EMU AFK Level Macros

Kelsar

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Hi everyone,

I haven't been interested in EQ for a long time but this project 1999 has me stoked.

HTW and others have enabled a lot of the plugins necessary to properly execute a macro/script to auto AFK kill npcs. Of course it will all be situational and dependant upon class/zone but it's entirely possible to completely automate AFK camping without warping or using /zone. The classes most capable of doing so are without question druid, necro, mage, shaman, and bard.

I spent the last few hours looking through some of our older macros and most will need to be modified. Moreover, some of the auto-helper scripts for support classes will need modification as well.

My question to the community - does anyone else have an interest in growing an EMU macro library? For example: AFK level 12-17 LFAY sister macro, or Semi-AFK unrest trash bard macro - 13 to 20.
 
Only problem with camp specified macros is that all of us EMU's will know who is running them. I will post a macro I adjusted and the class I adjusted for here in a few.
 
This is modified version of the pull.mac posted by fry. I use it on my mage.
read the description before using. I also changed the delay in the looting section as to not look so automated. I did not include the loot.ini

Code:
| 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 by SekretAgent
|      This is Modified for a mage to pull with a low lvl spell (gem 8) and during battle cast primary nuke (gem 6). It will also send the pet in.
|      however *the caster will not evade from battle* so beware you may end up tanking a mob or all mobs. Adjust the timing between nukes to prevent 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  75
   |------------------------------------------------------------ 
   |How far is the fast movement range? 
   |------------------------------------------------------------ 
   /declare RV_FastRange        int outer  35
   |------------------------------------------------------------ 
   |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  10
   |------------------------------------------------------------ 
   |What is the minimum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MinZRange        int outer  ${Math.Calc[${CurrentZ}-200]}
   |------------------------------------------------------------ 
   |What is the maximum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MaxZRange        int outer  ${Math.Calc[${CurrentZ}+200]}
   |------------------------------------------------------------ 
   |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 (${Me.PctMana}<=50) /sit on 
	/delay 10
      /if (${Me.PctHPs}<=50) /delay 10
      /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,-1,NO].Equal[NO]}) { 
      /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 100 to ${RV_MaxRadius} step 5 
      /squelch /target radius ${RV_CurrentRadius} npc
      /varset RV_MyTargetID ${Target.ID} 
      /varset RV_MyTargetDead 0 
      /if (${Target.ID}) { 
         /if (${Int[${Target.Z}]}<${RV_MinZRange}) { 
            /echo Mob is BELOW Min Z Range, picking another... 
            /varset RV_InvalidTargetID ${Target.ID} 
            /call ResetSub 
            /goto :Acquire 
         } 
         /if (${Int[${Target.Z}]}>${RV_MaxZRange}) { 
            /echo Mob is ABOVE Max Z Range, picking another... 
            /varset RV_InvalidTargetID ${Target.ID} 
            /call ResetSub 
 	 } 
         /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 
         /sit on 
         /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}) /cast 8 
	/face
	/delay 3s
	/pet attack
	
      
      /if (!${Target.ID}) /return 
      /face fast 
      /if (${Target.PctHPs}==100) /goto :PullLoop 
      /if (${Target.PctHPs}<71) /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}) /pet attack
      /if (!${Target.ID}) /return 
      /delay 70
	/cast 6 
	/pet attack
	/delay 70
      	/stick
      /if (!${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: medup 
|-------------------------------------------------------------------------------- 
sub medup
	/sit on
	/if (${Me.PctMana}=100) 
/return



|-------------------------------------------------------------------------------- 
|SUB: Reset 
|-------------------------------------------------------------------------------- 
Sub ResetSub 
   /doevents 
   /varset RV_HasTarget 0 
   /varset RV_TargetDead 0 
   /varset RV_Fighting 0 
/return
 
Oh that will automatically sit you down after looting providing there are no mobs around
 
Last edited:
I haven't fully reviewed your macros but they work with the available plugin list? We can't warp or zone - I didn't see that in yours but it's important to note. I also didn't try fade on my test account...
 
This isn't my macro, I just changed some of the stuff inside it to benefit me. It doesnt fade or gate or zone or warp. if you die it ends the macro.