Ok I have given up on the advpath puller for now. I have been using just the standard pull.mac that I added buff arrays from the older mac I was having problems with on pathing.
I would like it to stop a given distance away from the mob and cast an aggro spell. Instead of going up and attacking the mob.
What would I want to change the Engage loop too?
Any help would be great. Thanks
Heres the rest of it.
I would like it to stop a given distance away from the mob and cast an aggro spell. Instead of going up and attacking the mob.
Rich (BB code):
Sub Pull
/doevents
/echo Pulling Mob
/declare TargDist float local
:PullLoop
/doevents
/if (!${Me.Combat}) /attack on
/call MoveToMob
/if (!${Target.ID}) /return
/face fast
/if (${Target.PctHPs}==100) /goto :PullLoop
/if (${Target.PctHPs}<21) /return
/call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC}
/if (!${Target.ID}) /return
/face fast
:Engage
/varset TargDist ${Math.Distance[${Target.Y},${Target.X},0:${Me.Y},${Me.X},0]}
/if ( ${TargDist}<30 ) /return
/delay 1s
/goto :Engage
/return
What would I want to change the Engage loop too?
Any help would be great. Thanks
Heres the rest of it.
Rich (BB code):
| Pull Macro
| Pull.mac
| Author : robdawg :Ripped by Jdelpheki :Ripped Again By hakcenter
| Version : v3 2004-12-16 5:50pm PST
| Useage : /macro pull
| Description : This macro will run your character around Pulling any mobs.
| This is definitely a work in progress and I am sure
| someone can think of plenty of upgrades for this.
| : Ripped section Jdelpheki
| Modified for pull to area where Macro is started. I have been using this
| 2 level 45's Cleric Running genbot and Warrior running Pull2. Ran for 4 hours
| Max with one cleric death. Needs Throwing weapon or arch support too
| Needs Genbot to announce its getting hit or get a new cleric script
| : Ripped section hakcenter
| Pulls Any Mobs within radius (regardless of level)
| No Mob Array Required
| Looting Added
| *Looting -stuck on corpse bug fixed-
| Loot Table Array Support
| *Puller runs to pull spot after mob looting is finished
| *Removed Target Fail Counters
| *Checks for mobs every 30seconds, 1second 50radius checks
| *Reformated
| *On zoning(death whatever), quits everquest
| *Added more checks
|
| 2004-12-11
|
| Added some squelching, always looking for mobs within range, 5 distance intervals
| Jacked Item Coding from Rogue Helper
| Fixed UI locking up
| Fixed Long Buff Casts
| Added Disarm to the Special Combat abilities
|
| 2004-12-16
| Revamped Close mob checking to 0.1second 100radius squelched
| Revamped Item casting to check for local mobs during.. and interupt if mob is near 100radius
| Removed mass escaping.. cause its retarded
| Fixed cool errors when accidently pushing esc while on a mob
| Fixed cool errors when accidently pushing esc while pulling a mob
| Added 1second before first item cast, incase item is worn... you get interupted cause its too fast
|
|------------------------------------------------------------------------------------
#turbo 10
#Event Slain "#*# slain#*#"
#Event Zoned "LOADING, PLEASE WAIT..."
Sub Main
|------------------------------------------------------------
|How far would you like to target a mob?
|------------------------------------------------------------
/declare RV_MaxRadius int outer 450
|------------------------------------------------------------
|How far is the fast movement range?
|------------------------------------------------------------
/declare RV_FastRange int outer 10
|------------------------------------------------------------
|How far is the maximum combat range?
|------------------------------------------------------------
/declare RV_RangeMax int outer 7
|------------------------------------------------------------
|How far is the minimum combat range?
|------------------------------------------------------------
/declare RV_RangeMin int outer 8
|------------------------------------------------------------
|What is the minimum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MinZRange int outer -1000
|------------------------------------------------------------
|What is the maximum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MaxZRange int outer 450
|------------------------------------------------------------
|Loot Array Information.
|------------------------------------------------------------
/call ReadINI PullLoot.ini "${Zone.Name}" Loot
/if (!${Defined[RV_LootArray]}) {
/echo No Loot Array Created...
