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Question - Couple of small questions on .ini setting

Joined
Jun 14, 2017
RedCents
1,962¢
Hi,

I have a couple of small problems with my ini that I cannot figure out and was hoping those of you with more knowledge could help point me in the right direction. Nothing major, just annoying.

The first is with how my tank(warrior) is engaging the mob. He seems to run through the incoming mob and then do a 180 and engage. When this happens, he sometime gets hit mid spin and just keeps spinning. I have to tab over to his screen and hit my control to spin left. Once I do this he corrects (stops spinning) and engages the mob normally. If I don't do the correction he keeps spinning which means that half the time he cannot see the mob and agro can get lost. I have changed the StickHow= setting to front and thought it would change how the mob was engaged but alas it did not. He still runs through the mob and spins to engage. Any ideas on other things I could try to change to get a different engage behavior?

Second is the way my ini for my Mage is set up for using aa's when engaging and burning named mobs. I have it setup this way:

[Burn]
BurnCOn=1
BurnSize=9
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Veil of Lost Hopes|100|Malosinia|Malo
Burn2=Wrath of the Elements|95
Burn3=Heart of Vapor|92
Burn4=Heart of Flames|90
Burn5=Burning Earth|85
Burn6=Blade Strike|75
Burn7=Star Strike|65
Burn8=Frenzied Burnout|60
Burn9=Servant of Ro|50

Using this setup the Burn1 always fires but none of the aa's do. Is there something else I need to add to identify these as aa's? Or is there something else anyone can see that I am not notating right? Any insight would be appreciated. These are minor problems but would be nice to get fixed. Thanks, AnotherJohn
 
...The first is with how my tank(warrior) is engaging the mob. He seems to run through the incoming mob and then do a 180 and engage. When this happens, he sometime gets hit mid spin and just keeps spinning. I have to tab over to his screen and hit my control to spin left. Once I do this he corrects (stops spinning) and engages the mob normally. If I don't do the correction he keeps spinning which means that half the time he cannot see the mob and agro can get lost. I have changed the StickHow= setting to front and thought it would change how the mob was engaged but alas it did not. He still runs through the mob and spins to engage. Any ideas on other things I could try to change to get a different engage behavior?...

I'm a noob here but my SK sometimes has issues with getting correctly oriented on the mob. Sometimes I think it's lag related. Other times I find it helps to build a better mesh. (MQ2Nav and Meshgenerator.exe)

But most of the time this works pretty good with my SK...

Rich (BB code):
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=85
StickHow=front loose
AutoFireOn=0
UseMQ2Melee=0

- - - Updated - - -

...Second is the way my ini for my Mage is set up for using aa's when engaging and burning named mobs. I have it setup this way:

[Burn]
BurnCOn=1
BurnSize=9
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Veil of Lost Hopes|100|Malosinia|Malo
Burn2=Wrath of the Elements|95
Burn3=Heart of Vapor|92
Burn4=Heart of Flames|90
Burn5=Burning Earth|85
Burn6=Blade Strike|75
Burn7=Star Strike|65
Burn8=Frenzied Burnout|60
Burn9=Servant of Ro|50

Using this setup the Burn1 always fires but none of the aa's do. Is there something else I need to add to identify these as aa's? Or is there something else anyone can see that I am not notating right? Any insight would be appreciated. These are minor problems but would be nice to get fixed. Thanks, AnotherJohn

Again, I want to point out I'm a noob here, but some random thoughts...

1.) I normally see Malo in the DPS section. The conditions you've listed, |100|Malosinia|Malo may have no effect in the Burn section.
2.) That's a long, long casting time Malo. Do you have the AA version yet? Malosinete I think it's called.
3.) You have Burn Conditions turned on but didn't include the actual condition lines to indicate if they might be a factor.
4.) Your optional parameters pertain to the DPS section, not the Burn section. Per the instructions all you need a target like |Mob| because the burn section is going to try to fire them all in order subject to your conditions. So that Burn9=Servant of Ro|50 just needs to be Burn9=Servant of Ro|Mob

Unless it's lag which may also be having an impact on your warrior spinning problem??
 
BurnCOn=1, means burn conditions are on. Do you have conditions set for them? If not, change it to BurnCOn=0

Otherwise, what are the conditions?
 
I would turn BurnCon=1 to BurnCon=0 and and take away your health % listing and try it that way. It should fire then in order 1-9 as soon as a named appears and registers. Also make sure BurnOn=1 as well. Although Burnallnamed should suffice.
 
Thanks all,

I have made a few changes based on all the feedback. I changed stickhow=front to stickhow=front loose. Will see if that changes engage behavior of the tank.

