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IHCEnch.mac

Release IHCEnch.mac (1 Viewer) 1.2.1

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Welcome to IHCEnch the Automatic Enchanter BoT!
IHCEnch is a combination of code borrowed ( with permission ) from both the automacro's and kissassist that has been heavily modified by me :)

IHCEnch is meant to be a "point and shoot" enchanter bot and yet allow a lot of customization.
What you can expect with an out of the box config:
Mezing: Highest priority is here. Nothing else is going to happen until everything is CC'd. If more than 1 mob is in 100 units and on aggro its getting CC'd. AE mez will be used if 3 or more mobs. Up to 13 mobs can be CC'd
Debuffing: Buff stripping, if the ma's target has a buff it will be stripped, the mob will be tash'd then slowed
DPS: For now just some basic nuking, I find this most efficient in fast xp groups.
Burn: If there is 3 or more mobs or a Named it will start a burn, this includes dps and support AA's and a spell set for twincast nuking and DoT use
Buff: Standard self hp buff/rune's, Group mana regen and haste, Aura's, NET. Combat AA's. Supports buff requests with tell ( ask for haste or voice )
Aggro Management: deaggro abilities, stasis, doppleganger, punts
Mana Management: Automed, use Gather or Crystals

I try and write my mac's to be as fast as possible and with this mac comes the ability to performance tune through some of the customization options. The out of the box config is meant for general use in current content but if your slaughetring lower lvl content or your group is just bad ass cc'ing to few mobs may be worthless, same with wasting time debuffing, play with the options to fit your style! A few options/commands below are marked with ***, these are some of the options that make this mac most powerful

Customization
Mezing: Turn it on/off. Set how may mobs are needed to even bother to start mezing. Set how many mobs to start using AE mez. Set Mez range. Set Min/Max Level to CC and HP% to stop CC at.
Debuffing: Each can be toggled on/off
DPS: DoT spells can be toggled on for more dps ( fairly high mana use )
Burn: Set the mob count higher or lower to trigger auto burning, on demand burn, or burn always mode to cycle all AA as they become available.

IHCEnch has all the same requirements / dependencies as the auto mac's so your going to need a copy of autosubs.inc Attached at the bottom.

Required:
1. Set first slot of Extended Target 1 to AUTO!
2. Setting a Group Assist Role

NOTE: Very limited support for non 105+ lvl characters....I'm working on it
-Mez and Debuff are the most refined and should work very well, DPS Burn Buff Aggro and Mana many need some work

Use:
Target your main assist and type /mac ihcench and watch it keep shit real! If you just want an Enchanter merc your pretty much done!
Play with the ini settings or commands (type /ihchelp with the mac running for a list) for more!

an ini file will be created in your macro's folder named IHCEnch_YourCharacterName.ini
there are a few options that can be set described below, some default values are supplied:

Configuration settings ** = New
[General]
FollowToonName=NULL Character Name to chase
UseFellowship=0 Use campfire
UseMelee=0 Melee use...not implemented
UsePet=1 Turn on/off pet use
BurnAlways=0 Burn all the time as spells/abilities become available
BurnMobCount=3 Sets the number of targets to Start auto burn Recommend a higher setting in easier content
InstantRelease=0 Instant release on death?
**AutoCampHold=0 - toggles always returning to /camphere /loc x y after combat otherwise you must be outside /campradius before a return happens
**AutoCampRadius=30 - Radius around /camphere loc considered "in camp"
AutoAssistAt=98 Sets Mob HP% to start attacking at - Controls dps priority
AssistRange=100 How far away the target can be to Attack. DPS and Debuffing depend on this distance
**UseSmartAssist=1 - toggles waiting till a mob is in melee range of the MA before engaging even if below assist % on incoming
DoMed=0 Turn on/off automatic medding
MedPct=80 % Mana to start medding at; DoMed must be set to 1 to work
**EndMedPct=80 - % Endurance to start medding at /tglmed must be On to start medding
UseDicho=0 Turns use of Dicho spell On/Off during dps routine - Can be mana intensive
[Charm]
**UseCharmPet=0 - Toggles use of Charm
**CharmMinLvl=1 - Minimum level a mob can be to consider worth charming
**CharmPreStun=1 - stun before charming mob, seperate from mob debuffing
**CharmPreTash=1 - tash before charming mob, seperate from mob debuffing
[Debuff]
AutoDebuffAt=98 Sets Mob HP% to start debuffing at - Controls debuff priority - These 2 settings can be used to fine tune debuffing first THEN Dps'ing or Mixing debuffing and dps if both are turned on
DoTash=1 Turns Tash Debuff On/Off
DoSlow=0 Turns Slow Debuff On/Off
**DoCripple=0 Turns Cripple Debuff On/Off
**DoBlurr=0 Turns Bluring of mobs On/Off
StripBuffs=1 Turns Enemy Buff stripping On/Off
[DPS]
DoDPS=1 Turns ALL DPS On/Off
UseDoTs=0 Turns use of DoT spells On/Off
[Mez]
MezOn=1 Turns Mez On/Off - This being on will slow down the dps/debuff routines BIG time depending on how the below options are set to start Mezzing. CC is Job #1 period
MezAnnounce=1 Turns Target Mez Messages On/Off - Sends mez announcements to EQBC if connected otherwise it echo's to the enchanters window
MezStartCount=2 Sets # of mobs needed on aggro to start mezzing at *** 2 mobs a piece of cake but 3 gets sketchy? this is where you decide when to start getting things under control
MezAECount=3 Sets # of mobs needed on aggro and in range to AE Mez *** set this # high to skip AE mez and just single target mez
MezRadius=100 Radius for mobs to be in to start Mezing - Effects Mezing only
MezMinLevel=70 Minimum Level a mob must be to Mez - Below this lvl are ignored
MezMaxLevel=108 Maximum Level a mob must be to Mez - Above this lvl are ignored +++If set to 0 or higher than the memed spell can mez in the ini it will be autodetected based on spell limit
MezStopHPs=80 Mob HP% to stop trying to mez
**MaxMezCount=13 - Maximum # of mobs to CC ( Default is 13 ) ***

