Hello.. looking for some info on how to write up so discs, aa and other stuff to fire when in combat.. not sure how to write up a holyshit or downshit and not sure what the difference is between them.. any help would be awesome.. thank you
First and foremost I highly recommend the
http://www.mmobugs.com/forums/search.php option. I know I've explained this to about 3 people in the past 2 weeks on different posts. There is more than enough information on the use of holyshits/downshits to cover 99% of the questions people have. Hopefully you can appriciate that I've went ahead and answered this question yet again and will in the future take the time to look at the
MMOBugs Wiki and study the different options available to you here. Not only will this benifit you for the things you are specifically looking for, but more than likely you'll learn something about a plugin that you didn't already know existed, which will allow you to cheat even more efficiently.
holyshit = only happens when you are in combat
downshit = only happens when you are NOT in combat
MQ2Melee plugin must be loaded at least once prior to this modification being possible.
in your macroquest folder (typically C:\macroquest) you will need to find an ini file "Servername_characterName.ini" and open that with a text editor like np++ or just a regular text editor...not microsoft word or something that sophisticated.
Inside that .ini file you will look for the line "[MQ2Melee]" and under that box (but before another box with the [] braces, you will add lines for holyshits and downshits.
Holyshits are always accompanied by a holyflag. Holyshits are setup as follows
holyflag#=0/1 where 0 is off, 1 is on, if you want it on holyflag0=1
The holyshit line is it's matching reference, IE: holyshit0=
After holyshit= you type what you want to happen. Typically this is an if statement.
Code:
holyshit0=/if (${Me.AbilityReady[Frenzy]} && ${Me.PctEndurance}>1) /doability Frenzy
The same method is followed for downshit and downflag.
Code:
downflag0=1
downshit0=/if (${Me.CombatAbilityReady[Bloodlust Aura]} && !${Me.Song[Bloodlust Aura].ID} && !${Me.Aura.Equal[Bloodlust Aura]} && ${Me.PctEndurance}>1) /disc Bloodlust Aura
for each subsequent holyshit or downshit you increment the number by 1. the index starts at 0.
below is an example. However, it is for a berserker.
Code:
Holyflag0=1
Holyflag1=1
Holyflag2=1
Holyflag3=1
Holyflag4=1
Holyflag5=1
Holyflag6=1
Holyflag7=1
Holyflag8=1
Holyflag9=1
Holyflag10=1
Holyflag11=1
Holyflag12=1
Holyflag13=1
Holyflag14=1
Holyflag15=1
Holyflag16=1
Holyflag17=1
Holyflag18=1
Holyflag19=1
Holyflag20=1
Holyflag21=1
Holyflag22=1
Holyflag23=1
Holyflag24=1
Holyflag25=1
Downflag0=1
holyshit0=/if (${Me.AltAbilityReady[Self Preservation]} && ${Me.PctHPs}<=15) /multiline ; /keypress Esc ; /timed 1 ; /casting "Self Preservation"
holyshit1=/if (${Me.CombatAbilityReady[Early Retaliation]} && ${Me.PctEndurance}>1) /disc Shared Brutality
holyshit2=/if (${Me.AbilityReady[Frenzy]} && ${Me.PctEndurance}>1) /doability Frenzy
holyshit3=/if (${Me.CombatAbilityReady[Savage Volley]} && ${Me.PctEndurance}>1) /disc Savage Volley
holyshit4=/if (${Me.CombatAbilityReady[Axe of Graster]} && ${Me.PctEndurance}>1) /disc Axe of Graster
