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MQ2Melee

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Posted with permission from s0rcier


INTRODUCTION
The MQ2Melee plugin is designed to be next evolution of MQ2AutoSkills and MQ2ThrowIt plugins with all their features and functionnalities and even more... All credits for the concept should go to Cr4zyb4rd and Bushdaka and all those people involved that have been maintaining those excellent plugins. They provided me, the inspiration to built upon their efforts. Current goals of MQ2Melee is to provide intelligent use of SHORT TIME REUSE MELEE ABILITIES and PET HANDLING during combat depending on current game conditions and plugins configuration. It is designed to replace melee oriented functions that are commonly used in macros. Things like "/assist" "/shield" or "lay hands" are still beyond scope of MQ2Melee.

DOWNLOAD
http://www.geocities.com/s0rcier_mq2/MQ2Melee3.762.zip

ABILITIES
ABILITIES: BackStab, Bash, Begging, Disarm, Dragon Punch, Eagle Strike, Feign Death, Flying Kick, Forage, Frenzy, Hide, Intimidation, Kick, Layhand, Mend, Pick Pockets, Round Kick, Sense Traps, Sneak, Taunt and Tiger Claw.
ALT ABILITIES: 2 Hand Bash, Call of Challenge, Feral Swipe, Mend Companion, Replenish Companion, and Pet Discipline (aka /pet hold).
COMBAT ABILITES: Ancient Chaos Cry, Bazu Bellow, Bellow, Bellow of the Mastruq, Berate, Commanding Voice, Cry Havoc, Destroyer`s Volley, Dragon Fang, Fists of Wu, Incite, Leopard Claw, Provoke, Rage Volley, Rake, Silentfist Discipline, Thief`s Eye, Throw Stone, and Thunderkick Discipline.

FEATURES
- BRILLANT USE OF ABILITIES:
- Auto use abilities according to setting and game conditions.
- Auto Equip defined items for bashing, backstabbing or ranged.
- Built in user conditions to restrain use of certain abilities.
- No longer needed to have abilities mapped to a buttons.
- CHAT MONITORING:
- Failed Feign Death Auto-Stand.
- Begin to Cast Auto(Bash/Slam/Kick) or Auto Cast defined Stuns.
- Enrage/Infuriate Auto Turn Attack On/Off.
- Auto-Detect most snare target message.
- MELEE:
- Auto Equip Weapon set prior to engage. (agro/non-aggro mode).
- Auto Use of defined abilities.
- Configurable Stick Arguments for Melee Mode.
- Configurable Auto-Facing Target.
- MELEE (AGGRO MODE):
- Auto Taunt when you loose aggro on target.
- Configurable spells to cast to gain/maintain aggro.
- MELEE (NON AGGRO MODE)
- BackOff/Feign/Evade fight if your health goes below a point.
- Auto Resume fight if your health goes back above a point.
- RANGED:
- Toggle between Melee/Range Mode According to Target Distance.
- Swap In/Out defined ranged items (bow/throwing).
- Auto Refill ammunitions slot when less than 80 in a stacks.
- Built-in /throwit command you could use to pulls.
- Auto-Sleep mode while autofire is on.
- PET HANDLING:
- Issue /pet back and /pet hold after each mobs dies.
- Configure pet to wait to assist till mobs within range.
- Configure pet to wait to assist till end of specified delay.
- Mend Pet if his life goes below a certain point.
- Option to auto-reengage target when no longer mezzed.
- Backup pet on enrage/infuriate events and re-engage after.

