Infiniteye
BANNED
I know there's a way and my buddy was telling me about it, but I have no idea how to set it up, is it done in holy shits? I'm using muleassist ihczerker kiss and mq2heals on my toons as far as macros and plugins go.

What!? Sounds like a fantastic anti-boxer mechanic.The whole group doesn’t have to duck... only the person(s) called out via emote. He needs a trigger to auto duck, imo.
What!? Sounds like a fantastic anti-boxer mechanic.
Ironically its the boxers on my server that succeeds. Somehow ducking is out out people's ability.What!? Sounds like a fantastic anti-boxer mechanic.
you can /keypress duck
you can could do something like/noparse /bcga //if(!$Me.Ducking) /keypress duck
Pause then duck, then unpause when you get the emote all is good. I am wondering if we can use Events to see this emote and then execute both the duck and unduck based on the emotes
I played around with it for announcing CC, worked pretty good. Does anyone have the exact text for the initial emote and also for the all clear emote x seconds later ?Wish we could, I have not learned how to use the event thingie yet. I bet it would be powerful.
#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#"
#event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#"
Sub Event_DuckOn(line, player)
/if (!${Defined[duckOn]}) /declare duckOn int outer 0
/if (${player.Equal[${Me.Name}]}) {
/varset duckOn 1
}
/if (!${duckOn}) {
/doevents flush DuckOn
/return
}
/while (${duckOn}) {
/if (!${Me.Ducking}) /keypress duck
/delay 1
/doevents
}
/doevents flush DuckOn
/return
Sub Event_DuckOff
/if (!${Defined[duckOn]}) {
/declare duckOn int outer 0
} else {
/varset duckOn 1
}
/doevents flush DuckOff
/return
Something like
Code:#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#" #event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#" Sub Event_DuckOn(line, player) /if (!${Defined[duckOn]}) /declare duckOn int outer 0 /if (${player.Equal[${Me.Name}]}) { /varset duckOn 1 } /if (!${duckOn}) { /doevents flush DuckOn /return } /while (${duckOn}) { /if (!${Me.Ducking}) /keypress duck /delay 1 /doevents } /doevents flush DuckOn /return Sub Event_DuckOff /if (!${Defined[duckOn]}) { /declare duckOn int outer 0 } else { /varset duckOn 1 } /doevents flush DuckOff /return
[kaelduck]
trigger="The ice encrusted Avatar of War shouts that #1# must bend the knee!"
command=/if (${Me.CleanName.Equal[${EventArg1}]}) /multiline ; /mqp on; /stopcast; /gsay ducking is for living beings; /target ${Me.Name}; /attack off; /timed 20 /keypress duck;
[kaelstand]
trigger="The Avatar of War nods, accepting the subservience of those that gave it."
command=/if (${Me.Ducking}) /multiline ; /stand; /gsay phew still got my head.. checking!; /mqp off;
[kaelduck]
trigger="The ice encrusted Avatar of War shouts that #1# must bend the knee!"
command=/if (${Me.CleanName.Equal[${EventArg1}]}) /multiline ; /mqp on; /stopcast; /attack off; /timed 20 /keypress duck;
[kaelstand]
trigger="The Avatar of War nods, accepting the subservience of those that gave it."
command=/if (${Me.Ducking}) /multiline ; /stand; /mqp off;
for events ? mq2eventsWhat do you use as mac or plugin?
INI:[kaelduck] trigger="The ice encrusted Avatar of War shouts that #1# must bend the knee!" command=/if (${Me.CleanName.Equal[${EventArg1}]}) /multiline ; /mqp on ; /stopcast ; /gsay ducking is for living beings ; /target ${Me.Name} ; /attack off ; /timed 20 /keypress duck [kaelstand] trigger="The Avatar of War nods, accepting the subservience of those that gave it." command=/if (${Me.Ducking}) /multiline ; /stand ; /gsay phew still got my head.. checking! ; /mqp off ;
Should work but it doesn't for me, some weird issues my side. Need a hamster to test this on.
/multiline ; /mqp on; /stopcast; /gsay ducking is for living beings; /target ${Me.Name}; /attack off; /timed 20 /keypress duck
Cleaned up, took out fluff. how is the review score now ? Don't think the mqp is needed either ?Also, you have a lot of fluff in the multiline. That should work provided it gets cleaned up.
Something like
Code:#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#" #event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#" Sub Event_DuckOn(line, player) /if (!${Defined[duckOn]}) /declare duckOn int outer 0 /if (${player.Equal[${Me.Name}]}) { /varset duckOn 1 } /if (!${duckOn}) { /doevents flush DuckOn /return } /while (${duckOn}) { /if (!${Me.Ducking}) /keypress duck /delay 1 /doevents } /doevents flush DuckOn /return Sub Event_DuckOff /if (!${Defined[duckOn]}) { /declare duckOn int outer 0 } else { /varset duckOn 1 } /doevents flush DuckOff /return
/if (!${duckOn}) {
/if (${Me.State.NotEqual[STAND]}) /stand
/doevents flush DuckOn
/return
}
....
Sub Event_DuckOff
/if (!${Defined[duckOn]}) {
/declare duckOn int outer 0
} else {
/varset duckOn 0
}
/doevents flush DuckOff
/return
#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#"
Sub Event_DuckOn(line, player)
/if (${player.Equal[${Me.Name}]}) {
/if (!${Me.Ducking}) /keypress duck
}
/doevents flush DuckOn
/return
#event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#"
Sub Event_DuckOff
/if (${Me.State.NotEqual[STAND]}) /stand
/doevents flush DuckOff
/return
For the unducking, I think this should work with only a small change:
Code:/if (!${duckOn}) { /if (${Me.State.NotEqual[STAND]}) /stand /doevents flush DuckOn /return } .... Sub Event_DuckOff /if (!${Defined[duckOn]}) { /declare duckOn int outer 0 } else { /varset duckOn 0 } /doevents flush DuckOff /return
Why not just go the simple route and do this:
Code:#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#" Sub Event_DuckOn(line, player) /if (${player.Equal[${Me.Name}]}) { /if (!${Me.Ducking}) /keypress duck } /doevents flush DuckOn /return #event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#" Sub Event_DuckOff /if (${Me.State.NotEqual[STAND]}) /stand /doevents flush DuckOff /return
Or do the macros/plugins discussed here have a check for invalid combat states and automatically unduck if it is detected, thus forcing a while loop to wait?
#event DuckOn "#*#The ice encrusted Avatar of War shouts that #1# must bend the knee!#*#"
#event DuckOff "#*#The Avatar of War nods, accepting the subservience of those that gave it.#*#"
Sub Event_DuckOn(line, player)
/if (!${Defined[duckOn]}) /declare duckOn int outer 0
/if (${player.Equal[${Me.Name}]}) {
/varset duckOn 1
}
/if (!${duckOn}) {
/doevents flush DuckOn
/return
}
/while (${duckOn}) {
/if (!${Me.Ducking}) /keypress duck
/delay 1
/doevents
}
/if (${Me.State.NotEqual[STAND]}) /stand
/doevents flush DuckOn
/return
Sub Event_DuckOff
/if (!${Defined[duckOn]}) {
/declare duckOn int outer 0
} else {
/varset duckOn 0
}
/doevents flush DuckOff
/return
Vsab,
In the DuckOff sub I can’t see the command to Stand. Am I missing something ?
Corrected- it should be in the duckOn sub though, after it exits the waiting-for-duckOff loop.

Now the toons duck and un duck and duck and unduck. Then Die
Just tested