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Question - Aggro section

Joined
Feb 6, 2007
RedCents
1,683¢
Setting up kissassist on my warrior for the first time and I'm confused about the Aggro section.
Is this to avoid aggro or to gain and keep aggro?
What exactly does the < > mean in the setup?
How would I set up the warrior to maintain agro?
 
From the KA manual:

AggroOn=0/1 Off/On
Aggro1=Fading Memories|20|> - AA/Disc/Item/Spell|% aggro|<> less than/greater than| Me/MA/Mob cast on Target.

Rich (BB code):
[Aggro]
AggroOn=1
Aggro1=Fading Memories|20|> 
Aggro2=NULL
Aggro3=NULL

My ranger uses Aggro1=Cinder Jolt|80|>|Mob so he can use Jolt to reduce aggro. It looks to me you could use it the opposite way say on a war Aggro1= DoSomeAggroDisc/Ability/AA|80|<|Mob to gain/regain aggro. Someone confirm as I coming up fast on getting my new warrior up to grp/bot lvl.
 
For trying to keep agro you would use something like this:

Aggro1=Krondal's Roar|90|<|Mob
Aggro2=Rage of the Forsaken|85|<|Mob

For trying to get rid of agro you would use the > and the spell you want to cast like in Incognito's example.
 
From the KA manual:

AggroOn=0/1 Off/On
Aggro1=Fading Memories|20|> - AA/Disc/Item/Spell|% aggro|<> less than/greater than| Me/MA/Mob cast on Target.

Rich (BB code):
[Aggro]
AggroOn=1
Aggro1=Fading Memories|20|> 
Aggro2=NULL
Aggro3=NULL

My ranger uses Aggro1=Cinder Jolt|80|>|Mob so he can use Jolt to reduce aggro. It looks to me you could use it the opposite way say on a war Aggro1= DoSomeAggroDisc/Ability/AA|80|<|Mob to gain/regain aggro. Someone confirm as I coming up fast on getting my new warrior up to grp/bot lvl.

Read that over and over and could decipher how to set up the warrior to maintain agro.

- - - Updated - - -

For trying to keep agro you would use something like this:

Aggro1=Krondal's Roar|90|<|Mob
Aggro2=Rage of the Forsaken|85|<|Mob

For trying to get rid of agro you would use the > and the spell you want to cast like in Incognito's example.

Thank you, might be nice to update the guide so it is bit clearer.
 
For trying to keep agro you would use something like this:

Aggro1=Krondal's Roar|90|<|Mob
Aggro2=Rage of the Forsaken|85|<|Mob

For trying to get rid of agro you would use the > and the spell you want to cast like in Incognito's example.

Seems you would have to have lost agro. How do you set it up where the tank has 100 on agro and uses disc/AA/spells/combatabilities to keep agro at 100?

When you do <, is the number representing agro % that of the second highest person on the agro list?
 
Seems you would have to have lost agro. How do you set it up where the tank has 100 on agro and uses disc/AA/spells/combatabilities to keep agro at 100?

When you do <, is the number representing agro % that of the second highest person on the agro list?

My aggo section for my warrior

Rich (BB code):
AggroOn=1
AggroSize=10
Aggro1=Blast of Anger|99|<
Aggro2=Cyclone Roar|99|<
Aggro3=Tormenting Shout|99|<
Aggro4=Ageless Enmity|99|<
Aggro5=Projection of Fury|99|<
Aggro6=Rage of the Forsaken|99|<
 
It uses your percent agro from the aggro meter. So if you set it at "Spell|90|>" it will watch for your aggro meter to read above 90, then cast "Spell" to reduce agro. If you used "AggroSpell|90|<", then it will watch for your aggro meter to drop below 90 and cast "AggroSpell" to generate threat on the mob. It will cast AA, spells, disc or click items.

SK Aggro taunt example trying to keep aggro at 100:
HTML:
[Aggro]
AggroOn=1
Aggro1=Taunt|100|<
Aggro2=Mindless Hatred|100|<
Aggro3=Stream of Hatred|100|<
Aggro4=Terror of Narus|100|<
Aggro5=Impose for Power|100|<

Since aggro is only watching the current target, you should also set up your tank's AE section to cast AE aggro and perhaps defensive disc's/aa if more than one mob is in camp.

SK AE example:
HTML:
AEOn=1
AERadius=50
AE1=NULL
AE2=Vizat's Carapace|3
AE3=Explosion of Spite|2
AE4=Explosion of Hatred|4

The above AE routine will cast defensive "Vizat's Carapace" if 3+ mobs are alive in camp, plus cast an AE aggro if 2+ mobs show up and another if it is 4 or more mobs since a big pull can be staggered on arrival times.
 
I tried to see what happens.

Aggro1=Blast of Anger|60|< (I put this at 60, because the stuff I am doing now dies so fast, if put it at 70, I'd almost never meet the conditions)

Yep, looks like I'd have to lose agro or randomly burn endurance popping off aa's and disc even if secondary agro holder is at like 20%

So I tried doing this in conditions

Aggro1=Blast of Anger|99|<
AggroCond1=${Me.SecondaryPctAggro} > 60

Didn't work. Never fired off even though my zerker went well over 60 on agro.

So I tried it in the DPS section

DPS1=Blast of Anger|99 (tried 100 at first, but didn't work)
DPSCond1=${Me.SecondaryPctAggro} > 60

And that workd! Slight delay, but when my second place agro holder went over 60, my warrior hit Blast of Anger.