holyshit5=/if (${Me.CombatAbilityReady[Vigerous Axe Throw]} && ${Me.PctEndurance}>1) /disc Vigerous Axe Throw
holyshit6=/if (${Me.AltAbilityReady[Rampage]} && ${SpawnCount[NPC Radius 50]}>1 && ${Me.PctEndurance}>1) /casting "Rampage"
holyshit7=/if (${Target.Fleeing} && ${Me.CombatAbilityReady[Tendon Lacerate]} && ${Me.PctEndurance}>1 && ${FindItemCount[Axe of the Savage]}>1) /disc Tendon Lacerate
holyshit8=/if (${Me.CombatAbilityReady[Cry Havoc]} && !${Me.Song[Cry Havoc].ID} && ${Me.PctEndurance}>1) /disc Cry Havoc
holyshit9=/if (${Me.CombatAbilityReady[Battle Cry of the Mastrung]} && !${Me.Song[Battle Cry of the Mastrung].ID} && ${Me.PctEndurance}>1) /disc Battle Cry of the Mastrung
holyshit10=/if (${Me.CombatAbilityReady[Reprieve]} && !${Me.Song[Reprieve].ID} && ${Me.PctEndurance}<21) /disc Reprieve
holyshit11=/if (${Me.CombatAbilityReady[Fighting Frenzy]} && ${Me.PctEndurance}>1) /disc Fighting Frenzy
holyshit12=/if (${Me.CombatAbilityReady[Shared Brutality]} && !${Me.Song[Reflected Brutality].ID} && ${Me.PctEndurance}>1) /disc Shared Brutality
holyshit13=/if (${Me.CombatAbilityReady[Conquering Frenzy]} && ${Me.PctEndurance}>1) /disc Conquering Frenzy
holyshit14=/if (${Me.CombatAbilityReady[Berserking Discipline]} && ${Me.PctEndurance}>1 && !${Me.ActiveDisc.ID}) /disc Berserking Discipline
holyshit15=/if (${Me.CombatAbilityReady[Cleaving Acrimony Discipline]} && ${Me.PctEndurance}>1 && !${Me.ActiveDisc.ID}) /disc Cleaving Acrimony Discipline
holyshit16=/if (${Me.AltAbilityReady[Battle Leap]}) /casting "Battle Leap"
holyshit17=/if (${Me.AltAbilityReady[Vehement Rage]} && ${Target.AggroHolder.ID} != ${Me.ID}) /casting "Vehement Rage"
holyshit18=/if (${Me.AltAbilityReady[Silent Strikes]} && ${Target.AggroHolder.ID} == ${Me.ID} && !${Group.Member[2].ID} && !${Mercenary.ID}) /multiline ; /casting "Silent Strikes" ; /timed 1 ; /casting "Distraction Attack"
holyshit19=/if (${Me.AltAbilityReady[Blinding Fury]}) /casting "Blinding Fury"
holyshit20=/if (${Me.AltAbilityReady[Desperation]} && ${Target.Named}) /casting "Desperation"
holyshit21=/if (${Me.AltAbilityReady[Juggernaut Surge]} && ${Target.Named}) /casting "Juggernaut Surge"
holyshit22=/if (${Me.AltAbilityReady[Reckless Abandon]} && ${Target.Named} && ${Target.AggroHolder.ID} != ${Me.ID} && ${Me.CurrentHPs} > 15000) /casting "Reckless Abandon"
holyshit23=/if (${Me.AltAbilityReady[Savage Spirit]} && ${Target.Named} && ${Target.AggroHolder.ID} != ${Me.ID} && ${Me.PctHPs} > 65) /casting "Savage Spirit"
holyshit24=/if (${Me.AltAbilityReady[Uncanny Resilience]} && ${Target.AggroHolder.ID} == ${Me.ID} && (${Me.PctHPs} < 50 || ${Target.Named})) /casting "Uncanny Resilience"
holyshit25=/if (${Me.AltAbilityReady[Untamed Rage]} && ${Target.AggroHolder.ID} != ${Me.ID} && ${Me.CurrentHPs} > 50000) /casting "Untamed Rage"
downshit0=/if (${Me.CombatAbilityReady[Bloodlust Aura]} && !${Me.Song[Bloodlust Aura].ID} && !${Me.Aura.Equal[Bloodlust Aura]} && ${Me.PctEndurance}>1) /disc Bloodlust Aura
I've spotted a couple of spots where I made mistakes putting this code in (logic errors, not syntax so the code still fires), but hopefully you get the idea and can sort out your own using the examples.