Need Help with some Hunter Mac editing...

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Madelyn

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Awesome JOB Z1 ------I did an edit and put the new target sub over the old one and changed taunt to face mob and /range I hope it works.. Ran it for awhile worked very very WELL...

Code:
|I am using Hunter MAC.. and Trying to EDIT it so 
| it can be a STATIC Pull Macro Using a warrior.

Sub Main 

   |------------------------------------------------------------ 
   |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  230
   |------------------------------------------------------------ 
   |How far is the combat range? 
   |------------------------------------------------------------ 
   /declare RV_Range            int outer 10 
   |------------------------------------------------------------ 
   |What is the minimum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MinZRange        int outer  -165
   |------------------------------------------------------------ 
   |What is the maximum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MaxZRange        int outer  -150
   |------------------------------------------------------------ 
   |Should I loot all items? 
   |------------------------------------------------------------ 
   /declare RV_LootAllItems     int outer  0 
   |------------------------------------------------------------ 
   |Should I display stats? 
   |------------------------------------------------------------ 
   /declare RV_DisplayStats     int outer  1 

   /declare campx int outer ${Me.X}
   /declare campy int outer ${Me.Y}
   |------------------------------------------------------------ 
   |Loot Array Information. 
   |------------------------------------------------------------ 
   /call ReadINI HunterMob.ini "${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 GetTarget2 

   :KillAdds 
   /if (${RV_HasTarget}) /call MoveToMob 
   /if (${RV_HasTarget}) /call CombatSub 
   /if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) /call LootMob 
   /if (${RV_DisplayStats}) /call DisplayStats 
   /call ResetSub 

   /varset RV_RandomWait ${Math.Rand[5]} 
   /varcalc RV_RandomWait ${RV_RandomWait}+1 
   /echo Paranoia - Waiting ${RV_RandomWait} seconds before resuming 
   /delay ${RV_RandomWait}s 
    
   /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 GetTarget2
/declare count int local
/declare mobcheck int local
:Acquire 
/if (${SpawnCount[npc radius ${RV_MaxRadius}]}) {
	/for count 1 to ${SpawnCount[npc radius ${RV_MaxRadius}]}
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}<${RV_MinZRange}) /goto :next
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}>${RV_MaxZRange}) /goto :next
		/for mobcheck 1 to ${RV_MobArray.Size}
			/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].CleanName.Equal[${RV_MobArray[${mobcheck}]}]}) /goto :goodname
		/next mobcheck
		/goto :next

		:goodname
		/squelch /tar ID ${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID}
		/delay 1s (${Target.ID}==${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID})
		/if (${Target.PctHPs}<100) {
			/squelch /target clear
			/goto :next
		}

		/varset RV_HasTarget 1 
		/varset RV_MyTargetName ${Target.CleanName} 
		/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]}
		/return
		
		:next
	/next count
}
/delay 2s 
/varcalc RV_FailCounter ${RV_FailCounter}+1 
/echo Failed to Acquire Target in Range ${RV_MaxRadius} ${RV_FailCounter} Time(s) 
/if (${RV_FailCounter}>=${RV_FailMax}) { 
	/echo Waiting for Respawns, Resetting Failure Counter... 
	/delay 60s 
	/varset RV_FailCounter 0 
	} 
/goto :Acquire 
/return
|-------------------------------------------------------------------------------- 
|SUB: Moving 
|-------------------------------------------------------------------------------- 
Sub MovetoMob
	/declare taunttimeout timer local
	:taunt
	/if (!${taunttimeout}) {
		/Face Fast
 		/varset taunttimeout 6s
	}
	/delay 5
              /range
	/if (${Target.Distance}>=20) /goto :taunt

	/if (${Target.Distance}<20 && ${Target.LineOfSight}) {
		/return
	} else {
		/goto :taunt
	}
/return

|-------------------------------------------------------------------------------- 
|SUB: Combat 
|-------------------------------------------------------------------------------- 
Sub CombatSub 

   /echo Attacking Mob NOW! 
   /varset RV_Fighting 1 
   /varset RV_TargetDead 0 
    
   :CombatLoop 
   /doevents
   /face fast
   /stick hold 10 moveback 
   /attack on
   /delay 10
    

   /if (!${Target.ID}) { 
      /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: 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 
   /delay 2s 
   /if (!${Corpse.Items}) { 
      /echo NO LOOT! Cheap Bastard! 
      /return 
   } 

   /varset LootTotal ${Corpse.Items} 
   /for LootSlot 1 to ${LootTotal} 
      /itemnotify loot${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 
   /delay 2 
    
