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Auto Cleric 1.0

Think Crypt of Sul chaining group heal is from the mac initializing grouphealpoint at 75. Sul debuff goes down to 70 eventually, so if you are at this point and start up mac, you'll chain group heal.

Just killed in sul a bit, and cleric stopped healing. Completely, using both beta and release. I initialized all the healing variables at 60 instead of the others to prevent spam healing before first mob, and it seemed to get him back into the healing game.



Edit: It doesn't call for configheal until there's a mob on xtarget, so the initialized healpoints are used until a mob is on aggro. May want to add a call to configheal when running mac initially?

I think you are spot on Hihi, next release will have this on it.
 
If I pop a merc, or hit revive on a merc that's died. The cleric think it's low HP while the group window is being populated and uses an AA heal on it. When I pop the second merc right afterwards, cleric will use div arb. Not a huge issue, but would rather have these up when getting back into things.
 
Newest beta:

No longer casting Yaulp (I can't remember if this was removed in an earlier version but it's not casting now with mount off).

Healing seems less "responsive/quick". I'll pay more attention to it but I think it's slower.

I haven't bothered doing anything in Sul yet because my HP caps are higher than the base 70% due to mitigation and with a merc being at 100% regardless, it's just a shit show trying to keep him up. Waiting till 70% or less is too harsh for a merc usually.

- - - Updated - - -

Bug: If the cleric is trying to heal a pet and the pet is below a certain % HP it will try and cast Ward of Surety on it. Well, you can't cast Ward on pets so you get this spammed x100000 and locks up/stalls the Clr from doing anything else:

"This spell only works on other PCs"

At first I thought there was just a bug with healing pets in this release but then I looked at my logs... was kindof funny b/c my chat screen was filled with that message ;)

- - - Updated - - -

Also... seeing that poor group healing logic again even with ppl on XTarget if they're not the MT. Would have people sitting between 65-75% for 30s-60s+ sometimes even when MT wasn't taking much, if any, damage.
 
Newest beta:

No longer casting Yaulp (I can't remember if this was removed in an earlier version but it's not casting now with mount off).

Healing seems less "responsive/quick". I'll pay more attention to it but I think it's slower.

I haven't bothered doing anything in Sul yet because my HP caps are higher than the base 70% due to mitigation and with a merc being at 100% regardless, it's just a shit show trying to keep him up. Waiting till 70% or less is too harsh for a merc usually.

- - - Updated - - -

Bug: If the cleric is trying to heal a pet and the pet is below a certain % HP it will try and cast Ward of Surety on it. Well, you can't cast Ward on pets so you get this spammed x100000 and locks up/stalls the Clr from doing anything else:

"This spell only works on other PCs"

At first I thought there was just a bug with healing pets in this release but then I looked at my logs... was kindof funny b/c my chat screen was filled with that message ;)

- - - Updated - - -

Also... seeing that poor group healing logic again even with ppl on XTarget if they're not the MT. Would have people sitting between 65-75% for 30s-60s+ sometimes even when MT wasn't taking much, if any, damage.

This is great feedback, Thanks so much. Hopefully in the upcoming weeks I'll get some time to work on autocleric and push out another beta after addressing these issues. I'm a bit disappointed at the slowdown in heal logic, but It could be the constant querying of XTarget for PC changes and such that is causing this. I'm probably going to have to ditch On the fly Extended Target logic, but I'll look at my flow again and see if anything can be done to get rid of the delay for Beta 3.
 
This is great feedback, Thanks so much. Hopefully in the upcoming weeks I'll get some time to work on autocleric and push out another beta after addressing these issues. I'm a bit disappointed at the slowdown in heal logic, but It could be the constant querying of XTarget for PC changes and such that is causing this. I'm probably going to have to ditch On the fly Extended Target logic, but I'll look at my flow again and see if anything can be done to get rid of the delay for Beta 3.

Thanks !

All in all AC does an impressive Job even more since it's out of the box. What i like most, that the mac uses AA's as they become available. Thats the most problems i have with KA, to get the toons to utilize aa's.

So, again, thank you for your impressive work.
 