For the mage, I should have stated that all the conditions are NULL so I didn't think it would affect anything but just to be sure I changed the BurnCon to now be 0 and also added |Mob to the end of each command. It now looks like this:

[Burn]
BurnCOn=0
BurnSize=9
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Veil of Lost Hopes|100|Malosinia|Malo
Burn2=Wrath of the Elements|Mob
Burn3=Heart of Vapor|Mob
Burn4=Heart of Flames|Mob
Burn5=Burning Earth|Mob
Burn6=Blade Strike|Mob
Burn7=Star Strike|Mob
Burn8=Frenzied Burnout|Mob
Burn9=Servant of Ro|Mob


I will make a run with things set this way and see what happens next time I engage a named and report back. I will also try to add back the health percentage number if this setup works to keep the mage from getting agro too soon in the fight. In answer to your questions BigDaddy:
1) It could be I misunderstood how burn works, I thought the program uses burn INSTEAD of the regular DPS Section so I had to put everything I wanted to burn there. Sounds like maybe not?
2) I don't have the aa version yet (level 70 on TLP)
3) Condition section was all NULL. Since I am still having trouble getting the regular section to work without problems I didn't want to get into conditions yet (You all will probably see more questions when I get to that level, lol). I did turn off Burn Conditions just to make sure that isn't throwing a wrench in the works.
4) Added |Mob to all spells and aa's in the burn section and took out the health percentage for all but the Malo command since that did work (although that maybe firing from the DPS Section). Just hated to change the one thing that was working.
In answer to your unnumbered lag question, I guess it is possible it is lag related but it would have to be so subtle that I don't visually notice it. Nothing I can see is different when my warrior engages with no issue or goes into his spin routine.

Thanks to you three for taking the time to give me some suggestions to try. I should be able to test out at least the warrior part later tonight. Not sure when I will run into my next named but will update post thread once I have something to report, AnotherJohn
 
1. Burn section is a one-time, once through 1-20 (or whatever you # you stop at) when KA sees a named on the assist's target or it sees the burn phrase. Healer's will continue to heal, but attempt to weave the Burn stuff between heals if possible. DPS will do their regular DPS section once they make it through burn.

Burn doesn't need percents. If it hiccups and misses something in Burn, it doesn't check or go back and try again. I believe the only default modifiers for Burn are Mob, MA, Me, and Pet for the |target part.

If burn encounters a error, it can hang up KA sometimes. I've had my mage get stuck when I had typo's in their Burn section.

4. For Burn or DPS, if you put a spell, AA or item, it will just cast/click it at the default target or whatever you specify with the |target modifier. Debuffall in DPS can check type modifiers, but you don't have those available in Burn. If you want to check if a mob has debuff, you can do that via conditions. If you want to make sure a named has a debuff, you can have the debuff cast in Burn & DPS, or have it in DPS with a condition check for that debuff.

Try:
Rich (BB code):
Burn1=Veil of Lost Hopes|Mob
 
1. Burn section is a one-time, once through 1-20 (or whatever you # you stop at) when KA sees a named on the assist's target or it sees the burn phrase. Healer's will continue to heal, but attempt to weave the Burn stuff between heals if possible. DPS will do their regular DPS section once they make it through burn.

Thanks for this clarification! Right now on my mage and enchanter I'm trying to figure out how best to get the enchanter to wait long enough on IOG and Chromatic Haze for most of the mage's Hosts to be up so that when IOG and CH fire the Mage has enough pets up to get a good hit of Volley of Many during the 12 second duration of CH. I think I have a handle now on the conditionals required to count PC pets but didn't realize the Burn section is only processed a single time. I will need to revisit my logic to ensure both the Haze and Volley get done in the DPS section I think. Thanks again!
 
Wow, good stuff here. Thanks eqtrader74, I thought on a named the burn section just overrode the DPS section for the duration of the fight so learning how it really works is very helpful. I have had a chance to play a bit and can say that after changing the Stickhow=front to Stickhow=front loose I still get the same behavior of the tank running through the mob and doing a 180 degree turn to engage and occasionally still getting hung up in a continued spin which I suspect occurs when he gets hit just right while spinning. Is there anywhere else to look to see what maybe affecting the engage behavior or any other commands to try in the Stickhow= ?

