| Hunter Macro
| Hunter.mac
| Author : robdawg
| Version : just Edited for a one thing.
| Usage : /macro Hunter
| Description : Modified just a little..
| Updated by : Lord_Vyper
#turbo 10
Sub Main
|------------------------------------------------------------
|Should the macro use warp for movement, if 0, then use moveto or navi (next setting)?
|------------------------------------------------------------
/declare UseWarp int outer 1
|------------------------------------------------------------
|Should the macro use MQ2Navigate for movement, if 0, then use moveto?
|------------------------------------------------------------
/declare UseNavi int outer 0
|------------------------------------------------------------
|How many times should aquire target fail before delaying?
|------------------------------------------------------------
/declare RV_FailMax int outer 3
|------------------------------------------------------------
|How far would you like to target a mob?
|------------------------------------------------------------
/declare RV_MaxRadius int outer 350000
|------------------------------------------------------------
|How far is the combat range?
|------------------------------------------------------------
/declare RV_Range int outer 50
|------------------------------------------------------------
|What is the minimum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MinZRange int outer -1000
|------------------------------------------------------------
|What is the maximum Z Value of mobs I should target?
|------------------------------------------------------------
/declare RV_MaxZRange int outer 1000
|------------------------------------------------------------
|Should I loot all items?
|------------------------------------------------------------
/declare RV_LootAllItems int outer 0
|------------------------------------------------------------
|Should I display stats?
|------------------------------------------------------------
/declare RV_DisplayStats int outer 1
|------------------------------------------------------------
|Loot Array Information.
|------------------------------------------------------------
/call ReadINI HunterMob.ini "${Zone.Name}" Mob
/if (!${Defined[RV_MobArray]}) {
/echo Mob Array Creation Error, ending macro...
/endmacro
}
|------------------------------------------------------------
|Mob Array Information.
|------------------------------------------------------------
/call ReadINI HunterLoot.ini "${Zone.Name}" Loot
/if (!${Defined[RV_LootArray]}) {
/echo No Loot Array Created...
}
|------------------------------------------------------------
|Variables that you don't need to worry about.
|------------------------------------------------------------
/declare RV_FailCounter int outer 0
/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_FastRange int outer
/declare RV_RangeMax int outer
/declare RV_RangeMin int outer
/varcalc RV_FastRange ${RV_Range}+3
/varcalc RV_RangeMax ${RV_Range}+1
/varcalc RV_RangeMin ${RV_Range}-1
:Start
/doevents
/call GMCheck
/call GetTarget
:KillAdds
/if (${RV_HasTarget}) /call MoveToMob
/if (${RV_HasTarget}) /call CombatSub
/if (${RV_HasTarget}) /call MoveToMob
/if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) {
/call LootMob
/look center
}
/if (${RV_DisplayStats}) /call DisplayStats
/call ResetSub
/if (${Target.ID}) {
/echo Looks like something is attacking us, killing it...
/delay 1s
/varset RV_HasTarget 1
/varset RV_Fighting 1
/goto :KillAdds
}
/goto :Start
/return
|--------------------------------------------------------------------------------
|SUB: Aquire Target
|--------------------------------------------------------------------------------
Sub GetTarget
/declare RV_CurrentRadius int local
/declare RV_TargetSub int local
/declare BadMeTarget int local 0
/declare BadPCTarget int local 0
:Acquire
/if (${Target.Type.Equal[Corpse]}) /squelch /target clear
/for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100
/for RV_TargetSub 1 to ${RV_MobArray.Size}
:BadTarget
/if (${Target.ID}==${Me.ID}) {
/if (!${BadMeTarget}) /echo Hunter.mac: You have yourself on target, pausing macro until /tar clear
/varset BadMeTarget 1
/delay 1s
/goto :BadTarget
}
/if (${Target.Type.Equal[PC]}) {
/if (!${BadPCTarget}) /echo Hunter.mac: You have a PC on target, pausing macro until /tar clear
/varset BadPCTarget 1
/delay 1s
/goto :BadTarget
}
/varset BadMeTarget 0
/varset BadPCTarget 0
| /echo Will use: /target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
/squelch /target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}"
/delay 3 ${Target.ID}
/varset RV_MyTargetID ${Target.ID}
/varset RV_MyTargetDead 0
/if (${Target.ID}) {
/if (${Int[${Target.PctHPs}]}<33) {
/echo Mob NOT a Full Health, picking another...