Commands
IHCEnch Only
/burn - Triggered On Demand Buring
/tglburn - Burn all the time as spells/abilities become available
/tglpet - Pet toggle...cause sometimes they arent allowed
/tglmed - Toggle automatic medding, med % can be set in your ini file or with /medpct #
/ihchelp - List of available commands
/tglmez - Turns Mez On/Off
/tgldps - Turns ALL DPS On/Off
/tgldicho - Turns use of Dicho spell On/Off during dps routine
/tgldots - Turns use of DoT spells On/Off
/tgltash - Turns Tash Debuff On/Off
/tglslow - Turns Slow Debuff On/Off
**/tglcrip - Turns Cripple Debuff On/Off
**/tglblur - Toggle use of memblur spell
/tglstrip - Turns Enemy Buff stripping On/Off
/tglmezmsg - Turns Target Mez Messages On/Off
**/tglcharm - Toggles use of Charm
**/charmstun - toggles use of stun before charming mob
**/charmtash - toggles use of tash before charming mob
/burncount - Sets the number of targets to Start auto burn - ex: /burncount 3
/autoassistat - Sets Mob HP% to start attacking at - ex: /autoassistat 98
/autodebuffat - Sets Mob HP% to start debuffing at - ex: /autoassistat 99
/assistrange - How far away the target can be to Attack
/medpct - % Mana to start medding at /tglmed must be On to start medding
**/endmedpct - % Endurance to start medding at /tglmed must be On to start medding
/mezstartcount - Sets # of mobs needed on aggro to start mezzing at ( Default 2 ) ***
/mezaecount - Sets # of mobs needed on aggro and in range to AE Mez ( Default 3 ) ***
/maxmezcount - Maximum # of mobs to CC ( Default is 13 ) ***
/mezradius - Radius for mobs to be in to start Mezing, An area twice this size is monitored for aggro mobs ***
/mezminlevel - Minimum Level a mob must be to Mez - Below this lvl are ignored
/mezmaxlevel - Maximum Level a mob must be to Mez - Above this lvl are ignored
/mezstophp - Mob HP% to stop trying to mez
**/campexact - toggles always returning to /camphere /loc x y after combat otherwise you must be outside /campradius before a return happens
**/smartassist - toggles waiting till a mob is in melee range of the MA before engaging even if below assist % on incoming
Kiss/Automac Combatible
/backoff - Clears target, breaks stick, and stops attacking
/campfire - Drops Campfire
/camphere - Camps at this one spot (Breaks camp on death, follow of another toon)
/campoff - Resets all camp settings and turns it off
/chaseoff - Stop Following
/chaseon - Start Following Targeted PC
/burn - On Demand Burn
**/campradius - Radius around /camphere loc considered "in camp"
**/chase - toggle follow the main assist on/off
**/meleeon - Turn melee combat on
**/meleeoff - Turn melee combat off
**/returntocamp - toggle returning to /loc x y set with /camphere if outside of camp radius OR always if /campexact is on
**/instantrelease - toggle instant respawn on death
**/usefellowship - use fellowship insignia if a campfire is set


**UPDATED Feb 11th 2018**
Minor bug fix for an undeclared variable version 1.2.1

**UPDATED Feb 4th 2018**
TLP Support is here! Lots of rewrites to hopefully fix spell meming issues. Xtarget not needed for mezing
First post updated


**UPDATED Feb 4th 2018**
Released Feb 4th 2018
FileName:ihcench.mac
Version 1.2
Release Notes: Lots of changes, re-writes and additions
-Added spells for all levels. Hoping this should work from level 1 to max
-Added Charm - I never played with my enchanter doing this....its pretty damn cool!
-Its still experimental and performance is impacted by a lot of options....if mez is on and all the pre abilities ( stun, tash ) its gonna take a minute before it charms. Turn em all off and its pretty quick
-Lots of new commands and documentation. See the ** items above
-Added always returning to camp loc x y after combat and not just if you exceeded AutoCampRadius with /campexact in game or AutoCampHold in the ini. This was already in the ini but did nothing!
-Camp Radius is now in your ini and is adjustable and can be saved. You could change it before but the changes never saved so it had to be changed every time you started the mac.
-Added memblur use
-Added cripple use
-Added smartassist.....not fully functional for spell combat yet.
Released Feb 4th 2018
FileName:ihcenchutil.inc
Version 1.0
Release Notes:Initial release. Handles the variables, spells, spell sets and commands of the mac

Released Feb 4th 2018
FileName:ihcenchmez.inc
Version 1.0
Release Notes:Initial release. Mez and Mob searching for CC and Charm. Big re-write of how mobs are searched for and kept track of. Unlocks the 13 target limit of using xtarget. Big impact on search and check speed of mobs in camp.

Released Feb 4th 2018
FileName:ihcsubs.inc
Version 1.0
Release Notes:Initial release. This was autosubs, some are the same but most are modified or replaced. Handles common variables, commands and utility functions like targeting, casting, spell meming, etc.

Questions, Comments, Bugs, Suggestions are all welcome here!
Enjoy! :toot:
 

Attachments

Last edited:
Re: IHCEnch 1.0 - Enchanter bot

i noticed it does keep the spell line up, after loading all the spells it then forgets gem 8 and 10, and reloads 8 and then does nothing for gem 10.
gem 8 = Ward of the Tranfixer
gem 10 = psychic appropration
 
Re: IHCEnch 1.0 - Enchanter bot

i noticed it does keep the spell line up, after loading all the spells it then forgets gem 8 and 10, and reloads 8 and then does nothing for gem 10.
gem 8 = Ward of the Tranfixer
gem 10 = psychic appropration

Updated files attached to first post for this issue. I forgot about 13th spell gem for you higher lvl guys
 
Re: IHCEnch 1.0 - Enchanter bot

looks good i would use mindslash first though you want to get that buff on rest of your group at the start of the fight to maximize dps on wizard/mages. If you cast it last the mob is almost dead half time they never get to use it because it fades between pulls.
 
Re: IHCEnch 1.0 - Enchanter bot

Hi,
Real noob here but trying to learn this stuff so thought I would give loading this up a try. I am going to be using on a TLP server so will be trying to get it to work on a level 65. That said when I loaded the mac it just kept memorizing "null" over and over. So my first question is, do I need to define the spells I want to use in the "Declare AA's and Spells" section of the program by replacing the "null" with the spell or aa name? Thanks for any help and support, AnotherJohn
 
Re: IHCEnch 1.0 - Enchanter bot

I don't play an enchanter but I thought I'd comment on something because I noticed this while working on my warrior ini config (hooray for stacking conflicts letting me learn a little bit about this enchanter dot).

I've said dotting is pretty much shit to use if you are killing mobs in under 20 secs or less. But I noticed this special dot that enchanters get, not sure how useful it is (don't have any parse data on it), but probably really useful on named mobs.

Rich (BB code):
57237/6752] Deluding Constriction
Classes: ENC/109
Skill: Alteration
Mana: 4631
Target: Single
Range: 200'
Resist: Magic -16
Reflectable: Yes
Trigger Spell DS: Yes
Stacking: Baffling Constriction 13
Focusable: Yes
Casting: 3s, Recast: 6s, Rest: 1.5s
Duration: 42s+ (7 ticks), Dispelable: Yes
Hate Mod: -5225
1: Decrease Current HP by 7799
3: Decrease Chance to Hit by 10%
4: Decrease Magic Resist by 31
5: Decrease Current HP by 8165 per tick

Screw all the dot components, but decrease Hit chance by 10% seems pretty significant. I know they get one other debuff that decreases duel wield chance too, but can't remember of the top of my head. Would strongly recommend using that for named mobs.

Warriors get something similar but it only does like 5% hit chance reduction.

