2 short questions

fallenangelcaged

Lifetimer
Joined
Dec 13, 2005
Messages
88
Reaction score
1
Points
8
Hello all, Long time no see.

I have been gone for quite a while now and a lot seems to have changed.

Question 1, Does MQ2Advloot have the ability to have multiple characters in the loot.ini?
[TOON1]
Orc Scalp=Ignore
Brick of Crude Bronze=Ignore
Rough Silk=Ignore
[TOON2]
Orc Scalp=Keep
Brick of Crude Bronze=Keep
Rough Silk=destroy

Question 2, I had a macro on my external but cannot for the life on me find it. It was a solo macro, The character just stood there and if something came into range he killed it and loot after killing any adds, It also announced in eqbc if it leveled.

I am hoping that these are doable, I have been having a rough time with the new plugins and macros but I am enjoying and learning (Again). Thanks in advance.
 
  • Like
Reactions: EQDAB
1. MQ2AdvLoot does not support multiple character loot lists. Ingame loot system does now though.

2. Hunter.mac sounds like the generic hunting macro for a certain radius. I don't think anyone's used it in years but it was a great macro.
 
  • Like
Reactions: EQDAB
Autoloot ?

| 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..."
#Event ItemSet "[MQ2] ItemSet#*#"
#Event ItemBounce "[MQ2] ItemBounce#*#"
#Event ItemCast "[MQ2] ItemCast#*#"

Sub Main

/declare CurrentZ int outer

|------------------------------------------------------------
|How far would you like to target a mob?
|------------------------------------------------------------
/declare RV_MaxRadius int outer 500
|------------------------------------------------------------
|How far is the fast movement range?
|------------------------------------------------------------
/declare RV_FastRange int outer 30
|------------------------------------------------------------
|How far is the maximum combat range?
|------------------------------------------------------------
/declare RV_RangeMax int outer 20
|------------------------------------------------------------
|How far is the minimum combat range?
|------------------------------------------------------------
/declare RV_RangeMin int outer 20
|------------------------------------------------------------
|What is the minimum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MinZRange int outer 10
|------------------------------------------------------------
|What is the maximum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MaxZRange int outer 150
|------------------------------------------------------------
|Loot Array Information.
|------------------------------------------------------------
/call ReadINI PullLoot.ini "${Zone.Name}" Loot
/if (!${Defined[RV_LootArray]}) {
/echo No Loot Array Created...
}
|------------------------------------------------------------
|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}

/declare lastevent string outer None
/declare CheckBuffs int outer 0
/declare i int outer
/declare ialias string outer None
/declare doIclick bool outer FALSE
/declare bouncenum int outer 1
/declare ibounce string outer None
/declare itemspellname string outer None
/declare clicktimer timer outer 0
/squelch /alias /iset /echo ItemSet
/squelch /alias /ibounce /echo ItemBounce
/squelch /alias /iclick /echo ItemCast

/varset CheckBuffs 1

:Start
/doevents
/call GMCheck
/if (${Me.PctHPs}<=50) /potionbelt activate 1
/call GetTarget
/if (${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].Count[|]}==0) {
/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 30 to ${RV_MaxRadius} step 5
/squelch /target npc zradius ${RV_MaxZRange} radius ${RV_CurrentRadius}
/delay 1s
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {

/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.Name}
/echo Acquired ${Target.Name} at range ${Int[${Target.Distance}]}
/return
}
/if (${CheckBuffs}>0) {
/echo Checking Buffs
/call ItemCast
/varset CheckBuffs 0
/echo Aquiring Long Range Mobs
}
/next RV_CurrentRadius
/goto :Acquire
/return

|--------------------------------------------------------------------------------
|SUB: Pull
|--------------------------------------------------------------------------------
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

|--------------------------------------------------------------------------------
|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!
:CombatLoop

/if (${Target.Type.NotEqual[NPC]}) /squelch /target clear
/if (!${Me.Combat}) /attack on
/if (!${Target.ID}) /return
/call MoveToMob

