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685 lines (555 loc) · 20.5 KB
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|**
Based off HyperFish.mac by Fibby based & adv_fish.mac by Panther
HyperFish.Mac written by Simkin (Version 1.5 August 16th, 2006)
Version History
---------------
Version 1.6 8/17/2020 - Minor bug fixes, added User Setting for Destroy, changed Bait Despenser to slot 10 - Fizzun
Version 1.5 8/27/2006 - Switched to using Short Zone Names - HTW
Version 1.4 8/16/2006 - New [Destroy] section required to delete items
Version 1.3 8/11/2006 - add Anizok's Bait Dispenser
Version 1.2 8/10/2006 - inital re-write of HyperFish
========================
PURPOSE
========================
HyperFish is designed to be the next generation "smart" fishing automation macro.
It will auto replace any broken poles that may have met their demise at your hands either
by searching your inventory for one or summoning one from a Fisherman's Companion.
This Macro is INI driven for its "loot" tables on a per zone basis. If there is a Zone
definition found in the INI, the macro will only keep items listed in that section.
If there are no loot items defined in the zone section of the INI file, then the macro
will assume that you want to "keep" all things that are edible and drop all "non food"
items.
If it happens to fish a no-drop, non-food item, and that item is not declared in
your loot tables, you can have the macro destroy it. Due to the dangers of this, it is
turned off by default.
========================
HOW TO USE
========================
The macro is best used with an accompanying INI file called HyperFish2.ini
located in the same directory as this macro. See below for a sample of how
to build one.
It is also recommended you use a Fisherman's Companion, obtained
very easily. See: http://everquest.allakhazam.com/db/item.html?item=16653
Place your Fisherman's Companion in one of your main inventory slot
It will use an Anizok's Bait Dispenser if you have one and enable the macro flag.
To use, place your Anizok's Bait Dispenser in slot 10
Inventory
_______ ___________________
| 1 | 6 | | 1 | 2 | 3 | 4 | 5 |
|___|___| |___|___|___|___|___|
| 2 | 7 | | 6 | 7 | 8 | 9 | 10|
|___|___| |___|___|___|___|___|
| 3 | 8 |
|___|___|
| 4 | 9 |
|___|___|
| 5 | 10|
|___|___|
Add a section to HyperFish2.ini called [Bait] that lists all the fish you will
use to make bait with. e.g.
[Bait]
Loot1=Fresh Fish
Loot2=Green Fish
Loot3=and so on
Add a section to HyperFish2.ini called [Destroy] that lists all the items you
will destory if found on cursor e.g.
[Destroy]
Loot1=Rusty Dagger
Loot2=Tattered Cloth Sandal
Loot3=and so on
In the "USER SETTINGS" section, set various features to TRUE or FALSE
set_DisplayStats - echo fishing stats each cast to window
set_CampOutOnFinish - camp to select screen when macro ends gracefully (no pole/bait)
set_DropItems - Drop items not in INI
set_DoInnateCammo - remain hidden with Innate Camouflage AA
set_DoExodus - if attacked, use Exodus AA to flee and then camp to desktop
set_UseBaitDispenser - use Anizok's Bait Dispenser
set_Destroy - when set to FALSE will no longer destroy items even when listed in INI
start the macro with /mac Hyperfish2
Enjoy!
========================
SAMPLE HyperFish2.ini
========================
[Mesa]
-1=-1
Loot1=Fresh Fish
Loot2=Mountain Bass
[Neriak - Commons]
-1=-1
Loot1=Fresh Fish
[North Qeynos]
Loot1=Fresh Fish
[PoKnowledge]
-1=-1
Loot1=Fresh Fish
**|
#turbo 10
| ---------------------------------------------------------------------------
| Event Declarations
| ---------------------------------------------------------------------------
#event BrokenPole "Your fishing pole broke!"
#event LostBait "You lost your bait!"
#event NeedPole "You can't fish without a fishing pole, go buy one."
#event NothingCaught "You didn't catch anything."
#event OutOfBait "You can't fish without fishing bait, go buy some."
#event PrimaryHand "You need to put your fishing pole in your primary hand."
#event SkillUp "You have become better at #1#! (#2#)"
#event SpillBeer "You spill your beer while bringing in your line."
#event holding "You can't fish while holding something."