Other suggestions:

Mez Immune list as well as /mezimmune toggle for target. So time isn't spent remezzing over and over.

If you can get a good charm subroutine built in. I'd start using my enchanters in groups! A hasted charm pet probably outdps's a wizard. Problem with charm routines is the MA/MT bot in your group thinks the next mob to attack is a broken charm pet, and ends up sticking on the target forever. because it gets recharmed Not an easy workaround on that that I know off. Similar to situations when mobs fade aggro at certain point in a fight and go un-attackable.
 
Re: IHCEnch 1.0 - Enchanter bot

looks good i would use mindslash first though you want to get that buff on rest of your group at the start of the fight to maximize dps on wizard/mages. If you cast it last the mob is almost dead half time they never get to use it because it fades between pulls.

I kinda am trying to do that, not sure if it actually is though. So my thinking was this...If DoT's are on the 2 fast nukes are not mem'd so they wont get cast but to be efficient we throw the DoT's on first to get as much from them as we can then pound out the 2 biggest nukes ( pretty wasteful having this on in a regular group unless the mobs have a billion hp, but I wanted to give the option ). So if DoT's are off and just doing nukes in a real fast killing group I found depending on mob lvl that casting the big nukes since they are kinda slow resulted in either the target being dead by the time the spell finished or at like 2%. In an attempt to fix this I set a HP% based on mob level in comparison to yours to start using the fast nukes just to get something in.
It should be working kinda like this ( the HP% are a bit of a guess ):
Moblvl>=Your level.....fast nukes skipped till 30%HP big nukes till then
Mob is 1 lvl lower.....fast nukes skipped till 60%HP big nukes till then
Mob is 2 or more lvl's lower start fast nukes at 99% then big nukes

Looking at that as I I type...I suppose that level range needs to be adjusted, or maybe its not firing the way I intended. I need to find some mobs that dont die so fast

Hi,
Real noob here but trying to learn this stuff so thought I would give loading this up a try. I am going to be using on a TLP server so will be trying to get it to work on a level 65. That said when I loaded the mac it just kept memorizing "null" over and over. So my first question is, do I need to define the spells I want to use in the "Declare AA's and Spells" section of the program by replacing the "null" with the spell or aa name? Thanks for any help and support, AnotherJohn

Currently I dont have any support in for anything below 100, I will be adding it very shortly though. For now if you really want to edit the mac yourself I can give you an example to follow and each section has a comment telling the slot# and type of spell that should be there ( Mez, DoT, Nuke ), its important to not mix up spell types in these areas.
Example for AE mez:
|---Slot 2 AE Mez
/if (${Me.Level}>=109 && ${Me.Book[${Spell[Perplexing Wave].RankName}]}) {
/varset MezAESpell ${Spell[Perplexing Wave].RankName}
}


The bold parts are what you want to change. The 109 above is the level of the spell not your level, the other is the spell name ( be exact ). So for 65 as long as you have the spell in your book you'd be looking at:
|---Slot 2 AE Mez
/if (${Me.Level}>=65 && ${Me.Book[${Spell[Bliss of the Nihil].RankName}]}) {
/varset MezAESpell ${Spell[Bliss of the Nihil].RankName}
}

I don't play an enchanter but I thought I'd comment on something because I noticed this while working on my warrior ini config (hooray for stacking conflicts letting me learn a little bit about this enchanter dot).

I've said dotting is pretty much shit to use if you are killing mobs in under 20 secs or less. But I noticed this special dot that enchanters get, not sure how useful it is (don't have any parse data on it), but probably really useful on named mobs.

Rich (BB code):
57237/6752] Deluding Constriction
Classes: ENC/109
Skill: Alteration
Mana: 4631
Target: Single
Range: 200'
Resist: Magic -16
Reflectable: Yes
Trigger Spell DS: Yes
Stacking: Baffling Constriction 13
Focusable: Yes
Casting: 3s, Recast: 6s, Rest: 1.5s
Duration: 42s+ (7 ticks), Dispelable: Yes
Hate Mod: -5225
1: Decrease Current HP by 7799
3: Decrease Chance to Hit by 10%
4: Decrease Magic Resist by 31
5: Decrease Current HP by 8165 per tick

Screw all the dot components, but decrease Hit chance by 10% seems pretty significant. I know they get one other debuff that decreases duel wield chance too, but can't remember of the top of my head. Would strongly recommend using that for named mobs.

Warriors get something similar but it only does like 5% hit chance reduction.

Other suggestions:

Mez Immune list as well as /mezimmune toggle for target. So time isn't spent remezzing over and over.

If you can get a good charm subroutine built in. I'd start using my enchanters in groups! A hasted charm pet probably outdps's a wizard. Problem with charm routines is the MA/MT bot in your group thinks the next mob to attack is a broken charm pet, and ends up sticking on the target forever. because it gets recharmed Not an easy workaround on that that I know off. Similar to situations when mobs fade aggro at certain point in a fight and go un-attackable.

Thanks for pointing that out about the DoT, I actually thought I had added that...I meant to but its not there lol.
I'll have to look into the other debuff...Crippling Aurora maybe? I do try and fire that one off if theres more than 1 mob since its AoE....probably should be doing it for named to
I fully intend to have this able to charm, its one of the things that make enchanters amazing, no clue how the hell I'm going to handle it but I'll figure something out.....this mac has almost broke my spirit a few times but I WILL PREVAIL! :)

Edit: Redbot I need more thanks to give to these helpful people :)
Seriously though....I like to pay for reports and suggestions, If I dont get ya today I'll get ya when I re-up
 
Re: IHCEnch 1.0 - Enchanter bot

I kinda am trying to do that, not sure if it actually is though. So my thinking was this...If DoT's are on the 2 fast nukes are not mem'd so they wont get cast but to be efficient we throw the DoT's on first to get as much from them as we can then pound out the 2 biggest nukes ( pretty wasteful having this on in a regular group unless the mobs have a billion hp, but I wanted to give the option ). So if DoT's are off and just doing nukes in a real fast killing group I found depending on mob lvl that casting the big nukes since they are kinda slow resulted in either the target being dead by the time the spell finished or at like 2%. In an attempt to fix this I set a HP% based on mob level in comparison to yours to start using the fast nukes just to get something in.
It should be working kinda like this ( the HP% are a bit of a guess ):
Moblvl>=Your level.....fast nukes skipped till 30%HP big nukes till then
Mob is 1 lvl lower.....fast nukes skipped till 60%HP big nukes till then
Mob is 2 or more lvl's lower start fast nukes at 99% then big nukes

Looking at that as I I type...I suppose that level range needs to be adjusted, or maybe its not firing the way I intended. I need to find some mobs that dont die so fast



Currently I dont have any support in for anything below 100, I will be adding it very shortly though. For now if you really want to edit the mac yourself I can give you an example to follow and each section has a comment telling the slot# and type of spell that should be there ( Mez, DoT, Nuke ), its important to not mix up spell types in these areas.
Example for AE mez:
|---Slot 2 AE Mez
/if (${Me.Level}>=109 && ${Me.Book[${Spell[Perplexing Wave].RankName}]}) {
/varset MezAESpell ${Spell[Perplexing Wave].RankName}
}