/if (!${RV_TargetDead}) /goto :CombatLoop
/doevents
/return


|--------------------------------------------------------------------------------
|SUB: Item Buffs
|--------------------------------------------------------------------------------
Sub ItemCast
/doevents
/declare ItemDelay int inner 0
/varset ItemDelay 1
/varset i 1
:ItemCheckLoop
/doevents
/varset ialias ${Ini[PullItems.ini].Arg[${i},|]}
/if (${ialias.NotEqual[NULL]}) {
/if (${Ini[PullItems.ini,${ialias},KeepUp].Equal[FALSE]}) /goto :NextItem
/varset bouncenum 1
/varset doIclick TRUE
:BounceCheckLoop
/varset ibounce ${Ini[PullItems.ini,${ialias},BounceOff${bouncenum}]}
/if (${ibounce.NotEqual[NULL]}) {
/if (${ibounce.Equal[${Me.Buff[${ibounce}]}]}) /varset doIclick FALSE
} else /goto :DoneBounceChecks
/varcalc bouncenum ${bouncenum}+1
/goto :BounceCheckLoop
:DoneBounceChecks
/varset itemspellname ${FindItem[${Ini[PullItems.ini,${ialias},FullName]}].Spell}
/if (${itemspellname.Equal[${Me.Buff[${itemspellname}]}]}) /varset doIclick FALSE
/squelch /target myself
/if (${doIclick}) {
/if (${ItemDelay}==1) {
/delay 1s
/varset ItemDelay 0
}
}
/if (${doIclick}) /docommand /iclick ${ialias}
/if (${clicktimer}) /goto :DoneItemChecks
:NextItem
/varcalc i ${i}+1
} else /goto :DoneItemChecks
/goto :ItemCheckLoop
:DoneItemChecks
/doevents
/squelch /target clear
/return

Sub Event_ItemSet(string Line)
/varset lastevent Event_ItemSet
/if (!${Line.Arg[5].Length} || ${Line.Arg[6].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /iset
/if (${verbosity}>=0) /${channel} -- /iset <itemalias> keepup|nokeepup <"Item Name">
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /iset gobby keepup "Shrunken Goblin Skull Earring"
/return
}
/ini "PullItems.ini" "${Line.Arg[3]}" "FullName" "${Line.Arg[5]}"
/ini "PullItems.ini" "${Line.Arg[3]}" "KeepUp" "${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}"
/if (${verbosity}>=0) /${channel} ** ${Line.Arg[5]} (KeepUp=${If[${Line.Arg[4].Equal[keepup]},TRUE,FALSE]}) updated in INI!
/return

Sub Event_ItemBounce(string Line)
/varset lastevent Event_ItemBounce
/if (!${Line.Arg[4].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /ibounce
/if (${verbosity}>=0) /${channel} -- /ibounce <itemalias> "Some Spell Name"
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /ibounce gobby "Strength of Tunare"
/return
}
/if (!${Ini[PullItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
/declare bindex int local 1
:CheckNextKey
/if (${Ini[PullItems.ini,${Line.Arg[3]},BounceOff${bindex}].Length}) {
/varcalc bindex ${bindex}+1
/goto :CheckNextKey
} else {
/ini "PullItems.ini" "${Line.Arg[3]}" "BounceOff${bindex}" "${Line.Arg[4]}"
/if (${verbosity}>=0) /${channel} ** Added "${Line.Arg[4]}" to [${Line.Arg[3]}]'s bounce list
}
/return

