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KissAssist

Combat Assist KissAssist 12.002.034

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This is a quick summary of some changes and additions added to KissAssist this Update:

  1. Added a check for when a character joins your group. The check is used to force the CheckecBuffs routine to re-check buffs on everyone, and reset all buff timers.
  2. Added a check to try and target the highest level mob in camp when there is no named in camp. This is dependent on the mob being in range of the MA when selecting from multiple targets.
  3. Fixed an issue when using a wild card search for MobsToPull. "MobsToPull=a shak dratha*,a gor taku*" will now find and pull the correct mobs.
  4. Consolidated the Pet attack code. Moved the /pet swarm command into the PetCombat routine.
  5. Fixed an issue with not triggering queued events properly.
  6. Added a check for Non-Melee characters, to break invis when in the combat routine. Had to make a few changes to keep from breaking the Aggro routine where characters would FD or Fade to loose aggro.
  7. In the CombatCast routine, the MA and MAOnce tag will now target your pet if "pettank" is found as part of your Role.
  8. When in Chase mode. The MA's location is used to determine if mobs are in range to engage in combat, and not the camp location.
  9. Fixed an issue with !class and !class using the dual tag. Some classes were getting buffed.
  10. Added a check to turn /pet taunt off if your character is in an assist type role.(Why in the hell does my pet keep dying?)
  11. OpenInvSlot routine now uses ${Me.NumBagSlots} to figure the number of top level inventory slots you have available.
  12. Fix an issue when trying to set the MA with like named characters. The AssignMainAssist routine now uses exact name matching.
  13. /zoneinfo command now shows the PullLoc's in the Kissassist_info file for the current zone. When PullLocsOn is set on.
  14. Macro now checks and loads the MQ2Rez plugin, when it is not loaded, and you have RezAcceptOn set.


Hunter Role Changes:
FindMobsToPull will now search for mobs using the characters current location and if no mobs are found,
then will try and find mobs using the characters camp location.
Pet will now be sent to aggro mob when the mob is close, and not bother using PullWith.
Pet is now summoned to you if the pet is to far away and you need the pet to attack your target.
Uses the "Summon Companion" AA, if you have the AA.

Mez logic Changes:
Found an issue where if the MA breaks mez, on a mob that is NOT the MA's target. The mob was not getting re-mezed.
This can happen when the MA pulls with a DOT spell and the initial mob selected by the MA, to tank in camp. Is not the mob he pulled.
Added a message for when the MA breaks mez on a mob.(Tell the MA to stop pulling with a DOT spell)
Fixed an issue when AE mezzing. If one of the mobs resisted the AE mez, the caster could/would get stuck in a loop re-casting the AE Mez.
This update will affect those using the !class tag in the [Buffs] section only. So if you don't use the !class tag for buffs. Then you can ignore this update.

Sorry for the double updates today.
Fixed an issue where Melee characters would take off running after targets outside of MeleeRange.
Added a new flag to the [General] section LOSBeforeCombat=0/1 The default is 0(off) so your combat(Melee and Casters) won't try and get Line Of Sight on mobs before they start combat. This function, when turned on, checks for MeleeDistance before it engages. This function was added mainly for Melee, when fighting in locations where there are obstacles(Walls, rocks, stumps, etc...) keeps the character from engaging because the mob is not in LOS, but is in MeleeDistance range. This function is executed before the combat routine is entered. Movement is then controlled from within the combat routine.

For non-melee DPS(Casters) this will move them towards the mob until they obtain Line Of Sight, and then stop them there before dropping them into the combat routine. It is strongly recommended that you only use this functionality with MQ2Navigation as your primary movement utility. Only in very specialized situations would you be able to use this functionality without MQ2Navigation, but it is not recommended.