COMMANDS
Well i try to make MQ2Melee macro scripters friendly, with addition of TLO (Top Level Object) and some new / commands i hope i could shoulder their burdens!
/MELEE: Tell the plugin what setting you want on, this is the main configuration entry points for the plugins.
/KILLTHIS: Tell the plugin you want to engage current target, if your feigning this should stand you up, it's also reset all his internal value. (If your play your toon manually you dont need to use that command at all, just press the attack button!)
/THROWIT: Tell plugin to perform a ranged attack on current target. This use MQ2Melee Built-In Enhanced Ranged Mode! Means it should auto-equip defined ammunition and ranged item, auto-refill ammunition, perform archery/throwing, then swap back previous range item.
/ENRAGEON <targetid>: Tell plugin to react like their was an enrage events being detected. If target id is given it will make sure it's matches internal killing target id. (This is designed to be used with 3rd party plugin or macro ie: mq2events with mq2eqbc, create trigger on to detect that target goes on enrage state, then set it to broadcast via mq2eqbc "/bca //enrageon ${Target.ID}" it will allow casters that might be too far from melee to detect that mob is enraged and back up their pet!)
/ENRAGEOFF <targetid>: Tell plugin to react like enrage events is complete. See Also /ENRAGEON.
/INFURIATEON <targetid>: Tell plugin to react like infuriate was detected. See Also /ENRAGEON.
/INFURIATEOFF <targetid>: Tell plugin to react like infuriate event was complate. See Also /ENRAGEON.

HOLY SHIT
Well MQ2Melee now support up to 8 macro command line that will be executed one at a time if their is no casting going and the cursor is free. You must be carefull when setting those to not fall into an auto-repeat endless loops and make a spam wars, make sure your conditions when done will setup something that will force the next time this is evaluated to be false for a while! Here is a small example of 2 holyshits command that i setup on one of my toons. This is set to swap in primal weapon (id 29444) if i dont have avatar and that avatar could stack. Other one swap main default weapon (id 83834) if i have avatar or if avatar wont stack.
Rich (BB code):
[MQ2Melee]
HolyFlag0=1
HolyFlag1=1
HolyShit0=/if (${Me.Inventory[offhand].ID}==83834 && !${Me.Buff[avatar].ID} && ${Spell[avatar].Stacks}) /exchange 29444 offhand
HolyShit1=/if (${Me.Inventory[offhand].ID}==29444 && (${Me.Buff[avatar].ID} || !${Spell[avatar].Stacks})) /exchange 83834 offhand

TOP LEVEL OBJECT
MQ2Melee now have built in Top Level Object (TLO) that provide data informations that could be used for macro scripting, hud designing or with internal built in user defined conditions. I plan on expending this TLO with request i get.
Rich (BB code):
${Melee.Enable}: true/false if plugin on/off, return null if not loaded.
${Melee.Combat}: true/false if plugin enable and got valid kill target. Should replace ${Me.Combat} logic.
${Melee.Casted}: integer time elapsed since last detect spell casting. 60000 if not.
${Melee.Snared}: true/false if plugin detect that killing target has been snared.
${Melee.Engage}: true/false if we have a valid kill target and it`s okay to turn attack on.
${Melee.Status}: string representing current plugin status.
${Melee.Target}: integer matching spawn id of current valid kill target, otherwise 0.
${Melee.DiscID}: integer matching spell id of current discipline running, 0 if none.
${Melee.GotAggro}: true/false if current target seems to be aggroed on you. (not perfect)
${Melee.AggroMode}: true/false if plugin operating in aggro mode or not.
${Melee.MeleeMode}: integer maximum distance to kill target to be considered in melee.
${Melee.RangeMode}: integer minimum distance to kill target to be considered in archery.
${Melee.Enrage}: true/false if kill target is enraged!
${Melee.Infuriate}: true/false if kill target is infuriated!
${Melee.BackAngle}: float angle representing heading difference with current target`s back.
${Melee.ViewAngle}: float angle of view with current target!
${Melee.Immobilize}: true/false if you are immobilize for more then 250ms.
${Melee.Ammunition}: integer count of ammunition for defined ammunition or current equipped ammunition.
${Melee.BackStabbing}: true/false if BackStab setting on/off.

USER DEFINE CONDITION
MQ2Melee now support of user defined condition that will be used during skill triggering evaluation to determine if plugin should or should not attempt to perform a skill. Those conditions are character based and could only be set by editing the INI file. They are not required for this plugin to works, but it could make some skill to be more often activated when desired and make this plugin look more intelligent and flexible. Here is a look at the current supported list of variables.
INIKEY: BackStabIF, BashIF, BeggingIF, CommandingIF, CryHavocIF, DisarmIF, DragonPunchIF, EagleStrikeIF, EvadeIF, FallsIF, FistsOfWuIF, FlyingKickIF, ForageIF, FrenzyIF, HideIF, IntimidationIF, KickIF, LayhandIF, LeopardClawIF, MendIF, PickPocketsIF, RageVolleyIF, RakeIF, RoundKickIF, SenseTrapsIF, SlamIF, SnareIF, SneakIF, StunIF, TauntIF, ThiefEyeIF, ThrowStoneIF and TigerclawIF.
There is currently one restriction you have to consider before attempting to create your own special condition. CONDITION MUST RETURN AN INTEGER. Any evaluated result that is not 0 will return true, all the rest will return false. ${Me.Combat} will always return false. ${If[${Me.Combat],1,0]} will always be evaluated correctly.