/varset RV_InvalidTargetID ${Target.ID}
/call ResetSub
/goto :Acquire
}
/if (${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
/goto :Acquire
}
/varset RV_HasTarget 1
/varset RV_MyTargetName ${Target.CleanName}
/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]}
/return
}
/next RV_TargetSub
/delay 2
/next RV_CurrentRadius
/if (!${Target.ID}) {
/delay 2s
/varcalc RV_FailCounter ${RV_FailCounter}+1
/echo Failed to Acquire Target in Range ${RV_MaxRadius} ${RV_FailCounter} Time(s)
/if (${RV_FailCounter}>=${RV_FailMax}) {
/echo Waiting for Respawns, Resetting Failure Counter...
/delay 60s
/varset RV_FailCounter 0
}
/goto :Acquire
}
/return
|--------------------------------------------------------------------------------
|SUB: Moving
|--------------------------------------------------------------------------------
Sub MoveToMob
/varset RV_MyXLOC ${Int[${Me.X}]}
/varset RV_MyYLOC ${Int[${Me.Y}]}
/declare RV_DistanceTimer timer 15
/declare MovementStarted int local 0
/doevents
/varset MovementStarted 0
:MovementLoop
/if (${MovementStarted}) /doevents
/if (${Int[${Target.Distance}]}>${RV_FastRange}) {
/if (${UseWarp}) {
/if (${Plugin[MQ2MMOWarp].Version}) {
/if (!${MovementStarted}) /echo Warping to ${Target.CleanName}
/varset MovementStarted 1
/if (!${Me.Moving}) /warp t
} else {
/echo Hunter.mac movement error - you need MQ2MMOWarp loaded before you can define UseWarp!
/endmac
}
} else {
/if (${Plugin[MQ2Navigation].Version} && ${UseNavi}) {
/if (!${MovementStarted}) /echo Navigating to ${Target.CleanName}
/varset MovementStarted 1
/if (!${Me.Moving}) {
/navi stop
/navi target
}
} else {
/if (${Plugin[MQ2MoveUtils].Version}) {
/if (!${MovementStarted}) /echo Moving to ${Target.CleanName}
/if (!${MoveTo.Moving}) {
/moveto id
}
/varset MovementStarted 1
} else {
/if (!${MovementStarted}) {
/echo Hunter.mac movement error - you need MQ2Navigation or MQ2MoveUtils loaded, or MQ2MMOWarp plus define UseWarp!
/endmac
}
}
}
}
}
/if (${Int[${Target.Distance}]}>${RV_FastRange}) /goto :MovementLoop
/return
|--------------------------------------------------------------------------------
|SUB: Combat
|--------------------------------------------------------------------------------
Sub CombatSub
/echo Attacking Mob NOW!
/varset RV_Fighting 1
/varset RV_TargetDead 0
:CombatLoop
/doevents
/attack on
/call MoveToMob
/call SpecialIT
/if (!${Target.ID}) {
/if (${Target.Type.Equal[Corpse]}) /squelch /target clear
/attack off
/keypress forward
/keypress back
/varset RV_TargetDead 1
/varset RV_Fighting 0
/delay 1s
/target radius 30 corpse
/delay 1s
/if (!${Target.ID}) {
/call ResetSub
/return
}
/face fast
}
/if (!${RV_TargetDead}) {
/goto :CombatLoop
}
/return
|--------------------------------------------------------------------------------
|SUB: Special Combat
|--------------------------------------------------------------------------------
Sub SpecialIt
/return
|--------------------------------------------------------------------------------
|SUB: Looting
|--------------------------------------------------------------------------------
Sub LootMob
/declare LootSlot int inner 0
/declare LootCheck int inner 0
/declare LootTotal int inner 0
/face fast
/keypress forward
/keypress back
/fastdrop on
/lootn never
/delay 2s
/loot
| Don't make this too low, or ${Corpse.Items} will be wrong, since win has not populated
/delay 2s
/if (!${Corpse.Items}) {
/echo NO LOOT! Cheap Bastard!
