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Modbot Release Handling of Adds entering camp

Joined
Jul 29, 2016
RedCents
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I have some thoughts about what to do about adds in camp. Currently, the macro goes back to the top of the debuff loop when an add enters camp. You will see a message in the MQ2 window similar to 'add detected. starting debuffs' This is useful for characters that have type '12' spells to handle them (like chanters mezzing the adds). But, for characters that don't care about them (like Wizzies simply nuking the tank's target), this is an unwanted distraction/action.

I am looking into changing this behavior so that if a character is currently casting on the MA's target, and he has no non-MA spells, he wouldn't pop back to the top of the list. But, I want to be careful and do a lot of testing before I release that.

If anyone sees a potential problem with this approach, or if you have other suggestions, feel free to comment :)
 
I was wondering about the same thing but from a tanks point of view. if I had a character in group that has mezzing capability's can I default back to non damaging ae threat, SK for example has an AE tap that is used to draw health off every mob in camp but does damage while having a few others that do not. changing the ini every time I change group make up is not terrible but when you have a bunch of ae zerkers and sk's its rough to swap out everything just for a CC class to join the mix.

looking back its not the same thing but it falls back to the cc point of view. you are talking about every add causing characters to revert back to debuff all 1 and going through the list where i am talking about CC and ago management while having CC in group. I assume you are talking about when you have debuff all set to 1?
 
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I've handled some of that by putting both spells in the ini, then turning them on/off as needed. I have a hot button that contains the 'cast xxx off' / 'cast xxx on' commands for the characters. So, one ini (defaulted to having the setup on/off that I use the most), and a couple of hot buttons turning certain character's spells on/off. One of my simplest examples is when I have multiple slowers, or malo-ers. Their ini's may normally have them on, but I have a hot button that turns one char's on, and the other's off so they aren't wasting time overwriting each other or if I want one of them concentrating on other things, etc.
 
I have conditionals for if I'm grouped with a specific class to not use spells. For example, I usually snare with my SK, so my ranger is setup to not snare if the SK is grouped with him, but if I have my warrior in group, then he will.

PreCondition=/if (${SpawnCount[pc class "Shadow Knight" group]}==0) /return TRUE

Could easily swap out Shadow Knight for Enchanter etc.
 
Modbot Release Handling of Adds entering camp

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