You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

181

Saturday, August 15th 2009, 5:03am

Quoted from "hajameslo2;138291"

ok first can someone send me a macro for a actoin like mining then a macro for going to a locatoin and targeting the thing in front of you or targetting a locatoin and also is there a macro cammand for targetting resourses


there rnt any macros for gathering mats or moving to a location.
use the macro below to target the enemy in front of u

/script TargetNearestEnemy();

182

Sunday, August 16th 2009, 10:50am

For first, thanks to Sixpax that corrected my problems. Well, actually I guess I miss something because I thought that macros like <</script if (UnitHealth("player")/UnitMaxHealth("player")<=.85) then UseAction(9); end>> would enter in action when the health goes under 85%...but actually this macro works only if i press its button. Do you have any ideas about the reason of this thing? Otherwise I'll simply click on the potion, without creating a macro....

Hope you'll answer soon and thanks too.

183

Sunday, August 16th 2009, 10:58am

Target nearest enemy

I have another problem, cause I copied and pasted your Targetnearestenemy macro that you link in the first page, but it doesn't work: it make my char say nothing, in other words it's like when you send a chat message without writing anything.

184

Tuesday, August 18th 2009, 1:34pm

Quoted from "SlothfulJim;145852"

For first, thanks to Sixpax that corrected my problems. Well, actually I guess I miss something because I thought that macros like <</script if (UnitHealth("player")/UnitMaxHealth("player")<=.85) then UseAction(9); end>> would enter in action when the health goes under 85%...but actually this macro works only if i press its button. Do you have any ideas about the reason of this thing? Otherwise I'll simply click on the potion, without creating a macro....

Hope you'll answer soon and thanks too.


There's no inherent looping in scripts. If you want it to loop, you have to put in the code to do it.

Quoted from "SlothfulJim;145852"

I have another problem, cause I copied and pasted your Targetnearestenemy macro that you link in the first page, but it doesn't work: it make my char say nothing, in other words it's like when you send a chat message without writing anything.


If you copied and pasted from the forums into your macro editor, it might have added a hidden control character on the end of each line. Hit backspace after each line and if it doesn't erase anything visible then you deleted it and you're good. The reason for the "say nothing" is you have blank lines in your macro (typically the first or last line). Delete them.

185

Tuesday, August 18th 2009, 2:30pm

Again thanks Sixpax,
You meant that i must look for a specific code that check the if stetement exist.... I searched but I found something but I don't understand it very well...Since I did a little Turbopascal at school, I thought that if statements included his own check...

I also checked the link at the bottom of your window, but I can't understand a thing: by creating the folder you suggest, are we still talinkg about macros, or about addon?

P.S. Can you tell me your in-game nick and server, so we can directly talk?

186

Tuesday, August 18th 2009, 2:34pm

Six,
Thanks for targetnearestenemy, it had a blank line above the code and I didn't noticed. Now it works.

187

Tuesday, August 18th 2009, 4:31pm

Quoted from "SlothfulJim;147323"

Again thanks Sixpax,
You meant that i must look for a specific code that check the if stetement exist.... I searched but I found something but I don't understand it very well...Since I did a little Turbopascal at school, I thought that if statements included his own check...


Actually what I was saying is the macro only executes when you hit the button (it's not running constantly). To make it run constantly you have to write the lines to do that (there's example of this in other posts on this forum).

Quoted from "SlothfulJim;147323"

I also checked the link at the bottom of your window, but I can't understand a thing: by creating the folder you suggest, are we still talinkg about macros, or about addon?


It's very much like making an addon, but it's just creating functions that you can call from your macros, rather than writing something that runs all by itself.

Quoted from "SlothfulJim;147323"

P.S. Can you tell me your in-game nick and server, so we can directly talk?


Stalker! Just kidding... I'll PM you my char names.

Tigsman

Trainee

Posts: 126

Location: ATL

Occupation: Fixing Things

  • Send private message

188

Thursday, August 27th 2009, 1:06am

Quoted from "othercat;27373"

I don't think I've seen any autoloot-related macros yet, so here are two simple ones that I've found useful.

Source code

1
/script if (BOOTYFRAME_AUTO_TAKE==true) then BOOTYFRAME_AUTO_TAKE=false; else BOOTYFRAME_AUTO_TAKE=true; end
^Enables/Disables Autoloot on the fly. I kept forgetting to turn it off when I didn't need to be a Hoover, and didn't really like digging into the appropriate menus while getting the snot beat out of me in an instance.