I did engage one named mob and the aa's still did not fire. Then it occurred to me that the aa's we set with |Mob and so I changed them to |Me and I am hoping that fixes the problem. Also not sure if Frenzied Burnout should me |Me or |Pet so will play with those to dial in. Now that I know the rules of Burn I am at least playing with the right commands and should be able to tweak things to work. So I am going to try this burn setup next and start there to see what still needs tweaking:

[Burn]
BurnCOn=0
BurnSize=9
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Veil of Lost Hopes|Mob
Burn2=Wrath of the Elements|Mob
Burn3=Heart of Vapor|Me
Burn4=Heart of Flames|Me
Burn5=Burning Earth|Mob
Burn6=Blade Strike|Mob
Burn7=Star Strike|Mob
Burn8=Frenzied Burnout|Me
Burn9=Servant of Ro|Me

Thank you all for your very valuable information. Every time I post a question people here have been very generous with their time and I continue to learn new stuff. Thank you, AnotherJohn
 
Burn: I have the same issue where sometimes Burn doesn't fire everything. If it is the same item every time, then you can look at the settings for that item. Sometimes I think it just doesn't get through everything. Like something tries to mash during a global cooldown or a Heal interrupts the Burn cycle. I also run some alts on very low background framerate settings and that may be contributing too.

I'm fairly certain the default for all of Burn is to target the Named, but if something isn't firing I'll force a target. So like Servant of Ro|Mob or Host of Elements|Mob are things I'd make sure have Mob targeted when it tries to fire. If it is a heal or some aa/item that requires a player target, you may need the |Me.

For the important stuff, I've recently started adding it to DPS with conditions. So it tries to fire it all in Burn, but if something is skipped, it gets another chance once Burn ends.

If you're ready to start looking at conditions, I'd suggest checking out eqmule's 110 wizard ini. It is actually set up with no Burn, but does the entire burn-style stuff via DPS conditions that check if the target is a Named, if it already has certain debuffs or the player has AA boost buffs going. This has the advantage of running an on-going burn cycle instead of a once-through cycle.

Stick:
I've also noticed if I have the characters set to run in the background with low framerates, they have a hard time with navigation/stick sometimes. My Melee would dance around the target, jumping too close, then backing up and starting over. If you're running the tank on low framerates or in the background, try upping the settings.

You could also try letting MQ2Melee plugin run your "Stick" feature on the tank. KA 10.2.6 has a change if you turn on MQ2Melee it will let that plugin handle the "stick" to mob function. You may need to update your MQ2Melee with tank stick commands.

Rich (BB code):
[Melee]
UseMQ2Melee=1

(from an older post)

Changes to stick from 10.2.6 update notes:
Rich (BB code):
Made changes to how stick is used in Combat.
If you have UseMQ2Melee turned on then you will need to setup MQ2Melee stick commands. 
Kiss will not use /stick commands in combat if you have MQ2Melee turned on.

StickHow=0:
Will use the /stick id ${Target.ID} command so you will have to tweak the MQ2MoveUtils settings for /stick.

StickHow=yourstickoptions:
will issue the /stick ${Target.MaxRangeTo} id ${Target.ID} ${StickHow} command.
Note: Kiss will try and use Max melee distance, so  if you want to close the gap/get closer to the mob, use the % option  in your StickHow option.
Example: StickHow=MoveBack 50% loose. This will move you back to 50% of targets MAX melee radius using loose movements. 
Note: If during Combat, you are to close to a mob, and can't see it. Kiss will try and back you up untill you can see the mob. 

I found this realistic MQMelee settings post useful when my BST stopped staying on target after the update. Add whichever of these settings applies. You can type them as commands and then do a "/melee save" to make them permanent. Or edit your mq2melee settings in your mq2 character ini file (server_Name in Release folder.)

Rich (BB code):
|Rogue DPS Classstickrange=75 
stickmode=1 
stickcmd=${If[${Math.Calc[${Target.MaxRangeTo}*0.8]} >  19,15,${Math.Calc[${Target.MaxRangeTo}*0.8]}]} hold moveback behind  loose


|Melee DPS Class NOT Rogues
stickrange=75 
stickmode=1 
stickcmd=${If[${Math.Calc[${Target.MaxRangeTo}*0.8]} >  19,15,${Math.Calc[${Target.MaxRangeTo}*0.8]}]} hold moveback !front  loose


|Tank Classes
stickrange=75 
stickmode=1 
stickcmd=${If[${Math.Calc[${Target.MaxRangeTo}*0.8]} > 19,10,${Math.Calc[${Target.MaxRangeTo}*0.7]}]} moveback loose
 
