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Release 24th Anniversary: Reetuk 1.2

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GoldenFrog submitted a new resource:

24th Anniversary: Reetuk - (Mostly) Automated Runthrough

/lua run anniversary24_reekuk


  • Designed to be run on MA/Tank only.
    • Everyone else on follow/assist
  • Looks at actual quest steps to can be started/restarted at any point
  • *** NOTE: Mesh doesn't allow /nav to get to Reetuk in step #10.
    • I just manually step over rocks and things continue (or restart script)

Rest has worked well for me in past several runs.

By default it doesn't open the chest at the end - to allow for...

Read more about this resource...
 
Thanks for posting this! I did have a question. For some reason my driver that I initiate the LUA on does not attack the mobs. Not a huge deal as they aggro and the team usually takes care of them, but if the driver attacked it would just be that much faster. Is that as intended?
I didn't add any /attack because they did aggro as you said. It worked for me without worrying on that bit.

If there was any hiccups you were seeing, let me know and we can definitely extend things.
 
Thanks for posting this! I did have a question. For some reason my driver that I initiate the LUA on does not attack the mobs. Not a huge deal as they aggro and the team usually takes care of them, but if the driver attacked it would just be that much faster. Is that as intended?
I used the tank in 'hunter tank' mode with a pull radius of 10 and z high/low at 2. fixed some of that.

Much better than running it manually - thank you!!
 
Could you have made it any easier? Like maybe have the Lua make popcorn while it's running? Thanks a ton for this!

easy GIF
 
Ran this for the first time today. After realizing I needed to get the quest and zone myself in before I started, I fired it up. Worked like a champ until I got to the tower. Tank rand up and killed the first tower dark elf, then ran past the next 3 dark elves in the tower and they did not agro as he ran by with the crew. I had to backtrack and engage manually. Maybe a pause or stopping at them to ensure they agro? I also had to engage the final boss because she was killing my ranger while the tank stood there. Maybe if I waited longer the tank would engage but I had to step in before my ranger bit the dust.
Great little program!
 
Ran this for the first time today. After realizing I needed to get the quest and zone myself in before I started, I fired it up. Worked like a champ until I got to the tower. Tank rand up and killed the first tower dark elf, then ran past the next 3 dark elves in the tower and they did not agro as he ran by with the crew. I had to backtrack and engage manually. Maybe a pause or stopping at them to ensure they agro? I also had to engage the final boss because she was killing my ranger while the tank stood there. Maybe if I waited longer the tank would engage but I had to step in before my ranger bit the dust.
Great little program!

I ran this yesterday as well and I think I know the spot you're referring to. I saw my toons run past a few while going up the ramp/stairs in the tower and looking back I bet it was trying to go to the closest mob and the on the upper floor likely appeared closer in range, but eq targeting does not seem to take into account height. I ended up pulling 4 or 5 by the time it reached its intended target so I simply paused the Lua. It ended up being a gift as it was faster to kill em all that way LOL.

From there on I just paused the Lua when needed (since it my first run with it) and only resumed it when I was ready to see the next step. With the ability to pause, it seemed as though any mods to the Lua may not be worth the effort considering how well it flew through the quest. But in full disclosure, I'm only now reading up and trying to learn how to make/modify them, so maybe it's easier than I think.
 
Excellent work - I would pay a buck or two for this one. I would second the posts above about having the driver toon actually engage the mobs though. I just hit attack each time but it really worked perfectly otherwise.
 
Excellent work - I would pay a buck or two for this one. I would second the posts above about having the driver toon actually engage the mobs though. I just hit attack each time but it really worked perfectly otherwise.
Aye, I see where the issue is as it looks for the next target and runs there - not knowing it's running past others on the way.

Will update to monitor for that situation and handle accordingly.
 
Maybe do a loop to look for a nearer mob as its running, and if so, switch to that mob? Just a thought.

Not sure if this syntax is correct, but this code might work:
[CODE lang="Lua" title="Possible fix - untested code"]
local function MoveTo(spawn)
if (mq.TLO.SpawnCount(spawn)() <= 0) then return false end
local mobid = mq.TLO.Spawn(string.format('npc "%s"', spawn))
mq.cmdf('/squelch /nav spawn "%s" npc', spawn)

while mq.TLO.Nav.Active() do
mq.delay(1)
local newmob = mq.TLO.Spawn(string.format('npc "%s"', spawn))
if(newmob ~= mobid) then
mobid = mq.TLO.Spawn(string.format('npc "%s"', spawn))
mq.cmdf('/squelch /nav spawn "%s" npc', spawn)
end
end
mq.delay(500)
return true
end
[/CODE]
 
Last edited:
One thing I did on my last two runs was simply to set my driver/tank to Hunter mode then I didn't have to hit Q for attack each time. First time was just fine but I didn't start hunter mode until about the 5 or 6th pull. Next run I set it to hunter first off and I had to put The Patrol Leaders, Chieftain and Historian on pull ignore as apparently they were to close and it kept trying to attack them. After ignoring them it worked fine from the start.
 
Is there a way to get this Lua to tell my mq2eskay plugin to set camp size to say, the whole zone(1000)? Then when the Lua is done back to the previous setting(50)? This picks up any mobs on xtarget when the script runs past them.
 
I added a small piece to the KillAllBaddies function right after MoveToAndTargetId() that enables auto attack if it's not already attacking. With driver in sic tank mode, it successfully plows every encounter:


[CODE lang="Lua" title="killallbaddies"]if not mq.TLO.Me.Combat() then
mq.cmd('/attack')
end[/CODE]
 
Look like this?

[CODE title="Update KillAllBaddies"]
local function KillAllBaddies(step,spawn)
while step.Status() ~= "Done"
do
printf('Entered While/Do.')
while mq.TLO.Me.XTarget(1).ID() > 0
do
if (mq.TLO.Target() == nil) then
MoveToAndTargetId(mq.TLO.Me.XTarget(1).ID())
printf('Entered MoveToAndTargetId - Attacking')
if not mq.TLO.Me.Combat() then
mq.cmd('/attack')
end
else
CorpseTargetCheck()
end
printf('Ending Do')
end

if (MoveToAndTarget(spawn) == false) then return end
CorpseTargetCheck()
end
end
[/CODE]
 
Last edited:
Same here. Pressing attack certainly not end of the world, but above suggestions did not resolve.
 
Nice work @GoldenFrog! Using KA this plowed through the mission, didn't have to do a single thing but start the Lua and KA! Totally forgot about this from last year. Worked like a charm.
 
Release 24th Anniversary: Reetuk

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