What are some of the PBAE casters? I know Bard and Wiz, but are there others?
5) How/when do you stop the macro?
6) Can someone give me an approximate amount of time that it will take to level 3-4 toon, in a group, from 10-56?
7) Anything else I should know before I do this?
8) "- Modify the top part of the file inserting Damage Shield Casters Name & the Shield they are Using Lvl 115 DS tend to be to strong to be useful. " - is that the hatchery.ini file? And, what damage shield caster?

I reviewed all the plugins required for this Macro and made sure that I have them installed. I'm excited to try this. It will be my first attempt at PLing a group using a macro.
 
1) Yes, I do it with an 85 heroic SK, I level the new toons to 55, then group them with the SK to PL somewhere else see ( HERE )
2) Yes, simply unload when running the macro
3) No, not if you want the SK healing
4) SK at 40, Druid, and to b honest there are others but I can't be bothered to look it up on Alla's
5) Start at 10+ on PLee toons, you'll need to manually mess around with it a bit till they around level 20+, I personally only use it till around 55 the go elsewhere
6) Hmmmm, good question, I think around 2-3 xp potions so say 2-3 hours
7) Give me donations, preferably Kronos's... hehehehehehe
8) Meh I don't bother, if fact I don't bother with an extra DS on the SK till they getting to mobs that are level 40+ in the instance, as they die to fast for the macro to work
9) GOTO 7
 
1. Your SK will be fine until the mobs get to higher level. If you're leveling a group just to 56, I'll be surprised if you even need a healer merc.
2. CWTN plugins will be fine on all toons except the SK, you'll want to turn it off while running hatchery. The mac and the plugin will fight each other to memorize spells.
3. Just use the merc, which likely won't even be used.
4. Cleric and mage also have PBAE. That's all I can think of off the top of my head.
5. The macro will run the hatchery task repeatedly until you decide to stop it. You can either use /mqp to pause it, or /end to stop it.
6. In my experience, level 10 gets 100% resisted in hatchery. I get my toons to 20 before I start running it. If you go ahead and pop LotD when you start running it (I wait until my SK gets back with the mobs the first time so the timer isn't running on his first pull) you'll get way more out of your lesson than usual. Once they zone back to pok the lesson timer pauses until they go back in. I usually get about 7 runs on lesson before it expires. You should be able to get them to 56 in several hours, I'm guessing. It usually takes about 90 min for my 3-4 level 20 toons to get to 40+
7. Keep an eye on your PBAE toon. Sometimes stragglers show up that the SK hasn't gotten control of and the PBAE gets bitch slapped to death. I bind all of my toons beside Destrea just in case. When I forget and have to run from CR, it sucks.
8. That's for an out of group caster to put DS on you, I think. I've never used it, I just manually cast when needed. And it is correct, 115 DS spells kill the mobs way too fast and you won't get exp. When you first start and they're all low level, the DS from your cloak should be enough.

Hope that helps, good luck!
 
Wow! Thank you both!

@VorpalChicken - I saw your PL thread and I plan on trying the rest of it too. Great post. Thank you.

@Ninjapickle - Thanks, you taught me a new command "/mqp". Where do you go from 10-20? I was thinking about DS PLing at unrest? but, I'm open to other suggestions.

It looks like, based on this and VorpalChicken's post, that keeping a dedicated Heroic to remake back to 85 SK would be useful if I plan on doing this a lot, which I do. i.e start him at 85, do this, do VC's post, remake him back to 85 and start over.
 
It looks like, based on this and VorpalChicken's post, that keeping a dedicated Heroic to remake back to 85 SK would be useful if I plan on doing this a lot, which I do. i.e start him at 85, do this, do VC's post, remake him back to 85 and start over.
I just sac my SK down with my necro for essence emeralds :)
 
> 1) I have a 91 SK that still has all his heroic gear. Will this be okay for the macro? Or, will it be easier for me to remake back to 85 Heroic SK? The 91 has all his spells to level.

I would use your 91. They are not grouped with the characters being PLed so there's no reason not to use the highest level SK possible.



> 7) Anything else I should know before I do this?

If you can find some way to get a honed wurmslayer, like begging a high lvl buddy to help you, the PL will go dramatically faster and you can go to 70+ very easily.



> 8) "- Modify the top part of the file inserting Damage Shield Casters Name & the Shield they are Using Lvl 115 DS tend to be to strong to be useful. " - is that the hatchery.ini file? And, what damage shield caster?

