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  • 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
MQ2CWTNCommons

MQ2CWTNCommons

- added additional luas to our list to unload like we do for mq2melee, mq2combat, and afnuke due to conflicting class behaviors.
-- lerogue
-- autotoon
- Added additional debugging for missing reagents
-- this came up with some custom EMU servers removing requirements from spells, but MQ still thinks those requirements are valid, will be helpful debugging
- Added funcionality to check for spawns in radius of our target
-- This is currently (future) only used for hweee-zaaaard spells
- Lesson "on demand" example: "/shd lesson"
-- this doesn't interrupt or stop anything, but means you don't need to remember an "/dgga /alt act 481" and can just "/cwtna lesson"
- we will now unload easy.lua like we do for mq2melee and afnuke due to conflicting class behaviors.
- fixed missing ${CWTN} stuff
-- brainiac had already told me about this, but i still missed it :p
- Our ability ready will now check if we have a skill before using it - derp.
-- this seemed to only be a problem on EMU.
- In Combat check for End Regen
-- We were already checking you don't have any mobs engaged on you (xtarget),
--- but now we will additionally check for if we think you are in combat or not
- Added a check to "resume" our pets, with the new discipline option
- Added an additional half second delay command for sending in swarm pets
- Pause now populates the entire zerker window with the exception of the tabs that can still be clicked while paused. Clicking anywhere else inside the window will unpause.
-- this should help with the "zomg i can't unpause"
- fixed the fix to fix the broken fix in how we check for spells in your book
- hotfix crash =p
- added an "on demand" output for when the plugin is using an AA by command/hotkey instead of automatically.
-- example: dashAA, aainvis, etc.
- Our IsMemorized functions now check for spell against gem spell ID rather than by name
-- this is because things like "Ring of cobalt scar" are the same name, but different ID/level. Since we are already passing the eq_spell*, we can just check ID without having to do other stuff like store and pass around levels.
- Updated DumpAggro to use the "On Demand" function
- cleanup

- We will now automatically pause on camping out of the game
-- you will unpause if you get interrupted from camping
- due to the amount of "zomg sic the plugin is unloaded/paused/deleted and the plugin is still doing stuff" after updates this week, we're going to force unload mq2afnuke like we do for mq2melee
- Cleanup trailing space usage
-- This is going to correct spells like Burnout XI? or Canni III etc
- Consolidate SpellInBook checking
- Updated DataTempType
- Misc cleanup
- Adding some utility commands to allow for manual usage of certain ability/traits
-- details to come
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