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Pocketfarm.mac

Release Pocketfarm.mac 2.11

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Thanks, I'll try adding a _ in all the spaces but I've had no issues with other zones. If none of the mobs I have in the ini are within the radius I have set it will wait until something spawns. But in LoIO it will keep going and pull everything. I get an echo in the MQ2 window that tells me what is in the "pull" section and all seems to work as intended it just won't stop lol.

Check for a name that has "all" in it somewhere. It could be in the middle of one of the names and it will make it think it's supposed to pull everything.
 
Every Class has endurance, Hybrids and Casters have Mana in addition to endurance.
 
So no one has any idea why one of my toons can use pocketfarm and another toon cant? toon doesn't target if I manually target he still sits there doesn't go to the mob. nav loaded with maps since my other toon can use so its not the mesh. both are sks toon has full mana end and hp. I have been using kissassist but these mobs summon soo i do die using kissasssist
 
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PocketFarm will rest under 3 conditions:
If endurance drops below 10%,or health below 30%, or if you have mana and its below 15%

It will stop resting when all 3 are full, mana is only checked if you have mana.

The issue with it pulling mobs with all in their name, has been fixed in latest update, was using string find instead of string equal, teach me to get inspiration from kiss :P

now how it works with having an ignore list and pull list, is that when we do a scan for nearest mobs, we use alert lists, so any mob on ignore list, is ignored, and any mob on pull list is counted.

if something is on pull list, only those types will be pulled.

PocketFarm requires mq2nav and a functioning mesh of the zone, and supports chats class plugins and mq2melee.

If you have issues with making PocketFarm go, try typing /pkf go to make it start.

If it still dont go, check your mq2melee, settings.

we don't need to have stick on in mq2melee, as PocketFarm handles that using mq2nav and smart functions from mq2, that allows us to always face the mob on a patch of mesh that works, and not try and get stuck in walls or desks when sticking.
 
OK this is very important when it comes to pocketfarm.mac...…………YOU MUST HAVE NO TOONS SET ON ANY SLOTS AT ALL OR YOU WILL JUST STAND THERE AND DO NOTHING... THANK YOU KAEN01 FOR WORKING WITH ME TO FIGURE THIS OUT.
 
Check for a name that has "all" in it somewhere. It could be in the middle of one of the names and it will make it think it's supposed to pull everything.

That was it! I had "goblin spirit caller" in the list. Thanks! It looks like this has been fixed now, thank you Kaen01! Love this mac! A tradeskillers dream!
 
I love this macro - use it all the time, thanks for your great work on this. I had one issue where running it on a bard, the macro wouldn't pull if I had any songs going. I fixed it by changing the call to FindMob on line 95 to:
Code:
/if ((!${Me.Casting.ID} || ${Me.Class.Name.Equal[Bard]})&& (!${Spawn[${myTargetID}].ID} || ${Spawn[${myTargetID}].Type.Equal[Corpse]}) && !${Me.XTarget}) /call FindMob

I don't know if this is a good way of doing it, but it hasn't bit me on anything so far. Just post it in case anyone else found it helpful.
 
I need some help, I've been using pocketfarm for a while, no problems, now no matter what zone i'm in it will not pull any mobs, nothing to do with range, it will not even pull the mob right in front of me, help please.
 
When running a long way you may pass mobs that aggro, currently it just keeps running and you pull some spectacular trains. Haven't recently download again to see if maybe fixed.

Added this on line after line 70 /stand, line 5 in the code

Code:
        /if (${Me.XTarget} && ${Navigation.Active}) {
            /if (${Target.ID} != ${Me.XTarget[1].ID}) /nav stop
            /varset myTargetID ${Me.XTarget[1].ID}
        }
      
        /if (${Me.XTarget} && ${Navigation.Active}) /varset myTargetID ${Me.XTarget[1].ID}
 
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Hi,
I just started using this mac and its working awesome. I been using it for some faction work in Sebilis. The problem is that I keep running into the locked door and then I can't get the program to stop. I have to quit out of eq to get unstuck from the door. I'm not a rogue or a bard so I can't pick the lock. I tried all the commands and /mac pocketfarm turnoff/off/stop/quit/pause etc.
Can anyone help please?
 