You have to edit the actual hatchery.mac to use this. Open it with notepad or whatever. Somewhere near the top of the file you'll see this:
/declare Damageshieldcaster string outer NULL
/declare Damageshieldspell string outer NULL

If you have an out-of-group character to cast a DS, then put their name here and the spell you want them to use. So if I have a mage named Tweebmage I would make it say

/declare Damageshieldcaster string outer "Tweebmage"
/declare Damageshieldspell string outer "Inferno Coat"

They will stand outside the instance and recast the damage shield on your SK inbetween instances as needed. It isn't absolutely necessary but it really speeds things up at lvl 40+.
 
If you can find some way to get a honed wurmslayer, like begging a high lvl buddy to help you, the PL will go dramatically faster and you can go to 70+ very easily.
Thanks. I saw this being referred to in @VorpalChicken post too. I will look into it. I have a 115 Mage w/ good gear & 108 Ranger that should be able to help get it.
 
sac = sacrifice, a necro spell that kills a player character (with their permission) and gives the necro an essence emerald, which they can use an part of a spell to ressurrect someone
 
Sacrifice kills you and you can't rez the exp back. So if you temp bind the tank somewhere the Necro can kill them, you can de-level as fast as you can click accept on the Sacrifice pop-up.
 
Any class that can be a drakkin has an ae after level 5 if you do the quest(first few are really easy). Drakkin breath is ae debuff and damage(Alla says it's a dot but I always though it was dd) this may or may not be enough early on, but it may help real AE classes land the spells since it's a debuff too.

First rank is a loot off a spider in crescent reach and you get this (Edit: OR something like it. Each class has a set of dragons they can follow, and each dragon has a different resist and name for their breath):
Breath of Draton'ra I

Description
1: Decrease HP when cast by 7
2: Decrease Hitpoints by 4 per tick. Max: None. Calculates to current max level
3: Decrease Disease Resist by 5
 
Last edited:
Wow! Thank you both!

@VorpalChicken - I saw your PL thread and I plan on trying the rest of it too. Great post. Thank you.

@Ninjapickle - Thanks, you taught me a new command "/mqp". Where do you go from 10-20? I was thinking about DS PLing at unrest? but, I'm open to other suggestions.

It looks like, based on this and VorpalChicken's post, that keeping a dedicated Heroic to remake back to 85 SK would be useful if I plan on doing this a lot, which I do. i.e start him at 85, do this, do VC's post, remake him back to 85 and start over.
I use my druid (though you could as easily use a mage) to get my new toons from 1-20 in crescent reach. I usually am doing several at once, so whichever toon is going to be pulling for the first 10 levels I make sure to give them 2 each of Primordial Plasma Smoothie, and Primordial Noodles. This gives them an extra 2160 HP to start and keeps me from ever needing to slow down. I usually prefer to have a caster pulling to start, since I can pull from range easier than running up to each mob. I just cast like crazy at anything in sight and let the DS do the work. Once they're level 10-11 I take them to the back where all of the undead mobs are. I park the baby toons and use my druid to go round up all of the undead including the ones in the cave and drag them all back to the alts. Then I use a pbae debuff for aggro so my pbae alt caster doesn't insta-die on the first cast. Then I cast my high level DS on druid and start singing Bodies by Drowning Pool as they drop. Usually 2 pulls of all of the undead is enough to get to 20, then it's off to the hatchery. Takes an hour or less to get them all to 20, depending on how lazy I'm being.
 
I got this up and running. There were some kinks, like "inferno skin" killing the mobs too fast. I just didn't use a DS until the mobs were like 50. Thanks for all the help.
 
Okay I believe I've solved the "running around PoK" issue.

I basically changed the "DanZoneIn" subroutine to check the zone of every group member and if one or more group members are still in PoK, cycle through the /tar Destrea, /nav Destrea, /say ready commands. This continues until all members are in the instance. Unrelated, I also removed the "leadzonein" section of the subroutine because it seemed unnecessary, and it caused the group leader's Lesson of the Devoted/Experience Potion to run out disproportionately fast compared to the rest of the group.

I tested the new version of the mac and found that, when I forced a character (including the tank) not to zone into the instance, the whole group repeated the /tar Destrea, /nav Destrea, /say ready commands, as expected. When the character that hadn't zoned in yet was NOT the tank, the tank waited to leave the group and start gathering mobs until every group member had zoned in. I then left it running for 10 clearings of the Hatchery. Went off without a hitch.

