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Hit all mobs (1 Viewer)

Dman0129

Member
Joined
Sep 13, 2006
RedCents
67¢
I know there was a post wih a mac for this before but it doesnt seem to work i was wondering if anyone could pm me a mac that works with stone throw ability attainable by lvl 1 mnk/war etc....the one that posted auto targeted and auto hit all of the mobs supposedly i just couldnt get it to work...
 
I ran into the same thing. It seems the one found here was made for a shroud not a real monk/warrior/berserker. I made a few changes and this worked fine for me:

Rich (BB code):
|hitallmobs.mac By: Harden 07/08/06
|-------------------------------------------------------------------
|Description: Hit's all mobs within 50 range of you with a specified 
|ability. Keep's count of how many mobs were hit, and reports when 
|done. (Requires spell_routines.inc)
--------------------------------------------------------------------
|-Useage: /hitallmobs
|=================================================  ==================
#include spell_routines.inc

Sub Main
/squelch /alias /hitallmobs /echo hitallmobs
	:loop
		/doevents
	/goto :loop
/return

#Event HitAllMobs        "[MQ2] HitAllMobs"
Sub Event_HitAllMobs
|=========================================|
|==Edit Throw Stone, for your AA ability==|
|=========================================|
	/declare ABILITY_NAME string local Throw Stone
	/echo *Attempting to hit all mobs in Range with ${ABILITY_NAME}.	
	/if (!${SpawnCount[npc radius 50]}) {
	/echo No Mobs in Range, Aborting...
	/return
}	
	/target npc
	/declare i int local 0
	/declare cnt int local 0	
		/for i 1 to ${SpawnCount[npc radius 50]} {
			:loop	
				/if (${Me.CombatAbilityReady[${ABILITY_NAME}]} && ${Target.LineOfSight}) {
					/face
					/delay 1s
					/disc ${ABILITY_NAME}
					/delay 11s
				} else {
				/if (!${Me.CombatAbilityReady[${ABILITY_NAME}]}) {
					/goto :loop
				} else {
				/if (!${Target.LineOfSight}) {
					/echo ${Target.CleanName} Not in Line of sight, Skipping...
					/next i
						}
					}
				}
			/varcalc cnt ${cnt}+1
			/target npc next radius 50
		/next i
	/echo *Done Hitting mobs all mobs in range.
	/echo *Total of ${cnt} Mob(s) hit.
/return

Note: I didnt write this mac, just edited it to work for a real monk/warrior/berserker instead of a shroud.
 
Is there an update for this macro? It doesn't seem to work anymore.

I read another thread that mentioned that Throw Stone is now a combat ability and not a disc. So changing /disc to /doability could fix it. Has anyone done this? I'll try it out when I get home to see.
 
Last edited:
are you using a shrouded character or a character that has the ability its self?

here is the 2 that i use depending on shrouded or ability

Rich (BB code):
| used reptile shroud #1

#event Hit "#*#hit by a small stone."

Sub Main
/declare SpawnRadius int outer 50
/declare SpawnZRadius int outer 30
/declare MobCount int ${SpawnCount[npc radius ${SpawnRadius} zradius ${SpawnZRadius}]}
/declare MobArray[${MobCount}] int outer
/declare i int outer 0
/declare notthrown outer TRUE
/target clear
/echo Mob count: ${MobCount}
| Setting array id's
/for i 1 to ${MobCount}
|	/echo ${i} ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
	/varset MobArray[${i}] ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
/next i
 

| Array id's done, throwing stones at mobs
/for i 1 to ${MobCount}
	/squelch /target clear
		/delay 1s !${Target.ID}
	/target id ${MobArray[${i}]}
		/delay 1s ${Target.ID}
	/face fast
	/echo Targeting: ${Target}

	|Throw it!
	/varset notthrown TRUE
	:throwloop
		/if (!${Target.ID}) {
			/echo --- Target died
			/goto :mobdead
		}
		/doability "Throw Stone"
		/delay 1s
		/doevents
	/if (${notthrown}) /goto :throwloop
	:mobdead
/next i
 
/echo Hit all mobs, ending macro
/return

Sub Event_Hit
	/echo --- Hit: ${Target}
	/varset notthrown FALSE
/return



Rich (BB code):
| used reptile shroud #1

#event Hit "#*#hit by a small stone."

