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Release Anniversary Tower Missions: Full Automation (1 Viewer) 1.29

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

1.14: Support for Key/Mission of Fire. Limited Porting Ability.

  • Added support for Key of Fire and Mission of Fire
  • Added limited porting ability (for now)
    • At completion of the last key quest of a set, if checked will use either Zurica or Northern Desert Outlook Device to port back to North Ro
    • At start of each key quest, if checked - will use Gate AA to get back central before navigating to next.
      • [ATTACH type="full"...

Read the rest of this update entry...
 
well so far i have had 3 of the doors exit out before the last mob was dead. frost and fire zones drop task and leave. but if they drop task before the mob is dead you have to wait about an hour to do that uncompleted mission again. no error or anything give on the mq window.
1724356503254.png
1724361230924.png
 
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well so far i have had 3 of the doors exit out before the last mob was dead. frost and fire zones drop task and leave. but if they drop task before the mob is dead you have to wait about an hour to do that uncompleted mission again. no error or anything give on the mq window.
That's not okay at all. I'm sorry for that.

You're saying it's dropping and exiting before the task is even properly completed? I'll look into those but that shouldn't be happening (obviously).
 
GoldenFrog

Yeah I am having the same problem, sort of...Mine is only happening on the newest task (oasis of fire). However, it is NOT dropping the task, it is making the toons head for the door just after they engage the Sleeping Wyvern. Has done it 2 days in a row now, so I am stopping that from happening by hitting my "Pause Tower" macro and hitting my "S" key to stop my tank from auto running for the door, then re engaging the mob. I only had 1 toon make out of the door this time. Last time everyone but the tank zoned out and the tank was left to defeat the mob by himself. But because he is a big, strong Warrior, he did so with no problem lol.

Sorry man, but this seems to happen with every new task. I have faith you will get it fixed, you always have in the past.

Thanks for this wonderful Lua though. It sure makes my life easier.

Vrak
 
Thanks for the feedback, Vrankenor. I do have a new set of logic to both validate completion of the task AND ensure the achievement has been received.

Need to run it through a couple more test runs and will get it published.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.16: Ensure Task Doesn't Abandon Prematurely

  • Ensures task is complete before walking away
    • This can happen is the last step has a version not added to the code
      • e.g. Oasis of Frost can end with need to kill Basil or Paglan. Only one was set up.
    • Script will report if this occurs- and hold until resolved automatically or manually
  • Improved logic to ensure Achievement awarded before moving on
    • Should actually watch for...

Read the rest of this update entry...
 
On the RG Launcher, choose 1724541301217.png.

Then click [Update] or whatever the button is, and all will be downloaded or updated as needed.


Unrelated note: If you camp out INSIDE one of the missions - when you log back in, you'll be in the same mission room but not in the instance and a non-working door. Will have to gate or CotH to get out. Fun stuff.
 
GoldenFrog

This last update seemed to fix the "early exit" thing. Just 2 last minor quips: ( I know you are getting tired of me lol)

1. In Frost there are 2 different scenarios. One with skellies and the other with Crocs (2 sets). In the second with the crocs, it will target the second set of crocs instead of the first. Hope that makes sense, in other words, it has the croc order backwards. How's that?

2. In Frost and Steam (slippery floors) are really slippery now. I don't know what happened, but this just showed up since yesterday.

Like I said...minor stuff. Please, keep up the good work. This is a great Lua. Man makes my life so much easier.

Vrak
 
GoldenFrog

This last update seemed to fix the "early exit" thing. Just 2 last minor quips: ( I know you are getting tired of me lol)

1. In Frost there are 2 different scenarios. One with skellies and the other with Crocs (2 sets). In the second with the crocs, it will target the second set of crocs instead of the first. Hope that makes sense, in other words, it has the croc order backwards. How's that?

2. In Frost and Steam (slippery floors) are really slippery now. I don't know what happened, but this just showed up since yesterday.

Like I said...minor stuff. Please, keep up the good work. This is a great LUA. Man makes my life so much easier.

