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Unity

Quest / Event Unity v0.50

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v0.50 — request-lockout countdown fix

  • The mission request lockout is now handled. If you try to start a run while still on the 1-hour request cooldown, the script reads the wait time from the game message and shows a live countdown until it can request again - instead of silently doing nothing. (The message wording didn't match what the script was looking for, so it had been missing it.)
v0.49 — Full Quest completion, mixed-box support, and self-healing runs

A big batch focused on finishing the mission cleanly, supporting any box setup, and recovering from deaths.

  • Full Quest now finishes and exits. With Full Quest on, once the group has feathers it kills Axtig, confirms the mission is complete, drops the task for the whole group, and you all get booted back to Blevins automatically.
  • Mixed box teams just work. Whether your boxes run Boxr, CWTN, KissAssist, RGMercs, or a mix, the script now unpauses and gathers all of them at the start of a run - no more boxes left paused and stranded at zone-in.
  • Dead boxes come back on their own. If a character dies and respawns at its bind point, the script pauses the sweep, walks it back to Blevins, re-enters the mission, and resumes - hands-free.
  • Faster clears. The sweep now kills every trash type (so no pages are missed and all the named get pulled), and it ignores the water razorgills instead of getting stuck fighting them.
  • Smoother in the water. Razorgill chatter no longer floods your log, and four unreachable walled-off mobs are permanently skipped so a run can finish cleanly.
  • Plus reliability fixes from testing: honest mission-complete detection, no false "you missed your feather," and cleaner handling when things go sideways.
v0.42 — Full Quest mode now finishes the mission

  • Full Quest actually kills Axtig now. Previously the toggle was a placeholder. With Full Quest ON, once your group has all their feathers the script heads to Axtig the Uniter, kills him, and completes the mission for the coins and rewards.
  • Feathers always come first. It will not touch Axtig until everyone who needs a feather has one — no risk of completing the mission early and locking yourself out before the group is rewarded.
  • Honest about the result. It only reports "mission complete" after actually confirming Axtig is dead. If something interrupts the fight, it tells you he's still up instead of assuming.
  • Reminder: killing Axtig completes the mission and starts a ~2.5 hour lockout — that's why it's gated behind the Full Quest toggle. Leave the toggle OFF for feather-farming runs.
v0.41 — stop chasing two unreachable gnolls

  • Two stuck gnolls are now ignored. A guard and a scout sit in a walled-off part of the zone that can't be reached in the mission (looks like a developer oversight). The script kept trying to path to them and wasting time — now it skips them entirely and no longer treats them as leftover trash, so a run can finish cleanly.
v0.40 — turn-in safety and a more honest group report

This batch hardens the turn-in and fixes cases where the group page/feather report could be wrong or misleading.

  • Turn-in won't walk into Axtig. If Axtig has aggro while you're heading to Ralf, the script now stops and holds instead of marching past him — no more accidental mission completion and 2.5-hour lockout.
  • Feather check waits for it to actually land. After handing in the pages it gives the feather a few seconds to reach everyone (and retries once) before reporting — so it no longer falsely says someone missed their feather when they really got it.
  • A box we can't read shows as "unknown," not "empty." If a group member's data doesn't come back (lag, zoning, hiccup), they're marked unknown instead of being reported as having zero pages and needing a feather — which previously could kick off a pointless turn-in.
  • You can see where your boxes are again. The group panel shows each member's actual zone when they're not with you, instead of just "elsewhere."
  • Late feather no longer gets dropped. The script now watches for the feather on your cursor for a few seconds and stashes it, instead of checking once and possibly missing it.
  • Turn-in gives up sooner if it truly can't reach Ralf (about 20 seconds of no progress) instead of spinning for three minutes, and pausing during the walk no longer triggers a false "can't reach" message.
  • Heads-up if you're holding 10+ of one page, which the internal page counter can't represent — a one-time reminder to turn in or hand off the extras.
  • Plus a round of self-review fixes to the group report so bad/garbled responses are treated as unknown rather than silently counted as zero.
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