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Release Anniversary Tower Missions: Full Automation 1.29

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The script has really come improved greatly, run really good.

The only semi constant problem I seem to have is missing the undead boss in the last 6 runs I have missed killing him 3 times. I'm never fast enough to hit the pause button.

Would an option to have a confirm button to task quit be something you would think about doing and maybe a beep to alert the program is waiting for something?
 
GoldenFrog

Up above here quite a few posts:

You should be able to do a hotkey to pause it. It will pause and un-pause teh macro

/lua pause missions_anniversarytower

That is what I am referring to. It just pauses the Lua, it was a work around for the pausing while all the other toons were zoning in. But it only works on some missions. I will check tonight and see if it is still acting up.

Oh and last time I ran Frost...(2 days ago), it wouldn't kill Paglan (last boss), it did the "End task" thing and exited from the mission. And he was spawned and standing right there, after defeating the Guardians. I couldn't catch the Pause key before it happened so you get no rewards for that mission. I am just going to start using the Pause before the last guardian dies, that seemed to work.

Vrak
 
Made a run today, killed trash in frost and exited with boss up. Took a brief glance at the code and it seems that Paglan may be missing a check, but didn't take a very close look. Unfortunately I'm not sure which boss I had, it killed the second set (guardians), dropped task, and exited.
 
GoldenFrog

Just got done with a run and found these:

1. Tank is not waiting for the rest of the group to zone in. Happens a lot, and not on all of the missions. However it is most notable on the first 3.

2. Pausing the Lua only works sometimes, especially at the beginning of a mission.

3. I finally found a way to get credit for Frost. I wait until just before (like 25%) the last "Guardian" dies and hit my Pause Lua macro. Which puts the toons in pause and then wait for Paglan to attack and then unpause the Lua. Worked great.

4. Other than those 3 things the Lua ran great. Nav was improved and each "Step" was more precise. Well done, and keep up the good work. And thanks for all your effort on this.

Vrak
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.10: Added All Key Missions

  • Added missions for all key quests
  • Can run all back-to-back and MOSTLY will do them all.
  • Handles swapping to top-level containers automatically
  • Missions:
    • Repaired Key Of Frost: Has issues getting into/out of Ice Hole and to far SW corner. Will need help at those points. This one still a bit of a mess.
  • Navigation Issues:
    • Some navmesh issues to resolve or code round...

Read the rest of this update entry...
 
GF, super love the new addons!!!!

Two things, first one could just be me:
- I got this on key quest 2, Broken Key of Lava, upon leaving tower:
1721863026646.png
I opened Meshmanager and it looks like there is a mesh there...but I cannot nav to the Commonland tunnel. I can click on the map and nav to the entrance of the tunnel. But in the tunnel itself, it will not autonav, and fails the easyfind. I updated the Meshes to check if I'm missing a newer one. Can someone run it, maybe I have a bad mesh. Anyways, just pointing it out.

-second, hoping this is a nice idea. I tend to use it, but I know its extra code. Adding in the use for Zueria Slide (helps cut travel time to and from Nro):
Code:
-- Travel to Lavastorm Mountains
if mq.TLO.FindItem("Zueria Slide")() then
    if mq.TLO.Me.Level() >= 105 then
        print("Relocating to Nektulos Forest with your Zueria Slide. Please wait.")
        mq.cmd("/relocate nek")
        mq.delay(21000) -- Wait for teleportation to complete
        zoning(25)
    else
        print("You have the Zueria Slide but do not meet the level requirement to use it.")
    end
end

-- This part will execute if the Zueria Slide condition fails or if the character is not already in Lavastorm
if mq.TLO.Zone.ID() ~= 27 then
    print("Running to Lavastorm Mountains.")
    mq.cmd("/travelto lavastorm")
    zoning(27)
end
 
GF, super love the new addons!!!!

Two things, first one could just be me:
- I got this on key quest 2, Broken Key of Lava, upon leaving tower:
View attachment 63637
I opened Meshmanager and it looks like there is a mesh there...but I cannot nav to the Commonland tunnel. I can click on the map and nav to the entrance of the tunnel. But in the tunnel itself, it will not autonav, and fails the easyfind. I updated the Meshes to check if I'm missing a newer one. Can someone run it, maybe I have a bad mesh. Anyways, just pointing it out.
You are correct that the meshes in NorthRo are kinda sucky. You can't get from Commonlands -> NRo out of the tunnel or other way around.

Adding clickies and other ports is a potential idea. There's so many, my main has like 25-30 including the latest Scythe (Nro). Zueria (Nro) and others.
Guess that can help. Will look into that.


Btw, if anyone looks into meshes, the Everfrost one is icky on the whole west side for this quest as well. Maybe I'll finally learn how to do that.
 
You are correct that the meshes in NorthRo are kinda sucky. You can't get from Commonlands -> NRo out of the tunnel or other way around.

Adding clickies and other ports is a potential idea. There's so many, my main has like 25-30 including the latest Scythe (Nro). Zueria (Nro) and others.
Guess that can help. Will look into that.


