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Release Anniversary Tower Missions: Full Automation (2 Viewers) 1.29

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GoldenFrog submitted a new resource:

Anniversary Tower Missions: Full Automation - Run one or multiple anniversary tower missions

NOTES: Initial and still very rough. Needs much improvement in resiliency and mission details. Decided to release in current state as, for me, it's still way better than running them all manually. Work will continue to optimize all aspects.

  • At this time, all group members should already be in Anniversary Tower before quests are initiated.
  • Zones with slippery areas will work but be a bit messy
  • Script may be...

Read more about this resource...
 
Does this do the keys too or just the missions?
Just the missions. There are two other scripts I'd previously released to do the two mission keys.
Key of Forests: https://www.redguides.com/community/resources/anniversarytower-key-of-forests-floor-3.3058/
Key of Sands: https://www.redguides.com/community/resources/yearofdarkpaw-key-of-sands-quest-automation.3006/

But it's a lot of work for something only done once per character. (And honestly I only did it for my Group Lead/Tank once and the rest just follow him on missions.)
 
You all rock. Keep the feedback coming. I've honestly been out of EQ most of the past several months due to other responsibilities.

But working these scripts for everyone to use is definitely worth it. Appreciate.
 
@GoldenFrog You actually turn in your keys after the first 6, and need to request the missions from a clockwork artificer now.
 
@GoldenFrog You actually turn in your keys after the first 6, and need to request the missions from a clockwork artificer now.
Well look at that. It's what I get for not paying attention.

This is unfortunate, and adds even more uncertainty to your current key'd state as well as taking longer to do the runs.

But updating the process now.
 
Well look at that. It's what I get for not paying attention.

This is unfortunate, and adds even more uncertainty to your current key'd state as well as taking longer to do the runs.

But updating the process now.
I was sad when I realized I now had to run back downstairs between runs.
Wonder if I can make a new set of keys, and whether the time spent doing it will ever be less than the extra running downstairs. Probably not worth.
 
I was sad when I realized I now had to run back downstairs between runs.
Wonder if I can make a new set of keys, and whether the time spent doing it will ever be less than the extra running downstairs. Probably not worth.
All keys can be held and turned in in Dec. But this means saving 12 bag slots...easy to just go to the quest giver upon entering the tower, then head upstairs?
 
I was sad when I realized I now had to run back downstairs between runs.
Wonder if I can make a new set of keys, and whether the time spent doing it will ever be less than the extra running downstairs. Probably not worth.
That thought occurred to me as well - and if I had to do this all manually, I might have.

But with the script, it really doesn't take THAT long. Though once we get 10, 11, 12 floors unlocked may think differently.
 
All keys can be held and turned in in Dec. But this means saving 12 bag slots...easy to just go to the quest giver upon entering the tower, then head upstairs?
True, but the times when I do it, I'm generally doing multiple floors at once, and now, instead of clicking each key and running up one flight, I have to jump over the railing, accidentally hit the teleporter, run off the center again, hit the floor finally, go to the npc and grab a new group task.

But the thought occurs to me that I could just use my CotH me macro so at least I don't have to run the task grabber back up!
 
multiple floors at once
Is this doing multiple groups doing different floors/missions at the same time?
or (currently) clicking the next floor key as you finish the mission?
I have not tried it yet, but an idea, can the quest giver give out more than one mission to the quest leader, so that you can grab 6 quests at a time then head in and complete floor 1, exit and head up to floor 2, repeat. If possible, convenient.
 
Is this doing multiple groups doing different floors/missions at the same time?
or (currently) clicking the next floor key as you finish the mission?
I have not tried it yet, but an idea, can the quest giver give out more than one mission to the quest leader, so that you can grab 6 quests at a time then head in and complete floor 1, exit and head up to floor 2, repeat. If possible, convenient.
Nah I meant doing floors 1-6, with one group, consecutively, meaning with keys in inventory, one only had to move to the next floor after the first was complete and you /taskquit.
Not a huge deal, especially if we are being rescued with automation!
 
