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Question - Cleric refuses to chase during combat

Chicken

Member
Joined
Jan 2, 2024
RedCents
140¢
i am using MQ with Kiss.
i raid and just recently started bringing my cleric to the raids and i have discovered a rather fatal (for the cleric) problem. i set her to chase me and then head to the staging area for the raid. she follows like a good little cleric and we get setup and the raid starts. NOW is when she decides to express her independence and refuse to chase me. so auras start flying and i start running and there she stands in the middle of the aura dying and killing guildies. nothing i do makes her chase anyone as long as we are in combat. as soon as combat is over she will sprint across the zone to find me like a lost puppy.
things i have tried to no avail :

restart her
log her out and back
reboot entire comp
have her chase others
i have even loaded an entirely different INI from another cleric that works correctly for them and still my cleric refuses to chase
turned melee on and she will run into melee range on her own and start fighting
made sure /camphere was OFF
my /chase button is correct b/c it works everywhere as long as you are not in combat

being in combat seems to be the hangup. if i have her chase before the fight it works. as soon as combat starts she stops. as soon as comabt ends she kicks right back in with no commands

i swapped things around and made the tank chase her and it works as expected whether we are in combat or not chase works.
is there a setting that locks a cleric in place to prevent them from interrupting healing casts ? is there some other setting i am not finding somewhere that turns off chase during combat ? do i just have a bug somewhere ?
 
Try making sure switch with MA is on, and target yourself before running? she might be stuff doing the business (healing, nuking, making pies), the retarget focuses them on you? I use kiss on my bards, and mostly works right (nothing that is program broke, just me sucking)
 
Smart Cleric try the Plugins better settings
i love these less than helpful posts ... sorta like if the tail light pops on my honda i should go buy a ford. i guess thank you for less than helpful answer so that you can get a generic post credit and accomplish ????? nothing? i truely hope you have it in you to help others better than this.
 
Try making sure switch with MA is on, and target yourself before running? she might be stuff doing the business (healing, nuking, making pies), the retarget focuses them on you? I use kiss on my bards, and mostly works right (nothing that is program broke, just me sucking)
thx ! i'll give this a go shortly :)
 
i love these less than helpful posts ... sorta like if the tail light pops on my honda i should go buy a ford. i guess thank you for less than helpful answer so that you can get a generic post credit and accomplish ????? nothing? i truely hope you have it in you to help others better than this.
I honestly was trying to help you I think the Plugins are a better option. Because I deserved what you said I got you 3 months of level 2 on me. Listen to Durango he is like the smartest player on here. I check with him before I do most things.
 
target switching on wont impact it:

TargetSwitchingOn 0 0/1 0=Off/1=On - This allows the MA to manually switch targets. TargetSwitchingON can only be turned on if your the MA, It is ignored for any other character/role.

you can make a come to you button and call it to you but, if its trying to heal you its not gunna move till you get out of range for the most part.
I
 
target switching on wont impact it:

TargetSwitchingOn 0 0/1 0=Off/1=On - This allows the MA to manually switch targets. TargetSwitchingON can only be turned on if your the MA, It is ignored for any other character/role.

you can make a come to you button and call it to you but, if its trying to heal you its not gunna move till you get out of range for the most part.
I
from the tank i have a /bct MyClericName //chase on MyTankName as a hotkey and it works but only out of combat
from the cleric i have a /chase on MyTankName as a hotkey and it also works but only when out of combat

i've made sure she was not casting or making pies :) when the hotkey was pressed .... i also spammed the crap outa the button when she was single handedly trying to wipe the raid by staying in the aura ... i have tried this on 3 different raids now parking her in diff locations out of harms way but in range to cast but still able to test the chase hotkeys no matter what i have never been able to get her to chase in combat. so until i figure this out she is forbidden to go on raids that require her to move/follow me

OH!! side note. the EQ command /follow MyTankName works but /chase does not

i hope this helps clear up things
 
I will say my Cleric has done similar but I have never raided with it. Just me messing around in group content. I swicth my target to me and move and it will then follow.

Can also set chase to off and use the follow me option in EQ but its no where near as good as the NAV options in MQ.
 
I honestly was trying to help you I think the Plugins are a better option. Because I deserved what you said I got you 3 months of level 2 on me. Listen to Durango he is like the smartest player on here. I check with him before I do most things.
credit for owning it. you don't owe me anything. you have my respect now if that counts for anything :)
 
Too late Brother bought and paid for. Some good stuff on level 2. Enjoy it. And your respect means the world. I have a lot of faults but I help people new on my server FV if that's you and you could used a hand up and we all needed one at some point, drop me a PM. This I do for everyone as sure as I'm an asshole. The 2 don't jive I know but I haven't made sense in 40 years please don't ask me too now. Any lip I give you another 3 months free LoL and you'll run out of desire before I run out of Red Cents I collect them things.
 