- - - Updated - - -

I put = back in like the post I sniped it from and it's pretty much no delay.

DPSCond1=${Me.SecondaryPctAggro} >= 60

Not sure why it doesn't work in the agro section, but already tried repeatedly and gonna go ahead and just put all my agro stuff (except Taunt, because that is the only thing a tank should wait till he is not 100 agro to hit).

It'd be a lot better if for tanking, the #% in Aggro1=Aggrospell|70|< represented the secondary agro holder.
 
its because you saying if my tanks aggro is less than 99, meaning 98 and down, and its never that if he is at 100

aggro section is your aggro number, if you want to cast things when you at 100 aggro you probably and others are creeping up on your aggro youd have to use the option ot checkj if your aggro is higher than something, so:
Rich (BB code):
Aggro1=Blast of Anger|99|>
AggroCond1=${Me.SecondaryPctAggro} > 60

should work proper, cause that tells the system if m aggro is higher than 99 and someone else has a high aggro let me do this action.

in theory you could set it like

Rich (BB code):
Aggro1=Blast of Anger|0|>
AggroCond1=${Me.SecondaryPctAggro} > 60

to check for secondary aggro.
 
its because you saying if my tanks aggro is less than 99, meaning 98 and down, and its never that if he is at 100

aggro section is your aggro number, if you want to cast things when you at 100 aggro you probably and others are creeping up on your aggro youd have to use the option ot checkj if your aggro is higher than something, so:
Rich (BB code):
Aggro1=Blast of Anger|99|>
AggroCond1=${Me.SecondaryPctAggro} > 60

should work proper, cause that tells the system if m aggro is higher than 99 and someone else has a high aggro let me do this action.

I see what you're saying (I think), but I don't think the conditional part of the AGGRO section works. Using the above, my warrior does Blast of Anger when ever it's up. If you look at the heal/buffs/DPS sections, they all have a xxxCOn=1 option in both the regular ini and the conditions ini. AGGRO section does not have a AggroCOn=1 in either. So I am think in the Aggro section, it's only going off Aggro1=Blast of Anger|99|>.




in theory you could set it like

Rich (BB code):
Aggro1=Blast of Anger|0|>
AggroCond1=${Me.SecondaryPctAggro} > 60

to check for secondary aggro.

No Bueno. Probably same reasons as above, but in this case tank never uses Blast of Anger.

Put it back in DPS section, worked perfectly.
 
hmm reading through the code of ka, it seems it should work if the conditions conditions true, without an aggoCOn as long as DpsCOn is on.
 
Each section is specific to its conditionals. A DPS Condition will have no affect on an Aggro section entry. Unless i am misunderstanding what is being discussed here.
 
i am guessing this is where the conditions are checked if they good to go.
Rich (BB code):
 | Conditional Check Added.
            /if (${ConditionsOn} && ${DPSCOn} && ${If[${DPSCond[${i}]},0,1]}) /goto :SkipCast
            | Everything is ready, lets debuff this mob

and this is from the aggrocheck sub

Rich (BB code):
            /if (${ConditionsOn} && ${DPSCOn} && ${If[${AggroCond[${i}]},0,1]}) /goto :NextAggro

so to me that says dpscon has to be on for it to check for aggro conditions.
 
I was informed the code is correct as listed. Ctaylor22 maintains the conditional code. He expanded on what was originally contributed by Eqmule

I don't use conditions and have never tried them so my testing wouldn't reveal that
 
Last edited:
Ahh that might be a cut and paste error. I am thinking it should be AggroCondOn
Rich (BB code):
/if (${ConditionsOn} && ${AggroCondOn} && ${If[${AggroCond[${i}]},0,1]}) /goto :NextAggro
I don't use conditions and have never tried them so my testing wouldn't reveal that
Nice catch

Can someone please change that line and confirm if its solves the problem.


Actually there is no attributed value for aggro for turning on.... for AggroCOn following the format of all the other ones (DPSCOn/HealsCOn/BurnCOn/BuffsCOn)

it should be added to the aggro variable declare via the loadini....

Rich (BB code):
/call LoadIni Aggro AggroCOn                int         0           NULL          FALSE           "${ConditionsFileName}"

And then the line should be changed to:

Rich (BB code):
/if (${ConditionsOn} && ${AggroCOn} && ${If[${AggroCond[${i}]},0,1]}) /goto :NextAggro



I'm making the change in the updated kiss I am testing atm .......


I DO remember this being talked about by Chris and myself a long time ago when modifying kiss for conditionals.... it was supposed to be added at that time.... because he mentioned it when he redid the array sorting controllers... guess he forgot to add it.... because I k now he wanted it separate from DPSCOn ....
 
Ahh that might be a cut and paste error. I am thinking it should be AggroCondOn
Rich (BB code):
/if (${ConditionsOn} && ${AggroCondOn} && ${If[${AggroCond[${i}]},0,1]}) /goto :NextAggro
I don't use conditions and have never tried them so my testing wouldn't reveal that
Nice catch

Can someone please change that line and confirm if its solves the problem.

Any chance conditions can be added on for the AE section as well? I don't want to use AE agro disc/spells/AA's because there are multiple mobs in range and are aggroed. I want that to be used if there are multiple mobs and loose agro. I have no idea how to do any conditionals, but I do a lot of searching. Pretty sure I found where William listed how to check for loose agro on xtarget with a condition.
 
Question - Aggro section

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