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Release Hatchery.mac 2023-04-03

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I noticed some similar exp nerfs since the last patch. Like power leveling toons at 90 with 120s, use to be able to take a toon from 90 to 115 in day. Takes a bit longer and it seems the exp only gets better as the toons get closer in range with the level.
 
I noticed some similar exp nerfs since the last patch. Like power leveling toons at 90 with 120s, use to be able to take a toon from 90 to 115 in day. Takes a bit longer and it seems the exp only gets better as the toons get closer in range with the level.

Ya thats always the case. The highest level toons get the majority of the xp so as you level you get more.
 
I am seeing a huge difference since last I used /mac hatchery. My bard moves to position super late, when only a few mobs are left. I have to manually move him up to just after the Wurm command is executed to get any real exp, works, but every time is a bummer. Is anyone else having the same issue?
 
I am seeing a huge difference since last I used /mac hatchery. My bard moves to position super late, when only a few mobs are left. I have to manually move him up to just after the Wurm command is executed to get any real exp, works, but every time is a bummer. Is anyone else having the same issue?
Its all based on level. If you have a super high SK it will kill stuff faster, before the AE toon can land hits. You have to change the timing in the macro to suit your levels.

[CODE title="AE toon hit"] /squelch /dex ${groupLead} /nav locxyz -45.56 -3.50 7.15
/delay 2s
/squelch /dex ${groupLead} /twist 8 8 8
/delay 2s[/CODE]

Look at line 328 to 358 for the code to edit.
Move your AE toon Nav and Twist up to get in sooner or down to delay going in. This is an example of the code I use for mine. I switched to dannet so yours may look different.
Dont get in before the explosion of hate. I found just after Explosion of spite was best for my needs until I got higher in level.
 
I have made a few changes for the nuker.
/delay 3s ${Cast.Ready}
/if (${ShowDebug}) DEBUGCHAT [${Macro.Name} @ ${Macro.CurLine}] ---> Sending ${PLee1} into position.
/delay 3s
/squelch /bct ${PLee1} //keypress f8
/squelch /bct ${PLee1} //nav target
/squelch /bct ${PLee1} //twist 1

the loc itself wasnt hitting but about 70% of the mobs. so i have ae nuker target the a mob then nav target
 
I haven't used hatchery.mac since mqnext. I decided to run a couple toons through the process. I edited this file to use
DanNet instead of EQBC as it is my preferred method and it works out of the box with MQNext. With that being said, I did away with the need for EQBC and MQ2Say. Also I use a level 120 SK with a trophy in the main hand for "no ripo" and the honed wurmslayer in the main hand for "wurm" as my bandolier set up.
I did start out with a level 13 bard as my AOE caster. It took about 4 or 5 instances to get to 15 and then I was getting almost a level of exp per run into my twenties. The instance ran about 100 times to get to 45. Seems that the mobs will go red at even levels like 30, 35, 40 and so on and then turn dark blue and light blue during levels of 23, 24, 33, 34, and so on as the instance is based on the first person to zone in level. So I was getting over half level at the even stages then it faded down to 10 or 15 pct exp per run.
Anyway. Here is my latest file to use if you like.
Recap:
|--Mem your AOE Spell in the #8 slot the group leader recommended level is 15 and up
|--Nec and Dru with respective levels to the AOE spell needed
|--Bard - Chords of Dissonance at level 2.
|--Cleric - Word of Pain at level 9.
|--Druid - Tremor at level 21.
|--Magician - Fire Flux at level 1.
|--Necromancer - Word of Shadow at level 20.
|--Wizard - Numbing Cold at level 1.
|--Set up your bandoliers on your SK Tank see below
|--Get a Pearl in your inventory for your SK damage shield
|--Invite your Tank and other PLees with the AOE group leader
|--Take all your toons to pok and run /mac hatchery on the SK main tank
|--Optional if you have an outside Damage Spell Caster then edit the Damage Shield Caster information
|--Warning if you get a damage spell too high damage when your toons are lower level you risk losing mobs to DS before AOE can land
|--This file was modified to use only Dannet and won't work with EQBC
DAMAGE SHIELD CASTER:
| This macro Allows Optional Edits, Input Your Out of Group
| Damage Shield Caster Name And Choice of Damage Shield Spell
|
BANDOLIERS:
| Switches between 2 bandoliers "noripo" when pulling and "wurm"
| when damage shield tanking them down, strongly Recomend a Honed
| WurmSlayer for 60+ hatchery Pulls. Even at 50 Very handy.
| You will Definitely want a Druid or Mage Ds For 70+ or It takes
| a very long time!.
 

