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    Frostreaver

Auto Cleric 1.0

Now, after death, he just sits there spamming the window with "waiting for rez" but never attempts to rez himself or anyone else.

Maybe add a check within the waiting section where if a corpse is detected within X and Los = true and name = group member /dorez

I hate trying to format code on mobile so forgive the ugliness of it lol.
 
Now, after death, he just sits there spamming the window with "waiting for rez" but never attempts to rez himself or anyone else.

Maybe add a check within the waiting section where if a corpse is detected within X and Los = true and name = group member /dorez

I hate trying to format code on mobile so forgive the ugliness of it lol.

Its already there, but I think what happened somehow is the group or your corpse was added to an alert list and refused to rez it. I added a check that will not rez a corpse more than once. So after multiple deaths maybe the IDs of the corpses were the same. I'm going to rewrite this code so it will always rez group and self no matter the alerts.

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How is the speed of the healing? I know both kknights and wannabe reported it being slower.

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Amped up the group healing logic per posts above. If 2 People drop below 75% it will cast group heal.
 
The heals are pretty slow if the cleric has to switch targets. He'll heal then keep that person targeted for a few seconds before switching over to heal someone else, keep them targeted for a bit then move on to the next one. If he has to switch to heal a caster my tank usually drops to below 50% before he cycles back to heal the tank.
 
Is it possible to have the cleric /stick 5 when following the tank around? As it is now he is the furthest from the group. I like to keep my group tight.

Not going to happen, The reason I use the chase at ~30 distance is because I don't want any interrupts due to movement, if he is constantly shifting around it causes way more issues. If you are moving your group I'd recommend just issuing a /bca /stick 5 id ${Me.ID} followed by a /bca //moveto loc ${Me.Y} ${Me.X} ${Me.Z} command to set the camp.

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The heals are pretty slow if the cleric has to switch targets. He'll heal then keep that person targeted for a few seconds before switching over to heal someone else, keep them targeted for a bit then move on to the next one. If he has to switch to heal a caster my tank usually drops to below 50% before he cycles back to heal the tank.

Thanks for tracking this down, that makes way more sense. Now to find out where that is happening.

Edit: NM found it, it was during a call to cast something using SpellQueue and misc slot could hang for 10 seconds.

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Doing code cleanup, and then I'll release my final(hopefully) 1.3 beta before rollout on 16th.

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Found some more delaying for Alt Abilities where it would wait for spell gems to open up before casting, I fixed this by changing it from a ${Cast.Ready} to a !${Me.Casting.ID} for Alt Abilities that don't require to be cast but activated. Should save about a half of second per use.

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Ok here should be the Final 1.3 Beta. This has all the fixes on the main screen with Burst of Life added to group. I am still needed to add Focused Celestial Regen to this.
 
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Have it running now, already seeing an improvement on the AA activating immediately after casting.

Let me know if you still see the delay between group member switching, I'm hoping this fixed it, but the one focus that will always be a TOP priority is speed.

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Also need more testing on group healing logic, I tweaked this a bit and hopefully it will be a bit better. Group heals will now fire off after 2 people are below 75%.
 
Just doing some PL'ing at the moment. Might be running some cotf/tds progression/missions later. Will let you know what I see.
 
Testing it now. I'll update.

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Seems to be running a lot better now. If I find any other issues I'll let you know.
 
Hit TDS tonight, and I must say Stuns are crap there. I'm removing them, and replacing it with a second heal nuke. I still dig the nuke heals Contravention, but alas they have to go to the trash as well once eqmule patches splash heals on the upcoming compile. I will use the splash with a cure spell when everything is finalized.

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To Clarify the Lineup

Ward / Remedy 1 / Remedy 2 / Emblem / Word / Renewal / Issuance / Splash (Raid) Something here (Group) / Intervention 1 / Intervention 2 / DI Slot / Misc Buff Slot

Issuance will be cast when tank is taking massive damage (Enough damage to knock him below 60% and have renewal spell fire... then back below 60% before renewal can recycle) I think this is a good condition to use that spell since its a 5 min cooldown.

Splash will be a special condition based off PC Spawns in the splash zone on a raid. Will be a snap to code with how eqmule has patched MQ2 this week.

I was thinking of Infusion for group game. But need more input.
 
AC was healing pretty damn well last night. Went through TT/KC/BI Progression for some guildies and only had a death with an odd aggro train in BI and some SI deaths in caverns. Group healpoints seem to be much better tuned. We had a few AE named and a few pulls where people were getting hit other thank tank, and cleric was group healing much more aggressively and keeping everyone up.