The bold parts are what you want to change. The 109 above is the level of the spell not your level, the other is the spell name ( be exact ). So for 65 as long as you have the spell in your book you'd be looking at:
|---Slot 2 AE Mez
/if (${Me.Level}>=65 && ${Me.Book[${Spell[Bliss of the Nihil].RankName}]}) {
/varset MezAESpell ${Spell[Bliss of the Nihil].RankName}
}



Thanks for pointing that out about the DoT, I actually thought I had added that...I meant to but its not there lol.
I'll have to look into the other debuff...Crippling Aurora maybe? I do try and fire that one off if theres more than 1 mob since its AoE....probably should be doing it for named to
I fully intend to have this able to charm, its one of the things that make enchanters amazing, no clue how the hell I'm going to handle it but I'll figure something out.....this mac has almost broke my spirit a few times but I WILL PREVAIL! :)

Edit: @Redbot I need more thanks to give to these helpful people :)
Seriously though....I like to pay for reports and suggestions, If I dont get ya today I'll get ya when I re-up



I'm not sure how useful it is to cast that dot for trash mobs or if its useful at all (i mean without parsing I really have no clue, I'm just going by the description). For all we know the developers never coded it, and its just a description fluff to make the players think they are getting something without any code to back it up, just like 40% of the AA's we get - just descriptions and UI elements with no code behind it!

If you do use it maybe use (xtarget >2 || named) so time isn't wasted casting that junk. I'm not even sure even then on trash its that useful. I am thinking about using the warrior equivalent disc but restricting it based on race (i.e. giants, golems) as well as named. Since giants/golems seem to hit alot harder then other trash, as well as have significantly more hp, so the fights last longer. Which equates to you getting hit more per mob.

Similarly you could code the duel wield debuff spell to check the class of the mob before casting it (restricting it to duel wield classes), so something like (named && target class = war, rog, mnk, rng, bst, etc), any duel wielding class.

If mobs are dying under 20 secs, its hard to make an argument to debuff any mob besides casting a slow is how I see it. Remember its always time wasted not dps'ing by casting a nuke, which would serve a better purpose imo.


Regarding charm, you could look at Devestator's code for his enchanter bot, his charm routine was solid except for the issue I mentioned earlier on MA/MT sticking to recharmed pet, not even sure theres a good solution for that but to do a check for Target.Charmed and then have MA switch/clear targets.
 
Re: IHCEnch 1.0 - Enchanter bot

So for the TLP how would you add in a slow spell? I don't see a slot for that in the mac.
 
Re: IHCEnch 1.0 - Enchanter bot

Its in there. Overall its a great mac, much faster on the mezzing than I have seen for KISS. I have gone thru and fixed for my 65 chanter on the TLP, and its working pretty good. I am still getting the "memorizing NULL" spam, but mezzing, buffs, and debuffs are all working great. I had to turn off the dps, because it chain nukes and sucks my mana dry - and I havent gotten a chance to dig through and tweak the delays on that. But TBH, i dont really care because its all about locking shit down ASAP

overall, great stuff!
 
Re: IHCEnch 1.0 - Enchanter bot

ihc385,

Just wanted to give you feedback on your program and suggestions for tweaking to work for 65 TLP. So I changed the spell names and levels for slots 1-7 and deleted slots 8-12. This seems to let the program use slot 8 for various buff spells I entered (changed). I still get the "memorizing NULL" spam when I am not engaging a mob so I know I was unable to tweak it as well as I could but the program runs when I engage mobs and does buff the group when it should. That said, wow is it fast on CC. I am sure it will be even faster when you streamline it to support level 65.
One followup question. I did not see where you could add your mount item and was wondering if your program would support just adding "mountitem=(name of item) to the .ini section or not?
Most importantly just wanted to let you know that even with my clunky changes the program is amazing, thanks for sharing and will keep my eyes open for your release that will support 65 TLP.

AnotherJohn
 
Re: IHCEnch 1.0 - Enchanter bot

So for the TLP how would you add in a slow spell? I don't see a slot for that in the mac.

Its in there. Overall its a great mac, much faster on the mezzing than I have seen for KISS. I have gone thru and fixed for my 65 chanter on the TLP, and its working pretty good. I am still getting the "memorizing NULL" spam, but mezzing, buffs, and debuffs are all working great. I had to turn off the dps, because it chain nukes and sucks my mana dry - and I havent gotten a chance to dig through and tweak the delays on that. But TBH, i dont really care because its all about locking shit down ASAP

overall, great stuff!

ihc385,

Just wanted to give you feedback on your program and suggestions for tweaking to work for 65 TLP. So I changed the spell names and levels for slots 1-7 and deleted slots 8-12. This seems to let the program use slot 8 for various buff spells I entered (changed). I still get the "memorizing NULL" spam when I am not engaging a mob so I know I was unable to tweak it as well as I could but the program runs when I engage mobs and does buff the group when it should. That said, wow is it fast on CC. I am sure it will be even faster when you streamline it to support level 65.
One followup question. I did not see where you could add your mount item and was wondering if your program would support just adding "mountitem=(name of item) to the .ini section or not?
Most importantly just wanted to let you know that even with my clunky changes the program is amazing, thanks for sharing and will keep my eyes open for your release that will support 65 TLP.

AnotherJohn

Good stuff here, had no idea it would be something popular with the tlp crowd....makes sense though, CC is probably a hell of a lot more important there than live
So based on these reports....TLP support is like #1 thing going in...it wont take long.
I've already written a new CC routine thats even faster and doesnt have the 13 target limit of Xtarget.
Gimme a few days and I'll get a new one up.
The feedback is much appreciated :)
 
Re: IHCEnch 1.0 - Enchanter bot

I'll try this as it's my goal to turn every other play into an enchanter! :D

Not having looked at this macro at all let me give you some enchanter thoughts. I'll test it out soon but for now here are my thoughts!

First here is my group DPS line up in order of priority (after CC of course):

1. Tash - not much else will stick without tash

2. Dreary Deeds (AA Slow) - only a few % difference in slow than spell slow, faster casting, can weave.

3. Constricting Dot (Deluding Constriction for 110, Bewildering Constriction for 105) - as aspire says, reduces accuracy, lowers hate, the damage it does (can crit pretty high), and lowers magic resist which means other nukes/debuffs land

4. Mind Dot (Mind Tempest 110, Mind Storm 105) - Damage dot that returns mana to the chanter

5. Chromatic Flicker/Blink - Puts a rune on the target's target, better yet gives you a chance to proc Chromatic Haze for the next nuke

6. Mindslash - Big nuke

7. Mindsunder - Next Biggest

GOM Spells:

1. Dicho
2. Strangulate - our big dot that's a bit of a mana hog. This is a "must" for named also.
3. Mindslash - if everything else is down

Added DPS:

Chaotic Delusion (110 Mez) - mez with this for twincast of the next 2 nukes. (use it on adds in camp or summon an eye to mez during named fights)
Illusions of Grandeur - great for named but with a 10m cool down and a 2m long up time, why not use it all the time.
Third Spire - Same as Illusions... why not.
Twincast - Longer cool down (20m) but 2m up time. I use this when there are more than 4 in camp.