Don't turn in your keys unless you're an utter hoarder with zero bag space. It's far faster to hold the keys, drop task before exiting the room you're in, and have the next one up and ready by the time you zone out and get there.
 
what is the purrpose of turning in the keys? I did it on one char and got some achieve, does it matter? or like you guys said just wait till you have all 12? i dont care about bag space
 
what is the purrpose of turning in the keys? I did it on one char and got some achieve, does it matter? or like you guys said just wait till you have all 12? i dont care about bag space
Achievement, unless someone knows something different..
At the end of the 'Year of Darkpaw' year, will there be a little surprise? Like if you collected all the 12 monthly freebies, or all the 12 quests and mission floors done, you might get a free Poop Emoji hat or something. 💩
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.2: Navigation and Mission Improvements

  • Improved all missions reliability
    • Still some clunkiness, but all should be able to complete
  • When using Artificer to request, reduced time between missions
    1. Quest requestor runs to Artificer
    2. Rest of group moves to next door
    3. Requestor begins running up to next door
    4. (Optional) Mage COTH's requestor up to door
  • Added optional "Mage COTH Requestor To Door"
    • Under [Settings] tab

Read the rest of this update entry...
 
TLDR Absolutely Stellar fucking job and works as advertised.
(Note: I capitalized Stellar and cussed for emphasis, which means it is even better than the lower case and clean version)


Just ran through it, absolutely wonderful.

Some Feedback/My Rambling notes as I used this:

I had a task when I started, not a good idea. When I realized it, I taskquit, but by then the script had already said the second keyword (for oasis of lava). No big deal. Then my dumbass continued on to accidentally task quitting that and started the 1 hour lockout... XD... I just restarted the script and let it grab the first task again.

I believe the script said "Oasis of Forests" before it was downstairs/in range/etc of the quest giver, so it didn't fire, and I ended up getting Oasis of Frost first when it did. It the continued on in the order, and Oasis of Forests was skipped entirely (I simply started the action again at the end and did it after).

Mage CotH I didn't see happen, but I suspect this may be because I left my automation running and it was buffing. Will check next time.

In Oasis of Sky, we freed the gnoll pups with 2 novices left up, and for some reason 2 of my toons didn't exit and one of them died as I was typing this. The script did pause since a toon was out of the zone, and I was able to summon the corpse in the guild lobby. As soon as the toon got back in zone, things started happening again, exactly as you'd want. (I'll rez it later, these notes are live).
If it is relevant, I'm pretty sure I have the boss added in spawnmaster so RGL will burn it, so my automation would have prioritized killing it. Maybe an edge case.

Oh, i left chase on and RGmercs (Lua) running, so of course the characters ran for the next level and then tried to run back down to the driver lol. Going to try to work in manual pauses for now.

I did have one other instance of a character not leaving the instance (standing at the door), maybe cuz his dumbass was busy singing songs, perhaps same issue.

Overall, knowing I need to manage automation pauses better will solve 99% of my issues (and my lack of attention was largely in part due to typing this as everything played out). I'm not sure if you are using boxr to pause, or have no pauses coded in; I know that RGL currently doesn't work with boxr, although it seems there is a push to do so again per recent discord traffic I've seen.

Thanks again man, this will only increase in value as the months go on.

Hell, even if you don't go further than this, doing the new floor once for the gear unlock and just being able to automate the bottom six floors should be more than sufficient to get currency (although I'm sure there is some dude trying to outfit 54 dudes who disagrees with me :3).
 
I had a task when I started, not a good idea. When I realized it, I taskquit, but by then the script had already said the second keyword (for oasis of lava). No big deal. Then my dumbass continued on to accidentally task quitting that and started the 1 hour lockout... XD... I just restarted the script and let it grab the first task again.
Thank you for all the feedback and glad it's working for you.
As a note, you can have a task already and when the script runs, just [Run] that mission (i.e. Oasis of Lava) and the script will recognize task existence and continue as normal.

