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Question - Bandolier Conditions Based on Proc Events

aas88keyz

Member
Joined
Apr 22, 2017
RedCents
He guys I will try to make it short and simple while being as detailed as possible. If you need further info just let me know.

My goal is for my beastlord to proc his epic 1.0 slow effect and switch to his 2hander when that proc is successful. when the the slow effect expires I would like to switch right back to the 1.0 again.

here is the conditions I have currently but it seems the cond is random as he will alternate between either even when the proc fails:

DPS20=Command:/bandolier activate H2H|100|Cond1
DPS21=Command:/bandolier activate Deflection|100|Cond2

Cond1=!${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[H2H].Active}) /Bandolier activate H2H
Cond2=${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[Deflection].Active}) /Bandolier activate Deflection

Thanks in advance for you suggestions.
 
Does the beastlord change targets while fighting? Like do you have any combat self/pet buffs, self/pet heals, group heals or stuff like that? Because it may check those targets for the Sha's debuff too and decide it should swap. You could add a target type NPC condition. Maybe you could add Mob tag instead.

DPS20=Command:/bandolier activate H2H|100|Mob|Cond1

Also, I'm not sure you still need it, but some older conditions would also check for Target's ID (make sure you've acquired a target, no lag) and BuffsPopulated (make sure the EQ server has sent you the target's buffs/debuffs which can take a second.)

Cond1=!${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[H2H].Active}) && ${Target.ID} && ${Target.BuffsPopulated}
 
ok cool info and good questions. he does buff and some times heal group and pets. he has self buffs too. I think I do have bst set to one target from main assist. but should he be alternating mob targets? like slowing all the adds or stay on main assist? I will try the mob tag and targets id. btw he is much lower in lvl than others in group. I am powerleveling so maybe only main assist target is best as not to take agro from adds cause he doesn't take hits well yet. I will try your suggestions and update you on status.
 
Bst should stay on the MA's target. It's more that there can be situations during a fight where Bst does change targets, like to heal in-combat or buff or such. Each of those targets might be the Target (pet/you/group) you check during the Sha condition. Heal pet-> check for Sha's (attempt target change but doesn't update quick enough) -> Pet does not have Sha's - activate bandolier.

As you switch targets, the DPS entry might come up in KA's logic while you haven't switched back to Mob or maybe you did just switch back and the buff's are not populated.
If you switch to a target and it doesn't have buff info for any buffs yet, then this one actually will equal TRUE regardless of Sha's being there.
!${Target.Buff[Sha's Vengeance].ID}
KA looks and says "does Target not have Sha's?" TRUE (because the mob has no buffs yet, EQ hasn't sent the update yet.)

If you wanted to slow every mob in camp, you could with the |debuffall tag. Though that would be more for casting slow, instead of proc'n it.

There is also a useful condition to check if a mob has any slow on it, in case you have group members doing other slow spells:

Cond4=!${Target.Slowed.ID}
 
Well I failed using a few variations of the conditions but at least I now understand why from you posts. I was losing my mind but I now understand in the beasty role there are too many variations of switching targets during encounters. I watched target window and followed along. I spend most time on MA target but I switch from MA target to the MA to myself and occasionally to my pet. heals, buffs and attack all like you said. Depending on a slow proc every time, at all times, is not practical. And is better for me to burn the mana for an actual slow spell and debuffall tag. This will allow me to get the slow over with and concentrate on the dps and buff the one actually doing the tanking/dpsing. thanks for your insight on this.
 
/smack. after all that I still don't believe it would change things in a perfect world. But.... conditions work a whole lot better when they are ConOn=1 and not ConOn=0. hmm lol. I will make another attempt later just case the bandolier switch has any chance.
PS: DebuffAllOn=2
 
Cond1=!${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[H2H].Active}) /Bandolier activate H2H
Cond2=${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[Deflection].Active}) /Bandolier activate Deflection
you dont use slash commands in a condition, that's already specified in your DPS entry. looks like copy-pasta'd an mq2melee holyshit and didn't update the syntax. also a stray parentheses in there at the end.

edit: can also try adding the following to the condition && ${Target.ID} && ${Target.BuffsPopulated} && ${Target.Aggressive}. Doing so will ensure that A) you have a target B) that MQ2 is reading said target's complete buff/debuff list and C) said target is aggressive and not a friendly.
 
Last edited:
Thank you for that. When I turned on ConOn I kept getting errors immediately no matter the combination. You are right about my copying and pasting a past mq2melee entry. I removed the parentheses and the slash commands. This is still correct right?

DPS20=Command:/bandolier activate H2H|100|Mob|Cond1
DPS21=Command:/bandolier activate Deflection|100|Mob|Cond2

I will try this in a couple hours now that I have them down.
 
Eureka! Like a charm! Doing everything like I was aiming for. So this is what I have set and works in case someone else needs the conclusion:

DPS20=Command:/bandolier activate H2H|99|Mob|Cond1
DPS21=Command:/bandolier activate Deflection|99|Mob|Cond2

Cond1=!${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[H2H].Active} && ${Target.ID} && ${Target.BuffsPopulated} && ${Target.Aggressive}
Cond2=${Target.Buff[Sha's Vengeance].ID} && !${Me.Bandolier[Deflection].Active} && ${Target.ID} && ${Target.BuffsPopulated} && ${Target.Aggressive}

Let me know if I am doing too much but I am happy with the end result. Thanks guys!
 
Now that you know it works, if you want to get tricky, you can do this:
Code:
Cond1=!${cond[3]} && !${Me.Bandolier[H2H].Active} && ${cond[4]}
Cond2=${cond[3]} && !${Me.Bandolier[Deflection].Active} && ${cond[4]}
Cond3=${Target.Buff[Sha's Vengeance].ID}
Cond4=${Target.ID} && ${Target.BuffsPopulated} && ${Target.Aggressive}
 
I tried your last cond coding and it broke KA load up. KA mac will "pause". But the code before that work perfectly so I switched back to that. So I am thankful. let me know if any error logs can tell ya what's different.
 
probably didn't renumber your conditions properly. I only used cond1,2,3,4 for simplicity sake, but assuming you have other conditions in you ini, you gotta renumber the above example so that it's consistent.

The point was to show that ${cond[#]} will embed the numbered condition within the condition being defined. That way you can reuse syntax without the need to duplicate it in several conditions.
 
Sorry took me a while to respond. I found out why my conditions were erroring out from the code you suggested. KissAssist was particular about case sensitiviy. I had to change

Cond1=!${cond[3]} && !${Me.Bandolier[H2H].Active} && ${cond[4]}

to
Cond1=!${Cond[3]} && !${Me.Bandolier[H2H].Active} && ${Cond[4]}

I had to do that for all of them. Works perfectly! Thread solved! thanks guys!
 
Question - Bandolier Conditions Based on Proc Events

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