Burns:

After tash of course, most important:

Mental Contortion

Utility:
Keep your Unity rune up at all times, and if for some reason your unity rune is down and your hp go down THEN use Eldrich Rune. Here is my holy to handle that:

Rich (BB code):
/if (${Me.CombatState.Equal[COMBAT]} && ${Me.AltAbilityReady[Eldritch Rune]} && !${Me.Invis} && !${Me.SpellReady[Transfixer's Unity]} && ${Me.PctHPs}<99) /alt act 173

Also, need to use robe clickie every time it is up. It would be nice if you could just write something that clicks the chest item so that you don't have to keep changing it from Cohort to Selrach, to Conflagrant, etc.

That's all I can think of now... I will test it though!
 
Re: IHCEnch 1.0 - Enchanter bot

Oh man, here is something you should consider for a feature after you get some of the basic stuff enc's do done.

AEGROUP MODE!

Requirements 2 or 3 enchanters (preferably 3).

What does this mode do?
Casts PB AE MEZ and aeSTUN if any mob is in 50 locs of the enchanter, but staggers casting of those spells based on another enchanter casting it, so you don't overlap with another enchanter.
Keeps enchanter buffed with defensive stuff.


I know I'd pull the crap out of Frontier Mountains with 4 wizards and 3 enchanters 2 clerics chaining splash spells, and SK swarming aggro on them. Probably do about 250-300 mobs per hour that way, since re-spawn is so fast in that zone.
 
Re: IHCEnch 1.0 - Enchanter bot

i noticed it does keep the spell line up, after loading all the spells it then forgets gem 8 and 10, and reloads 8 and then does nothing for gem 10.
gem 8 = Ward of the Tranfixer
gem 10 = psychic appropration

Not sure if this was looked at yet, but still does not men spells.
Thanks
 
Re: IHCEnch 1.0 - Enchanter bot

Oh man, here is something you should consider for a feature after you get some of the basic stuff enc's do done.

AEGROUP MODE!

Requirements 2 or 3 enchanters (preferably 3).

What does this mode do?
Casts PB AE MEZ and aeSTUN if any mob is in 50 locs of the enchanter, but staggers casting of those spells based on another enchanter casting it, so you don't overlap with another enchanter.
Keeps enchanter buffed with defensive stuff.


I know I'd pull the crap out of Frontier Mountains with 4 wizards and 3 enchanters 2 clerics chaining splash spells, and SK swarming aggro on them. Probably do about 250-300 mobs per hour that way, since re-spawn is so fast in that zone.


I would get behind loving to see this feature for other reasons :D

- - - Updated - - -

Ihc, any chance of that new mez routine working better for an enchanter not in the tanks group/raid?
 
Re: IHCEnch 1.0 - Enchanter bot

Wish list for me would be to keep a pet charmed, though this is difficult if the other toons don't have code to not fight whatever is charmed after it has been re-charmed.
 
Re: IHCEnch 1.0 - Enchanter bot

eqgeek thanks for that info, not a lot of recent guides guides out there...think I was working from stuff about 2yrs old, nothing for 106 so some stuff has been guess work.
Enchanter is your main? This is one crazy class...I bet I could have written 3-4 other class macs in the time I have gotten about half of this one done. Hope you dont mind me hitting you up once in a while with some questions while I work on this one.

Oh man, here is something you should consider for a feature after you get some of the basic stuff enc's do done.

AEGROUP MODE!

Requirements 2 or 3 enchanters (preferably 3).

What does this mode do?
Casts PB AE MEZ and aeSTUN if any mob is in 50 locs of the enchanter, but staggers casting of those spells based on another enchanter casting it, so you don't overlap with another enchanter.
Keeps enchanter buffed with defensive stuff.


I know I'd pull the crap out of Frontier Mountains with 4 wizards and 3 enchanters 2 clerics chaining splash spells, and SK swarming aggro on them. Probably do about 250-300 mobs per hour that way, since re-spawn is so fast in that zone.

I was thinking of either this or just straight up AE stun mode, I remember seeing groups in the Deep back in the day doing this and was like god damn thats amazing.
Maybe I'll do both modes

Not sure if this was looked at yet, but still does not men spells.
Thanks

Damn I thought I had fixed it. This was some code I adapted from another mac but I'm rewriting the whole thing from scratch so it will support multiple spell set's and all levels.
Thanks for the report

I would get behind loving to see this feature for other reasons :D

- - - Updated - - -

Ihc, any chance of that new mez routine working better for an enchanter not in the tanks group/raid?

Absolutly, this is one of the reasons besides a 13 target limit that I'm moving away from using Xtarget.

Wish list for me would be to keep a pet charmed, though this is difficult if the other toons don't have code to not fight whatever is charmed after it has been re-charmed.

This is pretty high on my list to do because I consider it a class defining ability and is amazing when done right. It's going to be up to the user to make sure their other mac's/plugins/configs can handle it but I want the option there. I want this to play as close to a real player would play ( eventually ) with other real players and other real players could handle it
 
Re: IHCEnch 1.0 - Enchanter bot

I was thinking of either this or just straight up AE stun mode, I remember seeing groups in the Deep back in the day doing this and was like god damn thats amazing.
Maybe I'll do both modes




Absolutly, this is one of the reasons besides a 13 target limit that I'm moving away from using Xtarget.


So I think the point Aspire was making is it takes at least 2 enchanters if perfectly timing or 3 to allow some buffer room to manage to PBAE stun lock a stack of mobs. So there would need to be some way for Enc2 to know that X secs after Enc1 cast theirs they need to start casting for that mode to work. I've thought about setting up something like the cheal chain macro that Rusty did for TLP for when I am doing something where I need that mechanic.



Awesome glad to hear it :D
 
Re: IHCEnch 1.0 - Enchanter bot

Yeah hit me up any time. It's my main, and my INI is in the compiled INI list in the Kiss forum.
 
Re: IHCEnch 1.0 - Enchanter bot

I was thinking of either this or just straight up AE stun mode, I remember seeing groups in the Deep back in the day doing this and was like god damn thats amazing.
Maybe I'll do both modes

Can't really just use stun I think they share the same timer now or either that or recast timer was increased, so you can't chain both the the lower level and current level stuns anymore iirr, Honestly its been so long since I played with my enchanter to remember what changes they made.

Remember ae mezz is a stun although it gets broken by dmg. Even if the mob is mezzed for 0.5 secs its worth casting if you are pulling 20+ mobs at a time.