I've noticed that casting surety is pretty spotty, especially after a rez. It's almost like as long as the cler has it, he won't cast it. Pretty sure I am using the most up to date non-beta version.
 
Found the slow down in beta2, it was in the debuff calls that was always putting a delay in because the variable was declared as a int instead of timer. Beta 3 should be considerably faster.

- - - Updated - - -

Making good progress today, hoping to have Beta 3 out later this week. /tbmhealpoint added and more checks to make sure it is applying the Sul/Decay heal points properly to prevent all spam healing.

- - - Updated - - -

Since this Thread is now over 400+ posts I'm going to start making Beta's in a new thread.

- - - Updated - - -

Beta 3 is OUT! New sitting feature added as well. Check it out at http://www.redguides.com/community/showthread.php/37073-Auto-Cleric-Current-Beta
 
I wish i could play.. Cant currently thanks to DGB and their support....
 
I have what may be a stupid question so please bear with me . . . I use AC 1.0 on my cleric in a 6 man group. The other 5 toons are running KissAssist including the Tank/Warrior with puller tank role. My problem is this; when I run just Kissassist I can get the cleric to chase the tank. When I run AC invariably the Cleric is left behind the rest of the group. Is there a configuration/setting to get the Cleric to keep up and stay in heal range?
 
I have what may be a stupid question so please bear with me . . . I use AC 1.0 on my cleric in a 6 man group. The other 5 toons are running KissAssist including the Tank/Warrior with puller tank role. My problem is this; when I run just Kissassist I can get the cleric to chase the tank. When I run AC invariably the Cleric is left behind the rest of the group. Is there a configuration/setting to get the Cleric to keep up and stay in heal range?

Target toon you want to "chase" and type /followtoon

AC will keep cleric in range, as best as stick will navigate it anyways.
 
Thank you Hihi! I see that now that I re-read the initial introduction.

When navigating narrow passages and cliffs, I highly recommend using a global stick command, but for standard chasing and fighting /followtoon works best as it keeps you between 10-35 units while prioritizing healing.
 
Released 1.5 FINAL!

I'm working on the first beta of 1.6. Notable changes will be pet heal fixes and Level 60-80 support.
 
A quick question with autocleric. I was using AC to automate a cleric during the raid event Principal Vicarum Nomia. The macro works very well until the totems pop. The totems reduce the entire raids health down to 65% of their max. The macro kept trying to groupheal the group. Is there a way to avoid this from happening or to reduce the group heal point to below 65% so it will continue to function as it was prior to totems spawning? I looked through the macro and I saw the grouphealpoint set to 75 and I assume if I were to just change that to 55 that would solve the issue but I wanted to ask. Also, what priority does it give to the extended target tanks? Our raids are short clerics and it would be ideal to be able to have it keep an eye on the group while healing or potentially preferentially healing the raid tanks which may not be in the group.

Thank you for the macro, the continued development, and the guidance.
 
A quick question with autocleric. I was using AC to automate a cleric during the raid event Principal Vicarum Nomia. The macro works very well until the totems pop. The totems reduce the entire raids health down to 65% of their max. The macro kept trying to groupheal the group. Is there a way to avoid this from happening or to reduce the group heal point to below 65% so it will continue to function as it was prior to totems spawning? I looked through the macro and I saw the grouphealpoint set to 75 and I assume if I were to just change that to 55 that would solve the issue but I wanted to ask. Also, what priority does it give to the extended target tanks? Our raids are short clerics and it would be ideal to be able to have it keep an eye on the group while healing or potentially preferentially healing the raid tanks which may not be in the group.

Thank you for the macro, the continued development, and the guidance.

