Siddin
Rikk-tikk-tikki-tikki-tchk!
- Joined
- Feb 6, 2005
- RedCents
- 504¢
There are quite a few checks to prevent kill stealing, but every now and then you'll get people that root and don't deal 1% damage to the mob before you get there. If you can steal aggro from them within 6 seconds, you'll ks em.
Farm_Giant.mac
Move.inc
Sell.inc
packs.inc
Loot.ini
Mob.ini
Farm_Giant.mac
Rich (BB code):
|Made for bards!!!!! will need a lot of customization for any other caster, fighter types not so much.
#turbo
#include move.inc
#include sell.inc
#include packs.inc
|If you don't have the noencumber offset for docrack, i suggest uncommenting this line and commenting out the sellitems event
|#Event POK "#*#encumbered#*#"
#event SellItems "#*#The item has dropped to the ground#*#"
Sub Main
|------------------------------------------------------------
|How many times should aquire target fail before delaying?
|------------------------------------------------------------
/declare RV_FailMax int outer 1
|------------------------------------------------------------
|How far would you like to target a mob?
|------------------------------------------------------------
/declare RV_MaxRadius int outer 1500
|------------------------------------------------------------
|How far is the combat range?
|------------------------------------------------------------
/declare RV_Range int outer 150
|------------------------------------------------------------
|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 1000
|------------------------------------------------------------
|Should I loot all items?
|------------------------------------------------------------
/declare RV_LootAllItems int outer 0
|------------------------------------------------------------
/declare RV_FailCounter int outer 0
/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_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 SeloSong int outer 8
|------------------------------------------------------------
|Load in Loot Table.
|------------------------------------------------------------
/call ReadINI Loot.ini "${Zone.Name}" Loot
/if (!${Defined[RV_LootArray]}) {
/echo No Loot Array Created...
}
|------------------------------------------------------------
|Mob Array Information.
|------------------------------------------------------------
/call ReadINI Mob.ini "${Zone.Name}" Mob
/if (!${Defined[RV_MobArray]}) {
/echo Mob Array Creation Error, ending macro...
/endmacro
}
|------------------------------------------------------------
|Main program
|------------------------------------------------------------
/echo Starting
/fastdrop on
/lootn never
:Start
/call GMCheck
/call Gettarget
/call killmob
/doevents
/goto :Start
/return
Sub KillMob
/if (${Target.PctHPs}<95) /squelch /target clear
/if (${Int[${Target.PctHPs}]}<100) /squelch /target clear
/if (!${Target.ID}) /return
/look
/echo Killing a ${Target.CleanName}.
/stick 125 behind moveback
:distancecheck
/if (${Target.Distance}>=200) /goto :distancecheck
/if (${Target.PctHPs}<95) /squelch /target clear
/if (${Int[${Target.PctHPs}]}<100) /squelch /target clear
/if (!${Target.ID}) /return
/if (${Me.PctHPs}<=95) {
/twist 2 3 4 5 1
} else {
/twist 2 3 4 5
}
/delay 6s
/if (${Me.TargetOfTarget.Name.NotEqual[${Me}]}) /squelch /target clear
:KillStart
/call selosong
/if (${Target.State.Equal[DEAD]}) /keypress esc
/if (${Target.ID}) /goto :KillStart
/twist 8 1
/twist reset
/delay 5
/target id ${RV_MyTargetID} corpse
/call Lootmob
/return
|--------------------------------------------------------------------------------
|SUB: Looting based on FishingLoot.ini.
|--------------------------------------------------------------------------------
Sub LootMob
/declare LootChance int inner 0
/declare LootSlot int inner 0
/declare LootCheck int inner 0
/declare LootTotal int inner 0
/face fast
/keypress forward
/keypress back
/stick 12 moveback
:Distance
/if (${Target.Distance}<=10) {
/stick off
/loot
} else {
/goto :Distance
}
/loot
/delay 1.5s
/if (!${Corpse.Items}) {
/echo NO LOOT! Cheap Bastard!
|/shift /notify InventoryWindow IW_Money1 leftmouseup
|/destroy
/delay 1
/shift /notify InventoryWindow IW_Money2 leftmouseup
/destroy
/delay 1
/shift /notify InventoryWindow IW_Money3 leftmouseup
/destroy
/delay 1
/notify LootWnd DoneButton leftmouseup
/cleanup
/return
}
/varset LootTotal ${Corpse.Items}
/for LootSlot 1 to ${LootTotal}
/itemnotify loot${LootSlot} leftmouseup
/delay 5
/for LootCheck 1 to ${RV_LootArray.Size}
/if (${Cursor.Name.Find[${RV_LootArray[${LootCheck}]}]}) {
/echo Keeping a ${Cursor.Name}... WOOT!
