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Question - Conditions for Slow

Joined
Feb 22, 2014
RedCents
2,707¢
I'm having a little bit of trouble getting my enchanter to NOT SLOW if a shaman is in my group already slowing. I'm not sure if WEAVE is the problem, or if I just have the code wrong. Any help?

Rich (BB code):
${Math.Calc[${Target.ID} && ${Range.Between[70,99:${Target.PctHPs}]} && !${Target.Buff[Dreary Deeds II].ID}].Int} && !${Target.Buff[Turgur's Swarm VI].ID}].Int}
 
Range was broken for a while, not sure it ever got fixed..

Rich (BB code):
${Target.ID} && ${Range.Between[70,99:${Target.PctHPs}]} && !${Target.Buff[Dreary Deeds II].ID} && !${Target.Buff[Turgur's Swarm VI].ID}

That would be the correct code, but like I said Range may still be broken.
 
It would just cast while the mobs HP was at any level:

Rich (BB code):
${Target.ID} && !${Target.Buff[Dreary Deeds II].ID} && !${Target.Buff[Turgur's Swarm VI].ID}

But this should work if you want to check the targets HP levels still.

Rich (BB code):
${Target.ID} && ${Target.PctHPs}>69 && ${Target.PctHPs}<100 && !${Target.Buff[Dreary Deeds II].ID} && !${Target.Buff[Turgur's Swarm VI].ID}
 
does that work when debuffall sequence is running, cause i feel when i use ae slow on shaman, then he continues to debuffall with turguers even though i have that as a condtion not to. but that might just it going through the debuffall motions.
 
also will that slowed.ID detect the amount of slow and if my slow is better redo it?
 
The way I do it on my bard is as follows:

Rich (BB code):
!${SpawnCount[group shm]} && !${SpawnCount[group bst]} && !${SpawnCount[group enc]}

Obviously, you'll have to decide who is your highest priority slower and not overlap the condition on each class if you always run 2 of the slowing classes in group. But if you swap out slowing classes often, then the above condition will work for you.
 
also will that slowed.ID detect the amount of slow and if my slow is better redo it?


Hey Kaen, we chatted briefly last night on Discord about this. I'm having a similar issue, basically, I'm trying to make use of two slows on an ENC in group as the recast time is 6 seconds on Constraining Helix Rk. II I was attempting to work in Dreary Deeds II while Helix is on CD. I've been playing with some of the conds and so far this is what I have, it's still not working correctly - doesn't surprise me as I'm far from competent in scripting =p


Rich (BB code):
DPS2=Constraining Helix Rk. II|100
DPSCond2=${Target.PctHPs}>20 && ${Me.SpellReady[Constraining Helix Rk. II]} && !${Target.Buff[Constraining Helix II].ID}  && !${Target.Buff[Dreary Deeds II].ID}
DPS3=Dreary Deeds|100
DPSCond3=${Target.PctHPs}>20 && !${Me.SpellReady[Constraining Helix Rk. II]} && ${Me.AltAbilityReady[Dreary Deeds II]} && !${Target.Buff[Dreary Deeds II].ID} && !${Target.Buff[Constraining Helix II].ID}


I was also looking at the TLO (?) that eqmule suggested above after poking around in the mac to see if I could suss out what was going on
Rich (BB code):
!${Target.Slowed}
The issue I'm encountering is that the ENC will still override his own and attempt to override other class slows if they already exist on the target. e.g AA Dreary Deeds will override Constraining Helix if Helix is already cast on a target in camp. I've tried this with debuffall, slow and no toggles , seems to behave in a similar manner regardless.


Ctaylor was kind enough to send me a note on how the conds and the debuffing works with Kiss, he says (hope it's OK for me to quote you here ctaylor);


"The debuff routine checks for the Target.Slowed and if your NOT using the always tag, and the mob is slowed, then the mob is skipped. The always tag tells the routine to ALWAYS cast even if the mob has that debuff. That's how you can have 2 slowers and force one to overwrite the others debuffs."


And;


"..the conditions are tested for last, so your conditions will override casting any debuff if they test TRUE. But remember they are tested last so the routine will still go through the wait for spell ready code before getting to the condition."