Too late Brother bought and paid for. Some good stuff on level 2. Enjoy it. And your respect means the world. I have a lot of faults but I help people new on my server FV if that's you and you could used a hand up and we all needed one at some point, drop me a PM. This I do for everyone as sure as I'm an asshole. The 2 don't jive I know but I haven't made sense in 40 years please don't ask me too now. Any lip I give you another 3 months free LoL and you'll run out of desire before I run out of Red Cents I collect them things.
you're good in my book. we are more similar than you think. and i thank you very much.
 
screeny of both buttons

View attachment 57176View attachment 57177

they work perfectly .... until combat starts :(
If those are part of KA and KA stop following once combat starts, then using them isn't really going to help much.
The Plugin MQ2GroupInfo which populates the buttons below the group window should have a "Come to Me" button, Which is essentially something ran from the character you're operating like /bca //nav id ${Me.ID}
replace bca with bcg bcaa as needed.

This would be a single use per instance of combat though. So may not be the "solution" you're after.
 
My pleasure truly and the part about listening to Durango if you choose not to switch to the plugins is as close as I can give you to real meaningful answer. That guy is the truth.
 
If those are part of KA and KA stop following once combat starts, then using them isn't really going to help much.
The Plugin MQ2GroupInfo which populates the buttons below the group window should have a "Come to Me" button, Which is essentially something ran from the character you're operating like /bca //nav id ${Me.ID}
replace bca with bcg bcaa as needed.

This would be a single use per instance of combat though. So may not be the "solution" you're after.
Another Genius steps into the fold. For real.
 
Note: the rest of KA and the INI work ... just chase stops. if she is able to stand there and cast or even turn melee on and she will auto run to the mob start swinging/casting/usingAAs etc. just no chase.

i'll add this to things to try in a lil bit. i'll post results later.

Thx everyone for being helpful. yes even you RobRenfro :)
 
Note: the rest of KA and the INI work ... just chase stops. if she is able to stand there and cast or even turn melee on and she will auto run to the mob start swinging/casting/usingAAs etc. just no chase.

i'll add this to things to try in a lil bit. i'll post results later.

Thx everyone for being helpful. yes even you RobRenfro :)
Taking a quick look at the logic of KA, several things are earlier in the loop than chase.

1707179588885.png

Then if we look into DoWeChase

1707179676335.png

It actually immediately breaks out of chase if there is combat and you're not the puller, and you're not the MA, and the person to chase is less than the campradius. May be worth checking your camp radius.
But also may consider just moving this check above CheckForCombat, since you need to arrive at the destination before you can do anything.

Going back to my previous statement that DoWeChase is a good ways down the list of things to do in the main loop:

Before we can even verify we're less than the campradius from the chase target we have to first check all the things above it. CheckForCombat, AECheck, DoMezStuff, WriteDebuffs, CheckCures, CheckHealth.

Looking at CheckForCombat it looks for chase assist to be on, and if you're moving and you're not the MA or the chase target then it should return, effectively skipping the sub.
AECheck has no such chaseassist verification that you've finished moving.
DoMezStuff also doesn't appear to have a similar finished moving validation, but you're a cleric and thus shouldn't apply to this particular character.
WriteDebuffs is a passthrough function and wouldn't be stopping anyway.
CheckCures doesn't appear to have any chaseassist finished moving logic.
CheckHealth doesn't appear to have any chaseassist finished moving logic.

Seems that if anything in CheckCures/CheckHealth meets the requirements for a spell to be cast it would stop movement.
Code:
| Stop moving to Prevent cast interruption.
/if (${Spell[${castWhat}].CastTime} && ${Me.Moving} && !${IAmABard}) /call StopMoving

It's reasonable to suspect the Cure and Health checks are preventing you from continuing your movement on the character. I didn't do a really deep dive into the logic for the main loop, but if there's checks for chase distance being less than the camp radius, then seems reasonable that it would allow the character to continue to move until it's arrived at least within the camp radius. I believe this was an issue back when I was using KA and it always bothered me as well. But I had simply used a key to call all the toons forward. Suppose now with a bit more experience with coding, and having looked into it. It could be a relatively simple fix in theory by just moving the chase logic higher in the priority of the main loop perhaps.
 
Taking a quick look at the logic of KA, several things are earlier in the loop than chase.

View attachment 57178

Then if we look into DoWeChase

View attachment 57179

It actually immediately breaks out of chase if there is combat and you're not the puller, and you're not the MA, and the person to chase is less than the campradius. May be worth checking your camp radius.
But also may consider just moving this check above CheckForCombat, since you need to arrive at the destination before you can do anything.

Going back to my previous statement that DoWeChase is a good ways down the list of things to do in the main loop:

Before we can even verify we're less than the campradius from the chase target we have to first check all the things above it. CheckForCombat, AECheck, DoMezStuff, WriteDebuffs, CheckCures, CheckHealth.