}
/declare LeechTouchPct string outer 25
/declare LifeTapSpell string outer "Touch of Severan Rk. II"
/declare LifeTapGem string outer gem1
/declare LifeTapPct string outer 65
/declare GroupTapSpell string outer "Blackwater Bite Rk. II"
/declare GroupTapGem string outer gem2
/declare GroupTapPct string outer 80
/declare SKepic string outer "Innoruuk's Dark Blessing"
/declare SKepicGem string outer item
/declare SKepicPct string outer 38
/declare PullSpell string outer "Challenge for Power Rk. II"
/declare PullGem string outer gem4
/declare AggroSpell string outer "Vilify"
/declare AggroGem string outer gem7
/declare Buff1 string outer "Grim Covenant Rk. II"
/declare Buff1Gem string outer gem9
/declare Buff1IconName string outer Grim Covenant Rk. II
/declare Buff2 string outer "Cloak of Corruption"
/declare Buff2Gem string outer gem8
/declare Buff2IconName string outer Cloak of Corruption
/declare Buff3 string outer "Shroud of the Gloomborn RK. II"
/declare Buff3Gem string outer gem8
/declare Buff3IconName string outer Shroud of the Gloomborn RK. II
/declare Buff4 string outer "Bobbing Corpse"
/declare Buff4Gem string outer gem8
/declare Buff4IconName string outer Bobbing Corpse
/declare Buff5 string outer "Soulthirst Horror"
/declare Buff5Gem string outer gem8
/declare Buff5IconName string outer Soulthirst Horror
/declare Buff6 string outer "Stonewall Pauldrons"
/declare Buff6Gem string outer item
/declare Buff6IconName string outer Form of Defense I
/declare Buff7 string outer "Remorseless Demeanor Rk. II"
/declare Buff7Gem string outer gem8
/declare Buff7IconName string outer Remorseless Demeanor Rk. II
|------------------------------------------------------------
|Variables that you don't need to worry about.
|------------------------------------------------------------
/declare RV_MyTargetID int outer 0
/declare RV_MyTargetName string outer
/declare RV_MyTargetDead int outer 0
/declare RV_InvalidTargetID int outer 0
/declare RV_HasTarget int outer 0
/declare RV_RandomWait int outer 0
/declare RV_LootSlot int outer 0
/declare RV_CheckLook int outer 0
/declare RV_Fighting int outer 0
/declare RV_TargetDead int outer 0
/declare RV_MyXLOC int outer 0
/declare RV_MyYLOC int outer 0
/declare RV_ObstacleCount int outer 0
/declare RV_hitcount int outer 0
/declare RV_healcheck int outer 0
/declare RT_MyXLOC int outer ${Me.X}
/declare RT_MyyLOC int outer ${Me.Y}
:Start
/doevents
/call GMCheck
/call GetTarget
/if (${RV_HasTarget}) /call Pull
/if (${RV_HasTarget}) /call CombatSub
/call ResetSub
/call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC}
/goto :Start
/return
|--------------------------------------------------------------------------------
|SUB: Reading from an INI File
|--------------------------------------------------------------------------------
Sub ReadINI(FileName,Loot,ArrayType)
/echo Attempting to Read Information from ${FileName}...
/declare nValues int local 1
/declare nArray int local 0
/declare KeySet string local ${Ini[${FileName}]}
/if (${Ini[${FileName},Loot,-1,NO].Equal[NO]}) {
/echo "${SectionName}" is not a Valid Section for FILE:${FileName}, ending macro...
/delay 1s
/return
}
:CounterLoop
/if (${String[${Ini[${FileName},Loot,${ArrayType}${nValues}]}].Equal[null]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :CounterLoop
:MakeArray
/if (!${nValues}) /return
/if (${FileName.Equal["PullLoot.ini"]}&&${nValues}>0) {
/echo Declaring Loot Array...
/declare RV_LootArray[${nValues}] string outer
/declare RV_LootStats[${nValues}] string outer
}
/for nArray 1 to ${nValues}
/if (${FileName.Equal["PullLoot.ini"]}) {
/varset RV_LootArray[${nArray}] ${Ini[${FileName},Loot,${ArrayType}${nArray}]}
/varset RV_LootStats[${nArray}] 0
}
/next nArray
/echo Information Read Successfully from ${FileName}...
/delay 1s
/return
|--------------------------------------------------------------------------------
|SUB: GM Check
|--------------------------------------------------------------------------------
Sub GMCheck
/if (${Spawn[gm].ID}) {
/beep
/beep
/beep
/echo GM has entered the zone!
/echo FUCK HIM but ending the macro...