My take away from this is that the debuff routine is already checking to see if the mob is slowed, and is waiting for the spell to be ready before handling cond. And yet it doesn't seem to be working, also using a cond on if a specific buff is present or not and it if should or should not cast seems to be a similar issue for me. I'm happy to be wrong but the experience for me at least is that regardless of what other slowing classes are or are not in my group, the ENC will override his own slows using either the above DSPCond or !${Target.Slowed.ID} or !${Target.Slowed} when trying to make use of two slow spells in the DPS section.


I have tested with /echo and the Slowed.ID etc return either the ID of the slow or the name of the slow so that appears to be working.


I may just remove Helix and go with a single slow as it's got a slightly better recast time, but less benefit for dmg mitigation. Let me know if you have any flashes of brilliance that you'd like to share!

Just woke up, hope this makes sense..


Cheers.
 
Are you sure you have ConditionsOn=1 and DPSCOn=1, Cause if you don't then it won't matter what your Conditions look like.
 
Well there's no check for
Rich (BB code):
${Target.BuffsPopulated}
in any of those conditions either, from all the posts in this thread, and regardless there is going to be at least 1 to 6 sec (1 tick) if the casts are occurring fairly quickly its just not going to sync quickly enough to the server. Better to assume its going to be more than 1 sec before the server and client are in sync on what the target is displaying.


I run into this issue when I cast eradicate magic, or shocking vortex on my wizard, especially if i'm running more than 1 wizard trying to do the same thing on the same target.

- - - Updated - - -

Hey Kaen, we chatted briefly last night on Discord about this. I'm having a similar issue, basically, I'm trying to make use of two slows on an ENC in group as the recast time is 6 seconds on Constraining Helix Rk. II I was attempting to work in Dreary Deeds II while Helix is on CD. I've been playing with some of the conds and so far this is what I have, it's still not working correctly - doesn't surprise me as I'm far from competent in scripting =p


Rich (BB code):
DPS2=Constraining Helix Rk. II|100
DPSCond2=${Target.PctHPs}>20 && ${Me.SpellReady[Constraining Helix Rk. II]} && !${Target.Buff[Constraining Helix II].ID}  && !${Target.Buff[Dreary Deeds II].ID}
DPS3=Dreary Deeds|100
DPSCond3=${Target.PctHPs}>20 && !${Me.SpellReady[Constraining Helix Rk. II]} && ${Me.AltAbilityReady[Dreary Deeds II]} && !${Target.Buff[Dreary Deeds II].ID} && !${Target.Buff[Constraining Helix II].ID}


I was also looking at the TLO (?) that eqmule suggested above after poking around in the mac to see if I could suss out what was going on
Rich (BB code):
!${Target.Slowed}
The issue I'm encountering is that the ENC will still override his own and attempt to override other class slows if they already exist on the target. e.g AA Dreary Deeds will override Constraining Helix if Helix is already cast on a target in camp. I've tried this with debuffall, slow and no toggles , seems to behave in a similar manner regardless.


KA already checks for SpellReady and AltAbilityReady , so no point in adding more redundancy, also the core compile checks ranks already so can remove the Ranks from your condition. I'm not entirely sure how adding more redundancy effects how fast conditions get processed, if it slows it down or not, someone who knows how to write macros would know better, I see alot of people doing this not sure if its helpful or harmful on stuff firing of more quickly or slowly respectively. Only one I ever add redundancy too is ItemReady as there seems to be some issue with whats displayed on the UI to the actual item being ready (and yes my clock is updated).
 
The debuff routine does a /target id ${DebuffTargetID} then the next line is /delay 20 ${Target.ID}==${DebuffTargetID} && ${Target.BuffsPopulated}==TRUE.

I have rarely seen it need more than 2 seconds for buffs populated when the mob you have targeted is retargeted. Just above this code is a check for different mob and to /target clear. You could try increasing the /delay 20 ${Target.ID}==${DebuffTargetID} && ${Target.BuffsPopulated}==TRUE to be something like /delay 50 ${Target.ID}==${DebuffTargetID} && ${Target.BuffsPopulated}==TRUE and see if that makes a difference..
 
Ah didn't know there was a {Target.BuffsPopulated} check in the code, but you can see the behavior I described above happen when you cast swift dots, it will chain cast the swift dots thinking its a nuke, unless there is something else to cause that ctaylor22?
 