Source code

1
/script if (BOOTYFRAME_AUTO_TAKE==true) then DEFAULT_CHAT_FRAME:AddMessage("Auto Loot Enabled!"); else DEFAULT_CHAT_FRAME:AddMessage("Auto Loot Disabled!"); end
^Checks to see if Autoloot is enabled. Quicker than digging through the menu to check on it if I can't remember which way it's set.



sorry for necroposting, but my wife and I along with guildies were looking for a quick 1 click way of autoloot on and off. Your example made it possible.

thanx

for anyone else wanting it:

Source code

1
/script if (BOOTYFRAME_AUTO_TAKE==true) then BOOTYFRAME_AUTO_TAKE=false,DEFAULT_CHAT_FRAME:AddMessage("Autoloot Disabled!"); else BOOTYFRAME_AUTO_TAKE=true,DEFAULT_CHAT_FRAME:AddMessage("Autoloot Enabled!"); end


I'm no coder, just a simple find, tweak it and make it work kinda guy, so dont anyone ask me for upgrades please lol


T

189

Wednesday, September 2nd 2009, 6:16pm

I do not understand the syntax of macros. For example, if I want to create a macro to cast the spell lightning, do I write " /cast lightning"? Because it doesn't work. Am I supposed to put lightnng in quotes? What?

jsalemi

Trainee

Posts: 133

Location: VA, USA

  • Send private message

190

Wednesday, September 2nd 2009, 11:14pm

No quotes, but you must spell the name of the spell/attack exactly, including capital letters. So /cast lightning won't work, but /cast Lightning will.

191

Thursday, September 3rd 2009, 2:47pm

Thanks, Jsalemi.

192

Thursday, September 3rd 2009, 3:17pm

Not quite so simple macro

Ok, so now I want to create a macro that consists of several spells. And I must be getting the syntax wrong. I write "/cast Wind Arrows;" and on the next line "/cast Autoshot;" and on the next line "/cast Vampire Arrows" and what happens is that the Wind Arrows and the Vampire Arrows take effect but the Autoshot does not. Figuring that it might be something special about Autoshot, I changed the sequence to Wind Arrows, Vampire Arrows, Lightning and Fireball. The Wind Arrows, the Lightning and the Fireball took effect, but the Vampire Arrows did not. What am I doing wrong?

jsalemi

Trainee

Posts: 133

Location: VA, USA

  • Send private message

193

Thursday, September 3rd 2009, 4:23pm

You have to take skill cool down into account, even for instant spells. So you need a "/wait x" command between each of the others. Depending on system speed, "/wait .75" usually works -- you can adjust it up or down depending on your system.

Oh, and you don't need the semicolon after each line for simple macros like this.

194

Thursday, September 3rd 2009, 10:02pm

Thanks again, Jsalemi. I presume the .75 is interpreted as three-quarters of a second? I have another question. The range of my Wind Arrows is longer than that of Autoshot and Vampire Arrows and they are both longer than the range of Lightning. Is there a way I can design a macro that casts a spell as soon as the target is within range and doesn't try to do it before? That is, I wait to cast the macro until the Wind Arrows are in range. Assume I write the macro so that I insert a .75 wait after Wind Arrows and before Autoshot. Once the macro starts, it will cast Wind Arrows, wait .75, then how can I get it to wait until Autoshot is in range? Or will I have to wait until all the spells in the macro are within range before launching the macro?

jsalemi

Trainee

Posts: 133

Location: VA, USA

  • Send private message

195

Friday, September 4th 2009, 4:32pm

Figuring out if a skill is available is beyond my knowledge, but there are examples here and there in this forum on how to do it. And yea, the .75 is 3/4 of a second.

196

Friday, September 4th 2009, 6:30pm

Quoted from "Plecad;156655"

Thanks again, Jsalemi. I presume the .75 is interpreted as three-quarters of a second? I have another question. The range of my Wind Arrows is longer than that of Autoshot and Vampire Arrows and they are both longer than the range of Lightning. Is there a way I can design a macro that casts a spell as soon as the target is within range and doesn't try to do it before? That is, I wait to cast the macro until the Wind Arrows are in range. Assume I write the macro so that I insert a .75 wait after Wind Arrows and before Autoshot. Once the macro starts, it will cast Wind Arrows, wait .75, then how can I get it to wait until Autoshot is in range? Or will I have to wait until all the spells in the macro are within range before launching the macro?


GetActionUsable() is the only sure-fire way to check to see if a skill is ready. You can do checks for cooldown and pre-reqs (such as target has a certain debuff) but not a range check. Only GetActionUsable() will check everything.

197

Friday, September 4th 2009, 10:05pm

GetActionUsable()? Is that a macro command? Do you put a slash in front of it? And I presume that what goes between the brackets is the spell name? So would it be /Flame then on the next line /wait .75 then on the next line /GetActionUsable(Autoshot)? Thanks for your help.

198

Tuesday, September 8th 2009, 4:07pm

Quoted from "Plecad;157085"

GetActionUsable()? Is that a macro command? Do you put a slash in front of it? And I presume that what goes between the brackets is the spell name? So would it be /Flame then on the next line /wait .75 then on the next line /GetActionUsable(Autoshot)? Thanks for your help.


Unfortunately, GetActionUsable() is dependent on hotbar location for the action. So, for instance, if you have Flame in slot #1, Shot in slot #2, and Wind Arrows in slot #3, your macro would look like this:

Source code

1
/run if GetActionUsable(1) then UseAction(1) elseif GetActionUsable(2) then UseAction(2) else UseAction(3) end


So it's basically a priority of Flame > Shot > Wind Arrows.

199

Wednesday, September 9th 2009, 2:37pm

Thank you, Sixpax. I'll see what I can do with this.

Posts: 23

Location: Whiteman AFB, MO

  • Send private message

200

Sunday, October 11th 2009, 2:46am

I know you can hide warning frame but is there away to stop the little noise it makes?