Sub Event_ItemCast(string Line)
/varset lastevent Event_ItemCast
/if (!${Line.Arg[3].Length}) {
/if (${verbosity}>=0) /${channel} ** Improper use of /icast
/if (${verbosity}>=0) /${channel} -- /icast <itemalias>
/if (${verbosity}>=0) /${channel} -- For example:
/if (${verbosity}>=0) /${channel} -- /icast gobby
/return
}
/if (!${Ini[PullItems.ini,${Line.Arg[3]}].Length}) {
/if (${verbosity}>=0) /${channel} ** [${Line.Arg[3]}] not in INI file!
/return
}
/declare fullname string local ${Ini[PullItems.ini,${Line.Arg[3]},FullName]}
/if (${verbosity}>=1) /${channel} ** Attempting to use: ${fullname}
/if (${FindItem[${fullname}].InvSlot.Pack}) {
:OpenPack
/if (!${Window[${FindItem[${fullname}].InvSlot.Pack.Name}].Open}) {
/itemnotify ${FindItem[${fullname}].InvSlot.Pack.Name} rightmouseup
/delay 2
/goto :OpenPack
}
/declare camefrom ${FindItem[${fullname}].InvSlot}
:GrabItem
/if (!${Cursor.ID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :GrabItem
}
/declare clickyID int local ${Cursor.ID}
/declare wornat int local ${Cursor.WornSlot[1]}
:SwapFirst
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapFirst
}
/delay 2
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/declare previousID ${Cursor.ID}
/itemnotify ${InvSlot[${wornat}]} rightmouseup
:SwapAgain
/if (${Cursor.ID}==${previousID}) {
/itemnotify ${InvSlot[${wornat}]} leftmouseup
/delay 2
/goto :SwapAgain
}
:putItBack
/if (${Cursor.ID}==${clickyID}) {
/itemnotify ${InvSlot[${camefrom}]} leftmouseup
/delay 2
/goto :putItBack
}
:SummonedCheck
/if (${Cursor.ID}) {
/autoinv
/delay 2
/goto :SummonedCheck
}
:ClosePack
/if (${Window[${InvSlot[${camefrom}].Pack.Name}].Open}) {
/itemnotify ${InvSlot[${camefrom}].Pack.Name} rightmouseup
/delay 2
/goto :ClosePack
}
} else {
/if (${FindItem[${fullname}].InvSlot}) {
/if (${verbosity}>=1) /${channel} ** Clicking: ${fullname}
/itemnotify ${FindItem[${fullname}].InvSlot} rightmouseup
/delay 2
} else {
/if (${verbosity}>=0) /${channel} ** "${fullname}" not found!
}
}
:CastLoop
/delay 1
/squelch /target radius 100 npc
/if (${Target.ID}) {
/if (${Target.CleanName.Equal[${Me.Name}]}) {
/squelch /target clear
/goto :CloseMobCheck
}
/keypress duck
/delay 1
/keypress duck
/delay 1
/return
}
:CloseMobCheck
/if (${Me.Casting.ID}) /goto :CastLoop
/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
/varset CheckBuffs 1
/delay 1s
/if (!${Corpse.Items}) {
/echo NO LOOT! Cheap Bastard!
/notify LootWnd DoneButton leftmouseup
/return
} else {
/varset LootTotal ${Corpse.Items}
/for LootSlot 1 to ${LootTotal}
/shift /itemnotify loot${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
 
