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Problem - Chainpulling not working with melee on

bytebandit

New member
Joined
Aug 23, 2015
RedCents
10¢
I am using a bard for pulling and a sk for tank. The problem is that when the HP of the mob is reaching the ChainPullHP, the puller continues to melee and at the same time gets stuck in the loop /echo Checking for Close Range Mobs and cast radius is now set to 15.

If i set MeleeOn=0 on the Bard then chainpulling works perfectly. I think the problem is that Kissassist is not ending the melee sub as it should. I have read the other posts about the same problem, but as far as I can see no one ever came up with a solution.

The bards ini:

Rich (BB code):
[General]
KissAssistVer=9.2.3
Role=puller
CampRadius=20
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=2
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=8
MiscGemRemem=1
HoTTOn=0
CampfireOn=0
CharInfo=Bard|60|GOLD
DPSMeter=1
TwistOn=1
TwistMed=4
TwistWhat=1 2 3 4 2 3 4 2 3 4 2 3 4 2 3 4 2 3 4 2 3 4
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=0
BuffsSize=20
Buffs1=NULL
Buffs2=NULL
Buffs3=NULL
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=0
MeleeDistance=50
StickHow=snaproll behind
AutoFireOn=0
UseMQ2Melee=1
MeleeTwistOn=1
MeleeTwistWhat=5 2 3 4
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[AE]
AEOn=0
AESize=10
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
[DPS]
DPSOn=0
DPSSize=20
DPSSkip=20
DPSInterval=2
DPS1=NULL
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DebuffAllOn=0
[Aggro]
AggroOn=0
AggroSize=5
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
Aggro4=NULL
Aggro5=NULL
[Pull]
PullTwistOn=1
PullWith=melee
MaxRadius=400
MaxZRange=50
PullWait=0
PullRoleToggle=0
ChainPull=1
ChainPullHP=40
ChainPullPause=30|2
PullLevel=0|0
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
HealsSize=5
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
XTarHeal2=0
HealGroupPetsOn=0
[Cures]
CuresOn=0
CuresSize=5
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Mez]
MezOn=1
MezRadius=50
MezMinLevel=40
MezMaxLevel=57
MezStopHPs=80
MezSpell=dreams of ayonae
MezAESpell=Your AE Mez Spell|0
[Burn]
BurnSize=15
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
Last edited by a moderator:
Never could get it to work, exact same issue as you. I had 2 others pm me in the last three months asking if I ever got it to work after they ran into the same issue all of us are having, but I gave up trying to pursue it with the developers of KA.

The only fix I could come up with is making a hotkey with

"/varset PullFlag 1" and spamming it at your chainpull hp threshold, but at that point it defeats the purpose you are better of manually going out to pull.
 
Question, now that KA can function without MQ2Melee, have you tried it without MQ2Melee active?

Turn
Rich (BB code):
UseMQ2Melee=1
to
Rich (BB code):
UseMQ2Melee=0
and try it...it might have something to do with the MQ2Melee plugin and its "melee stick" abilities.
 
Yes it works with melee off, but then i feel that my bard is a waste, if he cant melee i will replace him with a chanter.
 
There 2 different things here
Rich (BB code):
[Melee]
 AssistAt=99
 MeleeOn=1 
 FaceMobOn=0
 MeleeDistance=50
 StickHow=snaproll behind
 AutoFireOn=0
 UseMQ2Melee=1
 MeleeTwistOn=1
 MeleeTwistWhat=5 2 3 4
MeleeOn=1 means your toon will use melee in combat
UseMQ2Melee=1 means that your toon will use the MQ2Melee plugin to control it melee actions...(will use holys and downs)
UseMQ2Melee=0 means that your toon will NOT use the MQ2Melee plugin when in melee combat...(and will NOT use holys and downs either).

Try it with MQ2Melee set at 0 and see what happeneds...worth a try isn't it?
 
I've been having a hell of a time trying to figure out chain pulling too, ill give it a try tonight
 
Never could get it to work, exact same issue as you. I had 2 others pm me in the last three months asking if I ever got it to work after they ran into the same issue all of us are having, but I gave up trying to pursue it with the developers of KA.

The only fix I could come up with is making a hotkey with

"/varset PullFlag 1" and spamming it at your chainpull hp threshold, but at that point it defeats the purpose you are better of manually going out to pull.