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I have made a few changes for the nuker.
/delay 3s ${Cast.Ready}
/if (${ShowDebug}) DEBUGCHAT [${Macro.Name} @ ${Macro.CurLine}] ---> Sending ${PLee1} into position.
/delay 3s
/squelch /bct ${PLee1} //keypress f8
/squelch /bct ${PLee1} //nav target
/squelch /bct ${PLee1} //twist 1

the loc itself wasnt hitting but about 70% of the mobs. so i have ae nuker target the a mob then nav target
Were you by chance using an AOE caster that wasn't a Bard or Druid? I ended up adding a check for group class that will specify a location to move to for AOE based on your class. I think if you were using a Bard or Druid at Range 30 would be fine, but the same settings wouldn't work for a Mage or Necro at Range 20. You could have all of them go in range, but I found that I prefer to stay as far back from the mobs as possible to avoid getting stomped on. And I'm not sure if max melee/spell distance is still a thing or not.
Code:
|--Bard - Chords of Dissonance at level 2. Range 30
|--Cleric - Word of Pain at level 9. Range 20
|--Druid - Tremor at level 21. Range 30
|--Magician - Fire Flux at level 1. Range 20
|--Necromancer - Word of Shadow at level 20. Range 20
|--Wizard - Numbing Cold at level 1. Range 25
 
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Here is another version, added a high level toon option. If you are running a 120 tank and get your toons up to the 60s exp dies and mobs are light blue. If you add an 85 level toon to the group and zone in first the instance is full of 85 level mobs and you get about 10%-12% of exp per run at level 70. This could boost exp at lower levels with any level toon I suppose but not tested on lower level toons. Highest level mobs I have seen in the instance were 97 zoning in first with a 120 (which pretty much wiped my 120 sk on the full train). 120 sk Gold with t2 gear handles the level 85-87 mobs fairly well with a merc.

Just something else to play with. haha

|--For higher levels 65 plus and using a 120 SK tank you can add a level 85 toon to group for high level mobs in the High Level Toon Section
|--Caution, you will get toons up to 2 levels higher than the high level toon in the instance
|--Added spells from 116-120 for SK
 

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What i do is put a 70 wizard in the group to ae once the other toons hit 46 or 79 once they hit 54. It takes way too long after 60.
 
Are you running this on Test? On live, I am not getting nearly that in my 20's. I used this a year ago and it was awesome.
On Live. 5-7% per round is killing level 85-87 mobs at level 73. I'm guessing test would be more with double exp. I switched it over to 90%aa and getting 35 ish aa per round on same toons. The higher the difference in mob level to your level will gain more exp. If your group is 20 and the mobs are red you will get the best exp.
 
cannot keep level 70 druid alive. Using 120 sk with a level 84 damage shield. It seems like one or two of the group decide to attack the druid after he hits his aoe and then splat. Any ideas?
 
Dunno about Druid for AE Damage, I was using a Bard for AE DMG and it was working pretty well but I found some runs where my SK was losing aggro but it was mainly due to a glitch that was happening in the spell rotation with kissassist (or prolly my config file :)) If I remember correctly. The SK was stuck casting only one spell in the spells rotation. I had to stop and reenter the instance. Was happening once every 10 runs or so.

Not much but I hope it will help you.
 
Here is another version, added a high level toon option. If you are running a 120 tank and get your toons up to the 60s exp dies and mobs are light blue. If you add an 85 level toon to the group and zone in first the instance is full of 85 level mobs and you get about 10%-12% of exp per run at level 70. This could boost exp at lower levels with any level toon I suppose but not tested on lower level toons. Highest level mobs I have seen in the instance were 97 zoning in first with a 120 (which pretty much wiped my 120 sk on the full train). 120 sk Gold with t2 gear handles the level 85-87 mobs fairly well with a merc.

Just something else to play with. haha

|--For higher levels 65 plus and using a 120 SK tank you can add a level 85 toon to group for high level mobs in the High Level Toon Section
|--Caution, you will get toons up to 2 levels higher than the high level toon in the instance
|--Added spells from 116-120 for SK

You really shouldn't be having people use this for 2 key reasons.

#1. You dont need to nav to the npc if its within distance to respond to say. Do you know how obvious it is to see 5-6 toons /nav ontop of the npc everytime before they say ready ? You should add dist=20 to the end of all nav commands done in pok so they dont move if they're already near the npc.
#2. They will spam ready over and over if the instance doesn't loaded. You need to set a timer to do it once and if they dont zone in wait 60s and try again if they still don't zone in wait 5m drop the task and get a new one.
 
