• Hail, we're RedGuides. We want you to play six (yes, 6!) EverQuest characters at once. We have scripts and a friendly community to help, please join our playstyle and say hello! 👋
  • We've added LLM sections to our Terms & Rules and Resource Rules, for everyone's sanity & in-game safety.
    Read more
    a. Do not replace your voice with an LLM. This goes for your posts and your scripts. Drafting and editing with a tool is fine, but don't take you out of what you share.
    b. Do not replace your EQ character's voice with an LLM. We don't want scripts that speak over /ooc, /shout or other public channels. This has been an unwritten rule that's kept casino scripts off the site for decades, but we're now compelled to make it clear: keep automated communication private.

    Why Does RG Review Scripts?
    Nearly every LLM-written Lua script we see is making your character do impossible things, and rarely in a way that's beneficial to you. We've seen heavy server hammering, /target over impossible distances when /nav spawn would passively accomplish the same thing, a spawn search that fires 20+ times per second, and other pointless actions that are likely annoying GMs.

    You are welcome to use LLMs as a tool to structure, draft, and edit your work, but please read critically before hitting /lua run
RGMercs - Lua Edition!

Combat Assist RGMercs - Lua Edition! 2976

A user module that declares _replaces = true under a built-in's exact_name now takes that module's place when enabled: the built-in isunloaded, its settings registration cleared (database values untouched),and the user module loads into its slot in the execution order, so itowns the settings namespace and receives every dispatch to that modulename. Disabling the module, or any failure while loading it, restoresthe built-in in place.

Subclassing the built-in keeps its full UI and behavior while overridingindividual methods; docs/user_modules.md documents the pattern. TheUserModules tab marks replacement rows with a swap icon. The lootmodules and UserModules itself cannot be replaced.

Co-authored-by: Claude Opus 4.8 [email protected]

~derple
  • Table-valued settings no longer share their default table

  • Settings with a table default handed out the default table itself rather than a copy, so editing a list wrote into the default.

  • A persona swap to a class with no saved row for that setting then started from the polluted default instead of an empty list.

  • Affects the list settings in Charm, Clickies, Map, Mez and Pull.

  • Major Update: User Modules

  • Added support for user modules, which run in the rgmercs loop like other modules (such as class, or clickies), and can execute code while tapping in to rgmercs state.

    • Please refer to \docs\user_modules.md.
    • An example file is included in your mq\config\rgmercs\modules directory.
    • Modules can be enabled or disabled with /rgl usermodule <name> <on|off>.
  • User Modules: UI enhancements

  • The UserModules tab now shows the modules folder, how many of your modules are loaded, and what each one costs per pass.

  • Modules can declare an _about line, shown on an info icon beside the name.

  • Added a button to copy the authoring guide to your clipboard.

  • Removed the delete button; a module whose file is gone is dropped from the list on the next refresh.

  • LootNScoot: register the loot actor through the tracked helper

Registers the actor via self:RegisterActor in Init so the module unloadteardown unregisters it, and drops the class-level handle caching, lazyre-registration paths and manual Shutdown unregister that existed to workaround the old leak.

Co-Authored-By: Claude Opus 4.8 [email protected]



Co-authored-by: Derple [email protected]Co-authored-by: Claude Opus 4.8 [email protected]

~AlgarDude

</on|off></name>
  • New Setting: "Priority Tanking" - delay most heals, cures and rezzes with a cast time until you have full aggro on your Auto Target and any Aggro Target (default: on).
~AlgarDude
~AlgarDude

  • Prevented non-charmers from adding pre-charm clickies.
  • Fixed an issue with clicky reordering for special rotations.
~AlgarDude
  • Corrected some gaps that allowed auto-attack to remain on when combat ends.

  • Corrected some gaps that allowed pull actions to continue after pulling was stopped.

~AlgarDude
  • All - Added Radiant Cure support (if missing).
  • All - Added Eternal Recovery as an emergency self-heal.
  • DRU/SHM - Expanded/Added SnareHot options.
    • Used as a big heal on all, and upkept as a buff on tanks (optional: on named only, default: on).
  • WAR - Added new AA Brace For Impact and Blade Guardian.
~AlgarDude
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