/keypress forward
/keypress back
/quit
/endmacro
}
/return
|--------------------------------------------------------------------------------
|SUB: Aquire Target
|--------------------------------------------------------------------------------
Sub GetTarget
/doevents
/declare SpawnTimer int local
/declare RV_CurrentRadius int local
/declare RV_TargetSub int local
/echo Looking for Close Range Mobs
:Acquire
/doevents
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 5
/squelch /target radius ${RV_CurrentRadius} npc
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if (${Int[${Target.Z}]}<${RV_MinZRange}) {
/echo Mob is BELOW Min Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${Int[${Target.Z}]}>${RV_MaxZRange}) {
/echo Mob is ABOVE Max Z Range, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.Name}
/echo Acquired ${Target.Name} at range ${Int[${Target.Distance}]}
/return
}
/next RV_CurrentRadius
/goto :Acquire
/return
|--------------------------------------------------------------------------------
|SUB: Pull
|--------------------------------------------------------------------------------
Sub Pull
/if (!${Me.Buff[${Buff1IconName}].ID} && !${Me.Combat}) /call cast ${Buff1} ${Buff1Gem}
/if (!${Me.Buff[${Buff2IconName}].ID} && !${Me.Combat}) /call cast ${Buff2} ${Buff2Gem}
/if (!${Me.Buff[${Buff3IconName}].ID} && !${Me.Combat}) /call cast ${Buff3} ${Buff3Gem}
/if (!${Me.Buff[${Buff4IconName}].ID} && !${Me.Combat}) /call cast ${Buff4} ${Buff4Gem}
/if (!${Me.Buff[${Buff5IconName}].ID} && !${Me.Combat}) /call cast ${Buff5} ${Buff5Gem}
/if (!${Me.Buff[${Buff6IconName}].ID} && !${Me.Combat}) /call cast ${Buff6} ${Buff6Gem}
/if (!${Me.Buff[${Buff7IconName}].ID} && !${Me.Combat}) /call cast ${Buff7} ${Buff7Gem}
/if (!${Me.Buff["Elixir of Speed X"].ID}) /potionbelt Activate 2
/if (${Me.PctMana}<35) {
/echo Regen for 3 minutes.
/sit
/delay 180s
/stand
}
/doevents
/echo Pulling Mob
/declare TargDist float local
:PullLoop
/doevents
/if (!${Me.Combat}) /attack on
/call MoveToMob
/if (!${Target.ID}) /return
/face fast
/if (${Target.PctHPs}==100) /goto :PullLoop
/if (${Target.PctHPs}<21) /return
/call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC}
/if (!${Target.ID}) /return
/face fast
:Engage
/varset TargDist ${Math.Distance[${Target.Y},${Target.X},0:${Me.Y},${Me.X},0]}
/if ( ${TargDist}<30 ) /return
/delay 1s
/goto :Engage
/return
|--------------------------------------------------------------------------------
|SUB: Move to Mob
|--------------------------------------------------------------------------------
Sub MoveToMob
/doevents
/varset RV_MyXLOC ${Int[${Me.X}]}
/varset RV_MyYLOC ${Int[${Me.Y}]}
/varset RV_ObstacleCount 0
:MovementLoop
/doevents
/if (!${Target.ID}) /return
/face fast
/varcalc RV_ObstacleCount ${RV_ObstacleCount}+1
/if (${Int[${Target.Distance}]}>${RV_FastRange}) /keypress forward hold
/if (${Int[${Target.Distance}]}<${RV_FastRange}&&${Int[${Target.Distance}]}>${RV_RangeMax}) /keypress forward
/if (${Int[${Target.Distance}]}<${RV_RangeMin}) /keypress back
/if (${RV_ObstacleCount}>=15) {
/call CheckObstacle
/goto :Movementloop
}
/if (${Int[${Target.Distance}]}>${RV_FastRange}) /goto :MovementLoop
/return
|--------------------------------------------------------------------------------
|SUB: Move To Location
|--------------------------------------------------------------------------------
Sub MoveToLoc(MoveToY, MoveToX)
/doevents
/declare running int local
/declare distanceNow float local
/declare distanceBefore float local
/declare distanceModifier int local
/declare distanceTimer timer 15
/varset running 0
/varset distanceBefore ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/varset distanceModifier 1
/echo Moving to Location: ${MoveToY}, ${MoveToX}.
/echo Distance: ${distanceBefore}
:moveToLocation
/doevents
/face fast nolook loc ${MoveToY},${MoveToX}
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<10) {
/keypress forward
/return
}
/if (${distanceTimer}==0) {
/if (${Me.Sneaking}) {
/varset distanceModifier 2
} else {
/varset distanceModifier 1
}
/varset distanceNow ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/if (${Math.Calc[${distanceBefore}-${distanceNow}]}<${Math.Calc[10/${distanceModifier}]}) {
/call HitObstacle
}
/varset distanceBefore ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/varset distanceTimer 15
}
/if (${running}==0) {
/keypress forward
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}>10) {
/varset running 1
/keypress forward hold
}
} else {
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<11) {
/varset running 0
/keypress forward
}
}
/goto :moveToLocation
/return
|--------------------------------------------------------------------------------
|SUB: Obstacle Check
|--------------------------------------------------------------------------------
Sub CheckObstacle
/doevents
/if ((${RV_MyXLOC}==${Int[${Me.X}]})&&(${RV_MyYLOC}==${Int[${Me.Y}]})) /call HitObstacle
/varset RV_MyXLOC ${Int[${Me.X}]}
/varset RV_MyYLOC ${Int[${Me.Y}]}
/varset RV_ObstacleCount 0
/return
|--------------------------------------------------------------------------------
|SUB: Obstacle Avoidance
|--------------------------------------------------------------------------------
Sub HitObstacle
/echo Obstacle hit, moving around it...