Looking at CheckForCombat it looks for chase assist to be on, and if you're moving and you're not the MA or the chase target then it should return, effectively skipping the sub.
AECheck has no such chaseassist verification that you've finished moving.
DoMezStuff also doesn't appear to have a similar finished moving validation, but you're a cleric and thus shouldn't apply to this particular character.
WriteDebuffs is a passthrough function and wouldn't be stopping anyway.
CheckCures doesn't appear to have any chaseassist finished moving logic.
CheckHealth doesn't appear to have any chaseassist finished moving logic.

Seems that if anything in CheckCures/CheckHealth meets the requirements for a spell to be cast it would stop movement.
Code:
| Stop moving to Prevent cast interruption.
/if (${Spell[${castWhat}].CastTime} && ${Me.Moving} && !${IAmABard}) /call StopMoving

It's reasonable to suspect the Cure and Health checks are preventing you from continuing your movement on the character. I didn't do a really deep dive into the logic for the main loop, but if there's checks for chase distance being less than the camp radius, then seems reasonable that it would allow the character to continue to move until it's arrived at least within the camp radius. I believe this was an issue back when I was using KA and it always bothered me as well. But I had simply used a key to call all the toons forward. Suppose now with a bit more experience with coding, and having looked into it. It could be a relatively simple fix in theory by just moving the chase logic higher in the priority of the main loop perhaps.

ok so i should be able to move the entire line that contains "/call DoWeChase" up 3 lines just below the writedebuffs line so that it does the chase check before it has a chance to do the combat check and the "/nav stop"

i just have to make sure my syntax stays correct. this all looks familiar to the Pascal i programmed with but thats been over 1,000 years ago i swear
 
ok so i should be able to move the entire line that contains "/call DoWeChase" up 3 lines just below the writedebuffs line so that it does the chase check before it has a chance to do the combat check and the "/nav stop"

i just have to make sure my syntax stays correct. this all looks familiar to the Pascal i programmed with but thats been over 1,000 years ago i swear
That should in theory work. I haven't tested it and it may not. But you're welcome to give it a go and see if that sorts you out or not.

Without looking at it again it might just do an extra run through the DoWeChase logic and then just stop after since there is no return to prevent it from going into the logic of the cures/heals after it checks.
 
i've boxed a cleric on raids lately and also found chase to be a bit screwy, but i think it comes down to raid MA being delegated and I'm not it. I've gotten around by using the follow button on the UI and stopping/starting the follow depending when I want to reposition it or the come to me buttons. Yes it isn't as hands off but I've been using a hotkey bar to delegate commands to her anyway.
 
The issue with chasing during combat, is the caster has to be stationary to cast spells, unless they are a bard. A healers primary responsibility is to heal and not move around during combat, so having a healer/caster move around while casting is counter productive. I will take a look at the code and see if I can add an override to allow for casters to move while they have aggro.
 
There is a chase lua that you can set to a specific toon name that might help with this.
yup, when I'm roaming and questing or hunting I use the chase Lua and it works fantastic.

 
wow lots of ideas
i moved the /call DoWeChase up in the order and it didn't help. seems it eventually gets to the /nav stop anyway

the point was made by ctaylor22 that normally healers are supose to stay put and heal and i totally agree and thats why i never noticed this issue while grouping until trying the Kanghammer raid in LS where everyone needs to stay in a tight ball and dance around the little arena to avoid the auras. possible idea for that tho ... can we add a condition switch in there something like if you set a toggle in the INI like ChaseCombat=0/1 then in the code you could do something like -- if CombatChase=0 then /nav stop else return ?? -- then you could have a toggle as to whether chase would override the /nav stop. it's been a million years since i did code and i know my syntax is wrong but if that could help point someone that knows how to do it in the right direction ......
 
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update: using the Lua mentioned above (LEO) seems to the practical fix at this point. gives me something to play with later tho :)

Thanks to all that helped and chipped in info
 
I made a change to the DoWeChase routine, but I am still testing. The change is checking for ChaceAssist==1 and Chase acts the same as it does now, But if you set ChaseAssist==2 then the Chase routine will ignore the code that is being used to stop your character from moving and should continue to chase. The biggest problem to overcome is all the aliases(/chaseon, /chaseoff, /returntocamp, ...) the aliases set ChaseAssist to 0 or 1 and don't consider the original value(ini). Plus ChaseAssist gets turned on and off and also overwrites what is in the ini file.

So to try and overcome this issue I added a new Outer variable ChaseOnValue. This value is defaulted to 1 but can be changed in various ways. Now anytime ChaseAssist value is changed, to a value greater than zero, the ChaseOnValue variable is used.

Example: /varset ChaseAssist ${ChaseOnValue}

Like I said I am still testing this and thinking of an easier way to implement without making major changes to the current aliases used in KA to manage Chase and return to camp variables.
 
Question - Cleric refuses to chase during combat

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