One thing I did see was when that happened in caverns, the cleric was spamming that "xxxxx's corpse is dead" and trying to rez them at 400ish yards away. Need to put in a distance check for group rezzes (and invis rez logic if it's not included with the other invis casting logic you already coded).

Another thing that likely won't come up too often, but I was doing a lot of zoning with all of my boxes before that, and noticed that somehow my wiz got declared as the tank for the macro due to my war not being in zone, etc. Not an issue generally, as when the war comes back, there's an /echo about the tank being back and switching back to him. It doesn't seem to actually happen though, as all tank buffs were still going to my wiz. It happened later when zoning doing progression, and all tank buffs were going to my bard. May want to take a look at the tank switch logic.

Will let you know if I see anything else odd. Thanks again, NH!!
 
AC was healing pretty damn well last night. Went through TT/KC/BI Progression for some guildies and only had a death with an odd aggro train in BI and some SI deaths in caverns. Group healpoints seem to be much better tuned. We had a few AE named and a few pulls where people were getting hit other thank tank, and cleric was group healing much more aggressively and keeping everyone up.

One thing I did see was when that happened in caverns, the cleric was spamming that "xxxxx's corpse is dead" and trying to rez them at 400ish yards away. Need to put in a distance check for group rezzes (and invis rez logic if it's not included with the other invis casting logic you already coded).

Another thing that likely won't come up too often, but I was doing a lot of zoning with all of my boxes before that, and noticed that somehow my wiz got declared as the tank for the macro due to my war not being in zone, etc. Not an issue generally, as when the war comes back, there's an /echo about the tank being back and switching back to him. It doesn't seem to actually happen though, as all tank buffs were still going to my wiz. It happened later when zoning doing progression, and all tank buffs were going to my bard. May want to take a look at the tank switch logic.

Will let you know if I see anything else odd. Thanks again, NH!!

Will add these fixes, thanks for the feedback!

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Instead of Infusion maybe look into the Retort line for group...

Thanks Meistro, In case you guys haven't figured it out, I don't play much EQ except for loading it up to macro lol. Since I have about 1-2 hours to actually sit and play in a focused environment a day, I typically spend that time catching up on "The Walking Dead". I pretty much rely on you guys to say, "Ok, Noob this is stupid, I can't function like this in a raid!". So don't ever feel like you are nagging me or giving too much feedback, because without it I can't make this macro perfect. ;)

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Here is the preview release of 1.3, only changes are a couple bug fixes Hihi pointed out and removal of Stuns for another healnuke. (Which by the way has made it so I can take down T2 Names in TDS with my merc) If no issues arise I'll release it this weekend.
 
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Running more progression after work tonight. Will run it and suicide one of my toons out of range to check the rez range, and see if anything else comes up.
 
Loading up the new beta now. Will let ya know how it goes for me :)

Also a shameless boost for Noob- if you love this mac throw him some donations!
 
Rezzing is going nuts. Cleric keeps trying to sit while rezzing which makes the AA rez fail nonstop and the entire macro starts freaking out and spamming the window.

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now it's trying to rez and heal corpses at the same time.
 
Will add these fixes, thanks for the feedback!

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Thanks Meistro, In case you guys haven't figured it out, I don't play much EQ except for loading it up to macro lol. Since I have about 1-2 hours to actually sit and play in a focused environment a day, I typically spend that time catching up on "The Walking Dead". I pretty much rely on you guys to say, "Ok, Noob this is stupid, I can't function like this in a raid!". So don't ever feel like you are nagging me or giving too much feedback, because without it I can't make this macro perfect. ;)


Its funny I mention spells that needed to be used as a raiding Cleric and what spells you should take out and others get credit what what kknights and I mentioned Lol - too funny


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Here is the preview release of 1.3, only changes are a couple bug fixes Hihi pointed out and removal of Stuns for another healnuke. (Which by the way has made it so I can take down T2 Names in TDS with my merc) If no issues arise I'll release it this weekend.




Mystical and Virtious interventions are the best 2 heal nukes and I mentioned them to you and to remove the stun because it wasn't needed - ive stoped using it because its unstable atm - ive reverted back to my macro - I will tweak my mac and fix it over the weekend - id like to still test and try this out tho but for now went back to mine - thanks thou


BTW - You added the wrong Virtious - Virtious Intervention - not Virtious contravention -
 
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Heal Fast, Heal Often, Heal Party Members, REZ REZ REZ - I find this chanting in my head over and over when I think about what my clerics should do, if you need them to do anything else you are missing the point of how this shit works! Tank smashes shit, DPS stabs or blasts shit and cleric heals. stick to that and win! The only time my groups fail (wipe) is when members are off casting some idiot spell instead of healing the tank or the dps. I switch to a bard to offtank over a chanter so the cleric can battle rez the tank and get back in the fight. Sometimes rethinking what you actually want as a normal consistent group is way more important then your cleric getting in 342 dps against the wizzies 100k dps....