Mage CotH I didn't see happen, but I suspect this may be because I left my automation running and it was buffing. Will check next time.
The Coth definitely needs to be upgraded - it has no handling if the mage is moving or casting or other.

I did some timings.
It takes 25 seconds for the mission to generate.
30 seconds to run to 6th floor (with a max AA but not speed buffed char)
60 seconds to run to 11th floor

Coth is a huge help and I'll be improving it so the problem you experienced won't happen as much.

In Oasis of Sky, we freed the gnoll pups with 2 novices left up, and for some reason 2 of my toons didn't exit and one of them died as I was typing this.
I actually saw something like this once and have a note to address. Easiest is to ensure all mobs are dead before trying to exit - I think them getting beat on or actively casting/fighting could cause the issue.

Oh, i left chase on and RGmercs (Lua) running, so of course the characters ran for the next level and then tried to run back down to the driver lol. Going to try to work in manual pauses for now.
The script turns Chase Off when between missions to remove this problem.
Currently it supports CWTN command (mode 0) and KA's "/chase off".
Does RGMercs use a different command? Can add that (I guess I can easily look that up myself).

Hell, even if you don't go further than this, doing the new floor once for the gear unlock and just being able to automate the bottom six floors should be more than sufficient to get currency (although I'm sure there is some dude trying to outfit 54 dudes who disagrees with me :3).
Yeah. Think should have 3 shortcut buttons: "Run All", "Run First 6", "Run Last 6". Until writing this script this week, I actually hadn't run one of these in 2 months. Really not imagining there'll be much to do with the currency so petered out there. We'll see.
 
Thank you for all the feedback and glad it's working for you.
As a note, you can have a task already and when the script runs, just [Run] that mission (i.e. Oasis of Lava) and the script will recognize task existence and continue as normal.


The Coth definitely needs to be upgraded - it has no handling if the mage is moving or casting or other.

I did some timings.
It takes 25 seconds for the mission to generate.
30 seconds to run to 6th floor (with a max AA but not speed buffed char)
60 seconds to run to 11th floor

Coth is a huge help and I'll be improving it so the problem you experienced won't happen as much.


I actually saw something like this once and have a note to address. Easiest is to ensure all mobs are dead before trying to exit - I think them getting beat on or actively casting/fighting could cause the issue.


The script turns Chase Off when between missions to remove this problem.
Currently it supports CWTN command (mode 0) and KA's "/chase off".
Does RGMercs use a different command? Can add that (I guess I can easily look that up myself).


Yeah. Think should have 3 shortcut buttons: "Run All", "Run First 6", "Run Last 6". Until writing this script this week, I actually hadn't run one of these in 2 months. Really not imagining there'll be much to do with the currency so petered out there. We'll see.

Dude thanks for the response and the work!
Just wanted to clarify, I still had a Shei task or something when I walked in XD. Really my dumbass fault for not checking.

RGL's commands are /rgl chaseon and /rgl chaseoff , if you haven't checked yet already. A full pause on the mage may actually be adviseable, but not sure that is needed for other automation. Those commands would be /rgl pause and /rgl unpause. Again, not trying to put work on your plate, and looking back, it was likely the chase that stopped the coths rather than anything else! And lets face it, if it fails, we are out, like you said under a minute, and bard go vroooom so... maybe I should retract that last statement.
 
Run 2 for science.

Turned chase off at the boss and back on when i got back up to the door.
Was CotH'ed about 50% of the time (wasn't watching mage)
Had some people in the tower so I did some juking and manual running picking up a mission or two at the tail end, worked fine.

Brilliant!

Edit: For anyone who cares, my 1hr request timer on the first was down to 41min when I finished the sixth. Pretty durn snazzy.
 
Great script real time saver.

Some of the commands that are sent in this script seem to be global (/dga)? When running the script toons in other groups will stop what they are doing and move to the closes door.

Also would be nice to check for dead before task quit and leaving the zone.
 
Great script real time saver.

Some of the commands that are sent in this script seem to be global (/dga)? When running the script toons in other groups will stop what they are doing and move to the closes door.