#event Camo "You return to view."
| Oh shit events
#event GotHit "#*#hits YOU for#*#"
#event GotHit "#*#slashes YOU for#*#"
#event GotHit "#*#crushes YOU for#*#"
#event GotHit "#*#bashes YOU for#*#"
#event GotHit "#*#kicks YOU for#*#"
#event GotHit "#*#smashes YOU for#*#"
#event GotHit "#*#mauls YOU for#*#"
#event GotHit "#*#gores YOU for#*#"
#event GotHit "#*#pierces YOU for#*#"
#event GotHit "#*#kicks YOU for#*#"
#event GotHit "#*#bashes YOU for#*#"
| ===========================================================================
| Main Macro Code
| ===========================================================================
Sub Main
| ---------------------------------------------------------------------------
| USER SETTINGS - SET THESE AS REQUIRED (TRUE / FALSE)
| ---------------------------------------------------------------------------
/declare set_DisplayStats bool outer TRUE
/declare set_DropItems bool outer TRUE
/declare set_UseBaitDispenser bool outer TRUE
/declare set_Destroy bool outer TRUE
/declare set_DoInnateCammo bool outer FALSE
/declare set_DoExodus bool outer FALSE
/declare set_CampOutOnFinish bool outer FALSE
| ---------------------------------------------------------------------------
| Counter data holders here - DO NOT CHANGE
| ---------------------------------------------------------------------------
/declare count_BrokenPole int outer 0
/declare count_ItemsKept int outer 0
/declare count_ItemsDropped int outer 0
/declare count_ItemsDestroyed int outer 0
/declare count_LostBait int outer 0
/declare count_NothingCaught int outer 0
/declare count_SpillBeer int outer 0
/declare count_TotalCasts int outer 0
| ---------------------------------------------------------------------------
| Operational variables - DO NOT CHANGE
| ---------------------------------------------------------------------------
/declare op_GotLootArray int outer 0
/declare op_LoopCounter int outer 0
/declare op_int_SkillUps int outer 0
/declare op_GotDestroyArray bool outer FALSE
/declare op_ExitMacro bool outer FALSE
/declare op_GotFishComp bool outer FALSE
/echo Starting up ${Macro}
/echo WELCOME TO HYPERFISH v1.6
/echo =======================================================
/echo \atChecking inventory for Fisherman's Companion
/if (${FindItemCount[=Fisherman's Companion]}) {
/echo \agFISHERMAN'S COMPANION FOUND!
/varset op_GotFishComp TRUE
}
/varset op_LoopCounter 0
| ---------------------------------------------------------------------------
| Load in Loot Table.
| ---------------------------------------------------------------------------
/call LoadLootArray HyperFish2.ini "${Zone.ShortName}" Loot
/if (${set_UseBaitDispenser}) /call PopulateDispenser
/call LoadDestroyArray
| ---------------------------------------------------------------------------
| Inventory anything we may have on our cursor before starting
| ---------------------------------------------------------------------------
/autoinventory
| ---------------------------------------------------------------------------
| Main Fishing loop
| ---------------------------------------------------------------------------
/echo =======================================================
/echo Cast Away!
:Fish
/if (${op_ExitMacro}) /goto :ExitMacro
/if ((${set_DoInnateCammo}) && (!${Me.Buff[Camouflage].ID})) /alt activate 80
/call GMCheck
/delay 1s
/if (${Me.AbilityReady[Fishing]}) {
/if (${Cursor.ID}) /call Looting
/delay 1s
/varcalc count_TotalCasts ${count_TotalCasts}+1
/doability Fishing
}
/doevents
/goto :Fish
| ---------------------------------------------------------------------------
| End our Macro
| ---------------------------------------------------------------------------
:ExitMacro
/echo -= Total stats for this fishing trip =-
/call DisplayStats
/if (${set_CampOutOnFinish}) {
/echo Camping to select screen
/sit off
/sit on
/camp
}
/return
| ---------------------------------------------------------------------------
| SUB : Read HyperFish2.ini and build zone looting information if available
| ---------------------------------------------------------------------------
Sub LoadLootArray(FileName, ZoneName, KeyRoot)
/echo \atAttempting to Read \ay"${ZoneName}" \atSection from \ay${FileName}
/delay 1s
/if (${Ini[${FileName},${ZoneName},Loot1,NULL].Equal[NULL]}) {
/echo The zone "${ZoneName}" was not found.
/ini "${FileName}" "${ZoneName}" -1 -1
| /delay 1s
/varset op_GotLootArray 0
/return
}
| Build loot array
/declare nValues int local 1
/declare nArray int local 0
:CounterLoop
/if (${Ini[${FileName},${ZoneName},Loot${nValues},NULL].Equal[NULL]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :CounterLoop
:MakeArray
/if (${nValues} ==0) {
/varset op_GotLootArray 0
/return
}
/if (${nValues} >0) {
/echo Creating Fishing Loot Array...