Is there anyway I can cast snare on the mobs with my sk like the aa... maybe throught mq2melee? sometime the mobs run outside my mesh and im just hanging up. id like the cast the snare at like 95-90 pct
 
The mobs on my Ignore list are not being ignored. My character goes up to them and tried to attack them, then after a few second moves on. Anyone else seeing this?

Think I figured it out. Was starting the mac in a different zone and then zoning into the zone I was farming.
 
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cant get this to work in field of scale, need the dragon dropss from the quest givers lol
Make sure to adjust your Z radius accordingly. Any time the macro doesnt work for me it's because my z radius is too small
 
I am farming dragon wing bones in FOS of the named dragons but the mac wont attack. The macro adds them ignore list when I initially start the mac. I have tried to clear the list with no joy. Any help would be appreciated. Love this make BTW especially when levelling my artisan prize. It would also be nice to have the mac summon more arrows.
 
If using Pocketfarm with a Mage which command do you set pet to so where he will attack the mobs you attack?
 
I've had a weird issue when trying to use this mac. After I start the mac it will run fine if I don't touch anything but when it starts it will close my map. If I try and open my map while the macro is running I will crash. Tried it a few times and it's always when I try and reopen my map. Any ideas?
 
Be nice if it kept Selo's up, and at least twists the highest war march.
 
Going through Hunter achievement with PocketFarm and it is working out very well. Thanks so much for making it. Very fast to the point mob corpses are causing lag. I have not used it in zones where MQ2Nav has problems (was using KISS Hunter till I tried PKF).

For zones where Nav gets stuck, I use a mac that I think was for tradeskill and I just changed it a little (I don't know how to program at all) so that it targets NPC's within a certain range and sends pet to kill. Pets never get stuck and can go through locked doors. But it does not have Ignore or pretty much anything other than it targets mobs in X range and sends pet.
 
Quick question here i downloaded this this evening and attempted to try and use it inside of frontier mountains b. but nothing comes up for it when i load it it jsut tells me nothing here lets wait for respawn. do i actually have to go in and change the names and manually add the zone inside the folder or is it supposed to auto update for the zone i am in when i attempt to load? I would really appreciate some help with this im very curious to give this a try. Thank you in advance.
 
Quick question here i downloaded this this evening and attempted to try and use it inside of frontier mountains b. but nothing comes up for it when i load it it jsut tells me nothing here lets wait for respawn. do i actually have to go in and change the names and manually add the zone inside the folder or is it supposed to auto update for the zone i am in when i attempt to load? I would really appreciate some help with this im very curious to give this a try. Thank you in advance.
When you first run the macro in a new zone, it auto adds an entry to the ini file with default values. However, the default values use a pull radius of 250 units, so it's very small. If you want it to roam a larger area, you do need to open the ini and make the changes. Then restart the macro. By default it will pull all mobs and ignore only mobs that are flagged as vendor or quest type mobs. So it shouldn't be going after quest givers and other non-combat NPCs, but anything else will need manual editing to exclude from killing. You also need working nav meshes. If it can't find a path to the mob, it won't try to pull it.
 
When you first run the macro in a new zone, it auto adds an entry to the ini file with default values. However, the default values use a pull radius of 250 units, so it's very small. If you want it to roam a larger area, you do need to open the ini and make the changes. Then restart the macro. By default it will pull all mobs and ignore only mobs that are flagged as vendor or quest type mobs. So it shouldn't be going after quest givers and other non-combat NPCs, but anything else will need manual editing to exclude from killing. You also need working nav meshes. If it can't find a path to the mob, it won't try to pull it.
I have the meshes downloaded. And when I open the file under macro section only certain zones come up the top one is dead hills. And when I looked on my map after starting it showed a pretty big circle. But it loads I'm assuming the default no kills in my window like I'm in one of those zones it won't auto add the zone I'm in. So I went into the one under macro and made my own above dead hills at the top to try and make it for zone I'm in but still came up saying no mobs to kill returning to camp. Am I supposed to set group roles? I actually tried it both ways. Neither worked but just to try and get it to work when I added the zone myself at the top I just did pull all and ignore none to hopefully get some reaction from my group but they all still sat back down. Might actually be because I don't see it creating its own ini for the zone. It just reverts back to the default list although I'm not in any of those zones
 