/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 
   /if (${Math.Distance[${campy},${campx}]}>10) /squelch /moveto loc ${campy} ${campx}
   /delay 5s !${Me.Moving}
/return 

|-------------------------------------------------------------------------------- 
|SUB: Obstacle Avoidance 
|-------------------------------------------------------------------------------- 
Sub HitObstacle 

   /echo Obstacle hit, moving around it... 
   /keypress forward 
   /keypress back hold 
   /delay 3 
   /keypress back 
   /if (${Math.Rand[100]}+1>50) { 
     /keypress strafe_right hold 
   } else { 
     /keypress strafe_left hold 
   } 
   /delay 5 
   /keypress strafe_right 
   /keypress strafe_left 
   /keypress forward hold 
    
/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 ${nValues} 
      /if (${FileName.Equal["HunterMob.ini"]}) { 
         /varset RV_MobArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_MobStats[${nArray}] 0 
      } 
      /if (${FileName.Equal["HunterLoot.ini"]}) { 
         /varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_LootStats[${nArray}] 0 
      } 
   /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
 
Last edited:
Code:
Sub MovetoMob
/decalare taunttimout timer local
:Pulling
:taunt
/if (!${taunttimedouttaunt}){
/taunt
/varsettaunttimeout 6s
}
/delay 5
    /if (${Target.Distance}<=20) /goto :taunted          
 /if (${Target.Distance}<=15 && ${Target.LineOfSight}) {
    /stick 10

Need Combat Code here?
 
Last edited:
ok heres a possible fix for the issue your having with acquiring targets. Add this sub to the bottom of the macro:

Code:
Sub GetTarget2
/declare count int local
/declare mobcheck int local
:Acquire 
/if (${SpawnCount[npc radius ${RV_MaxRadius}]}) {
	/for count 1 to ${SpawnCount[npc radius ${RV_MaxRadius}]}
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}<${RV_MinZRange}) /goto :next
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}>${RV_MaxZRange}) /goto :next
		/for mobcheck 1 to ${RV_MobArray.Size}
			/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].CleanName.Equal[${RV_MobArray[${mobcheck}]}]}) /goto :goodname
		/next mobcheck
		/goto :next

		:goodname
		/squelch /tar ID ${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID}
		/delay 1s (${Target.ID}==${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID})
		/if (${Target.PctHPs}<100) {
			/squelch /target clear
			/goto :next
		}

		/varset RV_HasTarget 1 
		/varset RV_MyTargetName ${Target.CleanName} 
		/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]} 
		/return
		
		:next
	/next count
}
/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

Also in your sub main make the following change:
Code:
   :Start 
   /doevents 
   /call GMCheck 
   [COLOR="Red"]/call GetTarget2 [/COLOR]

   :KillAdds

Try it out and see if it acquires targets better.
 
Last edited:
Madelyn said:
Sub MovetoMob
lots of issues with the current movetomob sub... try this one inplace of the origional.
Code:
Sub MovetoMob
	/declare taunttimeout timer local
	:taunt
	/if (!${taunttimeout}) {
		/taunt
		/varset taunttimeout 6s
	}
	/delay 5
	/if (${Target.Distance}<=20) /goto :taunt

	/if (${Target.Distance}<=15 && ${Target.LineOfSight}) {
		/return
	} else {
		/goto :taunt
	}
/return
 
Last edited:
does /taunt actually work? thought it was /doability taunt.

Also these dont need the Int part of this, you have several left in.

HTML:
${Int[${Target.PctHPs}]}<100

should be

${Target.PctHPs}<100
 
Code:
[The Plane of Fire] 
Mob1=a doomfire guardian
Mob2=a doomfire champlain
Mob3=a doomfire wizard
Mob4=a doomfire enchanter
Mob5=a doomfire soldier
Mob6=a doomfire protector
 
Code:
|I am using Hunter MAC.. and Trying to EDIT it so 
| it can be a STATIC Pull Macro Using a warrior.

Sub Main 

   |------------------------------------------------------------ 
   |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  500
   |------------------------------------------------------------ 
   |How far is the combat range? 
   |------------------------------------------------------------ 
   /declare RV_Range            int outer 10 
   |------------------------------------------------------------ 
   |What is the minimum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MinZRange        int outer  -40
   |------------------------------------------------------------ 
   |What is the maximum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MaxZRange        int outer  40
   |------------------------------------------------------------ 
   |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 GetTarget2 

   :KillAdds 
   /if (${RV_HasTarget}) /call MoveToMob 
   /if (${RV_HasTarget}) /call CombatSub 
   /if (${RV_HasTarget}) /call MoveToMob 
   /if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) /call LootMob 
   /if (${RV_DisplayStats}) /call DisplayStats 
   /call ResetSub 

   /varset RV_RandomWait ${Math.Rand[5]} 
   /varcalc RV_RandomWait ${RV_RandomWait}+1 
   /echo Paranoia - Waiting ${RV_RandomWait} seconds before resuming 
   /delay ${RV_RandomWait}s 
    