So I think the point Aspire was making is it takes at least 2 enchanters if perfectly timing or 3 to allow some buffer room to manage to PBAE stun lock a stack of mobs. So there would need to be some way for Enc2 to know that X secs after Enc1 cast theirs they need to start casting for that mode to work. I've thought about setting up something like the cheal chain macro that Rusty did for TLP for when I am doing something where I need that mechanic.



Awesome glad to hear it :D


You really need 3 enchanters nowadays for ae groups, because remember they nerfed the ae stun and mezz a few years back to have a long recast time iirr.


I do miss the old days where of eq i.e. classic and earlier where you didn't even have to load a single target mez, and either the enchanter pulled or you asked the puller to bring a train, and all you had to do was alternate the color stun lines, they've fixed it since then though.
 
Re: IHCEnch 1.0 - Enchanter bot

Playing a 105 ftp enchanter and it doesnt appear to get past meming spells before throwing this error. I have see the same error on line 618/405 and now 556.

Rich (BB code):
[2018/01/23 23:13:20] MQ2Log :: Logging is ON
[2018/01/23 23:13:21] [MQ2] -----IHCEnch LOADING------
[2018/01/23 23:13:21] [MQ2] set FollowToonName NULL
[2018/01/23 23:13:21] [MQ2] set UseFellowship 0
[2018/01/23 23:13:21] [MQ2] set UseMelee 0
[2018/01/23 23:13:21] [MQ2] set UsePet 1
[2018/01/23 23:13:21] [MQ2] set BurnAlways 0
[2018/01/23 23:13:21] [MQ2] set BurnMobCount 3
[2018/01/23 23:13:21] [MQ2] set InstantRelease 0
[2018/01/23 23:13:21] [MQ2] set AutoCampHold 0
[2018/01/23 23:13:21] [MQ2] set AutoAssistAt 95
[2018/01/23 23:13:21] [MQ2] set AssistRange 90
[2018/01/23 23:13:21] [MQ2] set DoMed 1
[2018/01/23 23:13:21] [MQ2] set MedPct 80
[2018/01/23 23:13:21] [MQ2] set DoDPS 1
[2018/01/23 23:13:21] [MQ2] set UseDicho 0
[2018/01/23 23:13:21] [MQ2] set UseDoTs 0
[2018/01/23 23:13:21] [MQ2] set AutoDebuffAt 99
[2018/01/23 23:13:21] [MQ2] set DoTash 1
[2018/01/23 23:13:21] [MQ2] set DoSlow 1
[2018/01/23 23:13:21] [MQ2] set StripBuffs 1
[2018/01/23 23:13:21] [MQ2] set MezOn 1
[2018/01/23 23:13:21] [MQ2] set MezAnnounce 1
[2018/01/23 23:13:21] [MQ2] set MezStartCount 2
[2018/01/23 23:13:21] [MQ2] set MezAECount 3
[2018/01/23 23:13:21] [MQ2] set MezRadius 100
[2018/01/23 23:13:21] [MQ2] set MezMinLevel 70
[2018/01/23 23:13:21] [MQ2] set MezMaxLevel 0
[2018/01/23 23:13:21] [MQ2] set MezStopHPs 80
[2018/01/23 23:13:21] Alias '/campoff' updated.
[2018/01/23 23:13:21] Alias '/instantrelease' updated.
[2018/01/23 23:13:21] Alias '/usefellowship' updated.
[2018/01/23 23:13:21] [MQ2] Memorizing Ward of the Enticer
[2018/01/23 23:13:24] MQ2Rez Accept(on).
[2018/01/23 23:13:24] MQ2Rez AcceptPct(90).
[2018/01/23 23:13:24] MQ2Rez SafeMode(off).
[2018/01/23 23:13:24] Rez Command to run after rez: Not Set.
[2018/01/23 23:13:24] [MQ2] ****************************
[2018/01/23 23:13:24] [MQ2] Welcome to IHCEnch DEBUG
[2018/01/23 23:13:24] [MQ2] Version 1.0
[2018/01/23 23:13:24] [MQ2] ****************************
[2018/01/23 23:13:24] [MQ2] use /ihchelp for a list of commands
[2018/01/23 23:13:24] [MQ2] Assisting >> Halfdead << at 95%
[2018/01/23 23:13:24] [MQ2] DEBUGAANDisc is :ON
[2018/01/23 23:13:24] [MQ2] DEBUGCombatdps is :ON
[2018/01/23 23:13:24] [MQ2] DEBUGDebuff is :ON
[2018/01/23 23:13:24] [MQ2] DEBUGBurn is :ON
[2018/01/23 23:13:24] [MQ2] DEBUGBuff is :ON
[2018/01/23 23:13:24] [MQ2] DebugMez is :ON
[2018/01/23 23:13:24] [MQ2] DEBUG Logging is :ON
[2018/01/23 23:13:24] [MQ2] Memorizing Hastening of Prokev
[2018/01/23 23:13:27] WARNING: Undefined Variable BOOL{Target used on line [email protected] }Macro Paused.
[2018/01/23 23:13:31] WARNING: Undefined Variable BOOL{Target used on line [email protected] }Macro Paused.
 
Re: IHCEnch 1.0 - Enchanter bot

Hi, a few thoughts and questions from a 65 TLP player.

First, is there any reason that pets of mobs are not getting mezzed? I set the mezz range down to level 40 but other than that couldn't see anything else I could tweak. Any ideas?

Second, I don't know how upper level spells work but at 65 it seems the enchanter can get a lot of agro. Is there anything I could tweak to get a "Mem Blur" thrown into the casting? Which line would work best to replace a spell with "Mem Blur"?

Third, I have been using the following commands to get toons to follow and set up camp when we get to desired spot:

Follow:
/bca //camphere off
/pause 03
/bca //mqp on
/pause 03
/bca //stick id ${Me.ID} 5 uw

Stop:
/bca //stick off
/pause 03
/bca //mqp off
/pause 03
/bca //camphere on

The follow works fine but almost every other time I use the Stop command the enchanter moves back to the old camp. I have tried increasing the pause in the command and toggling the "AutoCampHold" in the chanters setup. Neither changes get the command working right. Any ideas on what could be conflicting and how to fix?

And again just want to say that even with the small problems I am trying to work around, this still works so much faster at CC and casting Tash than I was able to get KissAssist to do. Which is probably why I need to get a Mem Blur in there because Tash is on the mob so fast. So again, a big thanks for sharing this with us.

AnotherJohn
 
Re: IHCEnch 1.0 - Enchanter bot

Dead sorry its not working for ya. Few people been having the same issue so I'm writing a new routine from scratch instead of reusing an old one. Thanks for taking the time to run the debug!

Hi, a few thoughts and questions from a 65 TLP player.

First, is there any reason that pets of mobs are not getting mezzed? I set the mezz range down to level 40 but other than that couldn't see anything else I could tweak. Any ideas?