/autoinv
/delay 1s
/if (${Cursor.ID}) {
/autoinv
/delay 1s
}
/if (${Cursor.ID}) {
/autoinv
/delay 1s
}
/if (${Cursor.ID}) {
/autoinv
/delay 1s
}
/varcalc RV_LootStats[${LootCheck}] ${RV_LootStats[${LootCheck}]}+1
/delay 5
}
/next LootCheck
}
/if (${Cursor.ID}) {
/echo Destroying a ${Cursor.Name}...
/destroy
/delay 5
}
/next LootSlot
|/shift /notify InventoryWindow IW_Money1 leftmouseup
|/destroy
/delay 1
/shift /notify InventoryWindow IW_Money2 leftmouseup
/destroy
/delay 1
/shift /notify InventoryWindow IW_Money3 leftmouseup
/destroy
/delay 1
/notify LootWnd DoneButton leftmouseup
/delay 2
/cleanup
/return
|-------------------------------------------------------------------------------
|SUB: Read loot table from the INI file.
|-------------------------------------------------------------------------------
Sub ReadINI(FileName,SectionName,ArrayType)
/echo Attempting to Read Section "${SectionName}" Zone Information from ${FileName}...
/delay 1s
/if (${Ini[${FileName},${SectionName},-1,NO].Equal[NO]}) {
/echo "${SectionName}" is not a Valid Section for FILE:${FileName}, ending macro...
/delay 1s
/return
}
/declare nValues int local 1
/declare nArray int local 0
/declare KeySet string local ${Ini[${FileName},${SectionName}]}
:CounterLoop
/if (${String[${Ini[${FileName},${SectionName},${ArrayType}${nValues}]}].Equal[null]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :CounterLoop
:MakeArray
/if (!${nValues}) /return
/if (${FileName.Equal["Mob.ini"]}&&${nValues}>0) {
/echo Declaring Mob Array...
/declare RV_MobArray[${nValues}] string outer
/declare RV_MobStats[${nValues}] string outer
}
/if (${FileName.Equal["Loot.ini"]}&&${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["Mob.ini"]}) {
/varset RV_MobArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
/varset RV_MobStats[${nArray}] 0
}
/if (${FileName.Equal["Loot.ini"]}) {
/varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
/varset RV_LootStats[${nArray}] 0
}
/next nArray
/echo "${SectionName}" Zone Information Read Successfully from ${FileName}...
/delay 1s
/return
|-------------------------------------------------------------------------------
|SUB: Check for GM's in zone.
|-------------------------------------------------------------------------------
Sub GMCheck
/if (${Spawn[gm].ID}) {
/echo GM entered the zone!
/echo For safty reasons ending the macro
/call movetoloc 394 2473
/q
}
/return
|-------------------------------------------------------------------------------
|SUB: Aquire Target
|-------------------------------------------------------------------------------
Sub GetTarget
/declare RV_CurrentRadius int local
/declare RV_TargetSub int local
/varset RV_InvalidTargetID 1
:Acquire
/doevents
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100
/for RV_TargetSub 1 to ${RV_MobArray.Size}
/squelch /target radius ${RV_CurrentRadius} nopcnear 150 notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if (${Int[${Target.PctHPs}]}<100) {
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/squelch /target clear
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.CleanName}
/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]}
/return
}
/next RV_TargetSub
/delay 2
/next RV_CurrentRadius
/if (!${Target.ID}) {
/delay 2s
/varcalc RV_FailCounter ${RV_FailCounter}+1
|/echo Failed to Acquire Target in Range ${RV_MaxRadius} ${RV_FailCounter} Time(s)
/if (${RV_FailCounter}>=${RV_FailMax}) {
/echo Waiting for Respawns...
