MQ2 Noob question

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Safiya
Posts: 129

Re: MQ2 Noob question

Post#11 » Mon Feb 11, 2013 6:32 pm

Wow...thanks for that guys. Great info. Clarified a lot of things for me.

aabamzen
Posts: 178

Re: MQ2 Noob question

Post#12 » Tue Feb 12, 2013 1:35 am

Nice post Noren - you took all the fun out of deciphering my mixture of syntax pseudocode. I'm on a bit of a break (been busy!) so the MQ2 language has taken a back burner.

You might want to consider adding one thing to your end case - a check to see if the target is a corpse. I have had some instances where my chars were still stuck trying to kill a corpse. Not sure if it is an emu bug or what, but sometimes when things die the corpse will stay targeted. Of course a /bca //target clear fixes it, but what's the fun in that?
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Puffda
Posts: 141
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Re: MQ2 Noob question

Post#13 » Tue Feb 12, 2013 6:48 am

Thx Noren that actually helped out a lot. One question though.

How and where would I put something in there to get the necro to assist the tank, send pet and then start the dot and LT rotation?
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Noren
Posts: 1053

Re: MQ2 Noob question

Post#14 » Wed Feb 13, 2013 8:28 am

Puffda wrote:Thx Noren that actually helped out a lot. One question though.

How and where would I put something in there to get the necro to assist the tank, send pet and then start the dot and LT rotation?


There are a lot of different ways to do such a thing, but the most simple for me was an elaborate assist macro.

I wrote a small, external macro that issued out some EQBC commands to my toons to target, send pets in, and start their dps macros. Other people use complex macros that detect combat and auto-target and dps - so just know that my way is more manual in that sense. Here is a sample:

Code: Select all

Sub Main
   /bct Necro //tar ID ${Target.ID}
        /bct Healer //tar ID ${Me.ID}
   /bct Healer //mac healer.mac
        /bca //pet hold
        /delay 3
        /bca //pet attack
   /bct Necro //mac necro.mac
/end

You could fill in some blanks, add some lines, but essentially make a hotkey to call your assist macro that will kick off all targeting and dps/heal macros for that situation. It can be as complex or as simple as you please.

aabamzen wrote:You might want to consider adding one thing to your end case - a check to see if the target is a corpse. I have had some instances where my chars were still stuck trying to kill a corpse. Not sure if it is an emu bug or what, but sometimes when things die the corpse will stay targeted. Of course a /bca //target clear fixes it, but what's the fun in that?


Also, Aab is right - it is possible sometimes for a toon to continue dps on a corpse. It never happened to me with the UF client, but you can take a few steps to safeguard against it and it takes little time to do. Here's an example:

/if (${Target.ID} == NULL || ${Target.Type.Equal[Corpse]}) /end

You can add conditions to your /if statements using && for 'and' in addition to || for 'or', as I've done above.

Linideen1
Posts: 49

Re: MQ2 Noob question

Post#15 » Mon Feb 25, 2013 6:10 am

Im the same as Noren now, I ran my bots with targeting macros would assist MT untill npc was on target then start combat loop, The problem with this is it makes it hard to do anything at all on that toon (manual commands) if u wanted to cast a single buff or so its always assisting the MA.


Code: Select all

Sub Get_Target
  /if (${Me.Feigning}) /return
  /if (${Me.Casting.ID}) /return
  /if (${Me.Moving}) /return

  :Acquire_Target
  |* If the MA is within a 100 radius then go ahead and assist, and slow if his target is a mob <100% hp.
  /if (${Spawn[${MA} radius 100].ID}) {
    /squelch /target clear
    /assist ${MA}
    /delay 1s ${Target.ID}
   
    /if (!${Target.ID} || !${Target.Type.Equal[NPC]}) {
      /delay 3s
      /return
    }

    /if ((${Spawn[${Target.ID}].Type.Equal[npc]} || ( ${Spawn[${Target.ID}].Type.Equal[pet]} && !${Spawn[${Target.ID}].Master.Type.Equal[pc]}))) {
      /if (${MyTargetID} != ${Target.ID}) {
        /echo New Target: ${Target.Level} ${Target.Class} ${Target.CleanName} ${Target.ID}
        /varset MyTargetID ${Target.ID}
        /delay 5s ${Target.Distance} <= 90
        /if (${Raged}) /return
   /if (${Target.Distance}<=100 && ${Target.PctHPs}<=98) /pet attack
        /delay 2s
        /if (${Target.Distance}<=100 && ${Target.PctHPs}<=98) /pet attack
      }
    }
  }
 /if (${Target.ID} && ${Target.Type.Equal[NPC]} && ${Target.ID}!=${MyTargetID}) {
   /varset TarID ${Target.ID}
   /call ClearTarget
   
}
/return


^ is the Sub i used for that, I personaly dont like it but its all a matter of opinion......



Now i use /if commands in my loops to send them to combat, rest or boss mode

Code: Select all

:Main_Loop
  /doevents
  /call Canni2
  /call Lich
  /doevents
  /call Canni1
  /call Canni2
  /call Pet21
  /doevents


/if (${Target.Type.Equal[NPC]}) {
  /echo New Target: ${Target.Level} ${Target.Class} ${Target.CleanName} ${Target.ID}
  /goto :Combat_Loop
  }
/goto :Main_Loop
:Combat_Loop
  /doevents
  /call Pet21
  /call Canni1
  /call Debuff
  /call Lifetap
  /call Lifetap2
  /doevents
  /call DSKNeck
  /call Dot
  /call Dot1
  /call Dot2
  /call Dot4
  /call Dot3
  /call Nuke   
  /call AA1
  /call AA2
  /call AA3
  /call AA4

/if (!${Target.Type.Equal[NPC]}) /goto :Main_Loop
/goto :Combat_Loop


^ with that current setup i have a hotkey that is setup like so.......
Line1:/multiline ; /bct Melee //target id ${Target.ID} ; /bct Casters //target id ${Target.ID}
Line2:/multiline ; /bct Melee //stick 25 ; /bct Melee //attack
Line3:/multiline ; /bcaa //pet attack

Works good for me. but its all about your play style.......

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