Seeing issues with spamming ready.. the instance is never ready, spend about 10 mins before reseting macro. had cases of sk crashing zoning in and out. If the mac ran consistantly id enjoy it. but with the time im just reseting the mac might as well post up somewhere and just pull everyonce in awhile for a chunk of xp lol. would love some insight on how to possibly fix the zoning issue
 
You really shouldn't be having people use this for 2 key reasons.

#1. You dont need to nav to the npc if its within distance to respond to say. Do you know how obvious it is to see 5-6 toons /nav ontop of the npc everytime before they say ready ? You should add dist=20 to the end of all nav commands done in pok so they dont move if they're already near the npc.
#2. They will spam ready over and over if the instance doesn't loaded. You need to set a timer to do it once and if they dont zone in wait 60s and try again if they still don't zone in wait 5m drop the task and get a new one.
#1 I think the quest toon is right where you zone out and in distance to a hail or say ready. Having toons zone in randomly looks better than 6 toons saying ready at the same time.

#1 Why not just end the script and reload it if the instance doesn't spawn right away? I know sometimes the server lags or the player lags, but I have ran this script for days on end and only had an issue once with the server not loading an instance. I just stopped the script and restarted it.

As with any running script, you should always be paying attention to things when they don't go as planned.
 
Seeing issues with spamming ready.. the instance is never ready, spend about 10 mins before reseting macro. had cases of sk crashing zoning in and out. If the mac ran consistantly id enjoy it. but with the time im just reseting the mac might as well post up somewhere and just pull everyonce in awhile for a chunk of xp lol. would love some insight on how to possibly fix the zoning issue
Might try more of delay to wait for the zone to load. Usually they load within 30 seconds, however I have seen it take longer. You might try dropping the task and starting over if it takes longer than that.
 
#1 I think the quest toon is right where you zone out and in distance to a hail or say ready. Having toons zone in randomly looks better than 6 toons saying ready at the same time.

#1 Why not just end the script and reload it if the instance doesn't spawn right away? I know sometimes the server lags or the player lags, but I have ran this script for days on end and only had an issue once with the server not loading an instance. I just stopped the script and restarted it.

As with any running script, you should always be paying attention to things when they don't go as planned.
He is in distance but you nav to0 him and the group to him even though you can just say ready because you're already near him. So every time they zone in they nav ontop of the npc before saying ready.
 
Odd to have to ask for help when I've had this running extremely well in the past! But here goes;

I have a PLee group; Bard 10, Necro 1, Ranger 1 and Bst 1
SK; checked Bandolier setups for noripro (2 eyes) and wurm (Honed Wyrm and Shield.)
Taken all buffs off SK, just to make sure he does no damage (apart from damage shields)

Have tried using 3 different versions of Hatchery macro; Jande and original but my fav is still Cannonballs.)

Quick run down; I'm seeing
  1. task pick up by SK
  2. zone into Hatchery by all group
  3. sk drop from group and runs about collecting mobs
  4. sk runs back with mobs in tow and gets into corner, starts to AOE agro and then DS
  5. Bard runs in and casts Chords of Dissonance, effect is damage to mobs so they pop onto extended target list as expected.
  6. sk using DS to kill mobs as expected BUT I'm not seeing Bard/group getting any experience!
    1. Initially was using sk who was not subbed, so thought Wurmy was perhaps not acting as expected, so subbed sk
    2. checked combat logs on sk to see if any damage being done (not damage shield) negating Bards song damage, I can't see any, but...
    3. tried running different versions, removed buffs etc
Anyone able to think of other things I should check, correct to have group gain XP please?
 
Please confirm, your bard is level 10 and the others are level 1?
If so, you'll need to level the young ones a little so they can get xp w/ bard (lvl 7), that whole (max lvl / 1.5) + round up.
 
Should the Bard not be getting XP though? Currently no one is.

Yes, Bard is level 10, rest of group (PLee) are currently level 1)

Just checked Combat Logs again and I can't see any specific damage applied by sk, DPS Advanced v1.6 is showing only sk damage total 914 and DPS 457. DPS meter on Bard only showing sk damage.....???
 
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Should the Bard not be getting XP though? Currently noone is.
Good point, got me there. Not sure if something has changed within the EQ code... does your bard get xp if you went out in the open world with the lvl 1's in group with him?
 
Should the Bard not be getting XP though? Currently no one is.

Yes, Bard is level 10, rest of group (PLee) are currently level 1)

Just checked Combat Logs again and I can't see any specific damage applied by sk, DPS Advanced v1.6 is showing only sk damage total 914 and DPS 457. DPS meter on Bard only showing sk damage.....???
Bard will only get exp if he is getting hits on the mobs. My guess is your bard aoe is not landing on mobs. Recommended level is 15.
 