This gave the idea for a solution simply inserting /varset PullFlag 1 into the kissassist.mac.
So far I have been testing it, and i does not seem to cause any isues. I'm not a computer scientist so i don't know if it is done corectly, but atleast it works. The line i have inserted is in red.


| -----------------------------------------------------------------------------------------------------------
| SUB: FindMobToPull(int PullFlag) (NEW VERSION) PullFlag 1 - Find mob and pull 0 - Check to see if there is a mob
| -----------------------------------------------------------------------------------------------------------
Sub FindMobToPull(int PullFlag)
/if (${ChainPull}==2 && ${PullFlag}) /varset ChainPull 1
/if ((${DMZ} && ${Me.InInstance}==FALSE) || (${PullFlag} && !${Select[${Role},puller,pullertank,hunter,hunterpettank,pullerpettank]}) || (!${PullFlag} && !${Role.Find[puller]}) || ${Pulled} || (${AggroTargetID} && !${ChainPull}) || ${ChainPullHold} || ${DPSPaused}) /return 0
/call MobRadar ${MeleeDistance} FindMobToPull
/if (${ChainPull} && (${MobCount}>1 || ${Me.XTarget[${XTSlot2}].ID})) /return 0
/if (${PullFlag}) {
/if (${ChainPull}) {
/if (${Target.ID}==${Me.ID}) {
/squelch /target clear
/delay 10
}
/if (${Me.XTarget[${XTSlot}].ID} && ((!${MyTargetID} && !${Target.ID}) || ${Target.PctHPs}>=${ChainPullHP} || (${MyTargetID} && ${Spawn[${MyTargetID}].PctHPs}>=${ChainPullHP}))) /return 0
/if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>75) /return 0
}
}
/if (${PullFlag} && !${Select[${Role},puller,pullertank,hunter,hunterpettank,pullerpettank]} || ${Me.Buff[Resurrection Sickness].ID} || ${Me.Buff[Revival Sickness].ID} || ${IAmDead}) /return 0
/if (${PullFlag} && ${PetRampPullWait} && !${Me.CombatState.Equal[COMBAT]} && ${Select[${Role},pullerpettank]} && ${Select[${Me.Class.ShortName},MAG,NEC,BST]}) /call CheckRampPets
/if (${DebugPull}) /echo \atDEBUGPULL FindMobToPull Enter ${PullFlag} \agLine#: ${Macro.CurLine}
/call SetPullRange
/doevents
/declare i int local
/declare j int local
/declare k int local
/declare l int local
/declare f1 int local 0
/declare PullMob int local 0
/declare PullMobName string local 0
/declare PullMobDistance float local 0
/declare PullMobValid int local 0
/declare PullCount int local
/declare DistanceCheck int local
/declare MobsNearCamp int local
/declare PullingTimer timer local 5s
/declare Start1 int local
/declare WPMobCount int local
| Sort by path-lengths for MQ2Nav vars
/declare PathArray[999] int local 0
/declare PathDistance[999] float local 0
/declare Smallsub int local 0
/declare tempSortID int local 0
/declare tempSortDist float local 0
/declare i2 int local 0
/varset Pulling 0
/call GroupWatch
/if (${ChainPullHold}) /return 0
/varset PullFlag 1
/if (${PullFlag}) {
/echo Looking for Close Range Mobs
 
Last edited:
The issue is not your setup. Turning MeleeOn=0 off is proof that your puller has more than 50% of aggro and will not go and pull the next mob. I run this setup all day using a monk and a warrior. Set your ChainPullHP to like 95 or 90 and see what happens.

Check out the below links for more information.

https://www.redguides.com/community/threads/50094-Can-t-seem-to-get-chainpulling-to-work?highlight=chain+pull

https://www.redguides.com/community/threads/45998-More-Chain-Pulling-Issues?p=292087&viewfull=1#post292087

- - - Updated - - -

This gave the idea for a solution simply inserting /varset PullFlag 1 into the kissassist.mac.
So far I have been testing it, and i does not seem to cause any isues. I'm not a computer scientist so i don't know if it is done corectly, but atleast it works. The line i have inserted is in red.