In the pocketfarm.ini file, the new zone entries are added at the end of the file. Also, the macro is looking for specific spellings of the zone names, so don't try to add entries manually or the macro won't find the settings. If you are in a zone that also has instances versions, like missions or heroic adventures, there will be a "_I" appended to the end of the name. That represents the instance and not the static zone. You'll need a separate entry for static and instances versions of the same zone (because technically EQ has different zoneid numbers for each). And finally, you get a prompt that you need to issue the command /pkf go to stay things up.
 
In the pocketfarm.ini file, the new zone entries are added at the end of the file. Also, the macro is looking for specific spellings of the zone names, so don't try to add entries manually or the macro won't find the settings. If you are in a zone that also has instances versions, like missions or heroic adventures, there will be a "_I" appended to the end of the name. That represents the instance and not the static zone. You'll need a separate entry for static and instances versions of the same zone (because technically EQ has different zoneid numbers for each). And finally, you get a prompt that you need to issue the command /pkf go to stay things up.
Actually I think the problem could be the things I seen in my file that I guess are just a few default zones that were made with it on download. I'm not seeing one that says pocketfarm.ini it only says pocketfarm so maybe I'm even looking at the wrong spot or maybe not downloaded properly although when I type it in to start it the command runs and everything and even says go but it says it like I'm in dead hills when I'm not I'm in FM2. EoK zone. So maybe thats why I'm not smart enough to mess with much tho but I thought I had it because command ran it's just for the zone that defaulted not picking the one I'm in
 
In the pocketfarm.ini file, the new zone entries are added at the end of the file. Also, the macro is looking for specific spellings of the zone names, so don't try to add entries manually or the macro won't find the settings. If you are in a zone that also has instances versions, like missions or heroic adventures, there will be a "_I" appended to the end of the name. That represents the instance and not the static zone. You'll need a separate entry for static and instances versions of the same zone (because technically EQ has different zoneid numbers for each). And finally, you get a prompt that you need to issue the command /pkf go to stay things up.
Nevermind I got it to work. Thank you so much for helping me I very much appreciate it extremely
 
When I am running this on my bard, if I start to twist it pauses the macro. I would like to see it work while I am twisting.
 
Guys if you could add a snare for a bard that would be cool. Below is the combat section you can see I added bard snare for bards.

INI:
Sub Combat
    /if (!${Me.Combat}) {
        /squelch /target id ${myTargetID}
        /squelch /attack on
        /squelch /face fast id ${Target.ID}
        /if (${Me.Class.Name.Equal[Bard]} && !${Target.Buff[Largo's Assonant Binding].ID} && ${Target.Distance}<125) {
            /cast "Largo's Assonant Binding"
            /delay 3s
        }       
        /varset NoKillCounter 0
    } else /if (${Target.ID} != ${myTargetID}) {
        /squelch /target id ${myTargetID}
        /squelch /face id ${Target.ID}
        /varset NoKillCounter 0
    }
    /if (${Target.Type.Equal[corpse]}) {
        /squelch /target clear
        /varset myTargetID 0
    }
/return
 
This seems to have broken with the latest MQ2 compile. When launched it just continually turns attack on but never targets anything.
 
Am I doing something wrong here, my toon runs all over and opens up a can of whoop arse.. buut it ignores mobs along the way and makes a giant train

Pull=All.. (does pull need to be specific to find nearest mobs)?
Radius=2000
Z=125
Zone=Vxed

so if it sees something 5000 feet away and runs for it, but then gets hit by something else it should stop and fight?

using a monk..

Soo. I added every type of mob name (i.e. Ikaav, Mastruq, etc..) and it still blows by them to attack other things..
 
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Release Pocketfarm.mac

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