I may be wrong but I thought that at lower levels that the group make up to get exp is 5 level difference. So a level 10 Bard would need to have the rest of the group be between the levels of 5 to 10 for all to get exp.

Zeb
 
Thank you guys :) Really appreciate your inputs :)

I had thought that, when the Bard drops their AOE, if targets popped up on the Extended Targets window, they were effectively "tagged" i.e had taken damage. So was hoping the level 10 bard was capable of at least tagging some mobs.

Your totally right about the other PLees, they need, and will be, levelled up to within 2-5 levels of the Bard. Was also thinking that if Bard did "tag" mobs, then they at least should have gotten experience....
 
I may be wrong but I thought that at lower levels that the group make up to get exp is 5 level difference. So a level 10 Bard would need to have the rest of the group be between the levels of 5 to 10 for all to get exp.

Zeb
I think everyone's right. It's minimum 5 until the half level formula thing is >5 and kicks in until it maxes out at 30
 
Thank you guys :) Really appreciate your inputs :)

I had thought that, when the Bard drops their AOE, if targets popped up on the Extended Targets window, they were effectively "tagged" i.e had taken damage. So was hoping the level 10 bard was capable of at least tagging some mobs.

Your totally right about the other PLees, they need, and will be, levelled up to within 2-5 levels of the Bard. Was also thinking that if Bard did "tag" mobs, then they at least should have gotten experience....

Casting an offensive spell on a mob - or aoe offensive on a group of mobs - puts the caster on the aggro list.
Even if the spell is resisted, they still get aggro and as a result they will appear on the extended target list.


As others have commented, damage is required to get exp.
Higher in the teens the bard is, the more chance will damage those lvl 23 / 24 mobs at the start of a hatchery run.


Again, as others have talked of, keep in mind the level gap - 5, 2/3, 30.
Exp is always shared, if the gap of high and low is within 5 levels.
Exp is never shared, if the gap is greater than 30 levels.
if between, 5 and 30 levels of each other then the 2/3 rule applies. Divide high by 3, times by 2. If lower is over that result, will get exp.
 
@BigDorf thank you for that explanation about Extended Targets. Sounds right and I had made the wrong assumption!

PLed Bard to 12 and rest of team to 10-12, and now running Hatchery (Cannons version:) and it is working "as expected", slow kills at the mo while Bard is low teens in level and xp per mob is as reported, much lower than before, but shrug.

Anyhow, truly thank you all for your help and support in getting me up and running.
 
@BigDorf thank you for that explanation about Extended Targets. Sounds right and I had made the wrong assumption!

PLed Bard to 12 and rest of team to 10-12, and now running Hatchery (Cannons version:) and it is working "as expected", slow kills at the mo while Bard is low teens in level and xp per mob is as reported, much lower than before, but shrug.

Anyhow, truly thank you all for your help and support in getting me up and running.

Go to CR and mass pull the undead area once and you will go from 10-12 to 17+ after that hatching goes faster. I've found the slowest part is 12-20 in hatching so i PL to 19-20 before doing that now.
 
Quick check I'm doing this part right please - - "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."

|---------------Start Edit-----------------------------------|
|---Change EDIT to your Damage Shield Caster Name------------|
|---And Damage Shield Spell You Want The Caster To Cast------|
|------------------------------------------------------------|
/declare Damageshieldcaster string outer CharacterName
/declare Damageshieldspell string outer Barrier of Combustion

Name is working fine, but have not seen it casting the DS yet....

Update : Ohhh, read mac code, and possibly the Group Leader needs to be over 49, before the extra DS gets to be used....well 49 will roll by soon so will see if that kicks in :)
 
Quick check I'm doing this part right please - - "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."

|---------------Start Edit-----------------------------------|
|---Change EDIT to your Damage Shield Caster Name------------|
|---And Damage Shield Spell You Want The Caster To Cast------|
|------------------------------------------------------------|
/declare Damageshieldcaster string outer CharacterName
/declare Damageshieldspell string outer Barrier of Combustion

Name is working fine, but have not seen it casting the DS yet....

Update : Ohhh, read mac code, and possibly the Group Leader needs to be over 49, before the extra DS gets to be used....well 49 will roll by soon so will see if that kicks in :)
slap some quoties on that badboy
 
As in: /declare Damageshieldspell string outer "Barrier of Combustion"
 
not sure what is going on but bard is only toon leaving zone at end of mission, I have to manually exit all the others. Once they are all out it starts running again but same issue on every new quest. Also, bard is not running up and casting Cords of Dissonance until almost all the guards are dead.
 
Release Hatchery.mac

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