Suggested Conditions: I strongly suggest that you check the one that you might need and put them in the ini file under your toonname. When you get used to them you could modify or add more for your needs.
Rich (BB code):
BackStabIF=${If[${Melee.AggroMode} || ${Target.PctHps}<85,1,0]}
BashIF=${If[${Target.Class.CanCast} || ${Melee.AggroMode},1,0]}
DisarmIF=${If[${Target.Holding} || ${Math.Rand[100]>92,1,0]}
ForageIF=${If[${Me.Inventory[chest].ID} && !${Cursor.ID},1,0]}
TauntIF=${If[${Me.GroupSize} && !${Melee.GotAggro},1,0]}
CommandingIF=${If[${Target.PctHPs}>75,1,0]}
CryHavocIF=${If[${Target.PctHPs}>75,1,0]}
FistsOfWuIF=${If[${Target.PctHPs}>75,1,0]}
ThiefEyeIF=${If[${Target.PctHPs}>75,1,0]}
LeopardClawIF=${If[${Melee.AggroMode} || ${Target.PctHPs}<70,1,0]}
ThrowStoneIF=${If[!${Melee.AggroMode},1,0]}

SPECIAL RECOGNITION
Thumbs Up and big thanks to: A_Druid_00, Dark2phoenix, DigitalMocking, DigitalXero, Lacky, Moeymoejoe, Outlander and Warauinu, also big thanks to those plugin authors Cr4zyb4rd, Outlander and Wassup and finally thanks to Dark2phoenix and Wasted for updating and maintaining MQ2Melee Wiki Page.

DONATIONS
If you really enjoy my plugins and want to throw me a bone for all my good hard works, you could send me some via PAYPAL. Just click on the blue donations title to open Paypal Site. or use this id: [email protected].

s0rCieR
 
I've hd a question about this plugin for awhile. Been afraid to post on the MQ2 boards cause they just seem to rip people who ask questions and arn't coders.

Everything works great except taunt. for some reason it doesn't autotaunt I have to press the button for it even tho i have it set to on. all the kicks backstab slam ranged abilities work fine tho.

Would appreicate any hints on this thanks.
 
/melee aggro=on
It will -not- taunt if you haven't enabled aggro. That is also both on the MQ2 thread and the MQ2Wiki ;) So it's not like the information wasn't readily available :)
 
hmm thought I turned that on but that's probably the problem thanks for the fast reply
 
cybris said:
hmm thought I turned that on but that's probably the problem thanks for the fast reply
MQ2Melee can be quite a hazzle sometimes :)
/melee melee=15
/melee aggro=on
/melee taunt=on

The above tells MQ2Melee to use Melee abilities when within 15 units of target. That you should use all the defined aggro abilities that you've defined (will also switch to your aggro weapons if you've a regular and a aggro set defined), such as taunt.
Also, the Stun0 etc. will only be available also when you're in aggro mode, at least that's how I've understood it, although I've noticed otherwise at times, hence the hazzle :p
 
Thanks for the info it worked btw. I'll read up on the aggro weapon sets that will definitely come in handy later
 
Ferny50 said:
s0rcier=revolutionizing how macros are written.

You think im revolutinning, he you see nothing yet! Im currently working on another projet, but i will defenitively need helps from a few skilled devs, people that could find offset and stuff that im looking foward and have some free times.

Someone said in jokes when we gonna see modbot or advbot as a plugin? Well who knows!

Feel free to post any questions regarding this plugins, im also really close to release version 4.000 (its really under heavy beta testings) more funs, potions and clicky support and mores!

s0rCieR
 
Someone said in jokes when we gonna see modbot or advbot as a plugin? Well who knows!

