MQ2Bot & Cleric Pet Hammer

Fixxer

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I am having a problem with the pet hammer when using mq2bot... If I have Unswerving Hammer of Faith memorized (or others in it's line), the cleric will chain cast the spell during the fight until the cleric is out of mana...

Anyone else having this problem? If not, anyone have an idea of what I need to change to fix this? If the cleric currently has a pet, he shouldn't be casting it again.

Thanks.
 
Turn off swarm pets and I think it should fix it or put in an if condition on it.
 
I turned off swarm pets, and it doesn't cast the hammer at all anymore...

To make an if statement for it, shouldn't using something that says that if I have a pet, don't cast? I tried that too and doesn't work.

Code:
/if (!${Me.Pet.ID} && !${Me.Invis} && !${Me.Buff[Revival Sickness].ID} && !${Me.Buff[Resurrection Sickness].ID})

I made a holyshit out of that, and it still did that same chain casting...

Any thoughts?
 
I posted something that works in the mq2bot thread, just not at home to search it right now
 
MQ2Bot still chain casts the pet hammer over and over and over until the cleric runs out of mana from it.
 
SwarmIfX=!${Pet.ID} && ${Me.PctMana}>=70

You'd need this for each swarm spell or turn them to

SwarmIfX=0 if you don't want to cast one of them

Example from my .ini (/mac spells.mac to see yours, will be in logs directory, found on first page of mq2bot thread)

Code:
[06/19/2016 14:51:50] Rez0=Blessing of Resurrection
[06/19/2016 14:51:50] Rez1=Larger Reviviscence
[06/19/2016 14:51:51] Heal0=Divine Arbitration III
[06/19/2016 14:51:51] Heal1=Burst of Life I
[06/19/2016 14:51:51] Heal2=Beacon of Life I
[06/19/2016 14:51:51] Heal3=Focused Celestial Regeneration VI
[06/19/2016 14:51:51] Heal4=Celestial Regeneration XVIII
[06/19/2016 14:51:51] Heal5=Exquisite Benediction VIII
[06/19/2016 14:51:51] Heal6=Devout Light
[06/19/2016 14:51:51] Heal7=Devout Remedy
[06/19/2016 14:51:51] SelfBuff0=Hand of Gallantry
[06/19/2016 14:51:51] SelfBuff1=Armor of the Devout
[06/19/2016 14:51:51] SelfBuff2=Rallied Shield of Vie
[06/19/2016 14:51:51] Fade0=Divine Peace I
[06/19/2016 14:51:51] Nuke0=Smite the Wicked I
[06/19/2016 14:51:51] Nuke1=Turn Undead X
[B][06/19/2016 14:51:51] Swarm0=Celestial Hammer XV
[06/19/2016 14:51:51] Swarm1=Unwavering Hammer of Zeal[/B]
[06/19/2016 14:51:51] Root0=Root
[06/19/2016 14:51:51] FightBuff0=Shield of Reverence I
[06/19/2016 14:51:51] MainTankBuff0=Divine Guardian Spirit I
[06/19/2016 14:51:51] MainTankBuff1=Focused Celestial Regeneration VI
[06/19/2016 14:51:51] MainTankBuff2=Rallied Shield of Vie
[06/19/2016 14:51:51] Mana0=Quiet Miracle I
[06/19/2016 14:51:51] Mana1=Veturika's Perseverance
[06/19/2016 14:51:51] Buff0=Hand of Gallantry
[06/19/2016 14:51:51] HealPet0=Devout Light
[06/19/2016 14:51:51] HealPet1=Devout Remedy
[06/19/2016 14:51:51] ImHit0=Sanctuary
[06/19/2016 14:51:51] ImHit1=Divine Retribution
[06/19/2016 14:51:51] ImHit2=Blessing of Sanctuary
[06/19/2016 14:51:51] AA0=Improved Twincast
[06/19/2016 14:51:51] AA1=Divine Avatar
[06/19/2016 14:51:51] AA2=Celestial Rapidity
[06/19/2016 14:51:51] AA3=Silent Casting
[06/19/2016 14:51:51] AA4=Healing Frenzy
[06/19/2016 14:51:51] AA5=Flurry of Life
[06/19/2016 14:51:51] AA6=Channeling the Divine
[06/19/2016 14:51:51] ====Memorized Spells====
[06/19/2016 14:51:51] SpellGem1: Rallied Shield of Vie
[06/19/2016 14:51:51] SpellGem2: Courage
[06/19/2016 14:51:51] SpellGem3: Devout Light
[06/19/2016 14:51:51] SpellGem4: Devout Remedy
[06/19/2016 14:51:51] SpellGem5: Larger Reviviscence
[06/19/2016 14:51:51] SpellGem6: Unwavering Hammer of Zeal

SwarmIf0=!${Pet.ID} (Celestial hammer, no mana cost)
SwarmIf1=!${Pet.ID} && ${Me.PctMana}>=70 Unwavering Hammer of Zeal, won't cast under 70% mana
 
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Doesn't that just drain the cleric down to 70% then? And if the cleric is below 70% and you still want to keep casting the hammer?

How do you stop the chain casting when the cleric's mana is above 70% as well?
 
So you want it to cast it, but not as often? What I have up there will cast it if you are above 70% mana and don't currently have a pet up, so that's once per mob
 
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so swarm pets dont show up with Me.Pet.ID unless something has changed. MQ2 has never had a Me.SwarmPet type TLO member either. I'd assume it is somehow mappable rather than brute force, but it isnt done yet. Instead of Me.Pet.ID you would need to check a SpawnCount. I forget the exact format but it is something like YourName's Pet for most swarm pets:

SwarmIfX=!${SpawnCount[${Me.Name}'s pet]}

You'd obviously need to change that to whatever the pets are called if not Name's pet

An alternative that I could code in is to have the option to only cast spells once per mob no matter what. It would actually be pretty easy to add in but it would add to the ever growing ini options.
 
Well, on the TLP server, it would cast the spell repeatedly, until you reached 70% mana with that setting. Somehow, it doesn't see that you already have a pet. The wizard's swarm pet works a bit more reliably on live servers.