  • Like
Reactions: EQDAB
And its PullLoot.ini

[Loot]
Loot1=Diamond
Loot2=Lumber
Loot3=Sapphire
Loot4=Spell:
Loot5=Essence
Loot6=Song:
Loot7=Class
Loot8=Immaculate
Loot9=Gemmed
Loot10=Chronal
Loot11=Ancient
Loot12=Extruded
Loot13=The Guardian's Pouch
Loot14=Spongy
Loot15=Brell's
Loot16=Smudged
Loot17=Pallorax
Loot18=Dulled
Loot19=Trade-In
Loot20=Sooty
Loot21=Crystalline
Loot22=Fantastic
Loot23=Pretty
Loot24=Small
Loot25=Tantalum
Loot26=Ruby
Loot27=Miragestone
Loot28=Vanadium
Loot29=Befouled
Loot30=Osmium
Loot31=Scuffed
Loot32=Petite
Loot33=Uncut
Loot34=Tiny
Loot35=Meager
Loot36=Shimmering
Loot37=Exquisite
Loot38=Alaris
Loot39=Gloom
Loot40=Fluffy
Loot41=Pickaxe
Loot42=Fleshborn
Loot43=Energized
Loot44=Planar Energy Shard
Loot45=Antithesis
Loot46=Glowing
Loot47=Median
Loot48=Greater
Loot49=Lesser
Loot50=Minor
Loot51=Fear Touched
Loot52=Dread Mote
Loot53=Apparition Flesh
Loot54=Severed
Loot55=Stick
Loot56=Deceitful Resolve
Loot57=Trick
Loot58=Gloom Mane
Loot59=Stygian
Loot60=Mane of Congealed Revulsion
Loot61=Vanishing
Loot62=Lost
Loot63=The Hole
Loot64=Watcher
Loot65=Frost Bunny
Loot66=People-eater
Loot67=Dark
Loot68=Corrupted Loam
Loot69=Gildorn's
Loot70=Scorched
Loot71=High Quality
Loot72=Fatback
Loot73=Mysterious
Loot74=Strip
Loot75=Sausage
Loot76=Enchanted Stone
Loot77=Natural
Loot78=The Whole
Loot79=The Chief's Influence
Loot80=Taelosian
Loot81=See-through
Loot82=Action
Loot83=Spoon
Loot84=Scroll
Loot85=Invisible
Loot86=Elegant Shank
Loot87=Al-Metes
Loot88=Ornemental Guard Halberd
Loot89=pork chop
Loot90=Exotic
Loot91=Fragment
Loot92=Palladium
Loot93=Medicinal
Loot94=Black sapphire
Loot95=Wretched brain
Loot96=Palladium
Loot97=Writing
Loot98=edam
Loot99=Planar
Loot100=Fresh
Loot101=beautiful
Loot102=Energized
Loot103=bacon
Loot104=Fine
Loot105=Blue Diamond
Loot106=Braxi Horn
Loot107=Goral Fins
Loot108=Deformed
Loot109=Split
Loot110=Warped
Loot111=Ethernere
Loot112=New
Loot113=Encased
Loot114=Phased
Loot115=Ether
Loot116=Shifting
Loot117=Temporal
Loot118=Child
Loot119=Bent
Loot120=Cloth Bolt
Loot121=Steel
Loot122=Bixie Chitin Sword
Loot123=Cosgrove Powder
Loot124=Titanium Ore
Loot125=Metallic Moonglow Bow
Loot126=Spiked Innoruuk Gauntlet
Loot127=Necromancy Ritual Knife
Loot128=Black Powder Pouch
Loot129=Dark Elf
Loot130=Tome
Loot131=Enchanted
Loot132=Jewel-Tipped
Loot133=Stone of Tranquility
Loot134=Ornate Bonecrafter Sword
Loot135=Latent
Loot136=Cristanos
Loot137=Pristine
Loot138=Glowrock
Loot139=Glowstone
Loot140=Glowgem
Loot141=Loam
Loot142=Smooth
Loot143=Magnetized
Loot144=Jacinth
Loot145=Dragon
Loot146=Drake
Loot147=Wyvern
Loot148=Black Marble
Loot149=Immaculate
Loot150=Raw
Loot151=Living
Loot152=Fractured shard
Loot153=August
Loot154=fright
Loot155=horror
Loot156=Leather Roll
Loot157=Jom
Loot158=Ribs
Loot159=Loin
Loot160=Briny
Loot161=Ocean
Loot162=Preserved
Loot163=Combine
Loot164=Damaged
Loot165=Grubson
Loot166=Tideworn
Loot167=Skeletal
Loot168=Deep
Loot169=Carved
Loot170=Aged
Loot171=Sultry
Loot172=Endless
Loot173=Scorched