/look
/twist 1 8
/call movetoloc 44 1158
/target radius 500 Cyclops npc
/if (!${Target.ID}) /target radius 500 giant skeleton npc
/if (!${Target.ID}) /target radius 500 lizard npc
/if (!${Target.ID}) /target radius 500 basilisk npc
/varset RV_FailCounter 0
}
/goto :Acquire
}
/return
Sub Resetsub
/varset RV_HasTarget 0
/varset RV_TargetDead 0
/varset RV_Fighting 0
/return
Sub Event_POK
/twist 1
/delay 4s
/gate
/delay 90s
/call movetoloc -223.63 -67
/call movetoloc -239.39 146.97
/call movetoloc -187.44 156.83
/call movetoloc -188.19 223.64
/call movetospawnname ironstove 10
/click right target
/delay 1s
/call openpacks
/delay 1s
/call sell "Lambent Stone"
/call sell "Fine Steel"
/call sell "jasper"
/delay 1s
/cleanup
/delay 1s
/call movetoloc -118.82 215.76
/call movetoloc 249.92 223.19
|/call movetoloc 332.64 413.01
/keypress right
/keypress left
/keypress forward hold
:PullMoveLoopd
/if (${Me.State.Equal[SIT]}) /stand
/face fast loc 438.60,444.00
/if (${Math.Distance[438.60,444.00]}>2) /nomodkey /keypress forward hold
/if (${Math.Distance[438.60,444.00]}<=2) {
/nomodkey /keypress forward hold
/goto :PullMoveLoope1
}
/goto :PullMoveLoopd
:PullMoveLoope1
/face fast loc 441.47,490.89
/look
/doortarget
/keypress use
/delay 5
/keypress forward hold
/delay 5
/keypress use
/delay 5
/call movetoloc 441.47 490.89
/target Banker Ceridan
/click right target
/delay 1s
/shift /notify InventoryWindow IW_Money0 leftmouseup
/delay 5
/notify BigBankWND BIGB_Money0 leftmouseup
/delay 5
/shift /notify InventoryWindow IW_Money1 leftmouseup
/delay 5
/notify BigBankWND BIGB_Money1 leftmouseup
/cleanup
/delay 1s
/call movetoloc 438.71 451.62
/face fast loc 439.77,410.76
/look
/delay 5
/keypress use
/delay 5
/keypress forward hold
/delay 5
/keypress use
/keypress forward hold
/call movetoloc 439.77 410.76
/call movetoloc 193.29 218.92
/call movetoloc -232.53 217.27
/call movetoloc -482.08 449.80
/call movetoloc -495.65 706.91
/call movetoloc -531.72 720.84
/call movetoloc -927.40 717.67
/call movetoloc -899.70 501.57
/call movetoloc -844.72 445.98
/call movetoloc -900.08 444.27
/delay 1s
/doortarget POKOGPORT500
/warp target
/twist 6
/delay 5s
/keypress use
/delay 1
/keypress forward
/keypress use
/delay 1
/keypress forward
/keypress use
/delay 1
/keypress forward
/keypress use
/delay 1
/keypress forward
/keypress use
/delay 30s
/look
/warp loc 324 3422 4
/face fast loc 356.08,3417.19
/keypress left
/keypress right
/keypress forward hold
/delay 30s
/keypress forward hold
/delay 5s
/look
/warp loc -348 158 8
/call movetoloc 44 1128
/twist 8
/delay 10s
/return
sub selosong
/if (${SeloSong}) /if (${Me.Buff[${Me.Gem[${SeloSong}].Name}].Duration}<=6) {
/echo Selos about to die
/twist 8
/delay 4s
/twist 2 3 4 5
/return
}
/return
Sub Event_SellItems
/twist 6
/call movetoloc 628.45 247.45
/call movetoloc 1037.45 -32.46
/target Viira Bali
/warp target
/call openpacks
/delay 5
/click right target
/call sell "Lambent Stone"
/call sell "Fine Steel"
/call sell "jasper"
/cleanup
/warp loc 628.45 247.45 10.58
/return
Rich (BB code):
|
| move.inc
|
|Advanced moving and object-avoidance routines
|
|Originally by beatnik007 (Who credits Mckorr)
|
|Revised and converted to MQ2Data by Terramantian
|
|Signifagant and on-going Improvments by EQBot_Man 8.9.04
| Added /call MoveToSpawnName
| This will take a partial name and a distance and reliably target and move
| to the nearest spawn of that name
| Added code to get you to stop a lot closer than 10 units. You should stop almost
| right at the location you want when using MoveToLoc
| Sometimes you would get stuck at a door and if you were macroing unattended
| you would continue to strafe for hours making it obvious you were
| macroing. Added code that if the strafe function is called more
| than 10 times in 60 sec to /quit you out
| Have added lots of little checks including NULL targets and corpse checks and a lot
| of little things that I can't remember now but I needed to add due to rare
| circumstances of the subroutines failing to do what they were desigend to do.