/declare RV_LootArray[${nValues}] string outer
/declare RV_LootStats[${nValues}] string outer
}
/for nArray 1 to ${nValues}
/varset RV_LootArray[${nArray}] ${Ini[${FileName},"${ZoneName}",${KeyRoot}${nArray}]}
/varset RV_LootStats[${nArray}] 0
/next nArray
/echo \ay"${ZoneName}" \atZone Information Read \agSuccessfully \atfrom \ay${FileName}\ag...
/delay 1s
/varset op_GotLootArray 1
/return
| ---------------------------------------------------------------------------
| SUB: Display fishing stats.
| ---------------------------------------------------------------------------
Sub DisplayStats
/declare LootCheck int inner 0
/echo \atTotal number of casts \aw= \ag${count_TotalCasts}
/echo \aoTotal skill ups this run \aw= \ag${op_int_SkillUps} \aw(Current=${Me.Skill[Fishing]}\aw)
/if (${RV_LootArray.Size} >0) {
/echo \atItems Kept \aw- \ay${count_ItemsKept}
/echo =======================================================
/for LootCheck 1 to ${RV_LootArray.Size}
/echo \ag${RV_LootArray[${LootCheck}]} - \ay${Int[${RV_LootStats[${LootCheck}]}]}
/next LootCheck
/echo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
}
/echo \atItems Dropped \aw- \ay${count_ItemsDropped}
/echo \atItems Destroyed \aw- \ay${count_ItemsDestroyed}
/echo \atLost Bait \aw- \ay${count_LostBait}
/echo \atBroken Poles \aw- \ay${count_BrokenPole}
/echo \atNothing Caught \aw- \ay${count_NothingCaught}
/echo \atSpilled Beer \aw- \ay${count_SpillBeer}
/echo =======================================================
/return
| ---------------------------------------------------------------------------
| SUB: Main Looting routine
| ---------------------------------------------------------------------------
Sub Looting
/declare LootCheck int inner 0
:ClearCursor
| Check the [Zone.ShortName] section to see if we want to keep this item
/for LootCheck 1 to ${RV_LootArray.Size}
/if (${Cursor.Name.Find[${RV_LootArray[${LootCheck}]}]}) {
/echo \agKeeping \ay${Cursor.Name}.
/varcalc count_ItemsKept ${count_ItemsKept}+1
/varcalc RV_LootStats[${LootCheck}] ${RV_LootStats[${LootCheck}]}+1
/autoinventory
/delay 5
/goto :FinishLooting
}
/next LootCheck
| Check the [bait] section to see if we want to keep this fish
/if (${set_UseBaitDispenser} && ${Cursor.ID}) {
/for LootCheck 1 to ${Bait_LootArray.Size}
/if (${Cursor.Name.Find[${Bait_LootArray[${LootCheck}]}]}) {
/varcalc count_ItemsKept ${count_ItemsKept}+1
/echo Keeping ${Cursor.Name} for bait.
/autoinventory
/delay 5
/goto :FinishLooting
}
/next LootCheck
}
| Check the [Destroy] section to see if we want to destroy this item
/if (${set_Destroy}) {
/if (${op_GotDestroyArray}) {
/for LootCheck 1 to ${Destroy_LootArray.Size}
/if (${Cursor.Name.Find[${Destroy_LootArray[${LootCheck}]}]}) {
/echo \arDestroying \at${Cursor.Name}.
/varcalc count_ItemsDestroyed ${count_ItemsDestroyed}+1
/destroy
/delay 5
/goto :FinishLooting
}
/next LootCheck
}
}
| Otherwise place it in the inventory unless set_DropItems is TRUE
/if (${set_DropItems} && ${Cursor.ID} >0) {
/echo Dropping ${Cursor.Name}...