   /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 
   :Acquire 
   /for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100 
      /for RV_TargetSub 1 to ${RV_MobArray.Size} 
         /squelch /target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}" 
         /varset RV_MyTargetID ${Target.ID} 
         /varset RV_MyTargetDead 0 
         /if (${Target.ID}) { 
            /if (${Int[${Target.PctHPs}]}<100) { 
               /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
	/declare taunttimeout timer local
	:taunt
	[COLOR="Red"]/if (!${taunttimeout}){
		/taunt
		/varset taunttimeout 6s
	}[/COLOR]	/delay 5
	/if (${Target.Distance}<=20) /goto :taunt

	/if (${Target.Distance}<=15 && ${Target.LineOfSight}) {
		/return
	} else {
		/goto :taunt
	}
/return

|-------------------------------------------------------------------------------- 
|SUB: Combat 
|-------------------------------------------------------------------------------- 
Sub CombatSub 

   /echo Attacking Mob NOW! 
   /varset RV_Fighting 1 
   /varset RV_TargetDead 0 
    
   :CombatLoop 
   /doevents 
   /attack on
   /delay 10
    

   /if (!${Target.ID}) { 
      /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: 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 
   /delay 2s 
   /if (!${Corpse.Items}) { 
      /echo NO LOOT! Cheap Bastard! 
      /return 
   } 

   /varset LootTotal ${Corpse.Items} 
   /for LootSlot 1 to ${LootTotal} 
      /itemnotify loot${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 
   /delay 2 
    
/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: Obstacle Avoidance 
|-------------------------------------------------------------------------------- 
Sub HitObstacle 

   /echo Obstacle hit, moving around it... 
   /keypress forward 
   /keypress back hold 
   /delay 3 
   /keypress back 
   /if (${Math.Rand[100]}+1>50) { 
     /keypress strafe_right hold 
   } else { 
     /keypress strafe_left hold 
   } 
   /delay 5 
   /keypress strafe_right 
   /keypress strafe_left 
   /keypress forward hold 
    
/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 ${nValues} 
      /if (${FileName.Equal["HunterMob.ini"]}) { 
         /varset RV_MobArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_MobStats[${nArray}] 0 
      } 
      /if (${FileName.Equal["HunterLoot.ini"]}) { 
         /varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_LootStats[${nArray}] 0 
      } 
   /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

Sub GetTarget2
/declare count int local
/declare mobcheck int local
:Acquire 
/if (${SpawnCount[npc radius ${RV_MaxRadius}]}) {
	/for count 1 to ${SpawnCount[npc radius ${RV_MaxRadius}]}
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}<${RV_MinZRange}) /goto :next
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}>${RV_MaxZRange}) /goto :next
		/for mobcheck 1 to ${RV_MobArray.Size}
			/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].CleanName.Equal[${RV_MobArray[${mobcheck}]}]}) /goto :goodname
		/next mobcheck
		/goto :next

		:goodname
		/squelch /tar ID ${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID}
		/delay 1s (${Target.ID}==${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID})
		/if (${Target.PctHPs}<100) {
			/squelch /target clear
			/goto :next
		}

		/varset RV_HasTarget 1 
		/varset RV_MyTargetName ${Target.CleanName} 
		/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]} 
		/return
		
		:next
	/next count
}
/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
 
/taunt allows any class to taunt, from any distance

/doability taunt does the legit version, restricted by class and range.
 
Code:
|I am using Hunter MAC.. and Trying to EDIT it so 
| it can be a STATIC Pull Macro Using a warrior.

Sub Main 

   |------------------------------------------------------------ 
   |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  230
   |------------------------------------------------------------ 
   |How far is the combat range? 
   |------------------------------------------------------------ 
   /declare RV_Range            int outer 10 
   |------------------------------------------------------------ 
   |What is the minimum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MinZRange        int outer  -165
   |------------------------------------------------------------ 
   |What is the maximum Z Value of mobs I should target? 
   |------------------------------------------------------------ 
   /declare RV_MaxZRange        int outer  -150
   |------------------------------------------------------------ 
   |Should I loot all items? 
   |------------------------------------------------------------ 
   /declare RV_LootAllItems     int outer  0 
   |------------------------------------------------------------ 
   |Should I display stats? 
   |------------------------------------------------------------ 
   /declare RV_DisplayStats     int outer  1 

   /declare campx int outer ${Me.X}
   /declare campy int outer ${Me.Y}
   |------------------------------------------------------------ 
   |Loot Array Information. 
   |------------------------------------------------------------ 
   /call ReadINI HunterMob.ini "${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 GetTarget2 