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MOST things that kill my tank are SPIKES of damage followed by rapid spikes of damage, so when in doubt heal FAST!

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by the time your "nuke heal" goes off 3 or even 4 seconds later.... it is the wrong spell and followed by a rez.....
 
Yikes.

I haven't encountered any of the Rez issues but that's because none of my people usually die :p As for healing speed... it definitely seems faster [better than it was at least]. The cleric seems much more productive with this newest beta release.

Looking forward to the new spell lineup you mentioned a few posts back. Two Intervention heal-nukes and dropping the Contraventions is a smart move (as well as dropping the stun). Still think that Promised needs a dedicated slot now once TBM launches next week. I'd recommend dropping Emblem for promised. The logic for casting promised would need tweaking though as you would want it to be up most of the time but not so it keeps refreshing it before fades.

The heal-nukes are a solid choice but any other DPS / crowd control type stuff [e.g. contravention/stun] really don't have a place on the spell bar - at least not in an all-encompassing mac like this.

Despite the no DPS argument, the Intervention heal-nukes are fast casting, large heals that can supplement other actual heal cool downs... but, you shouldn't ever need more than 1 - 2 of them at best. I'll be happy to see Contraventions go.
 
I am running about 50 toons at any given moment, some are maxed some are leveling or AAing, so yeah, deaths happen

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as far as promised, I have mine set so the tank asks for a promised AS he pulls so just after the 1st flurry of hits come in do the promised goes off
 
Yikes.

I haven't encountered any of the Rez issues but that's because none of my people usually die :p As for healing speed... it definitely seems faster [better than it was at least]. The cleric seems much more productive with this newest beta release.

Looking forward to the new spell lineup you mentioned a few posts back. Two Intervention heal-nukes and dropping the Contraventions is a smart move (as well as dropping the stun). Still think that Promised needs a dedicated slot now once TBM launches next week. I'd recommend dropping Emblem for promised. The logic for casting promised would need tweaking though as you would want it to be up most of the time but not so it keeps refreshing it before fades.

The heal-nukes are a solid choice but any other DPS / crowd control type stuff [e.g. contravention/stun] really don't have a place on the spell bar - at least not in an all-encompassing mac like this.

Despite the no DPS argument, the Intervention heal-nukes are fast casting, large heals that can supplement other actual heal cool downs... but, you shouldn't ever need more than 1 - 2 of them at best. I'll be happy to see Contraventions go.

I agree as I stated before Contraventions are not a heal friendly spell - Mystical and Virtious intervention are the 2 best heal nukes to use - im going to change it in the mac and test it ill let you know how it does

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Wanting to constantly mem Symbol and buff middle of combat now too - I removed the nukeheals from the macro completely and tweaked the base heal % it heals phenominal but I cant figure out why its casting symbol over and over middle of combat
 
Weird, slot 4 is group heal and 5 is promised line, lol. wonder why we have different spell gems memed. shining armor is in slot 12 for me.

Are you using the latest beta?
 
This may seem like a lot of unrelated issues, but I'm guessing it is all stems from me adding healnuke2 into the mix which as tossed the spellgems out of wack. Bless you beta testers ;) I'm going to adjust this to accommodate the new spell lineup.
 
Weird, slot 4 is group heal and 5 is promised line, lol. wonder why we have different spell gems memed. shining armor is in slot 12 for me.

Are you using the latest beta?

Yes, I'm using the most recent beta.

I have promised heal disabled. That may be one reason. Shining normally mem's in slot 12 but if it starts to get out of whack it goes back to hijacking slot 5.
 
Ok taking it back to beta till we see this issue fixed. Here is a slight adjustment on the timing of the macro. This should give more accurate heals and keep the spamming down.

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There will be a beta 5 soon, I am changing the flow in the macro to not jump so many Subs to achieve the same result. Also putting in a "fix" for folks that ask for buffs in the middle of fights. It will now queue the last person to say that "Symbol/HPBuff/Shining" during a fight. If X player asks for symbol during a fight as soon as the fight is over he will cast it on X player... If X and Y player ask for same buff during fight it will only cast it on the last tell.

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Also found that rez issue talked about here, will include this in beta5

Removing Beta 4 replacing it with Beta 5. This has all the fixes from above. I will change the Sub-routine flows another night, but I did make a variety of changes for casts to cut down on spam and also help on the un-meming of slot 5.

