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    a. Do not replace your voice with an LLM. This goes for your posts and your scripts. Drafting and editing with a tool is fine, but don't take you out of what you share.
    b. Do not replace your EQ character's voice with an LLM. We don't want scripts that speak over /ooc, /shout or other public channels. This has been an unwritten rule that's kept casino scripts off the site for decades, but we're now compelled to make it clear: keep automated communication private.

    Why Does RG Review Scripts?
    Nearly every LLM-written Lua script we see is making your character do impossible things, and rarely in a way that's beneficial to you. We've seen heavy server hammering, /target over impossible distances when /nav spawn would passively accomplish the same thing, a spawn search that fires 20+ times per second, and other pointless actions that are likely annoying GMs.

    You are welcome to use LLMs as a tool to structure, draft, and edit your work, but please read critically before hitting /lua run

Question - How to set up something like this

This is an ohshit on MA I use to cast Jag/panther line and champion in combat so they stay up. Does anyone know how I can transfer this to KA to continue to buff these type of buffs in combat? Thanks

OhShit1=Spirit of the Jaguar|${Spawn[Toon pc].ID}
OhShitCond1=!${Spawn[Toon pc].CachedBuff[Spirit of the Jaguar].ID} && !${Me.Invis} && ${Spawn[PC Toon radius 100].ID} && ${Me.PctMana} > 30 && ${Me.CombatState.Equal[COMBAT]} && ${Group.Member[Character Name].ID} != NULL
 
You can also put it in your DPS section I believe. There's a section for Combat Buffs that has tags. Spell/AA/Ability|MobHealth%|Me/MA/MAOnce This supports short duration spells frequently cast during combat that targets group members.
 
This is an ohshit on MA I use to cast Jag/panther line and champion in combat so they stay up. Does anyone know how I can transfer this to KA to continue to buff these type of buffs in combat? Thanks

OhShit1=Spirit of the Jaguar|${Spawn[Toon pc].ID}
OhShitCond1=!${Spawn[Toon pc].CachedBuff[Spirit of the Jaguar].ID} && !${Me.Invis} && ${Spawn[PC Toon radius 100].ID} && ${Me.PctMana} > 30 && ${Me.CombatState.Equal[COMBAT]} && ${Group.Member[Character Name].ID} != NULL
to do buffs in combat you would put them in your dps section
 
I haven't tested this.
kiss ini section
[OhShit]
OhShitSize=1
OhShitOn=1
OhShitCOn=1
OhShit1=Spirit of the Jaguar|${Spawn[Toon pc].ID}
OhShitCond1=!${Spawn[Toon pc].CachedBuff[Spirit of the Jaguar].ID} && !${Me.Invis} && ${Spawn[PC Toon radius 100].ID} && ${Me.PctMana} > 30 && ${Me.CombatState.Equal[COMBAT]} && ${Group.Member[Character Name].ID} != NULL
 
Minor Necro;

Does buffs in the DPS section support the melee tag? doc says only me and ma (and others but not usable for buffing)

Ide like my shaman to keep jaguar and primal avatar on both my melee, even during combat. would just having:

DPS#=Primal Avatar|99|melee
DPS#=Spirit of the Jaguar|99|melee

work?
 
No. The CastCombat routine is not setup to do single buffs very well, unless you want to cast on yourself(ME) or the mainassist(MA). When I want to do this, I use a group buff and either use the MA or ME tag. Just block the buff from the characters you don't want having the buff.
 
Question - How to set up something like this

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