What offshore acct do you want that $$ put in?
 
Every now and then when using this plugin it will keep behind the mob im attacking how do you get it to do it all the time?
 
Last edited:
if i remember correct there is an ini file for your chars. one line is like Melee=front or Melee=!front

!front being behind or not front.
 
someoneorsomething said:
i cant get kick too work for some reason. it says its on it just doesnt want to do it. all other stuff works tho


O and for god sakes, if you find something off with the MQ2Melee Wiki, please talk to someone about getting it updated. I and likely a lot more, live and die by accurate infoz in Wiki 's


http://www.macroquest2.com/wiki/index.php/MQ2Melee

Love it, use it, update it.....
 
Well another minor fixes for the provoke ability not firing up when target distance above 25.0 units. look like my hosting site is having problems so im just gonna post the section that changes till i could update the zip on distribution sites.

Rich (BB code):
  // should we provoke it?
  if(onBELOW && doAGGRO && Grouped() && Aggroed(MeleeTarg)<1 && doPROVOKEMAX && MeleeDist<100 && MeleeLife>doPROVOKEEND) {
  	Ability *UseThis=NULL;
  	if(idPROVOKE[0].Ready(ifPROVOKE))      UseThis=&idPROVOKE[0];
  	else if(idPROVOKE[1].Ready(ifPROVOKE)) UseThis=&idPROVOKE[1];
  	if(UseThis) {
  		UseThis->Press();
  		onBELOW--;
  	}
  }

Look like it might start to be frigging stables i get no one to complains so far hehe

Edit: got a chance to update website, you could download latest source and compile dll version at www.s0rcier.net/MQ2Melee/MQ2Melee.zip

thanks

s0rCieR
 
I can't find the ini file for this. I can configure everything to work but I don't see the ini =/ can ya'll help?
 
In game if you type /melee save it should save your config for you. It should generate the config itself.

Something like this for a monk..

[MQ2Melee]
disarm=0
dragonpunch=0
eaglestrike=0
enrage=1
facing=1
feigndeath=30
flyingkick=1
infuriate=1
kick=0
leopardclaw=30
melee=100
meleepri=67742
meleesec=67742
mend=30
petlock=1
petmend=0
petrange=0
plugin=1
pothealover=60
range=40
resume=0
roundkick=0
stickrange=75
tigerclaw=0
version=3.991
 
Melee ini file is something like servername_charactername.ini under [MQ2Melee]. For people that are not aware yet, i change the saving behaviour of mq2melee, in past everything was save immediately, now nothing is save to the file till you do "/melee save" command.

I plan on releasing the official mq2melee v4 for monday or so, if you have find or thing you find any problems feel free to post them i will try t review all of them before i release it.

I fixed an issue last nite with pet never re-attacking after you manually did /pet hold. (that fix will be available in monday's version!)

s0rCieR
 
Last edited:
Well guess it was damn stable and working fines, i didnt get any complains at all for near a week, only thing i receive was a suggestion that make it lives in this version.

Added an auto-pet hold when manually doing the back button or doing /pet back off command. (well of course if you have /pet hold aa).

Remove petlock settings, this was no longer needed with all the new built-in functionnality.

Fixed an issue when doing manually pet hold that was causing pet to go on hold forever unless you manually do /pet attack or press the pet attack button.

Thanks everyone for making this plugins so great, and thanks every contributors. Oh well here is the OFFICIAL mq2melee 4.000 source files!

www.s0rcier.net/MQ2Melee/MQ2Melee4.000.zip

PS: Im gonna update thread on mq2 forums tomorrow so your guys get it in premiere!
 
How do you stick to themob and follow it around? I'm just standing there like a doofus as my other toon kites.
 
Easy_Moder said:
How do you stick to themob and follow it around? I'm just standing there like a doofus as my other toon kites.

As mentioned already, this is handled by moveutils. Though, for a while now, I have noticed that after zoning mq2moveutils will get stuck. Sometimes you need to unload and reload the plugin to get stick to worry correctly again.
 
