${Me.Mercenary.Equal[ACTIVE]}
${Mercenary.State.Equal[ACTIVE]}
FWIW, I just pushed a loader update (to live, I'll do test & emu's a bit later) that backs up the macroquest.ini file for up to 10 backups on loader run, and/or when you hit Save from Plugin Configuration. They are named like macroquest.inX where X is 0 to 9 (0 being most recent backup, all the way to 9 being oldest backup). At least that will give you some capability in case of any mistakes or errors.Restore macroquest.ini back to your previous version. should have ur old plugins.
I just did restore on mine.
That's awesome thanks htw!
Is the bug fixed that is erasing the macroquest.ini file? I tried to play today and my ini file had erased again. I'm in no rush to play really so I will just wait it out till it's fixed.
Getting this message - DoCommand - Couldn't parse '/casting etc etc
Which plugin have I not turned on?
I tracked it down, by checking version info for the couple people who had it happen (the plugin config gone) - and it was a bad merge / buggy version from a couple of days ago when the custom plugin section was added (CustomPlugins.ini). It was corrected later that day, but a few people would have got bit by it before the fixed release was done. So in other words, the problem is definitely gone, just make sure you save your new config the way you want (and make sure you are using the latest release).From my testing it seems gone. We still are unsure what triggered it.
You assume correct:are Mecenaries inheriting the spawn object? I would assume mercenaries would continue to inherit the spawn object for consistency
10 Oct 2013 by EqMule
-Added new TLO ${Mercenary}
It returns a SpawnType so you have access to all spawnmembers as well as:
${Mercenary.Stance} which returns a string with the current Stance the mercenary is in for example "Passive"