• 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
Mouseover comparison of equipped gear

Unmaintained Mouseover comparison of equipped gear 2021-12-06

Where able I converted statements that were comparing strings to use ID's with ${Select[,,]} and ${Range.Between instead of checking each item slot by string comparison to reduce CPU Usage.

Added a check for Item Slot to be NULL to avoid showing the mouseover HUD when non-equippable items (such as tradeskill items) were being hovered over.

Cut the parsing required to draw the background by 2/3rds by drawing the entire line all at once instead of doing it when the particular item applied. (IE: SvMagic background now draws even if there is no SvMagic as long as the item's worn slot isn't NULL.

Added the ratio that I had apparently forgot to add that Alynel helped me with. So now weapons will show their ratio in green when it's an improvement and red when it's not.
Note: Ratio doesn't take into consideration if the weapons being compared are 1h vs 2h.

Added instructions section to this resource for version 2.0, and with information on how to access 1.0 to get the other HUD elements that were with it (other HUD elements were not coded for use with font sizes. If you use RG compile and don't know what I'm talking about then they should work by default)

Please Note: While I do want my code to be useful, please let me know at the start of trouble shooting if you're using another MQ2 Build that is not RG. The other guys builds can vary and could be the very source of your issue.
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