• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Question - How to pull with pet and not move at all?

Joined
Nov 7, 2005
RedCents
1,471¢
Going through the ini is there an option for a mage pullerpettank not move at all?

Is there an option to completely turn off stick?
Rich (BB code):
[Melee]
AssistAt=95
MeleeOn=0
FaceMobOn=0
MeleeDistance=175
StickHow=snaproll 
AutoFireOn=0

I am asking because I am set up in a tight place and would prefer if the mage stayed completely put.

Mage would pull with pet then send in swarm pet and malo/nuke (those I have set up fine)

EDIT: Well, it seems to work fine(mage stays in place), not sure why on the first fight after the setup of .ini the mage was moving around.
 
I dont know if it work, but did you try CampRadius=1 ?
 
I'm pretty sure camp radius 1 would make the mage not engage at all. When I have a merc tank and low camp radius, the merc will run off attacking mobs and my character will just sit there waiting for the mob to enter camp.

I have yet to find a way to make a character not move, but you might try StickHow=0 or StickHow=off It won't work if your meleeing, but as a caster it might keep you from running at the mobs.
 
Thanks Maskoi!

Without StickHow=off, the mage would stay in place most of the time until it would suddenly decide to move towards mobs (not good).

EDIT: With StickHow=off It works 99% of time, but it seems if the mob gets too close to mage, the mage will start moving, some sort of melee avoidance code? I would rather tank with mage on these rare occasions than move.

I noticed that using the pet as puller it will attempt to pull to camp, which is good when the mob is outside of casting range, but not so good when the mob is very close.

So is there a way to just have pet attack mob without doing any fancy pull logic when the mob is already close (say less than 200)?

Basically, I am trying to do the following,

Pseudocode
Rich (BB code):
For all mobs in range 200
   /pet attack
   /cast swarm pet
   /on mob dead
     /rebuff
next mobs
The KA is using sane defaults and I am trying to make it do things a bit less sanely.

I suppose, this is simple enough that I can just write my own loop. :)
 
Last edited:
As usual I am confused. I thought PullerPetTank was set for the mage to be the puller and the pet to tank.

How would one go about specifying that it is the pet you want to do the pulling as opposed to the mage doing the pull?
 
You simply use
Rich (BB code):
PullWith=pet

That part works fine, it just works a bit too well for this particular case.

I am trying to just stick my pet (and its swarm buddy) on a number of mobs within a short radius (less than 200) one at a time.

I suppose I will have to hand code an exception if the mob to be pulled is less than 50 away.
 
When i tried pet pulling i noticed if mob got too close the necro would bounce away from mob so its probebly coded as such
 
Is your mage moving because of line of sight?

This could also explain it, as the mage is standing in an alcove slightly above the mobs z axis, it works really well but for that one mob that gets too close..

EDIT:

Solved the Pet running back problem!

Simply commented the following around line 4410

Rich (BB code):
                    |- Make sure pet is returning to camp with me.
                    /if (${Me.Pet.ID} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${CampYLoc},${CampXLoc}]}>${CampRadius} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${Me.Y},${Me.X}]}>20) {
                        |/pet back off
                        |/delay 10
                        |/pet follow
                    }

This is for special situations when you want the pet to attack at distance and not return.
 
Last edited:
This could also explain it, as the mage is standing in an alcove slightly above the mobs z axis, it works really well but for that one mob that gets too close..

EDIT:

Solved the Pet running back problem!

Simply commented the following around line 4410

Rich (BB code):
                    |- Make sure pet is returning to camp with me.
                    /if (${Me.Pet.ID} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${CampYLoc},${CampXLoc}]}>${CampRadius} && ${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${Me.Y},${Me.X}]}>20) {
                        |/pet back off
                        |/delay 10
                        |/pet follow
                    }

This is for special situations when you want the pet to attack at distance and not return.

Uhhmmm... this code is designed to ensure that if the pet is out of camp radius.. or too far away from the master.. that it returns to the owner/master ...
really no reason to block that code.. and.. it will actually mess things up in the long run....

We will not support altered code..... in any way..... just letting you be aware.
 
THD, I know that code is important for the cases when the mobs are further away and general KA use.

I completely agree, altered code should not be supported nor should it be expected. :) I have bunch of mods to older KA which let me pop Merc depending on situations, cast cauldron etc etc, but KA should be kept one main branch only.

In this situation I wanted to avoid the pet hitting the mob and then returning to me the owner.

I am sure there is a better way to do it with adjusting some distance variables in that /if statement but commenting it out was quick and dirty. Ideally this could be done by adjusting some value in .ini but again this is an edge case.
 
Nope.. the distance is hard coded value....

Rich (BB code):
/if (${PullWith.Equal[Pet]})  /call PullVars 185 Pet 185

Pull distance for pet set by this value passed to pullvars sub... if mob distance changes (moving away).. the distance is cut by 20%.. (185 x 0.80) so the pet moves closer to the escaping mob, as long as it does not exceed the total MaxRadius set in ini for pull section.
 
Question - How to pull with pet and not move at all?

Users who are viewing this thread

Back
Top
Cart