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Help!! (1 Viewer)

Stiflersmom

New member
Joined
Jun 9, 2005
RedCents
I'm new to macroing and I am confused as to how to get the macros working as well as the offsets and plugins. I have read the guides and have got MQ2 up and running, but after that I am at a complete loss I have no programing experience at all. How do you install a macro/offset/plugin? how do you use the once installed and are in the game Is there a place that has a list of them for peeps to download from or do I have to hunt them down all over the place.Im not interested in taking a crash course in CS I just want to play eq in a more balanced environment as well as removing a lot of the BS that comes with having to up skills. :confused:
 
starting to lose my cool here i just followed one of the online guides here step by step and none of the damn macro's worked Im starting to wonder if this damn thing works at all
 
Calm down stiflersmom :eek:

[size=+1]Macros:[/size] copy and paste the code you see in the forums to a notepad file, go to save as, change "Save as file type" to "all files" and name it whatever you want but add the extention .mac (such as: "my_new_macro.mac) and in game type
Rich (BB code):
/mac <macroname>.mac
and to stop it type
Rich (BB code):
/end

[size=+1]Plugins:[/size] you will see 2 forms of plugins on Redguides, one will be source code (.cpp) and the other will be precompiled (.dll). If it's the source code, you will need to compile it and if it's precompiled (.dll) all you should have to do is download it to your macroquest folder. Once you have the compiled plugin in your macroquest folder, in game type
Rich (BB code):
/plugin <plugin name>
and for any reason you would want to unload a plugin, type
Rich (BB code):
/plugin <plugin name> unload.
You can find a list of what many of the plugins do here. If you had someone compile MQ2 for you they usually have a whole slew of plugins already there.

[size=+1]Offsets:[/size] IMO one of the most fun parts of MQ2. Offsets are for the MQ2DoCrack plugin. Now after every patch, as you probably know, you will need to recompile MQ2 and you will also need to get new offsets, and the easiest way to do that I found is wait for Tone to post them :p To use an offset, you simply type, in game,
Rich (BB code):
/docrack <offset name> on
and
Rich (BB code):
/docrack <offset name> off
To see what offsets you have, type
Rich (BB code):
/docrack list
Now remember, MQ2DoCrack is a plugin so you will need to load it, which I told you how to do in the plugin section of this post.
 
Last edited:
Your right I could have been a little more specific but I was able to chat with Cadewen and he kindly assisted me with getting it up and running. Many Thanks to Cadewen :D
I would also like to thank Redbot for his time and patients with helping me also. Thank you Redbot :D
 
casting trainer

| magskill.mac
| Works on all of your magic skills one at a time.
| Version 1.3
| Date: August 17, 2004
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| Just update what spells you want to practice with and The max skill as followed:
| /call RaiseSkill "Evocation" *Max Skill* "*Spell*"
|
| Be sure to get the newest spellcast.inc from the macroquest forums.
|

#include spellcast.inc
#event NoComponents "#*#You are missing some required components.#*#"

Sub Main
/call RaiseSkill "Evocation" 160 "Burst of Flame"
/call RaiseSkill "Abjuration" 160 "Skin like Wood"
/call RaiseSkill "Alteration" 160 "Minor Healing"
/call RaiseSkill "Conjuration" 160 "Halo of Light"
/call RaiseSkill "Divination" 160 "Camouflage"
/call RaiseSkill "Channeling" 160 "Minor Healing"
/call RaiseSkill "Meditate" 160 "Protection of Steel"
/call RaiseSkill "Specialize Evocation" 160 "Burst of Flame"
/endmacro
/return

Sub RaiseSkill(SkillName,LevelName,SpellName)
/echo - Raising ${SkillName} to ${LevelName} with ${SpellName}
/if (!${Me.Standing}) /stand

:CheckMana
/if (${Me.PctMana}<20) /goto :SitDown

:CheckCursor
/if (${Cursor.ID}) {
/autoinv
/goto :CheckCursor
}

:CastSpell
/echo current skill in ${SkillName} is ${Me.Skill[${SkillName}]}
/if (${Me.Skill[${SkillName}]}>=${Int[${LevelName}]}) /goto :NextSkill
/echo attempting to cast spell ${SpellName}
/call Cast "${SpellName}"
/doevents
/goto :CheckMana

:SitDown
/if (!${Me.Sitting}) /sit on

:HowMuchMana
/if (${Me.PctMana}<98) /goto :HowMuchMana
/goto :CheckMana
:NextSkill
/return