I havent download this yet, ive been using combat for ages :)

With this plugin, are the following things possible? and how would i set it?
1. Use rake discipline every 30 seconds (and not get the "you can use this ability again in XXX seconds" spam)
2. have pet back off during enrage, reengage after enrage is over.
3. have pet stay out of AE rampage range but still be in melee (possible?)
4. use replenish companion when my pet hits 15% life or becomes enraged

I currently have to do this stuff manually, which is a pita if im boxing another character hehe.

Thanks in advance!
 
It does all that and more. Feral swipe, kick, stick, send in pet, call pet off during enrage, and more.I m surprised it doesnt do the dishes....oh wait dodishes=1 lmao
 
someoneorsomething said:
It does all that and more. Feral swipe, kick, stick, send in pet, call pet off during enrage, and more.I m surprised it doesnt do the dishes....oh wait dodishes=1 lmao

This has features and possibilities that a lot are not aware of... downshit and holyshit stuff give this plugin a little edge over any competitions!

Right now on my shammy iam using downshit to auto-recast my clickies item, on my zerker i use downshit for keeping a certain minimum of axes, on my warrior im using holyshit for ae taunting when their is more then x mobs in a radius.

All those are documented on mq2melee wiki pages and also on mq2melee thread on mq2 vip forums.

s0rCieR
 
Well i took a few hours last nite and updated it, with information i get from mq2devs, it should works fine with future realease of vanilla mq2. (and maybe with some other versions) if they create the pSkillMgr data structure needed for mq2melee to operates.

That was a huge patch, new race and new skill table, new skill manager, making this update a little painfuls.

Feel free to donate to the author, that didnt slepe so your guys could enjoy a working version of mq2melee real soon! :P
 
Well it gonna be a while before i could hit the scene again, computer fried last wenesday and im left with nothing, i have to go on a friend to be able to surf on internet, that sucks :(

I need about 700$ us funds before i could actually be able to do something, and thats not something i have in hands right now :( so far best news i have his i will prolly get a motherboard/cpu by end of november, so i wont be back till december unless a miracle happends.

It was a pleasure to be around, and was a pleasure to works with your guys, i will miss ya all.
 
Wanted to add a note on this :

As mentioned already, this is handled by moveutils. Though, for a while now, I have noticed that after zoning mq2moveutils will get stuck. Sometimes you need to unload and reload the plugin to get stick to worry correctly again.


A simple "/stick off" Seems to fix it when mine gets stuck.
 
MQ2Melee for TSS

Well i think i hammer almost every problems and fixes almost everything. MQ2Melee should now have all the goodies that TSS Expension brings in. Feel free to post request for helps or assistances. Please not also that those changes are still in beta testing, i'am confident that everything should be working fine and as i expected, i can't test everything so im relying on your guys to help me out by reporting strange behavoir, working skills, problems, etc.

I'am still not sure that Beast "Feral Swipe" Alt Ability working now, from what i see sony added a combat timer to that aa, so look more like it's a discipline now then an Alt-Ability, so Please let me know as soon as possible if it's still broke with latest release or not.

I'am not sure that pally "Challenge for Honor" and shadow knight "Challenge for Power" are working correctly, and not sure also that "lay hands" is working, feedback please.

GENERAL:

-Changed way and order that abilities are defines into mq2melee tables, so it wont be a pain in the ass when next expension comes out to add the new abilities into those tables.

-Updated mq2melee core functions with latest codes from my libraries, that were more evolved, debugged, and more powerfull.

-Fixed a random crash when unloading mq2melee, i was forgetting to unbind the attack key if user manually remove mq2melee plugin doing /unload mq2melee command.

-Fixed number of detected buff slots, new expension brings out 2 free buff slots when you reach certain level, so i make sure that mq2melee knows about them and take them into considerations.

-Added shortbuff detrimental effect check like it was done for regular buff, so now silence song and any kind of song based charm, fear, mezz or invulnerability should be detected and proper action taken.

-Added a hovering corpse state check before attempting to perform any melee action, afterlife is not a fighting place :P

-Added more debug information into mq2melee main code, just set to 1 those #define SHOW_XXXXXXXXXXX in at beginning of MQ2Melee.cpp files when you want more "debug output" to be displayed. Sometimes it really helps with debugging some strange behaviours.