XTarget always takes priority except for self heals. There is a variety of heal points besides group heals so just setting that won't work. I do have a /tbmhealpoint mod coded, that could easily be expanded upon and add like a /raidhealpoint. That would be like a /tbmhealpoint but across all zones and active when in a raid. The reason why I don't typically allow folks to custom set heal points is they screw it up. This macro see's a named and cranks up healpoint to 90 in current content and attempts to compensate for the added difficulty or the opposite is true, if your fight one mob 10+ levels below you it sets the healpoints low so it will take its time healing. I personally feel adding a /customhealpoint could make the macro perform worse in standard content, but I think adding a /raidhealpoint would be a great addition to the macro's feature set. I'll throw it on the development schedule. If you want it in the next beta or quickly, donate ;)
 
I think AC1.5 tries to cure Resurrection Sickness.
Currently he spams
Rich (BB code):
Cast Cure on =>> NULL <<=
After using RAdiant Cure & Group Purify Soul. That is right after i rezzed the group after an wipe.

Watched that a while now. Even while fighting and without any debuffs there is pretty often an cast cure on => NULL <= and RC & GPS is on CD, without any reason (There is nothing to cure).
 
XTarget always takes priority except for self heals. There is a variety of heal points besides group heals so just setting that won't work. I do have a /tbmhealpoint mod coded, that could easily be expanded upon and add like a /raidhealpoint. That would be like a /tbmhealpoint but across all zones and active when in a raid. The reason why I don't typically allow folks to custom set heal points is they screw it up. This macro see's a named and cranks up healpoint to 90 in current content and attempts to compensate for the added difficulty or the opposite is true, if your fight one mob 10+ levels below you it sets the healpoints low so it will take its time healing. I personally feel adding a /customhealpoint could make the macro perform worse in standard content, but I think adding a /raidhealpoint would be a great addition to the macro's feature set. I'll throw it on the development schedule. If you want it in the next beta or quickly, donate ;)

Donated. Also, if there was a way to possibly turn on and off curing or create a custom list of debuffs or dots to cure, that would be extremely valuable in a raid environment as well There are some raids which curing the wrong effect can be extremely detrimental.
 
I think AC1.5 tries to cure Resurrection Sickness.
Currently he spams
Rich (BB code):
Cast Cure on =>> NULL <<=
After using RAdiant Cure & Group Purify Soul. That is right after i rezzed the group after an wipe.

Watched that a while now. Even while fighting and without any debuffs there is pretty often an cast cure on => NULL <= and RC & GPS is on CD, without any reason (There is nothing to cure).

Good Catch adding to Bug report.
 
The only think I find frustrating as fuck is the cleric gets pushed around and a camp of 100 is too much! he needs to stand the fuck still, return to his spot and heal the party! I find 90% of my deaths are due to the cleric pulling agro, getting pushed around and out of range of the party over time, so everyone chain dies. Can I just nail his feet to the ground! He needs to stand still or follow, there is no inbetween! /clericamp is spotty, it says it is on but he still ends up 200+ away over the course of the day....

Rich (BB code):
[General]
AutoRez=1
pethealpoint=0
Manatonuke=40
usepromheals=1
DivineBuffOn=0
usedruid=0
FollowToonName=NULL
is great but cam we add
Rich (BB code):
[General]
AutoRez=1
pethealpoint=0
Manatonuke=40
usepromheals=1
DivineBuffOn=0
usedruid=0
FollowToonName=NULL
Clericcamp=1
Loot=1

2 things I would love to see, looting and standing still! I know 3 year olds that wander less then my clerics
 
The only think I find frustrating as fuck is the cleric gets pushed around and a camp of 100 is too much! he needs to stand the fuck still, return to his spot and heal the party! I find 90% of my deaths are due to the cleric pulling agro, getting pushed around and out of range of the party over time, so everyone chain dies. Can I just nail his feet to the ground! He needs to stand still or follow, there is no inbetween! /clericamp is spotty, it says it is on but he still ends up 200+ away over the course of the day....

Rich (BB code):
[General]
AutoRez=1
pethealpoint=0
Manatonuke=40
usepromheals=1
DivineBuffOn=0
usedruid=0
FollowToonName=NULL
is great but cam we add
Rich (BB code):
[General]
AutoRez=1
pethealpoint=0
Manatonuke=40
usepromheals=1
DivineBuffOn=0
usedruid=0
FollowToonName=NULL
Clericcamp=1
Loot=1

2 things I would love to see, looting and standing still! I know 3 year olds that wander less then my clerics

I'll reduce the range of the camp to 30 and force the leash unless a stick, moveto, /clericcamp, or /followtoon is made. That will pretty much nail his feet to the ground.