The relevant bit of code before the change:
Code:
Sub Danzonein
    :leadzonein
        /if (${Zone.Name.Equal[The Plane of Knowledge]} && ${groupleaderZone.Equal[PoKnowledge]}) {
        /delay 1s
        /squelch /dexecute ${Group.Leader.Name} /tar destrea
        /delay 2s
        /squelch /dexecute /nav spawn destrea
        /delay 2s
        /squelch /dexecute ${Group.Leader.Name} /say ready
        /delay 1s
        /dquery ${Group.Leader.Name} -q "Zone.ShortName" -o groupleaderZone
    } else {
    /delay 5s
    /dquery ${Group.Leader.Name} -q "Zone.ShortName" -o groupleaderZone
    /goto :leadzonein
    }
    /dgt all Attempting to enter instance on The rest of the group
        :zonein
        /if (${Zone.Name.Equal[The Plane of Knowledge]} && ${groupleaderZone.NotEqual[PoKnowledge]}) {
            /squelch /bcga //tar destrea
            /delay 2s
            /squelch /bcga //nav spawn destrea
            /delay 5s
            /squelch /bcga //say ready           
        } else {
        /delay 5s
        /dquery ${Group.Leader.Name} -q "Zone.ShortName" -o groupleaderZone
        /goto :zonein
        }
/return

And after:
Code:
Sub Danzonein
    /dgt all Attempting to enter instance on The rest of the group
        :zonein
        
        /dquery ${Group.Member[0].Name} -q "Zone.ShortName" -o groupMember0Zone
        /dquery ${Group.Member[1].Name} -q "Zone.ShortName" -o groupMember1Zone
        /dquery ${Group.Member[2].Name} -q "Zone.ShortName" -o groupMember2Zone
        /dquery ${Group.Member[3].Name} -q "Zone.ShortName" -o groupMember3Zone
        /dquery ${Group.Member[4].Name} -q "Zone.ShortName" -o groupMember4Zone
        /dquery ${Group.Member[5].Name} -q "Zone.ShortName" -o groupMember5Zone
            
        /echo ${Group.Member[0].Name} is in ${groupMember0Zone}
        /echo ${Group.Member[1].Name} is in ${groupMember1Zone}
        /echo ${Group.Member[2].Name} is in ${groupMember2Zone}
        /echo ${Group.Member[3].Name} is in ${groupMember3Zone}
        /echo ${Group.Member[4].Name} is in ${groupMember4Zone}
        /echo ${Group.Member[5].Name} is in ${groupMember5Zone}
        
        /if (${groupMember0Zone.Equal[PoKnowledge]} || ${groupMember1Zone.Equal[PoKnowledge]} || ${groupMember2Zone.Equal[PoKnowledge]} || ${groupMember3Zone.Equal[PoKnowledge]} || ${groupMember4Zone.Equal[PoKnowledge]} || ${groupMember5Zone.Equal[PoKnowledge]}) {
            /echo Not all group members in instance. Retrying to enter on all group members.
            /squelch /bcga //tar destrea
            /delay 2s
            /squelch /bcga //nav spawn destrea
            /delay 5s
            /squelch /bcga //say ready
            /delay 5s
            /goto :zonein
        }
/return

Let me know what you think, if there are any more bugs you'd like me to try and tackle, or if you just want to give me kudos!
 

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Hatchery.mac v2.2

I found that when the PLee group reached around level 60, the mobs would start hitting the tank more while standing up, due to the mobs being able to hit the tank more easily than prior levels. As such, they incurred much more DS damage, and most of them would die even before the AE nuke had a chance to move in. (Might not be a problem for a max AA tank with full top-level raid gear, but alas, that is not what my tank is.)

I also often had an issue with the AE nuke drawing aggro from the tank, often leading to the caster's death.

I was able to kill two birds with one stone in this update. I added logic to remove all self DSes before entering the instance, and then recast them just before the AE nuke is sent in. This prevented the mobs from dying to the tank's DS before the AE nuke had a chance to get credit for the kills. This also gave me time to run one more round of AE Taunts before the AE Nuke goes in, virtually guaranteeing that the tank keeps aggro throughout the rest of the clear.
 

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