/drop
/varcalc count_ItemsDropped ${count_ItemsDropped}+1
} else {
/varcalc count_ItemsKept ${count_ItemsKept}+1
/autoinventory
}
/delay 5
:FinishLooting
| Repeat this if cursor isn't empty
/if (${Cursor.ID} >0) /goto :ClearCursor
| /if ( ${Cursor.Name.Find[Homemade Bait]} ) /autoinventory
/if (${set_DisplayStats}) /call DisplayStats
/return
| ---------------------------------------------------------------------------
| SUB: Pole replacement logic
| ---------------------------------------------------------------------------
Sub FindPole
/declare PoleCounter int local 0
| We have our Fisherman's Companion, summon a fishing pole
/if (${op_GotFishComp}) {
/cast item "Fisherman's Companion"
/delay 11s
/autoinventory
/return
}
| We don't have a Fisherman's Companion, try to find a Fishing Pole
/echo SEARCHING FOR FISHING POLE
/for op_LoopCounter 1 to 8
/if (${InvSlot[pack${op_LoopCounter}].Item.Container}) {
/for PoleCounter 1 to ${InvSlot[pack${op_LoopCounter}].Item.Container}
| /echo ${InvSlot[pack${op_LoopCounter}].Item.Name} - ${InvSlot[pack${op_LoopCounter}].Item.Item[${PoleCounter}].Name}
/if (${InvSlot[pack${op_LoopCounter}].Item.Item[${PoleCounter}].Type.Equal["Fishing Pole"]}) {
/if (!${Window[pack${op_LoopCounter}].Open}) /nomodkey /itemnotify pack${op_LoopCounter} rightmouseup
/delay 3s ${Window[pack${op_LoopCounter}].Open}
/delay 5
/nomodkey /itemnotify in pack${op_LoopCounter} ${PoleCounter} leftmouseup
/delay 5
/autoinventory
/nomodkey /itemnotify pack${op_LoopCounter} rightmouseup
/goto :BreakoutLoop
}
/next PoleCounter
} else {
/if (${InvSlot[pack${op_LoopCounter}].Item.Type.Equal["Fishing Pole"]}) {
/nomodkey /itemnotify pack${op_LoopCounter} leftmouseup
/delay 5
/autoinventory
/goto :BreakoutLoop
}
}
/next op_LoopCounter
/echo We're out of Fishing Poles.
/varset op_ExitMacro TRUE
:BreakoutLoop
/return
| ---------------------------------------------------------------------------
| SUB: Check for GM's in zone (yeah, yeah, we know).
| ---------------------------------------------------------------------------
Sub GMCheck
/if (${Spawn[gm].ID}) {
/beep
/beep
/echo GM entered the zone!
/echo For safety reasons the macro is ending...
/endmacro
}
/return
| ---------------------------------------------------------------------------
| SUB: Create Array of items to destory if on cursor
| ---------------------------------------------------------------------------
Sub LoadDestroyArray
/echo \atAttempting to Read \ar[Destroy] \atSection from \ayHyperFish2.ini
/if (${Ini["HyperFish2.ini","Destroy",Loot1,NULL].Equal[NULL]}) {
/echo [Destroy] section missing from HyperFish2.ini. No items will be destroyed
/varset op_GotDestroyArray FALSE
/return
}
| Build Destroy loot array
/declare nValues int local 1
/declare nArray int local 0
:DestroyCount
/if (${Ini["HyperFish2.ini","Destroy",Loot${nValues},NULL].Equal[NULL]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :DestroyCount
:MakeArray
/echo \atI found \ag${nValues} \atdifferent items I can destroy
/echo \arDestroy \atis set to \ay${set_Destroy}
/if (!${nValues}) {
/echo Something is wrong with your [Destroy] section
/varset op_GotDestroyArray FALSE
/return
}
/declare Destroy_LootArray[${nValues}] string outer
/for nArray 1 to ${nValues}
/varset Destroy_LootArray[${nArray}] ${Ini["HyperFish2.ini","Destroy",Loot${nArray}]}
/next nArray
/delay 1s
/varset op_GotDestroyArray TRUE
/return
| ---------------------------------------------------------------------------
| SUB: Populate Anizok's Bait Dispenser array
| ---------------------------------------------------------------------------
Sub PopulateDispenser
/echo \atAttempting to Read \ay[Bait] \atSection from \ayHyperFish2.ini
/if (${Ini["HyperFish2.ini","Bait",Loot1,NULL].Equal[NULL]}) {
/echo [Bait] section missing from HyperFish2.ini. Turning off Bait Dispenser
/varset set_UseBaitDispenser FALSE
/return
}
| Build Bait loot array
/declare nValues int local 1