|
| Subroutines:
| Sub MoveToLoc
| Moves you to a specified xy loc
| Sub MoveToSpawn
| Moved you to a specified ID number(pretty pointless)
| Sub MoveToSpawnName
| Moves you to the nearest spawn given a partial or full name
|
|===================================================|
| Sub MoveToLoc |
|---------------------------------------------------|
|This simply moves the player to within 1 unit of |
|the requested location, while avoiding obstacles |
| |
|This is beatnik007's original sub, with a few minor|
|changes and rewritten in MQ2Data format |
| |
|SYNTAX: /call MoveToLoc Y X |
Sub MoveToLoc(MoveToY, MoveToX)
/echo Moving to Location: ${MoveToY}, ${MoveToX}.
/echo Distance: ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/declare FailureTimer timer local 0
/declare StrafeFailure int local
/declare running int local
/declare MaxSpeed int local
/declare StopDistance int local
/declare distanceNow float local
/declare distanceBefore float local
/declare distanceModifier int local
/varset running 0
/declare distanceTimer timer 15
/varset distanceBefore ${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}
/varset distanceModifier 1
/varset MaxSpeed 0
:moveToLocation
/if (${Me.Speed}>=${MaxSpeed}) /varset MaxSpeed ${Me.Speed}
/if (${MaxSpeed}<=166) {
/varset StopDistance 3
} else {
/varset StopDistance 10
}
/face fast nolook loc ${MoveToY},${MoveToX}
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<${StopDistance}) {
/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}]}) {
/if (${FailureTimer}==0) {
/varset StrafeFailure 0
/varset FailureTimer 600
}
/if (${FailureTimer}>0) {
/varset StrafeFailure ${Math.Calc[${StrafeFailure} + 1]}
}
/if (${StrafeFailure}>=10 && ${FailureTimer}>0) {
/keypress forward
/keypress back hold
/delay 5
/keypress back
/afk Be back later, leave a message
/echo Your movement failed more than 10 times in 30 seconds and most likely looked macroed. Ending macro. . .
/endmacro
/quit
}
/call strafePastObstacle ${StrafeFailure}
}
/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},${MoveToX}]}>${StopDistance}) {
/varset running 1
/keypress forward hold
}
} else {
/if (${Math.Distance[${Me.Y},${Me.X}:${MoveToY},${MoveToX}]}<${StopDistance}) {
/varset running 0
/keypress forward
}
}
/goto :moveToLocation
/return
| Sub MoveToSpawn |
|---------------------------------------------------|
|This moves the player to within a provided distance|
|of the provided spawn, while avoiding obstacles |
| |
|I "wrote" this, but as you can see, it's the same |
|as MoveToLoc with a few variable replacements. |
| |
|The second parameter, Distance, allows for the |
|player to stop short of the target by a certain |
|amount, to provide for different aggro radii, etc. |
| |
|SYNTAX: /call MoveToSpawn ID Distance |
Sub MoveToSpawn(MoveToID, StopDistance)
/if (!(${Defined[MoveToID]})||(${Spawn[MoveToID].ID})) {
/echo Spawn ID not found or no ID provided. Aborting...
/return
}
/if (!(${Defined[StopDistance]})) {
/echo Stopping point not defined, using default distance of 70
/declare StopDistance int local
/varset StopDistance 70
}
/echo Moving to Spawn: ${MoveToID} (${Spawn[${MoveToID}].CleanName}).
/echo Current Location: ${Spawn[${MoveToID}].Y}, ${Spawn[${MoveToID}].X}
/echo Current Distance: ${Spawn[${MoveToID}].Distance}
/declare FailureTimer timer local 0
/declare StrafeFailure int local
/declare running int local
/declare distanceNow float local
/declare distanceBefore float local
/declare distanceModifier int local
/varset running 0
/declare distanceTimer timer 15
/varset distanceBefore ${Spawn[${MoveToID}].Distance}
/varset distanceModifier 1
:moveToSpawn
/squelch /face fast nolook id ${MoveToID}
/if (${Spawn[${MoveToID}].Distance}<${StopDistance}) {
/keypress forward
/return
}
/if (${distanceTimer}==0) {
/if (${Me.Sneaking}) {
/varset distanceModifier 2
} else {
/varset distanceModifier 1
}
/varset distanceNow ${Spawn[${MoveToID}].Distance}
/if (${Math.Calc[${distanceBefore}-${distanceNow}]}<${Math.Calc[10/${distanceModifier}]}) {
/if (${FailureTimer}==0) {
/varset StrafeFailure 0
/varset FailureTimer 600
}
/if (${FailureTimer}>0) {
/varset StrafeFailure ${Math.Calc[${StrafeFailure} + 1]}
}
/if (${StrafeFailure}>=10 && ${FailureTimer}>0) {
/keypress forward
/keypress back hold
/delay 5
/keypress back
/sit
/afk Be back later, leave a message
/echo Your movement failed more than 10 times in 30 seconds and most likely looked macroed. Ending macro. . .
