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lootnscoot (for emu) 06/16/2025

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Styling 🦋


- Clone settings gets its own window (#33)
Cloning settings should now be more intuitive

clicking on the clone settings button will open a new window.

Select the source and destination users from the list on the left. Right click to bring up the selection context menu.

Once both are selected you can compare their settings side by side . Clicking the "Clone Now" button will send the new settings over to the destination user.
This will also unset the destination user so you can clone the same settings to someone else.

* Help window tables can now have their columns resized
(382c9de) ~Grimmier378

Bug Fixes 🐛


Fix corpseName nil error
(c72d275) ~aquietone

Bug Fixes 🐛


- Trying to fix occasional stuck open loot windows (#32)
Found some extra spots to ensure we close the window when its not supposed to be open.
(22edd9e) ~Grimmier378

Features ⛲


- Help WINDOW, fix: restock fixes (#31)
Remove duplicate actor messages (#30)

Added help window with lists of commands and settings. `/lns help` or there is a toggle on the main UI

`/lns bank` was a duplicate command

now to bank with targeted banker use `/lns bankstuff`

`/lns bank` is still reserved for setting items on cursor or specified items rule to Bank
(a63378c) ~Grimmier378

〰️Commits​


Remove duplicate actor messages (#30)
(68ea226) ~aquietone

Bug Fixes 🐛


- Bug fixes and new setting (#29)
Fixes some value mismatch crashes and some typo's

added `LootCheckDelay` Setting this is how long in seconds we will wait before trying to check corpses again.

cleaned up the loot my corpse checks and when we do the looting.
(bced07b) ~Grimmier378

〰️Commits​


New setting and some fixes \ tweaks (#28)

* New Setting `MaxCorpsesPerCycle` sets the number of corpses we will try to loot each cycle,

* fixed some history reporting outputs, they would record correctly but display wrong on the session.

* Made the debug button a toggle for easier visibility
(9a06465) ~Grimmier378

〰️Commits​


New settings, fixes, tooltips and more (#27)

* Added New setting `IgnoreMyNearCorpses` for those servers where you keep your gear on death.
* Added `SafeZones` see Settings panel We will NOT try to loot if in a `SafeZone`.
* Added Tooltips to the settings
* Added a button to the GUI to toggle Debug spam
* Another pass on directed mode.
* Another pass on loot rule checks (hopefully this fixes the occasional looting of `NoDrop` by the wrong class, looking good so far in testing)
* Performance pass on Actors messaging to cut down on how often messages are sent trimming duplicate sending.

Directed Mode Adjustments

* Added 3rd argument when launching for the scripts location (default `YourScriptName/lib/lootnscoot`) you can also just pass `lootnscoot` to have your script call LNS from its native install if it exists.
* `/lua run ScriptPath directed DirectorName ScriptPath` where:
* `ScriptPath` is `lootnscoot` for the standalone as arguments 1 and 3 or your bundled path. If bundled and not specified in the 3rd argument then it defaults to `DirectorName/lib/lootnscoot`
* `DirectorName` is the name of your script you are calling this from (name of folder in the lua dir)
* If loading the default lootnscoot you should always add the 3rd field `lootnscoot`.
* example from RGMercs Lua: In this example we also allow the user to choose which to load if they have LNS installed and the bundled version.
```
local Files = require('mq.Utils') -- has file exists function
local hasLootnScoot = Files.File.Exists(string.format("%s/lootnscoot/init.lua", mq.luaDir)) -- check if they have lootnscoot installed
local bundleScriptPath = string.format("rgmercs/lib/lootnscoot") -- set the bundled path
local LootScript = "lootnscoot" -- default lootnscoot script name ie `/lua/lootnscoot` foldername
local scriptName = (Config:GetSetting('UseBundled') and hasLootnScoot) and bundleScriptPath or LootScript
mq.cmdf("/lua run %s directed rgmercs %s", scriptName, scriptName) -- call the script, by passing the 3rd argument we can use this in Actors mailbox addressing to refine the correct mailbox.
-- If you leave the 3rd one blank we will default to `DirectorName/lib/lootnscoot` if loading the default lootnscoot you should always add the 3rd field.
```
* This should make it easier to maintain LNS in a script that is bundling it, by allowing you to not have to bundle it
* Saves on maintaining a copy every time LNS is updated.
* Added some more settings to be passed over actors to the `DirectingScript` so you can toggle them from both GUI's if you wanted.
(eed023b) ~Grimmier378

〰️Commits​


Directed adjustments (#25)

for handling calling LNS from its install folder and not being bundled
You can call it in directed mode either way by bundling it into your lib/lootnscoot folder or just pass lootnscoot as the 3rd parameter to call it from its own standalone install folder (this should make it easier than having to maintain LNS inside other scripts)
(658f39a) ~Grimmier378

Bug Fixes 🐛


- Forage and mycorpse check fixes (#23)
* mycorpse check adjustment

* fix: mycorpse check

should now properly stop looting when you have a corpse of your own near by

* fix: foraging

tweaks to the foraging detection and processing
(761d9f7) ~Grimmier378
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