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RGMercs Charm Revamp - Choose your charm pet, keep it, and have your group help you do it. (2 Viewers)

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Rejoice! RGMercs now supports persistent charming(keep the same pet), charm allow/deny lists, pre-charm actions, and assist actions for non-charmers.

* By default, we will attempt to recharm the same pet if it breaks.
* All charm actions now reside in the class configs to give maximum flexibility to the user and to best support edge-case emu servers.
* Charm choice is now a selectable drop-down similar to pull abilities.
* Pre-charm and assist actions can be enabled or disabled from the charm UI (they function identially to rotation entries, to include conditions, load conditions, and UI).
* Pre-charm actions will be attempted every cycle before the charm spell is cast, as long as the condition is met. Example: we won't try to tash it again if it is already tashed.
* Non-charmers will use at maximum one assist action from their list per cycle, to ensure their primary roles are still being fulfilled.
* Control which mobs you will and will not charm using allow and deny lists (and freely move between shared or personal lists). Or leave them alone and just charm whatever.
* The /rgl forcecharm command will allow you to instantly designate an ID/target to charm, irrespective of your lists.

* While I have tested to the best of my ability, I am but one man. Feedback is requested, as always. Think I missed a pre-charm/assist ability? Let's talk it out! At worst, I'll help you get the ability you want into your custom class config.
* Side note: this is non-breaking for custom configs, but they will not be able to take advantage of most of the new code involving ability selection until they port the charm tables over. I will eventually hardcode the fallback behavior if the tables don't exist.


1781375930998.pngCharming fun in Najena!

1781375680222.pngLaz Paladin Charm Assist table
1781376036713.pngSimplied charm options
 
Looks good - the only thing that I'd change at the moment is not loading the unnecessary charm spell when only using Dire Charrm AA
It only loads the charm spell when its the selected charm ability. You may need a loadout scan.

{ name = "CharmSpell", cond = function(self, spell) return Config:GetSetting('CharmOn') and Core.IsSelectedCharmSpell(spell) end, },
 
It only loads the charm spell when its the selected charm ability. You may need a loadout scan.

{ name = "CharmSpell", cond = function(self, spell) return Config:GetSetting('CharmOn') and Core.IsSelectedCharmSpell(spell) end, },
Ok, weird, I just retried it, and it now doesnt load the spell when Dire Charm is selected.

That's cool.
Carry on.
 
Oh, something I noticed earlier, but not directly related to this change, but charming in general.
Charm breaks on invis, Self Stasis causes the enchanter to invis, so I've amended the Self Statis condition in my config ..
Lua:
            { -- makes enchater invis - skip if CharmOn = true
                name = "Self Stasis",
                type = "AA",
                cond = function(self, aaName)
                    if Config:GetSetting("CharmOn") == true then return false end
                    return mq.TLO.Me.TargetOfTarget.ID() == mq.TLO.Me.ID() and mq.TLO.Target.ID() == Globals
                        .AutoTargetID
                end,
                post_activate = function(self, aaName, success)
                    if success and mq.TLO.Me.Buff("Self Stasis")() then
                        Comms.PrintGroupMessage(
                            "We're out of combat, removing the Self Stasis buff so we can act again.")
                        Core.DoCmd('/removebuff =Self Stasis')
                    end
                end,
            },
Did take a few wtf happened to my enchanter moments before I figured it out
 
RGMercs Charm Revamp - Choose your charm pet, keep it, and have your group help you do it.

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