| -----------------------------------------------------------------------------------------------------------
| SUB: FindMobToPull(int PullFlag) (NEW VERSION) PullFlag 1 - Find mob and pull 0 - Check to see if there is a mob
| -----------------------------------------------------------------------------------------------------------
Sub FindMobToPull(int PullFlag)
/if (${ChainPull}==2 && ${PullFlag}) /varset ChainPull 1
/if ((${DMZ} && ${Me.InInstance}==FALSE) || (${PullFlag} && !${Select[${Role},puller,pullertank,hunter,hunterpettank,pullerpettank]}) || (!${PullFlag} && !${Role.Find[puller]}) || ${Pulled} || (${AggroTargetID} && !${ChainPull}) || ${ChainPullHold} || ${DPSPaused}) /return 0
/call MobRadar ${MeleeDistance} FindMobToPull
/if (${ChainPull} && (${MobCount}>1 || ${Me.XTarget[${XTSlot2}].ID})) /return 0
/if (${PullFlag}) {
/if (${ChainPull}) {
/if (${Target.ID}==${Me.ID}) {
/squelch /target clear
/delay 10
}
/if (${Me.XTarget[${XTSlot}].ID} && ((!${MyTargetID} && !${Target.ID}) || ${Target.PctHPs}>=${ChainPullHP} || (${MyTargetID} && ${Spawn[${MyTargetID}].PctHPs}>=${ChainPullHP}))) /return 0
/if (${Math.Distance[${CampYLoc},${CampXLoc}:${Spawn[=${MainAssist}].Y},${Spawn[=${MainAssist}].X}]}>75) /return 0
}
}
/if (${PullFlag} && !${Select[${Role},puller,pullertank,hunter,hunterpettank,pullerpettank]} || ${Me.Buff[Resurrection Sickness].ID} || ${Me.Buff[Revival Sickness].ID} || ${IAmDead}) /return 0
/if (${PullFlag} && ${PetRampPullWait} && !${Me.CombatState.Equal[COMBAT]} && ${Select[${Role},pullerpettank]} && ${Select[${Me.Class.ShortName},MAG,NEC,BST]}) /call CheckRampPets
/if (${DebugPull}) /echo \atDEBUGPULL FindMobToPull Enter ${PullFlag} \agLine#: ${Macro.CurLine}
/call SetPullRange
/doevents
/declare i int local
/declare j int local
/declare k int local
/declare l int local
/declare f1 int local 0
/declare PullMob int local 0
/declare PullMobName string local 0
/declare PullMobDistance float local 0
/declare PullMobValid int local 0
/declare PullCount int local
/declare DistanceCheck int local
/declare MobsNearCamp int local
/declare PullingTimer timer local 5s
/declare Start1 int local
/declare WPMobCount int local
| Sort by path-lengths for MQ2Nav vars
/declare PathArray[999] int local 0
/declare PathDistance[999] float local 0
/declare Smallsub int local 0
/declare tempSortID int local 0
/declare tempSortDist float local 0
/declare i2 int local 0
/varset Pulling 0
/call GroupWatch
/if (${ChainPullHold}) /return 0
/varset PullFlag 1
/if (${PullFlag}) {
/echo Looking for Close Range Mobs

The above may work in your instance, but that totally breaks chain pulling. Just wait till you puller goes running off and the mob chases him out of camp with your tank trailing right behind the mob. It is just a matter of time and it will happen.
 
I've set my bard to pull at 95% and I highly doubt my bard has 50%agro at any point in the fight
 
Pulling is handled inside the FindMobToPull routine. The FindMobToPull routine is only called from 2 places in the Macro. From the MainLoop, where normal pulling is done, and from the Combat Routine. The combat routine only checks if there is a mob available for pulling if your chain pulling. Now to get released/returned from the combat routine so your puller can go and pull the next mob there are a few checks that are made.

First here is the basic logic:
Am I a puller and am I chain pulling?
Is the Main Assist within 75 units from camp?
Is there only 1 mob in camp and is it NOT a named?
Does my current target have less HP than ChainPullHP?

At this point in the logic we /call FindMobToPull 0. The zero tells FindMobToPull not to execute the pull code but just to return the number of mobs that are pull-able. If you are getting the Checking for Close Range Mobs message. Then you passed through the above logic. Now at this point there are some additional checks that you have to pass before leaving the Combat routine so you can go pull the next mob.

These are the additional checks you must pass AND they all must be true:
Was there a mob available to pull?
Is the closest pull-able mob within your pullrange+400 units? (this is so you get EXP if the mob in camp dies while you out pulling)
Is the Targets AggroHolder NOT me?
Is my PctAggro less than 50%?