Ok eqtrader74, first wow is there a lot of information here to unpack. I think I fooled around enough to get the stick problem fixed (for now). It seems that MQ2Melee was indeed controling the stick function but oddly enough all the melee information had disappeared from my files, leaving only rezz information. I reestablished the file by doing the /melee command in game. This repopulated the melee section so I could see it, it must have still been there on some level since it was still doing stuff. I was not able to figure out how to make changes that translated into the warrior changing his engage behavior so I went a different route. I just turned off MQ2Melee (UseMQ2Melee=0). The warrior now engages using the Stickhow=front. He no longer has to make the 180 degree turn where he would sometimes get stuck. However, since it is always one step forward two steps back for me the warrior quit using all his taunt commands (which were in MQ2Melle). I first put them in the Agro section but this didn't seem to work (I may not have used the right suffixes) but was able to get them to work in the DPS section with % suffixes. I maybe able to work with MQ2Melee some more with in game commands to make the changes like you suggested or just not use MQ2Melee and let Kiss do it all. I am guessing future changes will dictate which will work best.

I can really see advantages to not having a burn section and using a setup like eqmule used. It seems like I could set it up to burn not just on named but even non named that are a couple of levels above normal or named that don't seem to trigger as named by using level as part of the condition (I am assuming there is a list of what qualify as named somewhere). Writing these conditions will be a challenge and will take some time. I have only tried 2 so far with no success. One to try to get the warrior to use Area Taunt if he didn't have agro on all the mobs if 3 or more in area and one for the mage to use his water illusion if in an inside zone and could not pull up a mount. The second seemed to work occasionally in LDoN instances but nowhere else. So I know the conditions for me will be a real challenge but looks like the outcome would be worth all the hard work and frustration I know I'm in for. But again, thank you so much for this info. You have given me a direction to work towards that I didn't even know existed. It is amazing how much more I know than when I first started working with Kiss and yet how much I still need to learn. Thanks all for helping with the learning process, AnotherJohn

- - - Updated - - -

So, a quick follow up after test driving my previous attempts (just in case someone is in the same boat this maybe helpful). I ended up going back to using MQ2Melee. I didn't like the way I was using so much endurance mashing the taunts. I know this is happening because I can't write my own conditionals but until then it seems MQ2Melee keeps agro (at least for me) with a fraction of the endurance cost. Just seems to manage it better "right out of the box". I was able to fix the way the warrior engaged by adding the info to the MQ2Melee file that eqtrader74 supplied (posted below). I really like how the warrior engages and I have not had the "stuck spinning" problem with this set up.

I am going to be out of town and not able to do any EQ for a couple of weeks but when I come back I am looking forward to trying to understand the conditions in EQmules ini and seeing if I can adapt them into my ini. Thanks, AnotherJohn

|Tank Classes
stickrange=75
stickmode=1
stickcmd=${If[${Math.Calc[${Target.MaxRangeTo}*0.8]} > 19,10,${Math.Calc[${Target.MaxRangeTo}*0.7]}]} moveback loose
 
Last edited:
Just a follow up of information for anyone with the same questions on configuration I was having. I decided to try to get rid of my burn section and just have the dps section so double duty. (Guess I should mention I am playing at level 70) I was able to play around and came up with a condition that seems to work. I have run it for about a week and think it works, of course time will tell if it needs more tweaking. Also, this may be a clunky condition since it is my first success at writing my own condition that actually (seems to) works. So this is what I use on the dps spells I only want to cast on named or higher level mobs:

[DPS]
DPSCOn=1
DPS1=Balance of Discord|99|debuffall|slow
DPSCond1=TRUE
DPS2=Call of the Ancients|99
DPSCond2=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+2]} && ${Me.AltAbilityReady[Call of the Ancients]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+5]} && ${Me.AltAbilityReady[Call of the Ancients]}
DPS3=Spirit Call|99
DPSCond3=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+1]} && ${Me.AltAbilityReady[Spirit Call]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+5]} && ${Me.AltAbilityReady[Spirit Call]}
DPS4=Putrid Decay|97
DPSCond4=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+1]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+5]}
DPS5=Blood of Yoppa|85
DPSCond5=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+2]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+5]}
DPS6=Curse of Sisslak|75
DPSCond6=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+2]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+5]}
DPS7=Ice Age|60
DPSCond7=TRUE

So the ones with TRUE will fire on all mobs and the ones with the long condition will fire if a mob is named AND 1 or 2 levels above toon or mob is just 5 levels higher even if not named. The level can be adjusted by changing the +1, +2 or +5 to fit your needs. I just didn't want my stuff to fire with a lower leveled name (I felt it would be a waste). I used EQMule's 110 ini for ideas and thanks eqtrader74 for pointing me in that direction and other good advice. I am in the process now of trying to get the warrior off MQ2melee and doing the same thing in the DPS section to control agro but am having trouble coming up with a condition that checks for xtarget agro and if it is on another toon to fire the agro commands. I think this would go a long way to minimizing endurance use over just mashing the different taunt commands. I will post a followup if I get anything working in that area. In the meantime, I hope what I have learned may help someone else who is a rank amateur like myself understand this stuff better. Thanks to all that shared ideas, AnotherJohn
 
check your mq2melee section on your warrior, try
Rich (BB code):
provokeend=25
that will provoke till the mob has 25% health left and then stop, or can try
Rich (BB code):
provokemax=4
that will try to use aggro abilities 4 times to regain aggro
 