Sub Main
/declare SpawnRadius int outer 50
/declare SpawnZRadius int outer 30
/declare MobCount int ${SpawnCount[npc radius ${SpawnRadius} zradius ${SpawnZRadius}]}
/declare MobArray[${MobCount}] int outer
/declare i int outer 0
/declare notthrown outer TRUE
/target clear
/echo Mob count: ${MobCount}
| Setting array id's
/for i 1 to ${MobCount}
|	/echo ${i} ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
	/varset MobArray[${i}] ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
/next i
 

| Array id's done, throwing stones at mobs
/for i 1 to ${MobCount}
	/squelch /target clear
		/delay 1s !${Target.ID}
	/target id ${MobArray[${i}]}
		/delay 1s ${Target.ID}
	/face fast
	/echo Targeting: ${Target}

	|Throw it!
	/varset notthrown TRUE
	:throwloop
		/if (!${Target.ID}) {
			/echo --- Target died
			/goto :mobdead
		}
		/alt act 7941
		/delay 1s
		/doevents
	/if (${notthrown}) /goto :throwloop
	:mobdead
/next i
 
/echo Hit all mobs, ending macro
/return

Sub Event_Hit
	/echo --- Hit: ${Target}
	/varset notthrown FALSE
/return
 
Rich (BB code):
|Throwstone.mac By: Wirlin
|-------------------------------------------------------------------
|Hit's all mobs within 100 range of you with Throw Stone.
|Keep's count of how many mobs were hit, and reports when
|done.
#include spell_routines.inc

Sub main
   /if (!${SpawnCount[npc radius 100]}) {
   /echo No Mobs in Range, Aborting...
   /return
}   
   /target npc
   /declare i int local 0
   /declare cnt int local 0   
      /for i 1 to ${SpawnCount[npc radius 100]} {
         :loop   
               /face
               /delay 1s
               /disc Throw Stone
               /delay 15s
            } else {
            /if (!${Target.LineOfSight}) {
               /echo ${Target.CleanName} Not in Line of sight, Skipping...
               /next i
                  }
               }
            
         /varcalc cnt ${cnt}+1
         /target npc next radius 100
      /next i
   /echo *Done Hitting mobs all mobs in range.

   /echo  *Total of ${cnt} Mob(s) hit.
/return

Works every time and reports when done. Hope it helps
 
Yes, I tried the one above and all it does is say hitting all mobs. It never activated Throw Stone to actually hit anything.

I used the throwstone.mac last night and it would autotarget mobs just fine, but you had to actually hit the hot key to Throw Stone.
 
I just created a level 1 monk, bought the ability and tested it with the one im gonna post here... I also put it as a hotkey from the combat ability tab into my hotbar, are you sure you bought the ability? its not automatic.

edit

this 100% works for a level 1 monk after i purchased the throw stone tomb. If it doesnt work for you, you are doing something wrong

Rich (BB code):
| used reptile shroud #1

#event Hit "#*#hit by a small stone."

Sub Main
/declare SpawnRadius int outer 50
/declare SpawnZRadius int outer 30
/declare MobCount int ${SpawnCount[npc radius ${SpawnRadius} zradius ${SpawnZRadius}]}
/declare MobArray[${MobCount}] int outer
/declare i int outer 0
/declare notthrown outer TRUE
/target clear
/echo Mob count: ${MobCount}
| Setting array id's
/for i 1 to ${MobCount}
|	/echo ${i} ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
	/varset MobArray[${i}] ${NearestSpawn[${i}, npc radius ${SpawnRadius} zradius ${SpawnZRadius}].ID}
/next i
 

| Array id's done, throwing stones at mobs
/for i 1 to ${MobCount}
	/squelch /target clear
		/delay 1s !${Target.ID}
	/target id ${MobArray[${i}]}
		/delay 1s ${Target.ID}
	/face fast
	/echo Targeting: ${Target}

	|Throw it!
	/varset notthrown TRUE
	:throwloop
		/if (!${Target.ID}) {
			/echo --- Target died
			/goto :mobdead
		}
		/doability "Throw Stone"
		/delay 1s
		/doevents
	/if (${notthrown}) /goto :throwloop
	:mobdead
/next i
 
/echo Hit all mobs, ending macro
/return

Sub Event_Hit
	/echo --- Hit: ${Target}
	/varset notthrown FALSE
/return
 
I'm on a TLP not sure that makes a difference. But, I have Throw Stone and it's on a hot key. I just cycled through using next target and hit the key manually all the way to 43. Sure not how I wanted to do it, but time was of the essence.
 
Use a bard, group with your PL'ee, and use the bard's AE song abilities to hit the mobs. I found PL'ing that way to be SIGNIFICANTLY faster than waiting for Throw Stone to refresh and cycle through 50-100 mobs.
 
Yes, that's what I did in the end. I have done both, but the monk was in between the two bards I had for pwling. I got him within range and finished off with the bard. He is burning his way through GE right now.
 
Hit all mobs

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