/return
}
/varset LootTotal ${Corpse.Items}
/for LootSlot 1 to ${LootTotal}
/timed 1 /shift /itemnotify ${Corpse.Item[${LootSlot}].InvSlot} leftmouseup
/delay 3s ${Cursor.ID}
/if (${RV_LootAllItems}) {
/echo Keeping a ${Cursor.Name}... WOOT!
/timed 1 /autoinv
/delay 3s !${Cursor.ID}
} 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
/timed 1 /autoinv
/delay 3s !${Cursor.ID}
}
/next LootCheck
}
/if (${Cursor.ID}) {
/echo Destroying a ${Cursor.Name}...
/timed 1 /destroy
/delay 3s !${Cursor.ID}
}
/next LootSlot
/notify LootWnd DoneButton leftmouseup
/delay 2s !${Window[LootWnd].Open}
/return
|--------------------------------------------------------------------------------
|SUB: Reset
|--------------------------------------------------------------------------------
Sub ResetSub
/keypress esc
/keypress esc
/keypress esc
/keypress esc
/varset RV_HasTarget 0
/varset RV_TargetDead 0
/varset RV_Fighting 0
/return
|--------------------------------------------------------------------------------
|SUB: GM Check
|--------------------------------------------------------------------------------
Sub GMCheck
/if (${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: Reading from an INI File
|--------------------------------------------------------------------------------
Sub ReadINI(FileName,SectionName,ArrayType)
/echo Attempting to Read Section "${SectionName}" Zone Information from ${FileName}...
/delay 1s
/if (${Ini[${FileName},${SectionName},-1,NO].Equal[NO]}) {
/echo "${SectionName}" is not a Valid Section for FILE:${FileName}, ending macro...
/delay 1s
/return
}
/declare nValues int local 1
/declare nArray int local 0
/declare KeySet string local ${Ini[${FileName},${SectionName}]}
:CounterLoop
/if (!${KeySet.Arg[${nValues},|].Length}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :CounterLoop
:MakeArray
/if (!${nValues}) /return
/if (${FileName.Equal["HunterMob.ini"]}&&${nValues}>0) {
/echo Declaring Mob Array...
/declare RV_MobArray[${nValues}] string outer
/declare RV_MobStats[${nValues}] string outer
}
/if (${FileName.Equal["HunterLoot.ini"]}&&${nValues}>0) {
/echo Declaring Loot Array...
/declare RV_LootArray[${nValues}] string outer
/declare RV_LootStats[${nValues}] string outer
}
/for nArray 1 to ${nValues}
/echo Checking '${FileName}' for zone '${SectionName}'
/if (${FileName.Equal["HunterMob.ini"]}) {
/varset RV_MobArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
/varset RV_MobStats[${nArray}] 0
/echo Set RV_MobArray${nArray} to '${RV_MobArray[${nArray}]}'
}
/if (${FileName.Equal["HunterLoot.ini"]}) {
/varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]}
/varset RV_LootStats[${nArray}] 0
/echo Set RV_LootArray${nArray} to '${RV_LootArray[${nArray}]}'
}
/next nArray
/echo "${SectionName}" Zone Information Read Successfully from ${FileName}...
/delay 1s
/return
|--------------------------------------------------------------------------------
|SUB: Display Stats
|--------------------------------------------------------------------------------
Sub DisplayStats
/declare nArray int local
/if (${Defined[RV_LootArray]}) {
/for nArray 1 to ${RV_LootArray.Size}
/echo ${Int[${RV_LootStats[${nArray}]}]} ${RV_LootArray[${nArray}]}'s
/next nArray
}
/return