Just checked back on this thread and noticed some posts have not made the website conversion (they seem to have disappeared). Not sure what happened but thought I would update with my 70 warrior TLP DPS section that seems to hold agro well and not use a ton of endurance. I am not using MQ2melee at the moment with this set up. As I stated in a previous post I am trying to not use the burn section and just write conditions that will fire if a mob is of a higher level or a named on all my toons. I also was concerned with the amount of endurance being used by MQ2Melee or just mashing agro taunts. So here is my current DPS condition section. Hope it can help someone that is in the same situation I am in. Also, if one of you more experienced warrior players have any tips you want to share, that could help as the Warrior is not my main and I really am just guessing and experimenting to find what works best. Thanks to all who gave me advise and ideas (even the posts that got deleted). This is still a work in progress but it is working so much better that previous .ini's I had.

[DPS]
DPSCOn=1
DPS1=Defensive Discipline|100
DPSCond1=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+4]} && ${Me.CombatAbilityReady[Defensive Discipline]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+6]} && ${Me.CombatAbilityReady[Defensive Discipline]} || ${Me.Combat} && ${Me.PctHPs}<20 && ${Me.CombatAbilityReady[Defensive Discipline]}
DPS2=Fortitude Discipline|20|Me
DPSCond2=${Me.Combat} && ${Me.PctHPs}<20 && ${Me.CombatAbilityReady[Fortitude Discipline]}
DPS3=Disarm|99|Mash
DPSCond3=TRUE
DPS4=Savage Onslaught Discipline|95
DPSCond4=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+4]} && ${Me.CombatAbilityReady[Savage Onslaught Discipline]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+6]} && ${Me.CombatAbilityReady[Savage Onslaught Discipline]}
DPS5=Taunt|100
DPSCond5=${Me.Combat} && !${Me.TargetOfTarget.CleanName.Equal[${Me.CleanName}]} && ${Me.AbilityReady[Taunt]}
DPS6=Area Taunt|99
DPSCond6=${Me.Combat} && !${Me.TargetOfTarget.CleanName.Equal[${Me.CleanName}]} && ${SpawnCount[npc radius 40]}>3 && ${Me.AltAbilityReady[Area Taunt]}
DPS7=Bazu Bellow|98
DPSCond7=${Me.Combat} && !${Me.TargetOfTarget.CleanName.Equal[${Me.CleanName}]} && ${Me.CombatAbilityReady[Bazu Bellow]} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}-3]}
DPS8=Bellow of the Mastruq|97
DPSCond8=${Me.Combat} && !${Me.TargetOfTarget.CleanName.Equal[${Me.CleanName}]} && ${Me.CombatAbilityReady[Bellow of the Mastruq]} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}-3]}
DPS9=Fellstrike Discipline|80
DPSCond9=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+4]} && ${Me.CombatAbilityReady[Fellstrike Discipline]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+6]} && ${Me.CombatAbilityReady[Fellstrike Discipline]}
DPS10=Aura of Runes Discipline|60
DPSCond10=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+4]} && ${Me.CombatAbilityReady[Aura of Runes Discipline]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+6]} && ${Me.CombatAbilityReady[Aura of Runes Discipline]}
DPS11=Shocking Defense Discipline|85
DPSCond11=${Target.Named} && ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+4]} && ${Me.CombatAbilityReady[Shocking Defense Discipline]} || ${Me.XTarget[1].Level}>=${Math.Calc[${Me.Level}+6]} && ${Me.CombatAbilityReady[Shocking Defense Discipline]}
DPS12=Incite|95
DPSCond12=${Me.Combat} && !${Me.TargetOfTarget.CleanName.Equal[${Me.CleanName}]} && ${Me.AbilityReady[Incite]} && ${Me.XTarget[1].Level}<${Math.Calc[${Me.Level}-3]}

I also have this in the AE section. I am not sure which command fires the AE Taunt (the one in the DPS Section or the AE Section) but since it is working I have left it alone and just enjoyed playing the way it is.

[AE]
AECOn=1
AE1=Area Taunt|4
AECond1=${Me.XTAggroCount} > 0
 
Question - Couple of small questions on .ini setting

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