-Increase time required to be considered immobilize from .5 second to 1 second, this should fixes some casting issue and also some broken rogue discipline cause he fired some skills to fast.

-Timer for abilities are now evaluated by the plugin, and reuse time is calculated as the ability is triggered. What does it means you will ask, it means that if the ability casting failed, mq2melee will not be aware of that, so your ability might be up but plugin dont know and wont use that skill till his internal timer elapsed, i didnt want to turn this plugin into a mq2cast that wait for casting results.

-Remove requirement for discipline to be mapped to the combat window on a button, plugin should now be brillant enough to use any discipline available to your character and should be brillant enough to now chain spam ya that he is using one. Still crossing my fingers on that, it is not tested as i would normally test something before letting it go lives.

-Improved auto-detection for latest abilities, best rank, best spell, best disc should be detected and set as default value for lots of mq2melee abilities. Their is still some ini settings that could overwrite plugin detected abilities, ie: provoke0= provoke1= stun0= stun1= if they are present in your old ini files those will overwrite detected settings for corresponding abilities. So i recommand that you delete those before using new mq2melee or you will need to set those manually via the command line.

PET CLASS:

-Increase delay for pet inactivities, from 3 seconds to 6 seconds before giving /pet hold or /pet attack commands. This should help out with kiters arounds i hope, and make pet react better when he have to run a long way toward his target.

-You are no longer required to have the "PetWindow" up for the plugin to handle your pet during fights. Plugin no longer sending notification to the attack button or the back button according to circumstances but instead using plain "/pet attack","/pet back" and "/pet hold" commands.

-Invasion of familiars recently forced me to changes also a few things, those gimp familiar cannot be sent in combat or backup from fight, so i have to improve mq2melee logic to deal with those, they are now reacting a little like the gimp chanter's animation pet. I didnt want to start looking into pet's name for "familiar" or "animation", start to deal with enchanter skills to enable attack, or back, etc, then be stuck with problems with cleric hammer. My solution seems to be genious, when plugin want to send /pet attack command it will check if the PetWindow "AttackButton" is enable/disable, same for when i want to use /pet back or /pet hold, i check the PetWindow "BackButton", i've tested that with both regular pet, and summoned familiar, also with PetWindow visible or PetWindow close and it seems to work very nicely.

BEASTLORD:

-Added alt ability "Jagged Claws" as an upgrade version of "Feral Swipe", best one should be used by default, and they both could be set via the "feralswipe" and "feralswipeif" keywords. Im still not totally sure that this will works with recent patch, i dont have a beast account to test it out, seems like sony mess up somewhere and decides to add a discipline timer to that abilities, so look like it's more a discipline now then an alt ability.

-Added alt ability "Roar of Rolling Thunder" as an upgrade version of "Roar of Thunder", best detected ability will be set by default. You could configure them with the "jolt" and "joltif" keywords.

BERSERKER:

-Added discipline "Temple Blow" (all 3 ranks) as an upgrade version of "Mind Strike","Head Crush","Head Pummel" and "Head Strike", best detected ability will be set as default to the stun/provoke line, please check provokemax, provoke0, provike1 and stunning, stun0 and stun1 if those settings fits your needs.

-Added discipline "Jarring Strike" (all 3 ranks) as an upgrade version of "Baffling Strike","Confusing Strike","Distracting Strike" and "Diversive Strike", best detected ability will be set. It could be configure using "jolt" and "joltif" keyword.

-Added discipline "Giantslayer's volley" (all 3 ranks) as an upgrade version of "Destroyer's Volley" and "Rage Volley". I heard rumor that those might only high damage on "Uber Giants" but according to lucy spell description and mq2 spell target type it is not, those might changes in future who know what sony have in minds. Best detected ability will be set and it could be configure using "ragevolley" and "ragevolleyif" keywords.

MONK:

-Added alt ability "Resoundking kick" as an upgrade version of "Stunning Kick", best detected ability will be set by default. It could be configure for stunning using "stunning" keyword or for provoking using "provokemax" keyword.

-Added discipline "Clawstriker's Flurry" (all 3 ranks) as an upgrade version of "Dragon Fang" and "Leopard Claw", best detected will be used. It could be set with "leopardclaw" and "leoparclawif" keyword.