If you pass through the above logic then you will leave the Combat routine and execute the /call FindMobToPull 1. The 1 tells FindMobToPull to execute the pull code.

That is the logic and how it works, so if you are getting the Checking for Close Range Mobs message, and not pulling the next mob. Then there is something in the last section of logic that your puller is failing.
 
Thanks for the good explanation ctaylor22, I think I found the bug.



It is Target.AggroHolder that is not working, somehow it will always return NULL. Therefore these checks will never all become true.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Target.AggroHolder.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {


The fix is simply to use Me.TargetOfTarget instead of Target.AggroHolder, then everything works perfectly.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Me.TargetOfTarget.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {
 
Hmm, I wonder why Target.AggroHolder is not working? I will have to look into that. Thanks for the information. TargetofTarget requires you to have a minimum of 3 party members, I think. So we stayed away from using it, but Target.AggroHolder use to work just fine.
 
Thanks for the good explanation ctaylor22, I think I found the bug.



It is Target.AggroHolder that is not working, somehow it will always return NULL. Therefore these checks will never all become true.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Target.AggroHolder.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {


The fix is simply to use Me.TargetOfTarget instead of Target.AggroHolder, then everything works perfectly.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Me.TargetOfTarget.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {



Very nice catch, I was actually suspecting it was PctAgro not being updated quickly enough from the in-game display to what mq2 was seeing if the mobs were being killed to fast, hopefully this gets to the bottom of it lol. Currently using dev's bot to chain pull but it doesn't support mq2nav like KA.
 
Thanks for the good explanation ctaylor22, I think I found the bug.



It is Target.AggroHolder that is not working, somehow it will always return NULL. Therefore these checks will never all become true.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Target.AggroHolder.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {


The fix is simply to use Me.TargetOfTarget instead of Target.AggroHolder, then everything works perfectly.

/if (${Macro.Return}>0 && ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} && ${Me.TargetOfTarget.Name.NotEqual[${Me.CleanName}]} && ${Me.PctAggro}<50) {

Just tried this, it works. I could kiss you.
 
Ok that test didn't work, are yall on the live servers? I just tested 12 characters targeting the mob being killed and ${Target.AggroHolder} returned my mages pet name, just like it is supposed to. Not quite sure why it is returning NULL for others.
 
JHara, Aspire2008 are you both running Bards as well?


So far I've only tested with monk and sk. I'm wondering if its a difference in compiles. I just tested /echo ${Target.AggroHolder}, with a mob that was aggro'd and it was returning NULL. Currently, I am not using RG's compile, but another websites, wondering if others are using the RG compile or some other compile?
 
Aspire2008 can you do me a favor. Install the VV compile load it and then try the same test.. Let me know your results..
 
Make sure you are running the VV with the default plugins only, and make sure the target is an NPC, and in active combat.
 
Make sure you are running the VV with the default plugins only, and make sure the target is an NPC, and in active combat.


Yes and yes to both.


UPDATE: Well its not a problem with core, as I talked to Eqmule regarding it. Its a problem on my end with the UI I am using. Once I switched over to default UI its working correctly.
 
Last edited:
For those that are running into this issue, suggest going into your EQUI_TargetWindow.xml file and search for "Target_AggroPctSecondaryLabel". If it is not missing, and /echo ${Target.AggroHolder} is returning NULL , then your issue is something else entirely.


If Target_AggroPctSecondaryLabel is missing from the file once you do a search, you need to add the following code toward the bottom of the file after <Screen item="Target_BuffWindow"> but before <Screen item = "TargetWindow">


