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Request - Avatar Weapon Swap

Joined
Nov 29, 2015
RedCents
737¢
Trying to write a more universal holyshit for swapping to avatar weapons that doesn't require checking the characters mainhand or offhand. Pure laziness as I box alot of melee and they don't all have the same avatar set. This is what I have currently, hoping it can be improved.

holyshit0=/if (${Me.Buff[Avatar].Duration} < 45000 && ${Me.Buff[Primal Avatar].Duration} < 45000 && ${Spell[Avatar].Stacks}) /bandolier activate avatar
holyshit1=/if ((${Me.Buff[Avatar].Duration} >= 45000 || ${Me.Buff[Primal Avatar].Duration} >= 45000)) /bandolier activate dps

It works but it is spammy, is there a way to add a delay into it so it only checks if it needs to swap every 10s or so? tried ; /timed 20 at the end but it still fires multiple times per second.
 
So Since your Using Bandoliers anyways - ${Me.Bandolier[XXX].Active} Perhaps could be tossed in to reduce spamminess as a condition ( pardon the tensing or if i missed a bracket just pointing to a thought.

holyshit0=/if (${Me.Buff[Avatar].Duration} < 45000 && ${Me.Buff[Primal Avatar].Duration} < 45000 && ${Spell[Avatar].Stacks} && !${Me.Bandolier[avatar].Active}) /bandolier activate avatar

if my brain serves me right in this way it would Then Only Activate the Bandolier if it was Not already active thus removing spammyiness.
 
That did it.

holyshit0=/if (${Me.Buff[Avatar].Duration} < 45000 && ${Me.Buff[Primal Avatar].Duration} < 45000 && ${Spell[Avatar].Stacks} && !${Me.Bandolier[avatar].Active}) /bandolier activate avatar
holyshit1=/if ((${Me.Buff[Avatar].Duration} >= 45000 && !${Me.Bandolier[dps].Active}|| ${Me.Buff[Primal Avatar].Duration} >= 45000 && !${Me.Bandolier[dps].Active})) /bandolier activate dps
 
Last edited:
I use Muleassist :

[Bandolier]
BandolierOn=1
BandolierCOn=1
BandolierSize=2
BandolierPull=NULL
Bandolier1=Avatar
BandolierCond1=(!${Me.Buff[Avatar].ID} || ${Me.Buff[Avatar].Duration.Ticks} <6) && ${Spell[Avatar].Stacks} && ${Me.CombatState.Equal[Combat]}
Bandolier2=Main
BandolierCond2=${Me.Buff[Avatar].ID} && ${Me.Buff[Avatar].Duration.Ticks} > 6
 
Here's another way to do it without using the bandolier:

INI:
holyflag0=1
holyflag1=1
holyflag2=1
holyflag3=1
holyshit0=/if (${Target.PctHPs}<99 && ${Me.Combat} && !${Me.Buff[Celestial Tranquility].ID}) /casting "Celestial Fists"
holyshit1=/if (!${Me.Buff[Avatar].ID} && ${Spell[Avatar].Stacks} && !${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]}) /exchange "Ancient Prismatic Fist Wraps" mainhand
holyshit2=/if (${Me.Buff[Avatar].ID} && !${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]} && ${Me.Buff[Avatar].Duration.Ticks} < 7) /exchange "Ancient Prismatic Fist Wraps" mainhand
holyshit3=/if (${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]} && (${Me.Buff[Avatar].ID} || !${Spell[Avatar].Stacks}) && ${Me.Buff[Avatar].Duration.Ticks} > 6) /unequip mainhand
 
Here's another way to do it without using the bandolier:

INI:
holyflag0=1
holyflag1=1
holyflag2=1
holyflag3=1
holyshit0=/if (${Target.PctHPs}<99 && ${Me.Combat} && !${Me.Buff[Celestial Tranquility].ID}) /casting "Celestial Fists"
holyshit1=/if (!${Me.Buff[Avatar].ID} && ${Spell[Avatar].Stacks} && !${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]}) /exchange "Ancient Prismatic Fist Wraps" mainhand
holyshit2=/if (${Me.Buff[Avatar].ID} && !${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]} && ${Me.Buff[Avatar].Duration.Ticks} < 7) /exchange "Ancient Prismatic Fist Wraps" mainhand
holyshit3=/if (${InvSlot[mainhand].Item.Name.Equal[Ancient Prismatic Fist Wraps]} && (${Me.Buff[Avatar].ID} || !${Spell[Avatar].Stacks}) && ${Me.Buff[Avatar].Duration.Ticks} > 6) /unequip mainhand
Yeah that’s what I was using when I only had 1 monkwith primal. Now I have 7 melee with different weapons and didn’t want to modify MH and OH in each file
 
Avatar:
action: /bandolier activate Avatar
condition: >-
${Me.Buff[Avatar].Duration}<60000 && ${Me.CombatState.Equal[COMBAT]}
&& ${Target.Name.NotEqual[Emperor Ssraeshza]} && (!${Me.Inventory[13].Name.Find[Ancient
Prismatic]} || !${Me.Inventory[14].Name.Find[Ancient Prismatic]})

Avatarnorm:
action: /bandolier activate DPS
condition: >-
${Me.Buff[Avatar].Duration}>60000 && (${Me.Inventory[13].Name.Find[Ancient
Prismatic]} || ${Me.Inventory[14].Name.Find[Ancient Prismatic]})
&& ${Target.Name.NotEqual[Emperor Ssraeshza]}

Here's what I have for my reacts. You'll notice exceptions:
-Dont swap to avatar when fighting Emp Ssra (you won't proc it)
-Don't swap to normal weapons when fighting Emp Ssra (you need bane weapons).

Any subsequent exception be added in:
(${Target.Name.NotEqual[Mob One]} || ${Target.Name.NotEqual[Mob Three]} || ${Target.Name.NotEqual[Mob Three]} etc etc)

To tie in your "auto equips" against bane enemies, I use MQ2Bandolier. In game bandolier has 4 slots.
After activating MQ2Bandolier:
-Equip your bane weapons
-type /createset baneseru 13 14 15 (this is mainhand, offhand, ranged. remove whatever you dont want saved)

In react:
Seru:
action: /bandolier activate baneseru
condition: "${Target.CleanName.Equal[Lord Inquisitor Seru]}"

Voila, you've used react to automate weapon swaps to proc items, create exceptions, and automate the bane weapons for your encounters.

God speed!
 
this works for mq2events

INI:
[AoWNoWeapons]
trigger=#*#The rage of Rallos Zek channels through his avatar into #*#|${Me}|#*#
command=/bandolier activate AoW

[AoWWeapons]
trigger=#*#You feel the urge to become enraged pass#*#
command=/Bandolier activate Main

[AoWWeapons2]
trigger=#*#Nobody succumbed to the rage#*#
command=/Bandolier activate main
 
Request - Avatar Weapon Swap

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