Are these plugins able to do things kissassist cannot? Are they simply really well made kissassist INI's?
If there's a behavior I want modified, am I SOL if that isn't an option designed into the plugin?
Thanks!
Things KA Cannot: Yes. Despite the answers provided by some, they do things KA cannot or does not.
For example, in KA if you level up and buy new spells in order to use them you now need to go and edit your INI to update it to use the new spells and remove the old spells. The plugins will automatically detect you've leveled up, let you know what spells you don't currently have that the plugin would like to use or can use and then if you go and buy and scribe said spells it will automatically detect that you've scribed a new spell and automatically update it's loadout to use the new spell automagically.
It automatically detects the need for reagents in spells and will let you know if it's missing the reagent for a spell it would like to use. Thus prompting you to go out and buy them so you can use the spell in question if you so choose.
You can block a buff in the game using EQ's buff blocking interface and other CWTN class plugin toons will no longer try to cast that spell on you.
When you set a camp the camp, the pullradius, pullarc, and pullrange (range of a pull ability) are shown on the map on layer 2.
If you're using MQ2BuffMe BuffMe gets a list of buffs from the class plugins and you can use "all" and it will use all the buffs that the class is known to have available to buff you/the intended buff target.
Our named detection isn't built into MQ making it so that you have nearly no false positives for named burns. If you do have a false positive simply reporting it to us will get it updated. We just use an internal list as opposed to trying to guess.
We have a UI, which KA doesn't have. We use an ImGui UI for users to interact with the options available to the class you're currently using, including an output window specifically for things the plugin is doing, a settings tab that allows you to change any setting on the plugin on the fly with the click of the mouse.
The plugins are always on, meaning you don't have to tell it to start before conducting combat, you simply change from one mode to the other for different behavior. Such as manual mode to manually move around, or chase mode to follow a main assist designated in the group window.
The rogue plugin will automatically go and retrieve a fallen group member and return them to your camp if you have a camp set, allowing the characters will the ability to resurrect to bring them back into the fight.
We won't break invis while you're traveling to heal/buff a character. Allowing you to not pause the plugins while traveling if you choose not to.
I'm sure there is a lot more things that different or that the plugins do that KA doesn't or cannot do. But I'd probably be beating a dead horse at this point.
Regarding being limited to things built into the plugins, yes it would be accurate to say that unless the option is available to you in the plugin you're more or less SoL, but if it's reasonable to add a feature to a plugin then we will. But you'll have to articulate a reason for it as we're not just going to add a toggle for everything the character can do. We're generally speaking providing support at all hours, less in the middle of the night (US time), and we have fairly robust documentation/videos that will get you through 99.99% of situations.
If you want to try the plugins without committing to a purchase, or you just happen to be playing on the test server, then you can use them on the test server for free and try all the class plugins that are currently available (Bard is still in development) at the same time without paying for anything additional beyond your level 2 redguides sub.
I hope this information will prove useful to you in making your decision on which you would like to try/use.
CWTN