Second, I don't know how upper level spells work but at 65 it seems the enchanter can get a lot of agro. Is there anything I could tweak to get a "Mem Blur" thrown into the casting? Which line would work best to replace a spell with "Mem Blur"?

Third, I have been using the following commands to get toons to follow and set up camp when we get to desired spot:

Follow:
/bca //camphere off
/pause 03
/bca //mqp on
/pause 03
/bca //stick id ${Me.ID} 5 uw

Stop:
/bca //stick off
/pause 03
/bca //mqp off
/pause 03
/bca //camphere on

The follow works fine but almost every other time I use the Stop command the enchanter moves back to the old camp. I have tried increasing the pause in the command and toggling the "AutoCampHold" in the chanters setup. Neither changes get the command working right. Any ideas on what could be conflicting and how to fix?

And again just want to say that even with the small problems I am trying to work around, this still works so much faster at CC and casting Tash than I was able to get KissAssist to do. Which is probably why I need to get a Mem Blur in there because Tash is on the mob so fast. So again, a big thanks for sharing this with us.

AnotherJohn

AnotherJohn
This is some good info, I've obviously forgotten what its like to play at the lvl lol. Pet's...ya I'm not even checking for them currently, at the top end pets are a non issue and usually kill them self from reposte from the tank. It would be a waste at high lvl to mez a pet....so I'll put in a check for under a certain lvl to look for pets also, probably gonna take some adjusting to get is just right.

As for aggro, I'll put in some memblur stuff also...its built into the higher lvl mez spells so I forgot about that too. Maybe adjusting the autodebuffat % in the ini down a little will help for now though...I think the default is 99 and thats pretty quick into a fight for the tank to have it under control sometimes.

for the follow macro try just /campoff and I'm actually surprised that the /camphere is working, there was a bug in the autosubs call for it that I found when writing my berserker mac and I forgot to add the fix to this one.

Glad at least the cc and debuffing is working for ya, I've been adding a TON of spells so this can hopefully work from lvl1 but the feedback above is whats going to help get this adjusted just right for the lower lvl's. Hoping for a bigger better version ( that works for everyone ) by the weekend
 
Re: IHCEnch 1.0 - Enchanter bot

So for the TLP how would you add in a slow spell? I don't see a slot for that in the mac.

So, I am having this same problem. I havent had time to dig into it - but i am not exactly sure what is missing, other than adding in the lower level version

nevermind, I figured it out. working great for me now. so fast on the lockdowns - I love it. it will occasionally mez the main target first, but moves to the 2nd very quickly. so i can live with that.
 
Last edited:
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

**UPDATED Feb 4th 2018**
TLP Support is here! Lots of rewrites to hopefully fix spell meming issues. Xtarget not needed for mezing
First post updated

Edit:
Charm is in also!
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

Thanks for this BOT, its running great now that the mem spell issue is resolved.
locks the mobs down tight!!
 
IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

**UPDATED Feb 4th 2018**
TLP Support is here! Lots of rewrites to hopefully fix spell meming issues. Xtarget not needed for mezing
First post updated

Edit:
Charm is in also!

I cant wait to try this. I couldnt tel from your update notes but was mezzing pets implemented under a certain level? On TLP all the light blue swarm pets the mobs summon in GoD zones hurt. Havent found a good way to deal with them.

Thanks!
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

Thanks for this BOT, its running great now that the mem spell issue is resolved.
locks the mobs down tight!!

Thanks for giving it another try, glad to hear its working out.

I cant wait to try this. I couldnt tel from your update notes but was mezzing pets implemented under a certain level? On TLP all the light blue swarm pets the mobs summon in GoD zones hurt. Havent found a good way to deal with them.

Thanks!

I really cant say for certain if it will or not...it "should" work on pets as long as they are above MinMezLevel. Its searching for any npc that's aggressive within the min/max mez level, its possible npc pets and especially swarm pets wont get picked up. If it wont mez them I'm sure I can work something in so it does. Let me know :)
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

[Mez]
MezOn=1 Turns Mez On/Off - This being on will slow down the dps/debuff routines BIG time depending on how the below options are set to start Mezzing. CC is Job #1 period
MezAnnounce=1 Turns Target Mez Messages On/Off - Sends mez announcements to EQBC if connected otherwise it echo's to the enchanters window
MezStartCount=2 Sets # of mobs needed on aggro to start mezzing at *** 2 mobs a piece of cake but 3 gets sketchy? this is where you decide when to start getting things under control
MezAECount=3 Sets # of mobs needed on aggro and in range to AE Mez *** set this # high to skip AE mez and just single target mez
MezRadius=100 Radius for mobs to be in to start Mezing - Effects Mezing only
MezMinLevel=70 Minimum Level a mob must be to Mez - Below this lvl are ignored
MezMaxLevel=108 Maximum Level a mob must be to Mez - Above this lvl are ignored +++If set to 0 or higher than the memed spell can mez in the ini it will be autodetected based on spell limit
MezStopHPs=80 Mob HP% to stop trying to mez
**MaxMezCount=13 - Maximum # of mobs to CC ( Default is 13 ) ***

Well, it didn't work. Though in looking back at the mez section, is this up to date? The mezminlevel says it ignores everything under 70. That would be a problem as those mobs are like level 40.

Edit - but the rest of it is awesome so far!

Edit Edit - I don't see any set level restrictions in the code hardkeyed to be level 70, though I don't have the previous version to see how it was done then. So my comment may not apply.
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

Well, it didn't work. Though in looking back at the mez section, is this up to date? The mezminlevel says it ignores everything under 70. That would be a problem as those mobs are like level 40.

Edit - but the rest of it is awesome so far!

Edit Edit - I don't see any set level restrictions in the code hardkeyed to be level 70, though I don't have the previous version to see how it was done then. So my comment may not apply.

The level 70 for min mez level was an old default, there are no restrictions go ahead and drop it down and let me know
 
IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

The level 70 for min mez level was an old default, there are no restrictions go ahead and drop it down and let me know

It didnt work for me last night. Im still new to this so ignore me if Im way out in left field. In looking at the :loopradar section of ihcenchmez.inc

Rich (BB code):
 /varset NMMob ${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}

If this is where you are acquiring and adding targets to mez pets would show up differently under the spawn search as npcpet rather than npc. I think the current code excludes pets even if they are aggro.