SHADOW KNIGHT:

-Added spell "Challenge for Power" (all 3 ranks) The best rank should be auto-detected, this could be set using "challengefor" keyword. It is hard-coded to only fire once per fight since it`s some kind of aggro gain overtime. Their is no spell resist check, if target resisted well hope that regular "provoke" line will gain aggro for ya.

-Added spell "Terror of Vergalid" (all 3 ranks) as an upgrade version of "Terror of Discord","Terror of Thule","Terror of Terris" and "Terror of Death", best detected should be set to default. It could be configure using "provoke0" "provoke1" "provokeif" and "provokemax" keywords.

PALADIN:

-Added alt ability "Hand of Disruption" as an upgrade version of "Celestial Stun" and "Divine Stun". best detected ability will be set to default. It could be configure for stunning using "stunning", "stun0" and "stun1" keyword or for provoking using "provokemax", "provoke0" or "provoke1" keywords.

-Added spell "Sacred Force" (all 3 ranks) as an upgrade to "Ancient: Force of Jeron","Force of Piety","Ancient: Force of Chaos","Force of Akilea","Force of Akera","Holy Might" and "Stun". best one detected should be used. It could be configure for stunning or provoking, think by now you should know the drill.

-Added spell "Challenge for Honor" (all 3 ranks) The best rank should be auto-detected, this could be set using "challengefor" keyword. It is hard-coded to only fire once per fight since it`s some kind of aggro gain overtime. Their is no spell resist check, if target resisted well hope that regular "provoke" line will enable ya to gain and maintain aggro for ya.

-Skill "Lay hands" should be working now with latest mq2 compile, function that plugin call to get his ready check in macroquest was always returning false. Please report me if working.

WARRIOR:

-Added discipline "Scowl" (all 3 ranks) as an upgrade version of "Bazu Bellow","Ancient: Chaos Cry","Bellow of the Mastruq","Incite","Berate","Bellow" and "Provoke", best detected one will be set as default value. If you prefer to use an older version cause you think those are too mana pig, you could always manually set /melee provoke0=discid or /melee provoke1=discid, also make sure that you have "provokemax".

-Rename "challenge" / "challengeif" keywords for "callchallenge" / "callchallengeif" to avoid conflict with warrior "Call of challenge" alt ability, pally "Challenge for Honor" spell and shadow knight "Challenge for Power" spell. Pally/SK will set those via "challengefor" keywords.

-Remove aggro requirement for the alt ability "Call of Challenge". It should fired like hell unless you have a "callchallengeif" condition set to reduce firing rates. Now this should works fine with aggro=on or aggro=off settings.

ROGUE:

-Added discipline "Assasin Discipline" (all 3 ranks). While under that discipline, plugin will attempt to backstab as often as possible. It should not attempt to sneak/hide or get behind target, it should be plain DPS mode.

-Added more delays to the "sneak attack" and "assasination" built in scripted sequence, hope with those changes that special discipline wont be blown away to fast. I'am not a rogue specialist, i do not have access to a high end rogue, and im not familiar with all high end rogue special tricks they might have in their left pockets. Still i have hope that could manage to get something decent for most of the rogue community without having to make a special mq2melee for every play kind of rogues out there.

-Added alt ability "Twisted Shank" support, try turning this one using "/melee twistedshank=1" command line. It should use ability each time it's up. I also added a "twistedshankif" ini settings that could be used to reduce frenquency that this skill is used or to not use skills if target health below a certain points, please check wiki on how to build UDC commands.

FEW QUOTES:

Fenry50 said:
s0rcier=revolutionizing how macros are written.

digitalpixel said:
Not only is this plugin great, but the post has colors... +2 pts.

Wishbringer said:
Great work on the beta implementations sorcier!
I love the potion support already!

di28889 said:
man i love the /melee save option
many thanks s0rcier

someoneorsomething said:
It does Feral swipe, kick, stick, send in pet, call pet off during enrage, and more.I m surprised it doesnt do the dishes....oh wait /melee dodishes=1 lmao

CONCLUSION:

-Wish i have access to a high end beastlord, paladin, rogue and shadow knight with a fucktons of aa, their is lots of things that i didnt have chance to test, i am confident that most should be working but my call for help on accounts didnt pay off.