Vrak
Just curious, for number 2, didn't levitate work before? did you have it on?

Changing Subjects:
GF I had a crash when the script failed to create a top level inventory slot, I'm sorry, lost it in the spam. Happened at the end of the first mission. Not all that helpful, my bad! I also want to say that it is amazing that the correct step was immediately picked up and it resumed once I made the space!

Also, looks like we are crashing if we have the Gate/AA option checked and have neither.

...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:474: attempt to compare number with nil
stack traceback:
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua: in function 'travel_to_nontower_zone'
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:573: in function 'RunKeyTask'
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:605: in function 'RunSelectedKeyTasks'
...VeryVanillaTest\lua\missions_anniversarytower\engine.lua:878: in function 'delegate'
...VeryVanillaTest\lua\missions_anniversarytower\engine.lua:1025: in function 'Main'
...s\VeryVanillaTest\lua\missions_anniversarytower\init.lua:20: in main chunk

Unchecking the option seems to have stopped the crash.

As a new set of dudes, without AA, without Gate, without PoK ports, maybe gate potions could be added? I am loath to suggest more work here, you have put so much into this already, and I never imagined it would do as much as it does. Thanks!
 
GF I had a crash when the script failed to create a top level inventory slot, I'm sorry, lost it in the spam. Happened at the end of the first mission. Not all that helpful, my bad! I also want to say that it is amazing that the correct step was immediately picked up and it resumed once I made the space!
I'll say it's always a priority for me that scripts are restartable at any point. So frustrating as a user if not - so thanks for saying so and glad it benefitted you.

I thought I'd vetted that part of "If no top level space able to happen" --- but obviously not enough. Will give that another check. Thank you. To verify, is it true that there WAS no valid top-level space or empty bag to work with?

Also, looks like we are crashing if we have the Gate/AA option checked and have neither.

As a new set of dudes, without AA, without Gate, without PoK ports, maybe gate potions could be added? I am loath to suggest more work here, you have put so much into this already, and I never imagined it would do as much as it does. Thanks!
Ah yeah. I have it on a list to work on porting more. But honestly, the hard part is that the entire Tower goes away in... November? December? So I keep deprioritizing that over other tasks.

Your suggestion on ports is very valuable and I've wanted to add a lot more. Will see if I can get the time and get something in place there. As you say, even just gate potions would be useful.
(Plus everything else that /relocate PoK does for us)
 
I'll say it's always a priority for me that scripts are restartable at any point. So frustrating as a user if not - so thanks for saying so and glad it benefitted you.

I thought I'd vetted that part of "If no top level space able to happen" --- but obviously not enough. Will give that another check. Thank you. To verify, is it true that there WAS no valid top-level space or empty bag to work with?


Ah yeah. I have it on a list to work on porting more. But honestly, the hard part is that the entire Tower goes away in... November? December? So I keep deprioritizing that over other tasks.

Your suggestion on ports is very valuable and I've wanted to add a lot more. Will see if I can get the time and get something in place there. As you say, even just gate potions would be useful.
(Plus everything else that /relocate PoK does for us)
Yes, I can confirm that no slot was open, but it was trying to do... something because I saw items pop on and off cursor.

As far as the other stuff, timetable, etc, this is very understandable and the fact that you put in this effort at all is... well, you are my kinda crazy. I'm running keys now on a new toon and just... wow. Saving so many hours for so many people.