Btw, if anyone looks into meshes, the Everfrost one is icky on the whole west side for this quest as well. Maybe I'll finally learn how to do that.
Probably a bit much to specialize for 1 key, but pet classes can kill/loot the fish from above the ice by sending their pets.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.11: Pet Classes Improved in Key Of Frost

  • Key of Frost: Classes with a summoned pet will not need to go into the Fishing Hole in Everfrost
  • Navigation in SW corner of Everfrost hacked a little until navmesh is improved
    • Character still can't get OUT of the SW corner, but quest should now be completed successfully
  • Corrected invalid zone name: "anniversarytower"

Read the rest of this update entry...
 
I'm having an issue where it completes the mission but not giving credit for it. There might need to a delay before it kicks the mission.
 
In mission 05 I have to open up /nav ui and turn off "Automatically click nearby doors" or else it failed. (Loop)
 
Added the below to my engine.Lua and it fixed the issue of missing the achievement.


Lua:
    logger.info('Dropping quest')
    mq.delay('60s')
    mq.cmd('/kickp t')
    mq.delay(100)
    mq.cmd('/yes')
 
Big thanks to @burdsjm for updating the NorthRo and Everfrost meshes.

Please update to the latest meshes as they correct all navigation around the Anniversary Tower portal as well as SW canyon area of Everfrost.

There is still a small hiccup in North Ro getting out of the western tunnel from Commonlands, but these have addressed all other concerns we had.

Thank you again.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.12: Updates for meshes, Ice Hole tweaks, Quest Achievement delays

  • Added delays before dropping task
    • Thanks again, @burdsjm
    • Addresses timing issue not awarding achievements
  • Removed special movement code in response to improved Nro/Everfrost meshes
  • Updated Key of Frost movement in Everfrost
    • Most issues around getting in, around, and out of ice hole should be identified
    • If script can't do something, it'll beep twice and display text e.g. "Cannot get out of ice"
      • In this case, just...

Read the rest of this update entry...
 
MQ2nav (Automatically click nearby doors) need to be turned off when running missions as some make group members zone in and straight out again.
 
In mission 05 I have to open up /nav ui and turn off "Automatically click nearby doors" or else it failed. (Loop)
Missed you're comment here. I hadn't seen this issue occur. Are people seeing characters automatically zone in/out of zones when not expected?
 
Missed you're comment here. I hadn't seen this issue occur. Are people seeing characters automatically zone in/out of zones when not expected?
yes, happens to me. Also the nav for key 1, zones you out (to head to Nro) but paths you back into the tower. This may have changed since Burd made the new mesh, have not tried it yet.
 
yes, happens to me. Also the nav for key 1, zones you out (to head to Nro) but paths you back into the tower. This may have changed since Burd made the new mesh, have not tried it yet.
The Nro pathing was definitely the key fix that Burd made to the mesh. Make sure to have latest.

Guess we can programmatically turn off the /nav setting (assuming there's a command for that) and turn back on. Can make it a setting in ours.
I'll test with that.

EDIT: Not seeing any way to programmatically disable, so guess follow Blasty's advice and manually turn that off.
 
Last edited:
The Nro pathing was definitely the key fix that Burd made to the mesh. Make sure to have latest.

Guess we can programmatically turn off the /nav setting (assuming there's a command for that) and turn back on. Can make it a setting in ours.
I'll test with that.

EDIT: Not seeing any way to programmatically disable, so guess follow Blasty's advice and manually turn that off.
I guess we could do it in the "not nice way" :)
Edit the INI of MQ2Nav.ini
Set OpenDoors=0
and /nav reload

But also set OpenDoors=1 if it was like that before Lua was loaded.

I know it's a slam hack :)
 
When it picks up the keys, it does not appear to click the frost key to get the quest, as the other keys do. I need to click it manually and then restart the Lua to get it to continue.
 
hi this is fantastic, really annoying dealing with the keys and everything else, makes it super quick and easy to run thanks!
 
Does everyone in the group need to the task for the key? Or just the tank/Lead?
The task to repair the key is solo, so each toon.

The mission you get with the completed key is group, so only one toon in the group needs the completed key.
 
Once you have the first six keys, you can get a quest from the robot guy on the ground floor. He'll take those keys and in exchange let you request the tasks directly from him. Frees up some inventory.
 
Manydills

Yeah but it is a real pain to:

1. Have to watch your tank run down all those ramps to get the mission. My brain starts bouncing and I have to look away. I open my inventory to check how many Tribute coins I have earned just so I don't have to watch the bouncing. Props to GoldenFrog for making it a lot easier coming back to the group with Mage CoH.

2. Takes quite a bit of time just to get a mission. It's ok for the first couple of missions, but by the third it becomes mind numbing and by the sixth it is downright agonizing lol. I did this on my first group (did the quest for the keys) and haven't done it on my second group. And noticed that it is a ton easier to just go 3 ramps up to the next door, than to watch and wait for the tank to run all the way down and then back up again. At the expense of a few (well 12 total by the end of the year) bag slots.

Anyways just my take on this subject.