Sub Event_NoComponents
/popup No More Items to Make
/endmacro
/return


and here is
spellcast.inc

|
| SpellCast.inc
|
| Last Modified: 5/14/2004 9:30pm
| This will cast a spell reliably for you...
|
| Usage:
| /call Cast "spellname|itemname|AA#|AAskillname" [item|activate|gem#] [nocheck|dismount|nodismount]
|
| If no dismount or nodismount is provided it defaults to nodismount.
|
| This would essentially: /cast "Death Peace"
| example: /call Cast "Death Peace"
|
| This would essentially: Check for the spell in your spell slots, if not there mem it to spell
| gem slot 7 and then /cast "Death Peace"
| example: /call Cast "Death Peace" gem7
|
| This would essentially: /cast item "White Rope Bridle"
| example: /call Cast "White Rope Bridle" item
|
| This would essentially: /alt activate 169
| example: /call Cast "169" activate
| or...
| example: /call Cast "Divine Arbitration" activate
|
| This would dismount if your target was lost or dies mid-cast, cast Burn and mem it to spell
| slot 3 if it wasn't already memmed:
| example: /call Cast "Burn" gem3 dismount
|
| This would not dismount but would move you back and forth if your target was lost or dies mid-cast, cast Burn and mem
| it to spell slot 3 if it wasn't already memmed:
| example: /call Cast "Burn" gem3 nodismount
|
| 'nocheck' is the default for the "loss of target/target dying" value. If nocheck is specified (Or nothing was specified)
| no target checking will be performed and spellcast.inc should act like the spellcast.inc of the past.
|
| It will return the following values:
| CAST_SUCCESS
| CAST_UNKNOWNSPELL
| CAST_OUTOFMANA
| CAST_OUTOFRANGE
| CAST_CANNOTSEE
| CAST_STUNNED
| CAST_RESISTED
| CAST_TOOK2LONG
| CAST_ABILITYNOTREADY
| CAST_IMMUNESLOW
| CAST_LOSTTARGET
|
| New Vars Modification
| Plazmic's no globals needed version
|
| Oct 09, 2003 - Updated to work with new vars and $char(casting) -gf
| Oct 11, 2003 - switched some logic, removed defines -gf
| Oct 15, 2003 - Item support added by -EqMule
| XXX xx, xxxx - Modified to add automeming of spells. -Goofmester1
| Dec 26, 2003 - fd fail 1 added -m0nk
| Jan 01, 2004 - timeout(5s) added to stop "dead-time" -m0nk
| Jan 01, 2004 - switchd fdfail to a standing check. -m0nk
| Jan 01, 2004 - added silence checking as a stun check -m0nk
| Feb 17, 2004 - added AA activate capabilities -ml2517
| Apr 11, 2004 - Updated for new Parm system -ml2517
| Apr 12, 2004 - Will spit out a different message on immune to slows. -ml2517
| Apr 16, 2004 - Removed /sendkeys and replaced with /keypress. -ml2517
| Apr 17, 2004 - Various code enhancements. -Wassup
| Apr 20, 2004 - Updated all of the /if's to have parenthesis. -ml2517
| Apr 25, 2004 - Updated to new variable system. -ml2517
| Apr 29, 2004 - Fixed Item problem -ml2517
| Apr 29, 2004 - Changed the alt ability to use AltAbilityReady instead of an event. -ml2517
| May 02, 2004 - Added the ability to specify a gem slot to mem spells to. -ml2517
| May 10, 2004 - Updated for new event system.
| May 12, 2004 - Added suggestions for loss of target and stun handling change. -ml2517
| May 13, 2004 - Activate now accepts AA skill by name or number. -ml2517
| May 14, 2004 - Added the nocheck value, it is the default. This bypasses the target checking code. -ml2517
|

#event Fizzle "#*#Your spell fizzles#*#"
#event Interrupt "#*#Your casting has been interrupted#*#"
#event Interrupt "#*#Your spell is interrupted.#*#"
#event Recover "#*#You haven't recovered yet...#*#"
#event Recover "#*#Spell recovery time not yet met.#*#"
#event Resisted "#*#Your target resisted the #*#"
#event OutOfMana "#*#Insufficient Mana to cast this spell!#*#"
#event OutOfRange "#*#Your target is out of range, get closer!#*#"
#event NoLOS "#*#You cannot see your target.#*#"
#event Stunned "#*#You cannot cast while stunned#*#"
#event Stunned "#*#You *CANNOT* cast spells, you have been silenced!#*#"
#event Standing "#*#You must be standing to cast a spell#*#"
#event Standing "#*#has fallen to the ground.#*#"
#event Collapse "#*#Your gate is too unstable, and collapses.#*#"
#event ImmuneSlow "#*#Your target is immune to changes in its attack speed.#*#"