Okay actually I found the log, if its helpful at all.
[TowerMissions.lua] Executing step 10.
Window 'pack4' not open
[TowerMissions.lua] Moving item from top-level slot: Extraplanar Trade Satchel (67633)
[TowerMissions.lua] Moving Item Extraplanar Trade Satchel to pack 1, slot 4
Could not pick up item: no item found.
[TowerMissions.lua] We thought we made a top-level slot but we was wrong
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:474: attempt to compare number with nil
stack traceback:
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua: in function 'travel_to_nontower_zone'
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:573: in function 'RunKeyTask'
...yVanillaTest\lua\missions_anniversarytower\key_tasks.lua:605: in function 'RunSelectedKeyTasks'
...VeryVanillaTest\lua\missions_anniversarytower\engine.lua:878: in function 'delegate'
...VeryVanillaTest\lua\missions_anniversarytower\engine.lua:1025: in function 'Main'
...s\VeryVanillaTest\lua\missions_anniversarytower\init.lua:20: in main chunk
Ending lua script 'missions_anniversarytower' with PID 10 and status -1
Think I misread, desregard below.
Going to speculate that because was the trade satchel, it wouldn't take whatever items we were trying to rearrange because they werent tradeskill items. Fwiw my top 3 bags are extraplanar trade satchels on this toon
 
Algar

Just to answer your question...in short yes I have levitate on...I run with a druid so I use Falcon all the time. However I control the up and down manually so I very well have it on down when in these tasks. If I need up I just adjust on the fly <shrug>.

But, nonetheless this behavior (slip sliding around) just started back up recently, so not real sure how relevant the levitate issue is. (Not saying it's a bad notice on your part, just that the Lua wasn't doing this before.)

Vrak
 
I hit travelto the skyfire mountains in the tower and it ran to north ro, and back into the tower.
That hints that you don't have the latest meshes. burdsjm did a great job updating NorthRo and Everfrost to correct these issues.

Click [Mesh Updater] in the Redguides launcher and it'll give you an option to update.
 
That hints that you don't have the latest meshes. burdsjm did a great job updating NorthRo and Everfrost to correct these issues.

Click [Mesh Updater] in the Redguides launcher and it'll give you an option to update.
the only meshes i dont have current as of right now are my custom SV one and the OMM mission maps
 
Do you have "ignore scripted doors" unchecked in your nav settings? If so, check it.

It will cause this problem
Is there a /command for that option? Or another way to easily turn that on/off for a group? Thanks!
 
Is there a /command for that option? Or another way to easily turn that on/off for a group? Thanks!
you can unload mq2nav on everyone else
change the value in the ui on the toon you didn't
then reload nav on everyone else
 
It does not appear I do.
To verify your original comment. If you are in the Tower and issue a "/travelto northro"...

...The original mesh would wait until you zoned out of tower and path you almost straight back across the teleporter pad. This zones you back in.

The latest mesh instead runs you almost directly south to North Ro, avoiding this.


Are you still seeing the first behavior of routing back right into the teleporter?
 
To verify your original comment. If you are in the Tower and issue a "/travelto northro"...

...The original mesh would wait until you zoned out of tower and path you almost straight back across the teleporter pad. This zones you back in.

The latest mesh instead runs you almost directly south to North Ro, avoiding this.


Are you still seeing the first behavior of routing back right into the teleporter?
i didnt say /travelto northro... i said go to skyfire
 
I dont see how this changes the fact i said SKYFIRE and not NORTH RO?
You definitely said Skyfire.

My mistake was typing NorthRo when I meant to say SouthRo.

This is important because going from the tower to Skyfire goes tower -> nro -> sro.

And if you don't have updated meshes, this will 100% zone you back into the tower.
Easily tested by standing in front of the tower portal and /travelto southro.

That is why I didn't mention skyfire. Troubleshooting only requires the southro check.
1725041052123.png
 
You definitely said Skyfire.

My mistake was typing NorthRo when I meant to say SouthRo.

This is important because going from the tower to Skyfire goes tower -> nro -> sro.

And if you don't have updated meshes, this will 100% zone you back into the tower.
Easily tested by standing in front of the tower portal and /travelto southro.

That is why I didn't mention skyfire. Troubleshooting only requires the southro check.
View attachment 64413
i used it last night and it worked. I did get stuck on the platform coming back to the tower, but the rest seemed to work fine. Is there a secret to getting a full group to run the task independently? I ran it seperate and solo and most of my toons finished the key quest but some got hung up.
 