If all your casters are running closer, to a mob than you think they should be, it most likely has to do with framerate(s). The routine will try to obtain LOS for a max of 5 seconds. While your character is moving towards the Mob. LOS is being checked every 1-10th of a second, or basically 10 times a second. When LOS is obtained the character is stopped(/nav stop, /moveto off) at that location. If the 5 seconds expires and your character has still not obtained LOS, then the character is stopped at their current location and the routine exits.
OK Guy's this worked for my group using the /pettoysplz group command. Give it a try and let me know.
Had to move to separate lines
This should fix the invalid variable error in the ScanIni routine. Your going to get a little more spam than normal when starting the macro.
Corrected an error in the ScanIni routine.
When pulling will try and recast when cast fizzles.
Fixed a logic error when processing events.
Added flag for bypassing check Stuck Gem code.
Restructured heals and cures code to be more responsive. Added new ini entry HealInterval. This entry defaults to 0 and is evaluated as seconds. This timer is intended to be used to allow the healer to do other things while in combat other than get stuck in the heal routine. The timer is reset when exiting the heal routine and heals have been cast.

Added movement code for when your target is in meleedistance, but target is not in lineofsight. Will try and move you to the mob using Navigation.
Changed when assisting the Mainassist. No longer clears the target but uses the /assist command
Added check in ValidateTarget routine to invalidate targets that are Charmed.
changed the check in validateTarget routine to not include group members when checking if another player was close to the mob.
Restructured some of the Combat code and moved the movement to mob code to it's own routine, for consistency.
Fixed some timer calculations in the combatcasting routine.

Added some cursor item checks when trying to mem a spell.
Added a pet follow command when chase is activated and you have a pet.
Fixed a problem when the zones short name had an "_" in it. Was creating an issue when trying to the DanNet.PeerCount and/or DanNet.Peers
Made some changes to the Pet code to try and get your pet to follow better, Well that is the intention.

Huge change to summoning pet toys. Should no longer give 1 item at a time, unless it has too.
the same ini syntax works, but you can now specify more than 2 items if there are more then 2 items to be given. Example:

PetToys3=Summon Plate of the Prime - Will give everything in the bag to the pet.

PetToys3=Summon Plate of the Prime|Prime Plate Bracers|Prime Plate Breastplate - Will only give the 2 items to the pet. I only have 2 items listed here, but it could be as many/few items as you want.

Now before summoning items, the routine checks if there is a top level inventory slot that can be opened up by moving an item from the top level slot to a bag.

Added new pettoys tag "inventory", so you can now give items from your inventory to your pet. Good for giving swords summoned from the "Cauldron of Countless Goods" and any Trade Skill armor you want to use.
Also the items handed back to you when using the Inventory tag are put back into the bag/slot it was take from and NOT deleted. Well they are suppose to go back to your inventory.
Example:
PetToys1=inventory|ItemName1|ItemName2|ItemName3|ItemName4

Added something for you SK's, but will do the same thing for any character/class. You can now set HealsOn=4 and the heal routine will only try and heal yourself.
Added a !class tag to the heal routine. Look up the instructions for the class tag. it works the same just list the classes you DON'T want to heal.
I added a check in the Xtarget healing code so you will stop trying to heal monsters if you forgot to remove the slot from your XTargetHeal List. OOPS.

Added some code to help with bards that are mezzing and have combat turned on. Hopefully this helps with the bard acquiring the MA's active target before turning combat back on.

Added root tag to the Debuffall routine
Added code to the AddMezImmune/AddToIgnore/AddToPull routine(s) to store named mobs with a # sign in their name in the ini file properly.
Made some changes in the pull routine if in huntermode. The routine now uses your position to locate the the next mob to go get, and not your camp location.
Also for hunter mode(s) added the ability to not return to camp after killing all the mobs in the area. Just set ReturnToCamp=0 in your ini if you want your hunter to wait at the location they killed the last mob.

Fixed and issue with not checking the PullPause argument correctly.
Added a check to try and get as close to your camp location before recasting your campfire. This only happens if ReturnToCamp is on.
The Gmail routine is no longer being used. Will totally remove later.
The [StartupCommands] section will now take conditions.
Added code to summon items if you are the puller and you don't have any of the pull items on your character.

I made a few other minor changes.
Added the Bard Endurance fix and the addition of /trophy tribute
This is to correct the DanNet[all].Peers syntax error.
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