pull snip mod..

kombat

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im using an older mac from here,

it has this line in the pull sub /if (${Target.PctHPs}==100) /goto :pullLoop

rather than use this beat on a mob until <100 hp untill returning to camp and on some mobs being summoned all the way back making it a long trip...

i would like to know how to change it so as soon as it sees the swords in the hp/mana/end window it then moves on.

so something like..

/if (${Me.> i need somthing here <}) /goto :pullLoop

thanks in advance :). :cool:
 
${Me.CombatState.Equal[COMBAT]}

http://www.macroquest2.com/wiki

In the future use the wiki to figure out what you want. You know you wanted something that had to do with your character. So go check out character datatype. Spawn datatype can also apply, so check it out too. You would scroll down and see that combatstate member and see the different options. You would see it is a string and you can click string and it shows you the .Equal, .NotEqual, .Compare and several other things to figure out what result you want.
 
thanks

thanks Pete thats almost what im looking for :)..

ive turned off auto attack right from the getgo untill i get back to camp,

i dont want to damage the mob and be sumoned,

just get the mobs agro and that agro swtich is what im after not me in combat.

..i probably should have explained a little more.

..plus im new at this so im not really sure what im looking for.

..thank for pointing me in the right direction,ill take a look :). :cool:
 
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It's a lot easier when you post the code. Use code tags if you do:
[code]
stuff
[/code]

I know what you're asking for, I just don't know how whatever macro you have is implementing it.
 
this is it.


Code:
Sub Pull

   /call check
   
   /echo Pulling Mob
   /stand
   /declare TargDist float local
 
   :PullLoop
 
      /doevents
      /attack off
      
      /if (!${Me.Combat}) {
      /doability "Taunt"
      /popup [test LOS here]
      }

      /call MoveToMob 
      /if (!${Target.ID}) /return 
      /face fast 
      /if (${Target.PctHPs}==100) /goto :PullLoop
 
      /if (${Target.PctHPs}<21) /return 
      /if (${Math.Distance[${Anchor[1]}, ${Anchor[2]}]}>50) /call MoveToLoc ${RT_MyyLOC} ${RT_MyXLOC} 
      /if (!${Target.ID}) /return 
      /face fast
      /if (${Target.Distance}>50) /target clear  
      /
      /keypress back

      :retarget

      /keypress back
      /popup [Checking Target]
      /delay 1s
      
      } Else {

      /if (${SpawnCount[npc radius 50]}>0) /target npc zradius 20 range 01 100 
      /popup [ReTargeting]
      /delay 1s
      
      /goto :retarget
      }
 
   :Engage 
      /varset TargDist ${Math.Distance[${Target.Y},${Target.X},0:${Me.Y},${Me.X},0]} 
      /if ( ${TargDist}<50) /return 
      /goto :Engage 
/return

currently attack is turned off so i dont run up and smack it and get sumoned.....so i stand there and get bashed till my DS takes them down to %99,.. then i return to camp.

what i see when i get to the mob is my icon with hp/man/end in it gets the swords smaller icon in it.. i was hopeing to use that as the switch to send me back to camp...but im just not sure what im looking for, i know im close.
 
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That isnt the whole macro and doesnt show some needed parts. What *is* there hurts my eyes. It really needs rewritten entirely for that routine. I am guessing the rest of the macro is similarly written.
 
this is just an old pull macro i found on this site...the pull sub part of it.
 
If you're interested in not hurting the mob, I would suggest creating a bandolier in game that has a non-weapon primary and shield (such as Draconic Scepter). At the beginning of pull routine, swap to that bandolier. When back at camp, swap back. This will avoid riposte damage (except for few situations, such as monks with riposte kick).