There are 2 things that will cause BuffsPopulated to fail. Lag is the big one, but having a mob targeted and then /targeting another mob without doing a /target clear first. In my original Debuff code I use to have a /delay 50 where I have the /delay 20. I noticed that the /delay 50 was waiting for the full 5 seconds a lot of times, even though I had the BuffsPopulated check. I added an /if structure just below the /delay.

Rich (BB code):
/if (${Target.BuffsPopulated}==TRUE) {
    /echo Buffs Populated
} else {
    /echo Buffs Not Populated
}

Guess what I was getting a lot of. So what I did was a check to clear my target before /targeting the new mob and the Buffs Not Populated message became non existant.

Rich (BB code):
            /if (${Target.ID}!=${DebuffTargetID}) {
                /squelch /target clear
                /delay 10 ${Target.ID}==0
            }
            /target id ${DebuffTargetID}
            /delay 20 ${Target.ID}==${DebuffTargetID} && ${Target.BuffsPopulated}==TRUE

I don't know why BuffsPopulated has an issue when targeting a mob while you still have a target.
 
also will that slowed.ID detect the amount of slow and if my slow is better redo it?
No that just returns the id of whatever slowspell is on the target...
You can grab any spell info from .Slowed
Like .Slowed.Name
.Slowed.xxxwhatwever since it inherits ${Spell

And having said that a condition that just does !${Target.Slowed} will never work because it's not retiring true or false it's returning the name by default if no member is specified, and that's why I use .ID since that IS a numerical
 
does that work when debuffall sequence is running, cause i feel when i use ae slow on shaman, then he continues to debuffall with turguers even though i have that as a condtion not to. but that might just it going through the debuffall motions.
Don't know, I never used debuffall, seems redundant since we have Conditions. My guess is debuffall was some kind of pre conditions implementation to do debuffs or whatever, I suspect it's not needed anymore and if it is, pick one, either use a condition or use debuffall, I would not use both.

My shaman works just fine, he does his job and I just use !${Target.Slowed.ID} on him.

I reserve the right to be completely wrong about this one though, maybe it just a flag that tells kiss to slow all mobs on xtarget before doing anything else.
 
Don't know, I never used debuffall, seems redundant since we have Conditions. My guess is debuffall was some kind of pre conditions implementation to do debuffs or whatever, I suspect it's not needed anymore and if it is, pick one, either use a condition or use debuffall, I would not use both.

My shaman works just fine, he does his job and I just use !${Target.Slowed.ID} on him.

I reserve the right to be completely wrong about this one though, maybe it just a flag that tells kiss to slow all mobs on xtarget before doing anything else.

I dont think its redundant, since a condition cant tell your shaman to debuff the 7 in camp with slow, debuffall will.

Rich (BB code):
[DPS]
DPSOn=2
DPSCOn=1
DPSSize=7
DPSSkip=5
DPSInterval=2
DebuffAllOn=2

DPS1=Turgur's Swarm|100|debuffall|slow
DPS2=Banestrike|98|weave
DPS3=Roar of the Lion|96
DPS4=Shear of Renewal|96
DPS5=Livio's Malosenia|94
DPS6=Chaotic Venom|94
DPS7=Sephry's Malady|94

DPSCond1=!${Target.Slowed.ID}
DPSCond2=TRUE
DPSCond3=!${Me.Buff[Roar of the Lion].ID}
DPSCond4=!${Me.Song[Shear of Renewal].ID}
DPSCond5=${Target.PctHPs} > 20 && !${Target.Buff[Livio's Affliction].ID}
DPSCond6=${Target.PctHPs} > 20 && (!${Target.Buff[Nectar of Woe].ID} || !${Target.Buff[Reef Crawler Blood].ID})
DPSCond7=${Target.PctHPs} > 15 && !${Target.Buff[Sephry's Malady].ID}

as you can see i use it too, but if what funzilla quoted ctaylor on then using it as condition in a debuffall routine is redundant. since if the slow tag is there its allready checking it.

but maybe the routine needs changed to check do i need to debuff this mob? then waiit for ability to be ready, instead of wait for ability then check if i need to debuff. and we allready waiting and its primary target lets just fire some dps at it anyways.
 
Question - Conditions for Slow

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