Is there a secret to getting a full group to run the task independently? I ran it seperate and solo and most of my toons finished the key quest but some got hung up.
If you mean for the key quests to have multiple people in the same group do the quest at the same time -- no, it doesn't really directly support that. There's extra coordination that gets a bit problematic.

What kind of "hung up" were you seeing? Logic issues in the scripts or characters not able to accomplish some steps solo?
 
#4 Key of Forests Crashing. Got the Broken Key and the quest is active. Upon Run the below happens. Same error with Key Quest 5. Key 1 and 2 working though.

EDIT: Key 2-9 show same error upon Run.

1726624923849.png
 
#4 Key of Forests Crashing. Got the Broken Key and the quest is active. Upon Run the below happens. Same error with Key Quest 5. Key 1 and 2 working though.

EDIT: Key 2-9 show same error upon Run.

...,
Yow. Okay, will give this a look in the morning. Sorry to hear that.
 
If you mean for the key quests to have multiple people in the same group do the quest at the same time -- no, it doesn't really directly support that. There's extra coordination that gets a bit problematic.

What kind of "hung up" were you seeing? Logic issues in the scripts or characters not able to accomplish some steps solo?
Just for science I was able to do all the keys in a group mostly relying on this script, but I'm not sure it is for everyone, because as you alluded to there are tradeoffs.

* I did not string quests in a row, I moved the group between zones before I started the script.

* If possible, with my automation/chase on, I ran the script on only my driver, assigned key parts as needed (with however you manage looting) and started the script on the other groupmembers at the end, where they basically just made the key. (Edit: May be helpful to manually make sure they have one top level inv slot free before trying this for your peace of mind).

* In Everfrost, I started on the driver and when everyone had the fish I turned it on for everyone. The chase will continually overright the script nav commands so it all behaves as it should. I think I also did this in a couple of zones I don't remember specifically, basically, some knowledge of the quests is required to see when this makes sense to do or is necessary.

* For Steamfont, I ran the script on the driver with everyone else paused, let him kill the dude at the end, and as groupspawns reappared i would add one more person to running the script (and simply touched the corpse at the end so the piece could be assigned to them).

You may not care to do this if you are running 54 toons through this stuff, but for a single group, all in all, the experience was fairly effortless and didn't really require much more babysitting than I would normally give it.
 
Just for science I was able to do all the keys in a group mostly relying on this script, but I'm not sure it is for everyone, because as you alluded to there are tradeoffs.
Your points are good. Just answering from the perspective I had making them...

* Due to the wide geographical spread of zones, you're correct it's best to manually move the group/char around rather than allow /travelto. Just from optimization. It should work letting them run, but obviously would take much longer.

* At this time, only the driver will complete the quest. It gets much more complex quickly to try and do the whole group at once. (side comment: I have just such a framework been working on for some time. Fun. Complex)

* Everfrost sucks for the fish. The script does everything to that step, tries to go into fishing hole. If it can't get the driver into the water, it will wait for YOU to move the char/team (System will beep twice at that moment). Once char is in the water, it will resume.
* Same for getting out of the water.
 
Overall this is very good where it is at, I can only imagine the complexities for scripting an entire group quickly become exponential!

As for your second point, the nice part is once you do run the script at the end on the other dudes, like I said, it just becomes a combined automation because the script picks up whatever step you are on. Very nice.

Finally, yes, the pet change was definitely wonderful. using the pets made that step a joke!
 
But honestly, the hard part is that the entire Tower goes away in... November? December? So I keep deprioritizing that over other tasks.

Have they actually said the tower goes away in 2025? It could be another GMM. I know the collectibles and freebies are rotating out, but the tower is a lot of content to throw away.
 
Have they actually said the tower goes away in 2025? It could be another GMM. I know the collectibles and freebies are rotating out, but the tower is a lot of content to throw away.
I thought I read DBG mentioning that - and you're correct. I had expected it to be "Anniversary" content that is brought back in it's entirety during each year's anniversary season.

Even if it goes away, it'll be back for the reason you said. Chardok B, GMM, etc...
 
Release Anniversary Tower Missions: Full Automation

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