Also, found a bug with group heal logic. It should be spot on now, before there was a chance that even with 2 members below 75% it wouldn't fire. This should always fire 100% of the time now.

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I agree as I stated before Contraventions are not a heal friendly spell - Mystical and Virtious intervention are the 2 best heal nukes to use - im going to change it in the mac and test it ill let you know how it does

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Wanting to constantly mem Symbol and buff middle of combat now too - I removed the nukeheals from the macro completely and tweaked the base heal % it heals phenominal but I cant figure out why its casting symbol over and over middle of combat

What changes did you make to heal %'s ? Once I get some more testing done with splashes and retort the nukeheal will be out. The symbol bug sounds like you might be parsing something that is saying "symbol" in it. I'd look there in your modified macro. Tip: Quick check would be to remove #Chat tell / say / group at the start of the macro and then restart it to verify.
 
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Ok, you've been talkinhabout its lofic to change between group and Raid, will figure this out on its own or will there be an adjustable setting ?

Was talking with a couple clerics I raid with about healing lineups in raids...This is kindof what they have thrown at me:
1) DI
2) Renewal 1
3) Intervention 1
4) Renewal 2
5) Renewal 3
6) Renewal 4
7) Remedy 2 / Light 1 / Intervention 2
8)Grp HoT
9)Word
10)Splash/ Issuance
11)Indemnity
12)Buff / Debuff (situatioal) (i.e Shining, Mark, Retort, Surety, etc)

Thought it might help, and would love feedback as well on weither this IS / ISN'T a good lineup?
 
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Ok, you've been talkinhabout its lofic to change between group and Raid, will figure this out on its own or will there be an adjustable setting ?

Was talking with a couple clerics I raid with about healing lineups in raids...This is kindof what they have thrown at me:
1) DI
2) Renewal 1
3) Intervention 1
4) Renewal 2
5) Renewal 3
6) Renewal 4
7) Remedy 1 / Light 1 / Inteevention 2
8)Grp HoT
9)Word
10)Splash/ Issuance
11)Indemnity
12)Buff / Debuff (situatioal) (i.e Shining, Mark, Retort, Surety, etc)

Thought it might help, and would love feedback as well on weither this IS / ISN'T a good lineup?

Wow, I would of never used this, if this is how raid clerics then I can design it to be the custom layout for it. Now I would still shove DI to the bottom of the spell gems but the rest I would leave. Using 4 renewals kind of blew my mind.

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Oh forgot to add, yes I can auto Detect raids. ${Raid.Members} is what I use.
 
Wow, I would of never used this, if this is how raid clerics then I can design it to be the custom layout for it. Now I would still shove DI to the bottom of the spell gems but the rest I would leave. Using 4 renewals kind of blew my mind.

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Oh forgot to add, yes I can auto Detect raids. ${Raid.Members} is what I use.

Umm.... I don't think that's right. No one in their right mind is going to have 4 renewals on their bar and only one Remedy... I don't even know what to say if people are seriously using that.

Anyhow, bout to try the new beta.
 
Wow, I would of never used this, if this is how raid clerics then I can design it to be the custom layout for it. Now I would still shove DI to the bottom of the spell gems but the rest I would leave. Using 4 renewals kind of blew my mind.

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Oh forgot to add, yes I can auto Detect raids. ${Raid.Members} is what I use.

Don't think the actual order matters much, other than to know what is where. Just note DI, and Indemnity take a long time to load / refresh, so don't want to be swapping them out alot.
 
...and Shining is still winding up in slot 5 with the newest Beta release. I loaded up the mac, Shining went to slot 12, buffed it, then Cleric un-mem'd for Auras in slot 12, buffed those. Next time Shining was needed it was in slot 5 and aura was still sitting in 12. This was just letting the mac do it's thing - no manual memming or event equests for Shining to throw it off.

Edit: I also want to point out that one disadvantage of the "fixed" spell lineup in this mac is that you're going to run into what you're already seeing here - mass disagreement on the perfect spell lineup for situation XYZ which is one of the reasons I wasn't a fan. You may get some consensus when it comes to some things but the above mentioned 4 FR's for example... never in my life would I roll with that lineup and I even consulted several other raid Clerics. However, as posted above they consulted raid clerics too. So, you're gonna be stuck between a rock and a hard place making the ultimate Cleric mac.
 