/endmacro
/quit
}
/call strafePastObstacle ${StrafeFailure}
}
/varset distanceBefore ${Spawn[${MoveToID}].Distance}
/varset distanceTimer 15
}
/if (${running}==0) {
/keypress forward
/if (${Spawn[${MoveToID}].Distance}>=${StopDistance}) {
/varset running 1
/keypress forward hold
}
} else {
/if (${Spawn[${MoveToID}].Distance}<${StopDistance}) {
/varset running 0
/keypress forward
}
}
/goto :moveToSpawn
/return
| Sub MoveToSpawnName |
|---------------------------------------------------|
|This moves the player to within a provided distance|
|of the provided spawn, while avoiding obstacles |
| |
|I "wrote" this, but as you can see, it's the same |
|as MoveToLoc with a few variable replacements. |
| |
|The second parameter, Distance, allows for the |
|player to stop short of the target by a certain |
|amount, to provide for different aggro radii, or to|
|attack. |
| |
|SYNTAX: /call MoveToSpawnName Name Distance |
| Does take partial names: |
| /call MoveToSpawnName skel 9 |
| to move you to the nearest skeleton |
| |
| I use this for farming bone chips and silks |
Sub MoveToSpawnName(Name, StopDistance)
/keypress esc
/target ${Name} npc
/delay 2
/if (${String[${Target}].Find["NULL"]}) /return
/if (${String[${Target}].Find["corpse"]}) /return
/if (!${Target.ID}) {
/echo Name not found or no name provided. Aborting...
/return
}
/if (!(${Defined[StopDistance]})) {
/echo Stopping point not defined, using default distance of 70
/declare StopDistance int local
/varset StopDistance 70
}
/echo Moving to Spawn: ${Target.CleanName}.
/declare FailureTimer timer local 0
/declare StrafeFailure int local
/declare running int local
/declare distanceNow float local
/declare distanceBefore float local
/declare distanceModifier int local
/varset running 0
/declare distanceTimer timer 15
/varset distanceBefore ${Target.Distance}
/varset distanceModifier 1
:moveToSpawn
/if (${String[${Target}].Find["NULL"]}) /return
/face fast predict
/if (${Target.Distance}<${StopDistance}) {
/keypress forward
/return
}
/if (${distanceTimer}==0) {
/if (${Me.Sneaking}) {
/varset distanceModifier 2
} else {
/varset distanceModifier 1
}
/varset distanceNow ${Target.Distance}
/if (${Math.Calc[${distanceBefore}-${distanceNow}]}<${Math.Calc[10/${distanceModifier}]}) {
/if (${FailureTimer}==0) {
/varset StrafeFailure 0
/varset FailureTimer 600
}
/if (${FailureTimer}>0) {
/varset StrafeFailure ${Math.Calc[${StrafeFailure} + 1]}
}
/if (${StrafeFailure}>=10 && ${FailureTimer}>0) {
/keypress forward
/keypress back hold
/delay 5
/keypress back
/sit
/afk Be back later, leave a message
/echo Your movement failed more than 10 times in 30 seconds and most likely looked macroed. Ending macro. . .