/declare nArray int local 0
:BaitCount
/if (${Ini["HyperFish2.ini","Bait",Loot${nValues},NULL].Equal[NULL]}) {
/varcalc nValues ${nValues}-1
/goto :MakeArray
}
/varcalc nValues ${nValues}+1
/goto :BaitCount
:MakeArray
/echo \atI found \ag${nValues} \atdifferent items I can make bait with
/if (!${nValues}) {
/echo Something is wrong with your [bait] section
/varset set_UseBaitDispenser FALSE
/return
}
/declare Bait_LootArray[${nValues}] string outer
/for nArray 1 to ${nValues}
/varset Bait_LootArray[${nArray}] ${Ini["HyperFish2.ini","Bait",Loot${nArray}]}
/next nArray
/delay 1s
/return
| ---------------------------------------------------------------------------
| SUB: MakeBait
| ---------------------------------------------------------------------------
Sub MakeBait
/declare BaitCounter int local 0
/declare BaitCompare int local 0
| Open Anizok's Bait Dispenser in slot 10
/echo Opening bait Dispenser
/if (!${Window[Pack8].Open}) /nomodkey /itemnotify pack10 rightmouseup
/delay 3s ${Window[Pack8].Open}
| Dig around and try and find a fish we can make bait out of
/for op_LoopCounter 1 to 10
/if (${InvSlot[pack${op_LoopCounter}].Item.Container}) {
/for BaitCounter 1 to ${InvSlot[pack${op_LoopCounter}].Item.Container}
/for BaitCompare 1 to ${Bait_LootArray.Size}
/if (${InvSlot[pack${op_LoopCounter}].Item.Item[${BaitCounter}].Name.Equal[${Bait_LootArray[${BaitCompare}]}]}) {
| /echo WE GOT A CANDIDATE in pack${op_LoopCounter} slot ${BaitCounter}
/if (!${Window[pack${op_LoopCounter}].Open}) /nomodkey /itemnotify pack${op_LoopCounter} rightmouseup
/delay 3s ${Window[pack${op_LoopCounter}].Open}
/delay 5
/nomodkey /ctrlkey /itemnotify in pack${op_LoopCounter} ${BaitCounter} leftmouseup
/delay 5
/goto :ExitBaitLoops
}
/next BaitCompare
/next BaitCounter
} else {
/for BaitCompare 1 to ${Bait_LootArray.Size}
/if (${InvSlot[pack${op_LoopCounter}].Item.Name.Equal[${Bait_LootArray[${BaitCompare}]}]}) {
| /echo WE GOT A CANDIDATE in slot ${op_LoopCounter}
/nomodkey /ctrlkey /itemnotify pack${op_LoopCounter} leftmouseup
/delay 5
/goto :ExitBaitLoops
}
/next BaitCompare
}
/next op_LoopCounter
/echo We're out of Fishing Bait
/varset op_ExitMacro TRUE
/return
:ExitBaitLoops
| Make the Bait
/echo Making some bait.
/nomodkey /itemnotify in pack10 1 leftmouseup
/delay 5
/combine pack10
/delay 5
/autoinventory
/delay 5
/nomodkey /itemnotify pack10 rightmouseup
/delay 5
/nomodkey /itemnotify pack${op_LoopCounter} rightmouseup
/autoinventory
/varcalc count_ItemsKept ${count_ItemsKept}-1
/return
| ---------------------------------------------------------------------------
| Event Sub Routines
| ---------------------------------------------------------------------------
Sub Event_BrokenPole
/varcalc count_BrokenPole ${count_BrokenPole}+1
|/varcalc count_NothingCaught ${count_NothingCaught}-1
/return
Sub Event_LostBait
/varcalc count_LostBait ${count_LostBait}+1
|/varcalc count_NothingCaught ${count_NothingCaught}-1
/return
Sub Event_NeedPole
/call FindPole
/return
Sub Event_NothingCaught
/varcalc count_NothingCaught ${count_NothingCaught}+1
/return
Sub Event_OutOfBait
/if (${set_UseBaitDispenser}) {
/call MakeBait
} else {
/echo We're out of bait. Ending macro.
/varset op_ExitMacro TRUE
}
/return
Sub Event_PrimaryHand
/call FindPole
/return
Sub Event_SkillUp(SkillUpText,Skill,int Amount)
/echo Fishing increased to - ${Amount}
/varcalc op_int_SkillUps ${op_int_SkillUps}+1
/return
Sub Event_SpillBeer
/varcalc count_SpillBeer ${count_SpillBeer}+1
|/varcalc count_NothingCaught ${count_NothingCaught}-1
/return
Sub Event_holding
/autoinventory
/return
Sub event_Camo
/if ((${set_DoInnateCammo}) && (!${Me.Buff[Camouflage].ID})) {
/echo "Camo dropped, activating AA"
/alt activate 80
/delay 5
}
/return
Sub event_GotHit
/beep
/echo UNDER ATTACK! You're gonna die.
/if (${set_DoExodus}) {
/echo "Activating EXODUS and camping."
/alt activate 43
/delay 10
/alt activate 80
/delay 10
/sit
/camp desktop
/endmacro
}
/return