Vrak
 
due to not being able to mesh the tunnel in northro to commonlands, it might be worth sending your toon to origin or pok or lobby to get to lavastorm for the first key.

then to easily get back, if they have the outlook device you can use that (/relocate nro2)
 
due to not being able to mesh the tunnel in northro to commonlands, it might be worth sending your toon to origin or pok or lobby to get to lavastorm for the first key.

then to easily get back, if they have the outlook device you can use that (/relocate nro2)
This is exactly what I do. Been meaning to add the option to do those ports automatically, should devices be available. May be time to take the time.

1. Have to watch your tank run down all those ramps to get the mission. My brain starts bouncing and I have to look away. I open my inventory to check how many Tribute coins I have earned just so I don't have to watch the bouncing. Props to GoldenFrog for making it a lot easier coming back to the group with Mage CoH.

2. Takes quite a bit of time just to get a mission. It's ok for the first couple of missions, but by the third it becomes mind numbing and by the sixth it is downright agonizing lol. I did this on my first group (did the quest for the keys) and haven't done it on my second group. And noticed that it is a ton easier to just go 3 ramps up to the next door, than to watch and wait for the tank to run all the way down and then back up again. At the expense of a few (well 12 total by the end of the year) bag slots.
I actually repeated the original 6 key missions for that reason. The use of teleporters and coth helps, but still dizzying at times.
When done running these, I'll delete the keys, but for now saves time and reduces car sickness.
 
I even use the zueke slide and port to Neklous for the lava storm mission
I have the next mission/key ("Fire") written and will publish whenever MQ is back on Test to verify formally.

With that is logic that:
  • (Option) Uses Zueria or Nro clicky to return to North Ro
    • (yay Sic and /relocate)
  • (Option) Uses Gate at start of each Key Mission
  • (Option) Uses other [origin, throne, etc...] at start of each Key Mission
    • Hadn't considered Zueria to jump to Nek. Interesting option.
Far from perfect, can get complex easily, but a start to see how it goes.
Separately from the Commonlands tunnel mesh issue, it does help cut a lot of travel down.

Separate note: Suggestion to not run key missions on any char that doesn't need them yet. 21 AA for each makes it among the best to bank for next expansion.
 
I have the next mission/key ("Fire") written and will publish whenever MQ is back on Test to verify formally.

With that is logic that:
  • (Option) Uses Zueria or Nro clicky to return to North Ro
    • (yay Sic and /relocate)
  • (Option) Uses Gate at start of each Key Mission
  • (Option) Uses other [origin, throne, etc...] at start of each Key Mission
    • Hadn't considered Zueria to jump to Nek. Interesting option.
Far from perfect, can get complex easily, but a start to see how it goes.
Separately from the Commonlands tunnel mesh issue, it does help cut a lot of travel down.

Separate note: Suggestion to not run key missions on any char that doesn't need them yet. 21 AA for each makes it among the best to bank for next expansion.
relocate:
/relocate nro (zueria slide, will even convert it)
/relocate nro2 for outlook thingie
/relocate nek (zueria slide, will even convert it)
/relocate gate for gate/gate potions
/relocate lobby for guild lobby

what about if you have all 6 keys do the turn in so you don't need the actual keys any more?
 
relocate:
/relocate nro (zueria slide, will even convert it)
/relocate nro2 for outlook thingie
/relocate nek (zueria slide, will even convert it)
/relocate gate for gate/gate potions
/relocate lobby for guild lobby
Another humbling thing was not learning about /relocate until your post last week. So many cool things out there.
Am working to expand this porting as you mentioned above. Trick is possibly optimizing who does what. For example, a Gating class bound in PoK/GL wants to use that first, for example. But maybe I'm overthinking it.

what about if you have all 6 keys do the turn in so you don't need the actual keys any more?
Everything works exactly the same whether you have a physical key or turned-in.
With the only exception being actually initiating the mission:
  • Physical keys, you just click and move to next level.
  • Turned-in, someone has to run to level 1, get, and then run all the way back up (or get coth'd)
    • Besides taking 30+ seconds... many (including myself) find that dizzying to watch on the screen
So I now have physical second-set of keys to speed things along.
 
[CODE lang="Lua" title="Key Turn in Lua"]---GiveKeys.Lua
--Version 0.1 beta
--by burdsjm
--Date 7/25/2023
--------------------
local mq = require('mq')
local version = '0.01'

--common functions
mq.cmd('/Lua run giveit')
mq.delay(200)

--
mq.cmd('/mqtarget artificer')
mq.delay(200)
mq.cmd('/say first six keys')
--
mq.cmd('/giveit itemlist npc "a clockwork artificer" "Repaired Key of Sand" 1 "Repaired Key of Lava" 1')
mq.delay('5s')
mq.cmd('/giveit itemlist npc "a clockwork artificer" "Repaired Key of Forests" 1 "Repaired Key of Frost" 1 "Repaired Key of Sky" 1 "Repaired Key of Steam" 1')

-- Exit script after completing the raid loop
mq.exit()
[/CODE]
 
Release Anniversary Tower Missions: Full Automation

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