Also would be nice to check for dead before task quit and leaving the zone.
Eeks, you're correct about /dga. Typo there, and I was only testing with a single group loaded and didn't catch. Thank you.

Checking for the dead is an excellent suggestion. Added to the to-do list.
 
first mission, Sand.
goes for the madman, but first objective is to kill the crocs.
Thanks. The permutations on that one were odder than I understood so reworked how it's run (looking at the actual mission text to guide).

It'll probably take a few days to run through enough to catch the variants to script up.

If anyone runs into that kind of situation and want to send in a screen shot of the actual mission steps/text of Oasis of Sand, that'd be awesome
 
I have also had the script twice now not kill all of the birds before zoning out and once not kill the main undead guy.
 
Eeks, you're correct about /dga. Typo there, and I was only testing with a single group loaded and didn't catch. Thank you.

Checking for the dead is an excellent suggestion. Added to the to-do list.
could you use boxr commands, not everyone uses the plugins
 
could you use boxr commands, not everyone uses the plugins
I haven't used the script yet, but it looks like it also uses /chase on and /chase off to support Kiss/Mule.

Lua:
if (do_chase) then
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 2')
        mq_utils.send_others_message('/chase on')
    else
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 0')
        mq_utils.send_others_message('/chase off')
 
Eeks, you're correct about /dga. Typo there, and I was only testing with a single group loaded and didn't catch. Thank you.

Checking for the dead is an excellent suggestion. Added to the to-do list.
Lua:
function actions.send_others_message_noparse(command, ...)
    if (messaging_type == 'dannet') then
        actions.send_message(true, 'dge', command, ...)
        
        
function actions.send_others_message(command, ...)
    if (messaging_type == 'dannet') then
        actions.send_message(false, 'dge', command, ...)

It might be worth switching these two to dgge for local group instead of the global dge.
 
I haven't used the script yet, but it looks like it also uses /chase on and /chase off to support Kiss/Mule.

Lua:
if (do_chase) then
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 2')
        mq_utils.send_others_message('/chase on')
    else
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 0')
        mq_utils.send_others_message('/chase off')
ah, was hoping for som /rg chaseon for RGmercs macro support, and /rgl chaseon for rgmercs Lua
 
ah, was hoping for som /rg chaseon for RGmercs macro support, and /rgl chaseon for rgmercs lua
Its not my code, but I don't think it would be too hard for you to add that to the engine.Lua file and test for your own personal consumption. Something like:


Lua:
if (do_chase) then
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 2')
        mq_utils.send_others_message('/chase on')
        mq_utils.send_others_message('/rg chaseon')
        mq_utils.send_others_message('/rgl chaseon')
    else
        mq_utils.send_others_message_noparse('/docommand /${Me.Class.ShortName} mode 0')
        mq_utils.send_others_message('/chase off')
        mq_utils.send_others_message('/rg chaseoff')
        mq_utils.send_others_message('/rgl chaseoff')
 
Its not my code, but I don't think it would be too hard for you to add that to the engine.lua file and test for your own personal consumption. Something like:
That's exactly what I'm going to do for a quick, release.

But that's a lot of flooding and chatter most don't need, so also adding a UI config element to allow type(s) to be turned off. Something like:

Automation Systems
[ ] CWTN
[ ] Kiss Assist
[ ] RGMerc
[ ] ... whatever else

That way someone can reduce the spam.


As always, these discussions are great. Thank you
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.3: RGMerc support, Better Coth, Mission Tweaks

  • Added support for RG Merc bots
    • By default, all types are sent to all group members
    • To reduce spam, visit [Settings] and uncheck boxes of any type you do not use
    • View attachment 63149
  • Improved COTH support
    • If group contains a mage, it will (better) yank the task requestor to the next door
  • Oasis of Forest and Oasis of Frost were tweaked to better complete mission
  • On completion of...

Read the rest of this update entry...
 
Release Anniversary Tower Missions: Full Automation

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