-For people that wasnt aware my computer fried like 3 weeks ago, i have a hard choice to makes, repair computer or renew all my accounts. Well im joking it wasnt a hard choice at all, can't play eq without a computer eheh. I want to thanks everyone that maked a small donations in last 30 days or so, you could be sure that money was spent wisely.

-Hope those changes makes everyone happy for a while, please feel free to post feedback, positive or negative, request you might like to be added.

-MQ2Melee semms to be stable as rock, i can't say the same things from mq2cast that seems to react weird with instant cast item and from mq2moveutils that report me that he is paused when i to /stick off, and report me now sticking to target blablabla when that target just die. Wish i could clone myself!

-Their will be lots of works to do with the wiki page, i feel this is mq2melee community jobs to keep the page up to dates with latest informations i post in every forums. Here is MQ2Melee Wiki Page URL
http://www.macroquest2.com/wiki/index.php/MQ2Melee

www.s0rcier.net/MQ2Melee/MQ2Melee4.267.zip
 
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Looks real cool. I look forward to testing the pet part. Is there a compiled version anywhere?
 
-Wish i have access to a high end beastlord, paladin, rogue and shadow knight with a fucktons of aa, their is lots of things that i didnt have chance to test, i am confident that most should be working but my call for help on accounts didnt pay off.

I'll test the Beast portion this morning.

Awesome plugin, Red Cent to joo!!!
 
Feral Swipe, Jagged Claws not working for beasts. Also rangers have a new disc called Jolting Kicks, .25 sec cast, 30 foot range, 20 sec recast 500 end, works like beastlord rake and zerker volley, but it has a big deaggro amount around 1k neg hate for rank 1. Added it manually by copying rake and renaming right parts. Works well but I use it for DPS others might want it to be used for jolt *shurg*. just adding it since i haven't seen anyone else mention it yet.
 
salomo said:
Jaggedclaw dont work for me. :-(

Well that makes 2 people reporting to me not working and 2 people reporting it's works lol, damn guess it's working randomly :P

Camikazi said:
Also rangers have a new disc called Jolting Kicks, .25 sec cast, 30 foot range, 20 sec recast 500 end, works like beastlord rake and zerker volley, but it has a big deaggro amount around 1k neg hate for rank 1.

Well im happy you were able to make your Jolting Kicks works for your ranger, awsome works, i will look forward on adding this maybe friday or so depending on donations i receive and time i could allocate for this project hehe

NEW IN THIS RELEASE

-Added event "#*#You failed to hide yourself#*#" that will automatically attempt to turn hide off. This is experimental.

-Added event "#*#You are as quiet as a herd of running elephants#*#" that will automatically turn sneak off. This is experimental.

-Added event "#*#You are no longer feigning death#*#" that will automatically start a timer to stand you up when detected. this filter should cover the following eq messages: "You are no longer feigning death, because you cast a spell.", "You are no longer feigning death, because a spell hit you.", "You are no longer feigning death, because you moved.", "You are no longer feigning death, because you stood up.", "You are no longer feigning death, because you knelt.", "You are no longer feigning death, because you sat down." ,"You are no longer feigning death, because you crouched.".

-Added event "#*#The strength of your will allows you to resume feigning death#*#" when detected it clear timer to stand you up on next pulse.

-Change sneak skill test to required full immobilize and not just a moving check to avoid breaking sneak with "you must stand still for sneaking". Hope this will help with "sneak attack" and "assasination" script code.

-Change begging skill test to make sure we are not invisible when hitting the beg button, you can`t beg while hidden.

-Change reuse/timer for Combat Ability, added half a second to reuse timer so should estimate more accurate and modified combat timer evaluation to make sure that we reach a new second tick before returning ready. Hope that both changes fixes all issues with triggering up to early disciplines.

www.s0rcier.net/MQ2Melee/MQ2Melee4.308.zip
 
will not Feral swipe for me either now. it kicks, rake ,stick ,call pet on and off ,enrage ,rampage , and mend companion fine tho
 
maybe i found my problem. I didnt realize that there is a new MQ2 source out from 21.
but now is patch and i think i will test it after new source is out.
 
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