As far as looting goes, I use the new loot system and just have it all configured on the cleric to grab it all. How do you use the loot system, because it sounds like I should be doing it better ;)
 
As far as looting goes, I use the new loot system and just have it all configured on the cleric to grab it all. How do you use the loot system, because it sounds like I should be doing it better ;)

I think he use ninjaadvloot to loot. But imho there are several issues with ninjaadvloot. The ingame ADVLOOT is much better, but you need to be at keyboard until it's populated with loot. Thats why i wanted that ninjaadvloot adds new loot to the ingame advloot (Just set the Random checkmark to true, that would be enough).
 
Ok Beta 1 of AutoCleric 1.6 is out! I tried to jam all those that donated with requests into this one. I'm still missing Campfire click, which I'm still looking at (I'm slacking, I know), but the rest of the requests should be in there. Pretty large update with big chunk of code that I added, but feel pretty good about it from the little testing I tried. Still need testers below 80 to give me some feedback about these changes.

Check it out! http://www.redguides.com/community/showthread.php/37073-Auto-Cleric-Current-Beta
 
I think he use ninjaadvloot to loot. But imho there are several issues with ninjaadvloot. The ingame ADVLOOT is much better, but you need to be at keyboard until it's populated with loot. Thats why i wanted that ninjaadvloot adds new loot to the ingame advloot (Just set the Random checkmark to true, that would be enough).

I do, I am old fashioned, I don't trust advloot yet. I will camp a named for his loot and I want all 6 toons to pick up his lore item
 
I do, I am old fashioned, I don't trust advloot yet. I will camp a named for his loot and I want all 6 toons to pick up his lore item

Thats work better with ingame ADV Loot than with ninjaadvloot. BUT !!! First the advloot needs to know that item, otherwise you wont loot it. Thats the main problem, it has to be dropped once so the item list of every of your chars know that item. After that it's NP.

How do you get ninjaadvloot to loot an lore item 6 times (once with every char?)
 
Been having trouble with my cleric opening the spell book up and staring at it. Group will die and then it will pop up from the spell book. Any suggestions?
 
Thats work better with ingame ADV Loot than with ninjaadvloot. BUT !!! First the advloot needs to know that item, otherwise you wont loot it. Thats the main problem, it has to be dropped once so the item list of every of your chars know that item. After that it's NP.

How do you get ninjaadvloot to loot an lore item 6 times (once with every char?)

I have every toon loot, having them loot and /barter to my trader to parcel out or move to a mule they will continue after that to pick the item up, after advloot picks it up 1 time it is turned off so I would have to reset or copy it from another toon everytime I move it. No thanks.
 
Been having trouble with my cleric opening the spell book up and staring at it. Group will die and then it will pop up from the spell book. Any suggestions?

Make sure that auto-stand is ON in your options.

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Game Options not Auto-Cleric btw...
 
Hehe, AC is awesome :)

SK 14K AA / 120KHP Buffed, 9.4K AC so pretty weak. Cleric 103 /Chanter/Dru/Mag everyone with ~14K AA and around lv 102/103 (I max AA before i level, i like it that way).

I moved into an spot i was invis and /bcaa'ed Lessons to start the fight (4 mobs around me who will autoagro, all mobs here are Lv 97). I dont know why but surrounding mobs agroed also, and i had 17 mobs in camp and the life of my SK went Jo-Jo. Was basically every static mob around me.

But AC kept him alive :)
 
This looks awesome. I just got back into EQ about 2 weeks ago after several months. Kissassist is running my cleric out of mana in those two Broken Mirror zones which decrease everyone HP and mana. I'm going to try this when I get home.
 
well THAT'S new! I noticed it likes to cast Fraught Renewal on dead people instead of rezzing them!
 
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Im having the same issue Mofoasso. Ive had it hang up with the spell book open sitting or on a mount and auto stand is on.
 
Not at home, but way earlier. if you open the macro you will find the list of spells the macro is using.
 
Auto Cleric 1.0

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