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MQ2Melee

Combat Assist MQ2Melee

〰️Commits​


(af7c2eb) ~Knightly
Merge branch 'v143' into 'master'

Update for v143

See merge request redguides/plugins/mq2melee!5
(ca7ccaf) ~Knightly

〰️Commits​


- Added pre-2014 (emu) rogue evade support
(c63e2b6)
- Merge branch 'master' into 'master'

Added pre-2014 (emu) rogue evade support

See merge request redguides/plugins/mq2melee!4 (a7e7cc9)
Posted by: DoNotReply

〰️Commits​


- Remove emu conditional code
(952f35a)
Posted by: DoNotReply

Introduced the ToL expansion details for a range of disc and spell IDs.
These were found via raidloot website.
A check of the existing IDs already coded, to find their like for like upgrades.
Benefiting classes are: Ber, Bst, Mnk, Pal, Rng, Rog, Shd & War
No code changes made beyond introducing the IDs of ranks I, II and III and adding them to the appropriate lookup tables, and the myriad of 'DECLARE_ABILITY_OPTION' entries.
Posted by: Redbot
This is update to melee impacts the BashCheck function thats called frequently during combat to ensure equipped gear is appropriate to bash with.

I've refactored the checks around shields and 2h weapons. In part, this was to grant a more efficent check for 2H, only if secondary is empty and the player class is one of Pal, Shd or War. This also structured the code to introduce the check for Knights epic 1.0 weapons, by testing for the worn effect "two-hand bash" (ID 2835)

Discussion of this change is on the RG creators forum, here.

I've also applied a couple of subtle changes a previous fix, re: testiing for the AA. That had added two functions; is2hBashAAPurchased and isAAPurchased. As per Knightlys work in MQNext, I've inlined is2hBashAAPurchased to the Configure procedure, and removed it. The isAAPurchased function has also been tidied up a bit.


fix low level AA tests for 2H Bash, dont try to bash with 2H without AA
In MQ2Melee it can decide to equipment manage to carry out an action, then swap again afterwards.

The original code, notes the current item ID, does some activity, and then calls Equip, to ensure the initial item ID is back afterwards. However it does this by looking in the bags first, before looking elsewhere. Equip, assumes that a change has taken place and must be made.

If you have two items of the same ID, one already equipped and the other in the bags, then the code shuffles these around. This will be seen as the item blinks on the cursor, as shuffled between gear slot and inventory slot. It can also be seen by the duplicate moving in the inventory from a higher slot, to the first freely available slot.

This is made worse, if the item in inventory is not attuned, is tradeable, as it will try to equip and present the box asking to attune it. Leading to the potential of several "attune?" boxes on screen, which I have seen.

The short defensive code change to Equip, simple checks the requested equip ID, against the item ID in the target slot. If they are the same, it takes no action, and returns a positve result.

A further gain, also considered with regards a unique item. As the code assumes it needs to change it looks in the bags, and wouldn't find it. Then would look to equipment and see it's there and return happy. This fix, by first checking the target slot against the request will negate that processing of searching the bags.
fix warrior 2H bash with AA Two-Handed Bash
fix knight's 2h bash, bug caused by Nov 2019 AA name change to "Improved Bash"
Stickbreak=1 is now default, meaning that pressing a movement key will stop mq2melee from "sticking" to the current target. To undo this change, "/melee stickbreak=0" and then "/melee save"
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