Rich (BB code):
<Label item="Target_AggroPctPlayerLabel">
		<ScreenID>Target_AggroPctPlayerLabel</ScreenID>
		<RelativePosition>true</RelativePosition>
		<Font>2</Font>
		<Text></Text>
		<TextColor>
			<R>255</R>
			<G>255</G>
			<B>255</B>
		</TextColor>
		<EQType>306</EQType>
		<NoWrap>true</NoWrap>
		<AutoStretch>true</AutoStretch>
		<AlignLeft>true</AlignLeft>
		<TopAnchorOffset>33</TopAnchorOffset>
		<BottomAnchorOffset>47</BottomAnchorOffset>
		<RightAnchorToLeft>false</RightAnchorToLeft>
	</Label>
	<Label item="Target_AggroNameSecondaryLabel">
		<ScreenID>Target_AggroNameSecondaryLabel</ScreenID>
		<RelativePosition>true</RelativePosition>
		<Font>2</Font>
		<Text></Text>
		<TextColor>
			<R>255</R>
			<G>255</G>
			<B>255</B>
		</TextColor>
		<EQType>304</EQType>
		<NoWrap>true</NoWrap>
		<AutoStretch>true</AutoStretch>
		<AlignCenter>true</AlignCenter>
		<TopAnchorOffset>33</TopAnchorOffset>
		<BottomAnchorOffset>47</BottomAnchorOffset>
		<RightAnchorToLeft>false</RightAnchorToLeft>
	</Label>
	<Label item="Target_AggroPctSecondaryLabel">
		<ScreenID>Target_AggroPctSecondaryLabel</ScreenID>
		<RelativePosition>true</RelativePosition>
		<Font>2</Font>
		<Text></Text>
		<TextColor>
			<R>255</R>
			<G>255</G>
			<B>255</B>
		</TextColor>
		<EQType>308</EQType>
		<NoWrap>true</NoWrap>
		<AutoStretch>true</AutoStretch>
		<AlignRight>true</AlignRight>
		<TopAnchorOffset>33</TopAnchorOffset>
		<BottomAnchorOffset>47</BottomAnchorOffset>
		<LeftAnchorOffset>35</LeftAnchorOffset>
		<RightAnchorToLeft>false</RightAnchorToLeft>
	</Label>


And finally add the following code in the pieces area at the very last part of the file:

Rich (BB code):
<Pieces>Target_AggroPctPlayerLabel</Pieces>
<Pieces>Target_AggroNameSecondaryLabel</Pieces>
<Pieces>Target_AggroPctSecondaryLabel</Pieces>


Have not tested if this fixes the chain pull issue yet, but that does fix the correct string being returned for AggroHolder now. Once I get some time in game to test KA with the UI change, crossing my fingers that fixes chain pulling with KA.

UPDATE: Tested -Once I added the above code, its working now.
 
Last edited:
i have kinda the same issue on lets say PC#1 i have a SK that will not pull at all but on same PC#1 i have a ranger that will. On PC#2 same issue a SK that will pull all day with no problems. But a warrior on pC#2 that wont pull at all but both warrior and SK kissassist files are exactly the same....ive played with it for 2 days downloaded kissassist again, deleted aliases, changed pulling ways (ie) spell, bow/arrow, etc etc. With ranger pulling on PC#2 and marked as puller, warrior will assist on every mob and come out roaring but mark warrior as PULLER/TANK....he will not pull. Tried only marking him as puller and no luck

Rich (BB code):
[General]
KissAssistVer=9.2.3
Role=Puller/Tank
CampRadius=10
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=25
MedCombat=0
LootOn=1
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=1
CastingInterruptOn=0
EQBCOn=0
IRCOn=0
MiscGem=0
MiscGemRemem=0
HoTTOn=0
CampfireOn=1
CharInfo=Warrior|77|GOLD
DPSMeter=1
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=0
BuffsSize=20
Buffs1=NULL
Buffs2=NULL
Buffs3=NULL
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=Front
AutoFireOn=1
UseMQ2Melee=1
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[AE]
AEOn=0
AESize=10
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
[DPS]
DPSOn=1
DPSSize=20
DPSSkip=20
DPSInterval=2
DPS1=Area Taunt|99
DPS2=Mighty Strike Discipline
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DebuffAllOn=0
[Aggro]
AggroOn=1
AggroSize=10
Aggro1=Taunt
Aggro2=Disarm
Aggro3=Kick
Aggro4=Bash
Aggro5=NULL
Aggro6=NULL
Aggro7=NULL
Aggro8=NULL
Aggro9=NULL
Aggro10=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
HealsSize=5
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
XTarHeal2=0
HealGroupPetsOn=0
[Cures]
CuresOn=0
CuresSize=5
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Burn]
BurnSize=15
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[Pull]
PullWith=Fishbone Darts|Fishbone Darts
MaxRadius=1500
MaxZRange=50
PullWait=3
PullRoleToggle=0
ChainPull=0
ChainPullHP=10
ChainPullPause=30|2
PullLevel=0|0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=1
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
Last edited by a moderator:
Problem - Chainpulling not working with melee on

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