Can you have multiple searches for spawn types in the same string (below) or would it have to be two different ones

Rich (BB code):
 ${NearestSpawn[${i},npc npcpet radius

I will test all of this out tonight but I am on a break at work so figured I would look into it.
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

ihc385,

First, wow, this works so much better than I could get KissAssist to work for crowd control (not a knock on KS but maybe in how I was able to set it up). Seems to work VERY well overall with a minor exception. My chanter won't med. I can't even get him to sit. I have noticed the problem seems to be after I move so maybe it is my chase routine that is the problem because he seems to med fine if he gets summoned away from camp by a mob. My chase routine is as follows:
Follow:
/bca //campoff
/pause 03
/bca //mqp on
/pause 03
/bca //stick id ${Me.ID} 5 uw
Stop:
/bca //stick off
/pause 03
/bca //mqp off
/pause 03
/bca //camphere on

I tried to use the Mem Blur option (I'm level 65 tlp) and it seems to kick in too late to do any good for the mobs I am killing atm. I am sure it will be more helpful on tougher mobs that take a bit longer to kill. The best fix for me at this stage seems to be your suggestion of bumping down the percentage to start debuffing. (I only mention this just incase someone else is having this issue.)
Also the old problem with my chase routine is gone with this new version. I had changed "camphere off" to "campoff" but was still having an issue with it but works perfect now. Unless it is causing the Med problem.
I have not had any fights with NPC pets yet so don't know if that is still a problem. Just thought I would give you some test feedback. This Macro of yours is awesome and thanks for sharing with those of us that have no clue as to how this stuff all works.

Almost forgot, is there a way to add MountItem= ?

Thanks, AnotherJohn
 
Last edited:
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

The level 70 for min mez level was an old default, there are no restrictions go ahead and drop it down and let me know

Another update. Played around a little more tonight. The pets count in terms of spawn search and triggering the mez routine (i.e. one mob, with 2 swarm pets) and my ench tries to mez the main mob because it's the only one it can target, and it's counting 3 mobs in camp. Also, I wasn't able to figure out a way to search for both npc and npcpet in the same nearestspawn string. It may have to be a separate routine, though I'm having trouble implementing it and making it work. Finally, if I change the "npc" reference in the mez routine to "npcpet" it mezzes them like a champ, but obviously ignores and other adds.
 
Re: IHCEnch 1.2 - Enchanter bot - Updated 2/4/18

ihc385,

First, wow, this works so much better than I could get KissAssist to work for crowd control (not a knock on KS but maybe in how I was able to set it up). Seems to work VERY well overall with a minor exception. My chanter won't med. I can't even get him to sit. I have noticed the problem seems to be after I move so maybe it is my chase routine that is the problem because he seems to med fine if he gets summoned away from camp by a mob. My chase routine is as follows:
Follow:
/bca //campoff
/pause 03
/bca //mqp on
/pause 03
/bca //stick id ${Me.ID} 5 uw
Stop:
/bca //stick off
/pause 03
/bca //mqp off
/pause 03
/bca //camphere on

I tried to use the Mem Blur option (I'm level 65 tlp) and it seems to kick in too late to do any good for the mobs I am killing atm. I am sure it will be more helpful on tougher mobs that take a bit longer to kill. The best fix for me at this stage seems to be your suggestion of bumping down the percentage to start debuffing. (I only mention this just incase someone else is having this issue.)
Also the old problem with my chase routine is gone with this new version. I had changed "camphere off" to "campoff" but was still having an issue with it but works perfect now. Unless it is causing the Med problem.
I have not had any fights with NPC pets yet so don't know if that is still a problem. Just thought I would give you some test feedback. This Macro of yours is awesome and thanks for sharing with those of us that have no clue as to how this stuff all works.

Almost forgot, is there a way to add MountItem= ?

Thanks, AnotherJohn

AnotherJohn good to hear! I'll see if I can reproduce the not meding issue, admittedly I have seen a few issues on my end when I have paused this macro...its real random but sometimes it just stops responding and that could be causing the issue, maybe the getting summoned kicks it back in. Appreciate the report!

As for mem blur, yup I'm sure this needs work. Right now it will do any debuffs you have enabled THEN mem blur at the end, probably too late as you pointed out. I suppose it would be better to do an aggro check after each debuff and call the blur if aggro is over a certain %.

It didnt work for me last night. Im still new to this so ignore me if Im way out in left field. In looking at the :loopradar section of ihcenchmez.inc

Rich (BB code):
 /varset NMMob ${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}

If this is where you are acquiring and adding targets to mez pets would show up differently under the spawn search as npcpet rather than npc. I think the current code excludes pets even if they are aggro.

Can you have multiple searches for spawn types in the same string (below) or would it have to be two different ones

Rich (BB code):
 ${NearestSpawn[${i},npc npcpet radius

I will test all of this out tonight but I am on a break at work so figured I would look into it.


Another update. Played around a little more tonight. The pets count in terms of spawn search and triggering the mez routine (i.e. one mob, with 2 swarm pets) and my ench tries to mez the main mob because it's the only one it can target, and it's counting 3 mobs in camp. Also, I wasn't able to figure out a way to search for both npc and npcpet in the same nearestspawn string. It may have to be a separate routine, though I'm having trouble implementing it and making it work. Finally, if I change the "npc" reference in the mez routine to "npcpet" it mezzes them like a champ, but obviously ignores and other adds.

levox This is spot on and is exactly what I was thinking, you doing this actually saves me a lot of time/work, I wanted to see if I could use both in the same search too but apparently not. I dont want to make any changes and release anything without testing it some but here is an idea I had:

Original code from mezradar
Rich (BB code):
:loopradar
		/if (${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}) {
			/if (${Defined[CCTarget${i}Info]}) {
				/if (${Spawn[${CCTarget${i}Info.Arg[1,|]}].Type.Equal[Corpse]} || ${Spawn[${CCTarget${i}Info.Arg[1,|]}].PctHPs}<=0 || !${Spawn[${CCTarget${i}Info.Arg[1,|]}].ID}) /call RemoveCCTarget ${i}
			}
			/varset NMMob ${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}

Change to:
Rich (BB code):
:loopradar
		/if (${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID} || ${NearestSpawn[${i},npcpet radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}) {
			/if (${Defined[CCTarget${i}Info]}) {
				/if (${Spawn[${CCTarget${i}Info.Arg[1,|]}].Type.Equal[Corpse]} || ${Spawn[${CCTarget${i}Info.Arg[1,|]}].PctHPs}<=0 || !${Spawn[${CCTarget${i}Info.Arg[1,|]}].ID}) /call RemoveCCTarget ${i}
			}
			/if (${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}) {
				/varset NMMob ${NearestSpawn[${i},npc radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}
			} else /if (${NearestSpawn[${i},npcpet radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}) {
				/varset NMMob ${NearestSpawn[${i},npcpet radius ${MezWatchRadius} zradius 15 range ${MezMinLevel} ${MezMaxLevel} targetable playerstate 4].ID}
			}

Just an idea. Thanks again for the feedback!
 
Just got this:
Untitled-1.jpg

Capture.JPG

So it looks like that variable doesn't exist in the array, even though you do a "check" for the defined variables:

I only turned charm on from the default setup.

JJB

- - - Updated - - -

The above undefined variable issue does not happen with Charm turned off.

- - - Updated - - -

FYI... my chars are 110 and the NPCs are 108-112

- - - Updated - - -

the above said... with charm off this thing is SUPER at mezzing... With Charm incorporated this will be killer.
 
Release IHCEnch.mac

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