Sub Cast(SpellName,ItemFlag,DismountFlag)
/declare HaveTarget int local 0
/declare CastBarTime timer local
/declare CastCurrLocY float local 0
/declare CastCurrLocX float local 0
/varset CastCurrLocY ${Me.Y}
/varset CastCurrLocX ${Me.X}
/if (${Target.ID}>0) /varset HaveTarget 1
/if (!${Defined[CastGiveUpTime]}) /declare CastGiveUpTime timer local
/if (!${Defined[ItemFlag]}) /declare ItemFlag string local
/if (!${Defined[DismountFlag]}) {
/declare DismountFlag string local nocheck
/if (${ItemFlag.Find["dismount"]}) /varset DismountFlag ${ItemFlag}
}
/if (!${Me.Standing} && !${Me.Mount.ID}>0) /stand
/if (${Me.Moving}) {
/keypress forward
/keypress back
/delay 8
} else {
/delay 4
}
/if (${ItemFlag.Equal["Item"]} || ${ItemFlag.Equal["Activate"]}) /goto :StartCast

/if (!${Me.Gem["${SpellName}"]}) {
/if (${ItemFlag.Find[gem]}) {
/if (${Int[${ItemFlag.Right[1]}]}>0 && ${Int[${ItemFlag.Right[1]}]}<9) {
/memspell ${ItemFlag.Right[1]} "${SpellName}"
/delay 5s
} else {
/goto :GenericMem
}
} else {
:GenericMem
/memspell 5 "${SpellName}"
/delay 5s
}

}
:StartCast
/varset CastGiveUpTime 5s
:CastNow
/if (${ItemFlag.Equal["Item"]}) {
/call ClearReturnValue
/cast item "${SpellName}"
} else /if (${ItemFlag.Equal["Activate"]}) {
/call ClearReturnValue
/if (!${Me.AltAbilityReady[${SpellName}]}) /return CAST_ABILITYNOTREADY
/alt activate ${AltAbility[${SpellName}].ID}
/varset CastBarTime ${Me.Casting.CastTime}
} else {
/if (!${Me.Gem["${SpellName}"]}) /return CAST_UNKNOWNSPELL
/call ClearReturnValue
/if (!${Me.SpellReady["${SpellName}"]}) {
/if (${CastGiveUpTime}==0) /return CAST_TOOK2LONG
/delay 1
/goto :CastNow
}
/cast "${SpellName}"
/varset CastBarTime ${Math.Calc[${Me.Casting.CastTime}*10]}
}
:WaitCast
/if (${Me.Casting.ID}) {
/if ((!${Target.ID}>0 || ${Target.Type.Equal[CORPSE]}) && !${DismountFlag.Find[nocheck]} && ${HaveTarget}==1) {
/if (${Me.Mount.ID}>0) {
/if (${DismountFlag.Equal[dismount]}) {
/dismount
} else {
/if (!${ItemFlag.Equal["Item"]}) {
/if (${CastBarTime}<7) {
:Interrupt
/keypress FORWARD hold
/delay 6
/keypress FORWARD
/keypress BACK hold
/delay 8
/keypress BACK
} else {
:HoldForSpell
/delay 1
/if (${CastBarTime}<7) /goto :Interrupt
/goto :HoldForSpell
}
} else {
/keypress FORWARD hold
:Forward
/delay 1
/if (${Math.Distance[${CastCurrLocY},${CastCurrLocX}]}<6) /goto :Forward
/keypress FORWARD
/keypress BACK hold
:Backward
/delay 1
/if (${Math.Distance[${CastCurrLocY},${CastCurrLocX}]}>4) /goto :Backward
/keypress BACK
/if (!${Me.Casting.ID}>0) /goto :DuckTime
}
}
}
:DuckTime
/keypress FORWARD
/keypress BACK
/if (!${Me.Ducking}) /keypress DUCK
/delay 1
/if (${Me.Ducking}) /keypress DUCK
/return CAST_LOSTTARGET
}
/delay 1
/goto :WaitCast
}
/delay 1
/doevents Fizzle
/doevents Interrupt
/doevents Interrupt
/doevents Recover
/doevents Standing
/doevents OutOfRange
/doevents OutOfMana
/doevents NoLOS
/doevents Resisted
/doevents ImmuneSlow
/doevents Stunned
/doevents Collapse
/if (${Macro.Return.Equal["CAST_RESTART"]}) /goto :StartCast
/if (!${Macro.Return.Equal["NULL"]}) /return ${Macro.Return}
/return CAST_SUCCESS

Sub ClearReturnValue
/return NULL

Sub Event_Fizzle
/return CAST_RESTART

Sub Event_Interrupt
/return CAST_RESTART

Sub Event_Recover
/delay 5
/return CAST_RESTART

Sub Event_Standing
/stand
/return CAST_RESTART

Sub Event_Collapse
/return CAST_RESTART

Sub Event_OutOfMana
/return CAST_OUTOFMANA

Sub Event_OutOfRange
/return CAST_OUTOFRANGE

Sub Event_NoLOS
/return CAST_CANNOTSEE

Sub Event_Stunned
/delay 2s !${Me.Stunned}
/return CAST_RESTART

Sub Event_Resisted
/return CAST_RESISTED

Sub Event_ImmuneSlow
/return CAST_IMMUNESLOW
 
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