   :KillAdds 
   /if (${RV_HasTarget}) /call MoveToMob 
   /if (${RV_HasTarget}) /call CombatSub 
   /if (${RV_HasTarget} && (${Defined[RV_LootArray]} || ${RV_LootAllItems})) /call LootMob 
   /if (${RV_DisplayStats}) /call DisplayStats 
   /call ResetSub 

   /varset RV_RandomWait ${Math.Rand[5]} 
   /varcalc RV_RandomWait ${RV_RandomWait}+1 
   /echo Paranoia - Waiting ${RV_RandomWait} seconds before resuming 
   /delay ${RV_RandomWait}s 
    
   /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 
   :Acquire 
   /for RV_CurrentRadius 100 to ${RV_MaxRadius} step 100 
      /for RV_TargetSub 1 to ${RV_MobArray.Size} 
         /squelch /target radius ${RV_CurrentRadius} nopcnear notid ${RV_InvalidTargetID} npc "${RV_MobArray[${RV_TargetSub}]}" 
         /varset RV_MyTargetID ${Target.ID} 
         /varset RV_MyTargetDead 0 
         /if (${Target.ID}) { 
            /if (${Int[${Target.PctHPs}]}<100) { 
               /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
	/declare taunttimeout timer local
	:taunt
	/if (!${taunttimeout}) {
		/taunt
		/varset taunttimeout 6s
	}
	/delay 5
	/if (${Target.Distance}>=20) /goto :taunt

	/if (${Target.Distance}<20 && ${Target.LineOfSight}) {
		/return
	} else {
		/goto :taunt
	}
/return

|-------------------------------------------------------------------------------- 
|SUB: Combat 
|-------------------------------------------------------------------------------- 
Sub CombatSub 

   /echo Attacking Mob NOW! 
   /varset RV_Fighting 1 
   /varset RV_TargetDead 0 
    
   :CombatLoop 
   /doevents
   /face fast
   /stick hold 10 moveback 
   /attack on
   /delay 10
    

   /if (!${Target.ID}) { 
      /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: 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 
   /delay 2s 
   /if (!${Corpse.Items}) { 
      /echo NO LOOT! Cheap Bastard! 
      /return 
   } 

   /varset LootTotal ${Corpse.Items} 
   /for LootSlot 1 to ${LootTotal} 
      /itemnotify loot${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 
   /delay 2 
    
/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 
   /if (${Math.Distance[${campy},${campx}]}>10) /squelch /moveto loc ${campy} ${campx}
   /delay 5s !${Me.Moving}
/return 

|-------------------------------------------------------------------------------- 
|SUB: Obstacle Avoidance 
|-------------------------------------------------------------------------------- 
Sub HitObstacle 

   /echo Obstacle hit, moving around it... 
   /keypress forward 
   /keypress back hold 
   /delay 3 
   /keypress back 
   /if (${Math.Rand[100]}+1>50) { 
     /keypress strafe_right hold 
   } else { 
     /keypress strafe_left hold 
   } 
   /delay 5 
   /keypress strafe_right 
   /keypress strafe_left 
   /keypress forward hold 
    
/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 ${nValues} 
      /if (${FileName.Equal["HunterMob.ini"]}) { 
         /varset RV_MobArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_MobStats[${nArray}] 0 
      } 
      /if (${FileName.Equal["HunterLoot.ini"]}) { 
         /varset RV_LootArray[${nArray}] ${Ini[${FileName},${SectionName},${ArrayType}${nArray}]} 
         /varset RV_LootStats[${nArray}] 0 
      } 
   /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

Sub GetTarget2
/declare count int local
/declare mobcheck int local
:Acquire 
/if (${SpawnCount[npc radius ${RV_MaxRadius}]}) {
	/for count 1 to ${SpawnCount[npc radius ${RV_MaxRadius}]}
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}<${RV_MinZRange}) /goto :next
		/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].Z}>${RV_MaxZRange}) /goto :next
		/for mobcheck 1 to ${RV_MobArray.Size}
			/if (${NearestSpawn[${count},npc radius ${RV_MaxRadius}].CleanName.Equal[${RV_MobArray[${mobcheck}]}]}) /goto :goodname
		/next mobcheck
		/goto :next

		:goodname
		/squelch /tar ID ${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID}
		/delay 1s (${Target.ID}==${NearestSpawn[${count},npc radius ${RV_MaxRadius}].ID})
		/if (${Target.PctHPs}<100) {
			/squelch /target clear
			/goto :next
		}

		/varset RV_HasTarget 1 
		/varset RV_MyTargetName ${Target.CleanName} 
		/echo Acquired ${Target.CleanName} at range ${Int[${Target.Distance}]}
		/return
		
		:next
	/next count
}
/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
 
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