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Bug - Fighting mobs outside of the camp, instead of returning into the camp.

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tms

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Dec 20, 2013
RedCents
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I know it's TLP, and TLP is not supported, but i guess the same will happen on life also.
 
Not too sure what kind of other toons you have but..

Try doing the following
-Snare target to stop it running away.
-Change meleedistance
-MeleeDistance - Mob needs to be within this distance or toon won't attack.
-You can change it in ini file or ingame by /meleedistance 30 - i would suggest to change it too around 50 or 75, depending on the distance mobs are fleeing
 
tms

I can tell you one reason KISS is setup the way it is. You will very rarely see players do what you want KISS to do. Most of the time the healer will run out to heal not the tank run back to camp after every kill. That is a sure give away you are using a bot. With that said you are using KISS what you want does not meet the KISS standard, but if you want this functionality here is what you need.

Find this section of code and Add the highlighted line.

Rich (BB code):
| ************************* General **************************************|
    | Edit settings in your KissAssist_ToonName.ini file
    /call LoadIni General Role                  string      Assist
    /call LoadIni General CampRadius            int         30
    /call LoadIni General CampRadiusExceed      int         400
    /call LoadIni General ReturnToCamp          int         0
    /call LoadIni General ChaseAssist           int         0
    /call LoadIni General ChaseDistance         int         25
    /call LoadIni General MedOn                 int         1
    /call LoadIni General MedStart              int         25
    /call LoadIni General MedCombat             int         0
    /call LoadIni General LootOn                int         0
    /call LoadIni General RezAcceptOn           int         0
    /call LoadIni General AcceptInvitesOn       int         1
    /call LoadIni General GroupWatchOn          int         1
    /call LoadIni General EQBCOn                string      0
    /declare EQBCSay                            string      outer   bc
    /if (${EQBCOn.Arg[2,|].Length} && ${EQBCOn.Arg[1,|].Equal[2]}) {
        /if (${Debug}) /echo ${EQBCOn} ${EQBCOn.Arg[1,|]} ${EQBCOn.Arg[2,|]}
        /varset EQBCSay bct ${EQBCOn.Arg[2,|]}
        /varset EQBCOn 2
    }
    /call LoadIni General IRCOn                 int         0
    /call LoadIni General MiscGem               int         8
    /call LoadIni General HoTTOn                int         0
    /call LoadIni General CampfireOn            int         0 
    /if (${Select[${Me.Class.ShortName},WIZ,DRU]}) {
        /call LoadIni General GroupEscapeOn     int         0
    }
    /call LoadIni General ForceToCamp           int         0

Now find the CheckForCombat routine and add the Highlighted code.

Rich (BB code):
    Sub CheckForCombat(int SkipCombat, string FromWhere)
        /declare RTCTemp            int         local
        /if (${Debug} || ${DebugCombat}) /echo CheckForCombat Enter SkipCombat: ${SkipCombat} ChainPull: ${ChainPull} Role: ${Role} ${FromWhere}
        /if (${SkipCombat}) /goto :SkipMelee
        :CombatTop
            /if (${Debug}) /delay 5
            /if ((${DMZ} && ${Me.InInstance}==FALSE) || ${Me.Hovering} || ${IAmDead} || (!${MobCount} && !${AggroTargetID}) || (!${DPSOn} && !${MeleeOn})) /return
            /if (${Debug} || ${DebugCombat}) /echo CheckForCombat: Assist/Combat Begin ${If[!${SkipCombat},Normal,CheckForAdds]} 
            /call Assist
            /call Combat 
            /if (${Debug} || ${DebugCombat}) /echo CheckForCombat: Assist/Combat End ${If[!${SkipCombat},Normal,CheckForAdds]} 
            /if (${ChainPull}==2) /return
            :SkipMelee
            /call CheckForAdds CheckForCombat
            /if (${Role.Equal[tank]}) {
                | If tank is assisting puller and in chase mode
                /if (${MainAssist.NotEqual[${Me}]} && ${ChaseAssist}) /call DoWeMove
                /if (${ReturnToCamp} && !${MobCount} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>10 || (${MobCount}==1 && ${AggroTargetID} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>75)) /call DoWeMove
                /if ((${MobCount} && ${AggroTargetID}) || ${TankTimer}) /goto :CombatTop
            }
        /if (${Debug} || ${DebugCombat}) /echo CheckForCombat MobCount: ${MobCount} AggroTargetID: ${AggroTargetID} ChainPull: ${ChainPull}
        /if (${ForceToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>10) {
           /varset RTCTemp ReturnToCamp
           /varset ReturnToCamp 1
           /call DoWeMove
           /varset ReturnToCamp RTCTemp
        }
        /if ((${AggroTargetID} && !${ChainPull}) || (${MobCount}>1 && ${ChainPull})) /goto :CombatTop
        /if (${MobCount}==1 && ${ChainPull}) /return
        /if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>10) {
            /if (${MainAssist.NotEqual[${Me}]}) /delay ${Math.Calc[${Math.Rand[1]}+1]}s
            /if (${MobCount}<=0) /call DoWeMove
        }
        /if (${Debug} || ${DebugCombat}) /echo CheckForCombat Exit.
    /return

Now run the macro and then after a few second end the macro. Now Edit your kiss ini file and set the ForceToCamp flag to 1 and save the file.

Now run the macro. that should cause the toon to return to camp after every kill and he is farther than 10 feet from his camp spot.

Have fun
 
I'm gonna beat you like a red headed step child Chris..... lol

This is obviously outside the norm scope/role of KIssAssist.. so this modification (if it works) will obviously need to be maintained by the user in every patch revision we release.... since it WONT be in our official release.

Keep that in mind.
 
I think I kind of implied that, but it is always nice to make sure there is no misunderstanding, and you always do a great job of keeping everyone in the know.

Keep up the good work.
 
Thanks again for your time.
I can accept that normaly the healer would follow the tank.

But saying tank running back into the camp lets for sure see other that you are botting, goes in the other way also.
The tank running out and get beaten to death, without the healer following is kind of the same.

The tank running back to his healer could also mean that the player is boxing, and move his controlled char back to his healer - which will happen earlier, than moving the healer out, and then both back into camp.

And by the way. I have high lv toons on life server, where i use an SK to snare the mobs. And it did happen more than once, that the mobs drop to fast while resisting snare 2 times in a row and start running.

I just normaly dont bot unattended, so i can take over control.
 
Bug - Fighting mobs outside of the camp, instead of returning into the camp.
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