Melee Toons

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dhafu
Posts: 46

Melee Toons

Post#1 » Wed May 02, 2018 5:16 pm

So my group is mostly casters so i wanted to add in a group of melee. 1 spot is devoted to a bard, i was thinking 2 rogues, zker, and a beast for the other.

I have no experience with boxing melee toons. So can someone pm and help me out with a few things?

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Nilbus
Posts: 1258

Re: Melee Toons

Post#2 » Wed May 02, 2018 5:19 pm

Can either post or PM me and I can try to help. My melee group is rog, zerker, bard, monk, ranger, druid
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

dhafu
Posts: 46

Re: Melee Toons

Post#3 » Wed May 02, 2018 5:27 pm

My big concern is controlling so many toons, i cannot seem to figure out the MQ2 portion of it. I don't even know how to turn melee on -_-, i googled it and its in the file just appears to be doing nothing.

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Nilbus
Posts: 1258

Re: Melee Toons

Post#4 » Wed May 02, 2018 5:55 pm

https://www.macroquest2.com/wiki/index.php/MQ2Melee - start here
Here's an example of my .ini for a melee character

Code: Select all

[MQ2NetBots]
Send=1
Stat=1
Grab=1
[MQ2Melee]
assasinate=0
backstab=1
disarm=1
downflag0=1
downflag1=1
downflag2=1
downflag3=1
enrage=1
escape=20
evade=1
facing=1
harmtouch=1
holyflag0=1
infuriate=1
melee=1
petmend=20
petrange=75
pickpocket=0
plugin=1
resume=20
slam=1
stickrange=75
downshit0=/if (!${Me.Invis} && !${Me.Sitting} && !${Me.Buff[Empowering Water IV].ID} && !${Me.Buff[Illusion: Dark Diplomat].ID} && !${Me.Moving}) /casting "Ancient Chain Tunic"
downshit1=/if (!${Me.Invis} && ${Cast.Ready[Razor of the Rogue]} && !${Me.Sitting} && !${Me.Song[Bleeding Razor].ID} && !${Me.Moving}) /casting "Razor of the Rogue"
downshit2=/if (!${Me.Invis} && !${Me.Sitting} && !${Me.Buff[Vengeance of the Forsaken].ID} && !${Me.Moving}) /casting "Greaves of the Forsaken"
downshit3=/if (!${Me.Invis} && !${Me.Sitting} && !${Me.Buff[Aged Power].ID} && !${Me.Moving}) /casting "Thorax Encased Earring"
holyshit0=/if (${Me.CombatAbilityReady[Assassin's Chaos Rk. II]} && ${Target.Type.Equal[NPC]}) /disc Assassin's Chaos Rk. II
version=4.951
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

dhafu
Posts: 46

Re: Melee Toons

Post#5 » Wed May 02, 2018 6:07 pm

Weird My MQ2 isn't making ini files for my toons. When i switch versions it isn't doing autogroups and other functions. hmm you happen to have a copy of you MQ2 laying around i can take a peak at.. i feel as if i have stuff set up wrong.

dhafu
Posts: 46

Re: Melee Toons

Post#6 » Wed May 02, 2018 6:33 pm

NM, i made my own ini file for each toon and its working.. now the bottom part of the code.. the one telling it to use items and discs. how exactly does that work do i have to call it out or does it just follow the code and do it once in combat?

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Nilbus
Posts: 1258

Re: Melee Toons

Post#7 » Wed May 02, 2018 9:47 pm

*edit* for first time creation, in game do a /melee save and it should save the one for the character. I also do it for non melee characters as well for downshifts for buffs.

That's explained in the link I posted. Basically the holy lines fire during combat so for my rogue - /if (${Me.CombatAbilityReady[Assassin's Chaos Rk. II]} && ${Target.Type.Equal[NPC]}) /disc Assassin's Chaos Rk. II - if my ability assassin's chaos rk ii is ready, and I'm targetting an NPC use that disc/ability.

The down lines are out of combat stuff like checking for clicky buffs.

There are two parts to them, the part at the bottom that decides what to do, then at the top turning those off and on (downflag1=1, holyflag1=1 for example). The other abilities that my rogue does (backstab, hide/evade, make sure facing the target, if it should try to pickpocket) are also in that top section and predefined by the mqmelee plugin.
Nodyin-Nilbus-Pockit-Tiah-Rakas- Funeral
Likeatruck-Khaltos-Nilbie-Ziknaf-Prathun-Missus
Elidor
Youme-Yumme-Blazingtide-Sublin-Lissanda-Darmok
Djarik-Ikat-Nerys-Ometi-Tarana-Biln

I know way too much random stuff.

dhafu
Posts: 46

Re: Melee Toons

Post#8 » Wed May 02, 2018 9:57 pm

Sweet now I just need to remember my healers mod bot stuff.. lol I don't like automation so much but with 3 groups i need to not get stuck flipping between boxes so much. I already have the pet attack stuff down and the caster toons stuff on hotkeys so they can debuff with out a macro, but a button. Same with nuking and doting on the necros. Melees though they had discs so once i get everything figured out should be fun.

If you have any more advice that would be very appreciated. Thanks for all the help so far.

mrhorrn
Posts: 295

Re: Melee Toons

Post#9 » Wed May 02, 2018 10:04 pm

Oh that's awesome, being able to add to the file like that.

So, I've been wondering why my Rogue's skill "Thief's Eyes" doesn't trigger like my monks and my berserkers skills do, so i've been considering adding it into the attack button i have.. but i can do this?

Thiefflag0=1

ThiefEyes0=/if (${Me.CombatAbilityReady[Thief's Eyes]} && ${Target.Type.Equal[NPC]}) /disc Thief's Eyes


*edit* Maybe i should have clicked your link first. It's got it listed on that page. Cheers Nilbus, good info.
--- Kyrann Horrn ---

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