...and Shining is still winding up in slot 5 with the newest Beta release. I loaded up the mac, Shining went to slot 12, buffed it, then Cleric un-mem'd for Auras in slot 12, buffed those. Next time Shining was needed it was in slot 5 and aura was still sitting in 12. This was just letting the mac do it's thing - no manual memming or event equests for Shining to throw it off.

Edit: I also want to point out that one disadvantage of the "fixed" spell lineup in this mac is that you're going to run into what you're already seeing here - mass disagreement on the perfect spell lineup for situation XYZ which is one of the reasons I wasn't a fan. You may get some consensus when it comes to some things but the above mentioned 4 FR's for example... never in my life would I roll with that lineup and I even consulted several other raid Clerics. However, as posted above they consulted raid clerics too. So, you're gonna be stuck between a rock and a hard place making the ultimate Cleric mac.

Well crap, I guess I could write a inc file for meming spells and update it for 2015 so its not using MQ2Cast. That default slot 5 for MQ2Cast makes me want to rage... Anyhow I'll work on a fix for you in the next beta kknights. I also noticed that my epic 1.0 was being used after rezing out of combat. Will also fix in next beta.
 
...and Shining is still winding up in slot 5 with the newest Beta release. I loaded up the mac, Shining went to slot 12, buffed it, then Cleric un-mem'd for Auras in slot 12, buffed those. Next time Shining was needed it was in slot 5 and aura was still sitting in 12. This was just letting the mac do it's thing - no manual memming or event equests for Shining to throw it off.

Edit: I also want to point out that one disadvantage of the "fixed" spell lineup in this mac is that you're going to run into what you're already seeing here - mass disagreement on the perfect spell lineup for situation XYZ which is one of the reasons I wasn't a fan. You may get some consensus when it comes to some things but the above mentioned 4 FR's for example... never in my life would I roll with that lineup and I even consulted several other raid Clerics. However, as posted above they consulted raid clerics too. So, you're gonna be stuck between a rock and a hard place making the ultimate Cleric mac.

I said clerics I raid with...NEVER said they were good. They just better than me...and many of them box the cleric and might be running them on a 5 cast hotkey ..but, 4 renewal pluss 1 intrvention cast straight down the line comes out to be close to perfect on refresh rates for me,,,
That's why I asked for feedback too.
 
Ok kknights I just worked on this for you, because I know its driving you crazy. Try this new beta that should solve the gem5 issue. I'm downsizing autocleric's reliance on MQ2Cast in areas where it doesn't perform as well as a macro can, but in other areas, such as target casting with out physically using /target it far outshines macros, such as casting heals ;). Let me know if you still have issues. I also fixed out of combat rez double casting when Epic 1.0 is in your inventory and you have Blessing of Rez AA.
 
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Ok kknights I just worked on this for you, because I know its driving you crazy. Try this new beta that should solve the gem5 issue. I'm downsizing autocleric's reliance on MQ2Cast in areas where it doesn't perform as well as a macro can, but in other areas, such as target casting with out physically using /target it far outshines macros, such as casting heals ;). Let me know if you still have issues. I also fixed out of combat rez double casting when Epic 1.0 is in your inventory and you have Blessing of Rez AA.

You're the best ;) Will try it out shortly or after raids.
 
Testing again.

Cleric is getting a lot better. I used to get smashed a couple times an hour now I can run nonstop without issue.
 
I like that lineup
Ok, you've been talkinhabout its lofic to change between group and Raid, will figure this out on its own or will there be an adjustable setting ?

Was talking with a couple clerics I raid with about healing lineups in raids...This is kindof what they have thrown at me:
1) DI
2) Renewal 1
3) Intervention 1
4) Renewal 2
5) Renewal 3
6) Renewal 4
7) Remedy 1 / Light 1 / Inteevention 2
8)Grp HoT
9)Word
10)Splash/ Issuance
11)Indemnity
12)Buff / Debuff (situatioal) (i.e Shining, Mark, Retort, Surety, etc)

Thought it might help, and would love feedback as well on weither this IS / ISN'T a good lineup?
 
1.3 Released, I think its polished enough to label it a major release as it should be a vast improvement over 1.2 with all the bug fixes.

Special Thanks to Hihi, kknights, riot, Razkle, wannabehacker, and Meistro for all the feedback!
 
I like that lineup

i was thinking more like

Ward of Surety - BIG heal when Point is reached - used for Heals - and spikes normally in a Raid clerics number 1 spot -
Renewal
Renewal
Remedy
Remedy
Mystical Intervention
Virtious intervention
Group heal
Shinning
Di
Promised - With new PR fix and new expantion coming PR is going to be a MAJOR spell -
Misc Spell spot for buffs aura's ect....
 
Auto Cleric 1.0

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