/keypress forward
/keypress back hold
/delay 3
/keypress back
/if (${Math.Rand[2]}) {
/keypress strafe_right hold
} else {
/keypress strafe_left hold
}
/delay 5
/keypress strafe_right
/keypress strafe_left
/keypress forward hold
/return
|--------------------------------------------------------------------------------
|SUB: Combat
|--------------------------------------------------------------------------------
Sub CombatSub
/doevents
/varset RV_Fighting 1
/varset RV_TargetDead 0
/echo Attacking Mob NOW!
/Alt Activate 826
:CombatLoop
/if (!${Me.Combat}) /attack on
/if (!${Target.ID}) /return
/call MoveToMob
/call SpecialIT
/if (!${RV_TargetDead}) /goto :CombatLoop
/doevents
/return
|--------------------------------------------------------------------------------
|SUB: Special Combat
|--------------------------------------------------------------------------------
Sub SpecialIt
/doevents
/declare TempID int inner 0
/if (${Target.Distance}<=17 && ${Me.AbilityReady[Taunt]}) {
/doability "Taunt"
}
/if (${Target.Distance}<=17 && ${Me.AbilityReady[Bash]}) {
/doability "Bash"
}
/if (${Target.Distance}<=17 && ${Me.AbilityReady[Disarm]}) {
/doability "Disarm"
}
/if (${Me.PctHPs}<${SKepicPct}) /call cast ${SKepic} ${SKepicGem}
/if (${Me.PctHPs}<=${LeechTouchPct}) /alt activate 87
/if (${Me.PctHPs}<=${LifeTapPct}) /call cast ${LifeTapSpell} ${LifeTapGem}
/if (${Me.PctHPs}<=${GroupTapPct}) /call cast ${GroupTapSpell} ${GroupTapGem}
/if (${Target.Distance}<=30 && ${Me.SpellReady[${AggroSpell}]}) {
/call cast ${AggroSpell} ${AggroGem}
}
/return
|--------------------------------------------------------------------------------
|SUB: Slain
|--------------------------------------------------------------------------------
Sub Event_Slain
/varset RV_TargetDead 1
/varset RV_Fighting 0
/attack off
/target clear
/keypress forward
/keypress back
/squelch /target radius 30 corpse
/face fast
/if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) /call LootMob
/return
|--------------------------------------------------------------------------------
|SUB: Zoned
|--------------------------------------------------------------------------------
Sub Event_Zoned
/echo Zoned
/delay 60s
/quit
/endmacro
|--------------------------------------------------------------------------------
|SUB: Looting
|--------------------------------------------------------------------------------
Sub LootMob
/doevents
/declare LootSlot int inner 0
/declare LootCheck int inner 0
/declare LootTotal int inner 0
/keypress forward
/keypress back
/fastdrop on
/lootn never
/Echo Looting
/loot
/delay 1s
/if (!${Corpse.Items}) {
/echo NO LOOT! Cheap Bastard!
/notify LootWnd DoneButton leftmouseup
/return
} else {
/varset LootTotal ${Corpse.Items}
/for LootSlot 1 to ${LootTotal}
/itemnotify loot${LootSlot} leftmouseup
/delay 1s
/if (${RV_LootAllItems}) {
/echo Keeping a ${Cursor.Name}... WOOT!
/autoinventory
/delay 1s
} else {
/for LootCheck 1 to ${RV_LootArray.Size}
/if (${Cursor.Name.Find[${RV_LootArray[${LootCheck}]}]}) {
/echo Keeping a ${Cursor.Name}... WOOT!
/varcalc RV_LootStats[${LootCheck}] ${RV_LootStats[${LootCheck}]}+1
/autoinventory
/delay 1s
}
/next LootCheck
}
/if (${Cursor.ID}) {
/echo Destroying a ${Cursor.Name}...
/destroy
/delay 1s
}
/next LootSlot
/notify LootWnd DoneButton leftmouseup
}
/return
|--------------------------------------------------------------------------------
|SUB: Reset
|--------------------------------------------------------------------------------
Sub ResetSub
/doevents
/varset RV_HasTarget 0
/varset RV_TargetDead 0
/varset RV_Fighting 0
/return