/endmacro
/quit
}
/call strafePastObstacle ${StrafeFailure}
}
/varset distanceBefore ${Target.Distance}
/varset distanceTimer 15
}
/if (${running}==0) {
/keypress forward
/if (${Target.Distance}>=${StopDistance}) {
/varset running 1
/keypress forward hold
}
} else {
/if (${Target.Distance}<${StopDistance}) {
/varset running 0
/keypress forward
}
}
/goto :moveToSpawn
/return
| Only to be used by the previous functions - It's obvious what it does. |
sub strafePastObstacle(Number)
/keypress forward
/keypress back hold
/delay ${Math.Calc[${Number}*3/2+4]}
/keypress back
/if (!${Me.State.Equal["STAND"]}) /stand
/if (${Math.Rand[99]}>50) {
/keypress strafe_right hold
} else {
/keypress strafe_left hold
}
/delay ${Math.Calc[${Number}*4+5]}
/keypress strafe_right
/keypress strafe_left
/keypress forward hold
/return
Sub Turn(THeadingY,THeadingX)
/declare PHeading outer 0
/declare THeading outer 0
/declare Bearing outer 0
/declare IsTurning outer 0
/declare TurnKey outer NULL
:TurnLoop
/delay 0
/if (${Me.Sitting}) /sit off
/varset PHeading ${Me.Heading.Degrees}
/if (${Defined[THeadingX]}) {
/varset THeading ${Heading[${THeadingY},${THeadingX}].Degrees}
} else {
/varset THeading ${Target.HeadingTo.Degrees}
}
/varset Bearing ${Math.Calc[(${PHeading}-${THeading}+540)%360-180]}
/if (${Bearing}>=-7 && ${Bearing}<=7) {
/if (${String[${TurnKey}].NotEqual[NULL]}) /keypress ${TurnKey}
/face heading ${Heading[${THeading}].Degrees} nolook
/return
} else /if (${Bearing}>=-180 && ${Bearing}>=7) {
/if (${String[${TurnKey}].NotEqual}) /varset TurnKey LEFT
} else /if (${Bearing}<=180 && ${Bearing}<=7) {
/if (${String[${TurnKey}].NotEqual}) /varset TurnKey RIGHT
}
/if (!${IsTurning}) {
/keypress ${TurnKey} hold
/varset IsTurning 1
}
/goto :TurnLoop
/return
Sell.inc
Rich (BB code):
|
| sell.inc
| Selling Include File needed for macros
| Version 1.3
| Date: August 7, 2004
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| These file MUST be in the common directory in your macros directory.
|
| Disclaimer:
| Code was used from other programers also from the MQ Forums.
|
Sub Sell(string ItemToSell)
/declare OldMoney int Inner
/declare NewMoney int Inner
/autoinv
/if (${ItemToSell.Equal[NULL]}) {
/return
}
:Finding
/if (${FindItemCount[${ItemToSell}]}==0) /goto :Done
/nomodkey /itemnotify ${FindItem[${ItemToSell}].InvSlot} leftmouseup
:WaitFind
/if (${Bool[${SelectedItem}]}==FALSE) /goto :WaitFind
:Selling
/delay 5
/varset OldMoney ${Me.Cash}
/nomodkey /shift /notify MerchantWnd MW_Sell_Button leftmouseup
:WaitSell
/varset NewMoney $(Me.Cash}
/if (${NewMoney}==${OldMoney}) /goto :WaitSell
/goto :Finding
:Done
/echo No more ${ItemToSell} to sell!!!
/return
packs.inc
Rich (BB code):
|
| packs.inc
| Open and Close Packs Include File needed for macros
| Version 1.4
| Date: August 7, 2004
|
| Please be sure to get the lastest updates at http://www.soc-music.com/mq2/
|
| These file MUST be in the common directory in your macros directory.
|
| Disclaimer:
| Code was used from other programers also from the MQ Forums.
|
Sub OpenPacks
/declare bag int local 0
/declare check int local 0
/newif (!${Window[InventoryWindow].Open}) /nomodkey /keypress inventory
/delay 1s
/for bag 1 to 8 step 1
/newif (${Window[Pack${bag}].Open}==FALSE) /nomodkey /itemnotify pack${bag} rightmouseup
/next bag
/delay 1s
/for check 1 to 9 step 1
/if (${Window[TradeskillWnd].Open}) {
/nomodkey /notify TradeskillWnd ExperimentButton leftmousehold
/nomodkey /notify TradeskillWnd ExperimentButton leftmouseup
}
/next check
/delay 1s
/return
Sub ClosePacks
/declare bag int local 0
/newif (!${Window[InventoryWindow].Open}) /nomodkey /keypress inventory
/delay 1s
/for bag 1 to 8 step 1
/newif (${Window[Pack${bag}].Open}==TRUE) /nomodkey /itemnotify pack${bag} rightmouseup
/next bag
/delay 1s
/newif (${Window[InventoryWindow].Open}) /nomodkey /keypress inventory
/delay 1s
/return
Rich (BB code):
[The Rathe Mountains]
Loot1=Lambent Stone
Loot2=Fine Steel
Loot3=Jasper
Rich (BB code):
[The Rathe Mountains]
Mob1=Hill Giant
Mob2=Bloodbeard
Last edited:

