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IHCZerker

Release IHCZerker 1.2.1 - Berzerker bot - Updated 1/22/18 1.2.1

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Re: IHCZerker 1.1.2 Beta - Berzerker bot - Updated 1/4/18

zerk bot does not return to camp. even with the option turned on in the .ini
also, the zerker is always adjusting its position on the mob, back and forth real fast, looks broke

Camp can be a bit funny sometimes, not really my code but I will look into it more. As for the back and forth movement real fast, try setting a stick command in the ini...."behind" works good for me, I know a lot of people like loose or something which is one of the default stick commands build into the mac

ihc385 Ok I have finally got some time to play my zerks running this. I like it :)

I have one question, and see what you think..

So.. going through your mac, i was looking at the alliance detection section.. Right now, its looking to see how many zerks are in the grp (min 3 per yer code, including the zerk running ihczerker) before it starts using the alliances.. This is great! But.. i wonder, is it possible to extend that? I sometimes play with 2 additional zerks outside of grp, not in raid, just assisting my grp tank, so with current code, they, or other zerks in raid, would not be detected? Being that the alliance is cast on the mob target, they can still be out of group and satisfy that alliance requirement..

Is it doable to do an AE check for other players with class=berserker in the alliance detection?

and IF you can get this to work.. I want to add that section into a modified EOKnuke / ROS nuke I have going, being it would be the exact same deal..

Since I read your post right before I started working on this today I got a fix in...and it was real easy lol. I put in a toggle / ini option to force Alliance use for exactly the reason you describe. Thanks for the suggestion


New Version Released. First post updated. Enjoy!

Updated Jan 21st 2018
FileName:ihczerker
Version 1.2
Release Notes:
*BUG FIX*
1)RESPEK THE MEZ! Mez will not be broken just because a mob is under the assistat % and on target, this is the MA's job....unless you are the MA...or dont care, set AllowMezBreak in the ini or turn on/off with /tglmezbreak
*NEW FEATURES*
1)AoE is Here! Turn it on/off in the ini or use /tglaoe
- If there are 2+ mobs Furious Rampage will be used if ready since its a counter type buff I wanted to be sure it got used on more than 1 mob
- AE damage is 1st in the dps routine
- Rampage is used without reguard to mob count
- If 5+ mobs are in a radius of 25 Vicious is used otherwise Arcslice is used
2)BP check and use - Set ChestItemName in your ini to the name of the bp you want to use. ChestCombatCast turns its use on/off or toggle with /tglbp
3)Poisons - Keep a poison buff on your weapon. Set PoisonName to the name of the poison and PoisonBuffName to the name of the buff it casts on you in the ini. Set UsePoisons in the ini to turn on/off ot toggle with /tglpoison
4)Forced Alliance Use - Good for when other zerkers are around but not in group, this ignores zerkercount. Set ForceAlliance in the ini to turn on/off or use /tglforce
*IMPROVEMENTS*
1)Assist - Added a new Setting AssistRange ( default is 100 ). Assist was using a hard coded value of 50 from autosubs and this is small
-Changed to some faster TLO's for checks
-Removed some restrictions in the checks that could allow the target to not get picked up....because stick or pebble caused a line of site issue
-Moved Combat start to engage routine instead of target aquisition routine, stops a lot of too far awar and cant see messages which were sending a ton of calls to an event to try and handle this
2)Expanded in game command list. A lot of setting only changable by editing the ini can now be set in game. /ihchelp to see the expanded list
*OPEN ISSUES*
1)Wont summon newest axe type
2)Checking into not being able to manually play char after ending mac

*IN DEVELOPMENT*
- Bug fixes and REQUESTS
- Out of Group DPS Support
- Circle of power use
- Add more aggro management
- Code cleanup / optimization / expand use of certain disc's
 
Re: IHCZerker 1.1.2 Beta - Berzerker bot - Updated 1/4/18

Camp can be a bit funny sometimes, not really my code but I will look into it more. As for the back and forth movement real fast, try setting a stick command in the ini...."behind" works good for me, I know a lot of people like loose or something which is one of the default stick commands build into the mac



Since I read your post right before I started working on this today I got a fix in...and it was real easy lol. I put in a toggle / ini option to force Alliance use for exactly the reason you describe. Thanks for the suggestion


New Version Released. First post updated. Enjoy!

Updated Jan 21st 2018
FileName:ihczerker
Version 1.2
Release Notes:
*BUG FIX*
1)RESPEK THE MEZ! Mez will not be broken just because a mob is under the assistat % and on target, this is the MA's job....unless you are the MA...or dont care, set AllowMezBreak in the ini or turn on/off with /tglmezbreak
*NEW FEATURES*
1)AoE is Here! Turn it on/off in the ini or use /tglaoe
- If there are 2+ mobs Furious Rampage will be used if ready since its a counter type buff I wanted to be sure it got used on more than 1 mob
- AE damage is 1st in the dps routine
- Rampage is used without reguard to mob count
- If 5+ mobs are in a radius of 25 Vicious is used otherwise Arcslice is used
2)BP check and use - Set ChestItemName in your ini to the name of the bp you want to use. ChestCombatCast turns its use on/off or toggle with /tglbp
3)Poisons - Keep a poison buff on your weapon. Set PoisonName to the name of the poison and PoisonBuffName to the name of the buff it casts on you in the ini. Set UsePoisons in the ini to turn on/off ot toggle with /tglpoison
4)Forced Alliance Use - Good for when other zerkers are around but not in group, this ignores zerkercount. Set ForceAlliance in the ini to turn on/off or use /tglforce
*IMPROVEMENTS*
1)Assist - Added a new Setting AssistRange ( default is 100 ). Assist was using a hard coded value of 50 from autosubs and this is small
-Changed to some faster TLO's for checks
-Removed some restrictions in the checks that could allow the target to not get picked up....because stick or pebble caused a line of site issue
-Moved Combat start to engage routine instead of target aquisition routine, stops a lot of too far awar and cant see messages which were sending a ton of calls to an event to try and handle this
2)Expanded in game command list. A lot of setting only changable by editing the ini can now be set in game. /ihchelp to see the expanded list
*OPEN ISSUES*
1)Wont summon newest axe type
2)Checking into not being able to manually play char after ending mac

*IN DEVELOPMENT*
- Bug fixes and REQUESTS
- Out of Group DPS Support
- Circle of power use
- Add more aggro management
- Code cleanup / optimization / expand use of certain disc's

Nice work my good man :)
 
Re: IHCZerker 1.2 - Berzerker bot - Updated 1/21/18

ihc385
Is there a way to set the follow distance? My zerker sometimes has a hard time getting behind targets due to being stuck too close to my tank, this usually happens on mobs with a large hitbox.

Also, I think part of my issue is when my zerker targets my tanks target, it is like he is trying to stick to the mob before engaging, he runs out to the max assist range and waits to follow it into the camp... This appears to only happen when ToonToFollow=toonname is configured instead of NULL
 
Re: IHCZerker 1.2 - Berzerker bot - Updated 1/21/18

ihc385
Is there a way to set the follow distance? My zerker sometimes has a hard time getting behind targets due to being stuck too close to my tank, this usually happens on mobs with a large hitbox.

Also, I think part of my issue is when my zerker targets my tanks target, it is like he is trying to stick to the mob before engaging, he runs out to the max assist range and waits to follow it into the camp... This appears to only happen when ToonToFollow=toonname is configured instead of NULL

Interesting, I'll look into this tonight. Try playing with the assistrange setting a little, 50 should put it back to acting the way it use to, probably not going to help with getting behind the target due to sticking to a the tank issue but it should keep em from running out so far
 
Re: IHCZerker 1.2 - Berzerker bot - Updated 1/21/18

if you are using moveutils for sticking set a leash to the tank (looks similar to sticking) but add a exceed/or leash length to account behind the mob so maybe a leash of 75
 
Re: IHCZerker 1.2 - Berzerker bot - Updated 1/21/18

ihc385
Is there a way to set the follow distance? My zerker sometimes has a hard time getting behind targets due to being stuck too close to my tank, this usually happens on mobs with a large hitbox.

Also, I think part of my issue is when my zerker targets my tanks target, it is like he is trying to stick to the mob before engaging, he runs out to the max assist range and waits to follow it into the camp... This appears to only happen when ToonToFollow=toonname is configured instead of NULL

Interesting, I'll look into this tonight. Try playing with the assistrange setting a little, 50 should put it back to acting the way it use to, probably not going to help with getting behind the target due to sticking to a the tank issue but it should keep em from running out so far
EQStreamz I will have a update coming shortly to address both of these issues, no need to play with assistrange. This was a real good catch / report

if you are using moveutils for sticking set a leash to the tank (looks similar to sticking) but add a exceed/or leash length to account behind the mob so maybe a leash of 75
Ok here is where my noobness is gonna show....I kinda suck with all the /stick commands and options, especially leashing lol, I should read up more on it.
/stick is used for mob engage but the autosubs uses /afollow id for like 2 seconds at a time, I put in a simple check to see if stick is off before using /afollow
 
Updated first post. Bug fix and some assist tuning so we dont die in the field while the MA is waiting for it to get to him

Updated Jan 22nd 2018
FileName:ihczerker
Version 1.2.1
Release Notes:
*BUG FIX*
1) If chase was on or a FollowToon was set in the ini, when fighting mobs with a large radius /stick and /afollow would fight and cause a difficulty getting in / staying in position or "Jittering".
- If stick is active we no longer call the follow sub, stick should only ever be active on the MA's target....so if we're /stick'ing we're killing something
*IMPROVEMENTS*
1)Assist - More Assist tuning, we want fast...but not methhead fast! You can have that if you want though. AssistRange was added last time to allow the zerker to adjust how far away a target could be before attacking, the higher the setting the less likely you wouldend up with a zerker that just stood there doing nothing. The downside to this is if the mob is below the assistat % on incomming the zerker will charge out aftre it and not let it come to the puller/ma. Smartassist has been added to help with this.
-New ini setting UseSmartAssist (on by default), can be turned on/off by editing the ini.
-SmartAssist checks that the attack target is in melee range of the MA before engaging
TIPS for these features:
-Need to fight mobs at max range from the casters? Turn up AssistRange to make sure you'll run out and help kill it when its in that range.
-Tank is pulling past/through the melee? Smartassist on
-Need to zerg as soon as you even see a mob? Smart assist off, Crank up assist range, set assist % high, burnalways on....hope the tank/puller built enough aggro before you got to it!
 
if autosubs is using afollow then it uses advpath, which also means it overrides stick commands. Make sure on the assisting the MA it uses a /afollow pause and should pause the afllow portion and will accept stick commands and then a /afollow resume and will afollow the tank again.
 
Would it be possible to add a 2nd line of summon, so the zerker will summon axe of the mangler too since he uses them?
 
ihc385 just playing with the out of group alliance detection.. try this statement to check for zerkers NOT in group but in your camp..

${SpawnCount[pc class berserker radius 100 zradius 50]}

obviously, you would change the radius and zradius to whatever your melee range / camp radius is.. but this will return the number of zerks standing around you, IN and OUT of group.. If >=3 then use that alliance...

hope this helps? :)
 
ive found that if you /chase off /camphere then /endmac and then restart it the zerker will return to camp more times then not, sometimes i have to bump him to get him to move back to camp hope this helps.
 
Would it be possible to add a 2nd line of summon, so the zerker will summon axe of the mangler too since he uses them?

Yes I am going to add a 2nd line in because there are times while leveling people will need 2 different axes....BUT I dont think you'll be able to use the newest ones ( mangler ), I've had reports that it just wont summon them...I need to level up so I can find out why, there must be something different about them then the rest.

Is there a way i can keep these zerkers at camp?
Seems no matter what they never return closely to camp. They wander about and setup random places after fight. Mainly around 40ft from where the rest of group is. I cant put them on following a toon because then i get nasty stutter on them and sometimes they wont engage mobs.

ive found that if you /chase off /camphere then /endmac and then restart it the zerker will return to camp more times then not, sometimes i have to bump him to get him to move back to camp hope this helps.

First I'll say that I'm releasing a new set of utility subs that is going to fix these issues.

Now I'll tell you whats happening so you can maybe adjust so it will preform more to your liking till then. Every time you start the mac no matter what changes you've made in the past, your camp radius is going to be set to 50. You can lower it with /campradius but its only changed while the mac is running. Return to camp uses this number to decide weather or not to go back to the loc you set camp at, so by default if you do not fight farther away than 50 units your just going to stand in the same spot after a fight. If you lower campradius to like 20 and fight 40 units out he should return more often.

The fixes coming will let you save the campradius and use that instead of some default value, also theres a option in the ini currently called AutoCampHold that does nothing....this is going to cause an exact return to the camp loc after combat no matter what when turned on, I want it to be an option cause it can look "botty"...eventually I'll get some scatter code in also.
 
Yes I am going to add a 2nd line in because there are times while leveling people will need 2 different axes....BUT I dont think you'll be able to use the newest ones ( mangler ), I've had reports that it just wont summon them...I need to level up so I can find out why, there must be something different about them then the rest.

I'll have to play with this some. I don't seem to have any issue with my KA ini I have setup keeping both going but maybe I'm just not noticing it.
 
With the actual version, it uses the axe of the mangler too, i tested. I pre summoned them, and it uses them.
 
Re: IHCZerker 1.1 - Berzerker bot - Updated 11/23/17

Can you tell me how to get the zerker to return to the position based on the camphere? In other words, when the fight is over, the zerker should move back to his camphere position, but he doesnt, he stays basically where the fight ended, is there a setting I am missing?
 
Is it normal to have widely varying dps? I'll admit I honestly don't have a clue how to zerk. I powerleveled mine and have been using this macro and also tried a few 110 scripts from KA. DPS is generally 25k except for named when it does jump up quite a bit to 115k-125k depending on the level. I am in full EoK T2 gear. My hotkeys are firing so that is not the issue.

AA's are not high which may be the underlying issue, but are they going to make that much of a difference? I can sustain 100-110k on my mage easily (and could do similar pre-nerf today on my druid)
 
Can you tell me how to get the zerker to return to the position based on the camphere? In other words, when the fight is over, the zerker should move back to his camphere position, but he doesnt, he stays basically where the fight ended, is there a setting I am missing?

The camphere of autosubs works nothing like kissassist, the only thing it really does currently is keep you within 50 units of where you do the camphere command so if you finish a fight 49 units from where you did the command the zerker just stands there. Next update it will act like kissassist with the returning to the exact spot you do /camphere

Is it normal to have widely varying dps? I'll admit I honestly don't have a clue how to zerk. I powerleveled mine and have been using this macro and also tried a few 110 scripts from KA. DPS is generally 25k except for named when it does jump up quite a bit to 115k-125k depending on the level. I am in full EoK T2 gear. My hotkeys are firing so that is not the issue.

AA's are not high which may be the underlying issue, but are they going to make that much of a difference? I can sustain 100-110k on my mage easily (and could do similar pre-nerf today on my druid)

DPS jumps around a lot but straight up those numbers are not good! At lvl105 in t2 eok max AA I do around 130k sustained, much higher burst...thats 5 lvls below you. Something doesnt seem right, AA's contribute a bunch but even just auto granted AA's there are people in this thread that show around 80-100k at lvl 105. Are you sure that you have axe's in the zerkers inventory? I wouldnt rely on this mac to summon them for the highest level axes cause I hear it doesnt work. Just asking cause I've watched my zerker run when I had no axes in inventory and all the keys look like they are firing but crap dps is the end result
 
as long as i keep new axes on my zerker he cranks dps

Zerker 427802k@259746sdps (259746dps in 1647s) [100%]
 
Queue title of zerker noob... Well I figured out why. I went through the disc's that are fired in the macro.. I neglected to go to the merch in Lc for the tomes there... you know... disconcerting discipline. I have that and now dps is ridiculous.. 300k+ at times. So if anyone comes across this, you have to hit up other merchants besides the "usual" ones for everything :)
 
can you explain the alliance setting and what it does?

UseAlliance=0 - Alliance use on/off ( Must have 3 zerkers including self or ForceAlliance=1 for this to be used )

I want to use 3 zerkers and curious if they stagger some abilities or whatnot.


Nevermind i realized it is a disc and not a special behavior for multiple zerkers.

http://lucy.allakhazam.com/spell.html?id=50386&source=Test
 
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can you explain the alliance setting and what it does?

UseAlliance=0 - Alliance use on/off ( Must have 3 zerkers including self or ForceAlliance=1 for this to be used )

I want to use 3 zerkers and curious if they stagger some abilities or whatnot.


Nevermind i realized it is a disc and not a special behavior for multiple zerkers.

http://lucy.allakhazam.com/spell.html?id=50386&source=Test

Oh but it is a special behavior for multiple zerkers! 1 uses the disc and the other 2 trigger it ( cant trigger your own ) for BIG DPS!
So to answer the original questions, if you have 3 zerkers in the same group set UseAlliance=1 they will (should) stagger the ability.
ForceAlliance was more for when the zerkers are not in the same group, it will just fire the alliance disc every time its up even if no other zerkers are around, it just bypasses the 3 zerkers in same group check.
 
3 zerkers will most likely never trigger alliance on trash mobs. If you have a 3 zerker group trash just wont live long enough to trigger it. It should be restricted to named only.
 
Any chance to get an option to use epic out of burn mode?

epicburnonly=0/1
 
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Any chance to get an option to use epic out of burn mode?

epicburnonly=0/1
goose55 Not sure I'm understanding this, he should be rotating epic and disconcerting disc no matter what ( as long as you have epic ). Is this not happening? Or are you asking for the option to use epic only during burns?
 
I am not getting epic clicks it seems when regularly dpsing. I will double check tonight.
 
I am at work right now and cannot be as thorough as I would like...

Has there been other [Item] Click implementations?

... Miniature Horn of Unity for example?
 
Is anyone else having trouble with their zerker not attacking? When I first trigger the macro, he will engage. A mob or so later he will not turn on auto attack. He will trigger disc's and aura but will not start attacking. Thoughts?
 
I haven't had any issues. I had to get them 'near enough' to start attacking AFTER I made an MA... Are you still having issues?

- - - Updated - - -

Also, I believe IHC is off doing another project and has given full permission to adjust/change the macro as needed. I hope to learn enough to adjust this program accordingly.
 
I think it is a problem or conflict with mq2melee. do you typically run with that active? It seem if i /plugin load mq2melee and /melee load it works most the time
 
I think it is a problem or conflict with mq2melee. do you typically run with that active? It seem if i /plugin load mq2melee and /melee load it works most the time

The program specifically annotates:

Rich (BB code):
|-Disable mq2melee if its running
	/if (${Plugin[MQ2Melee].Name.Equal[mq2Melee]}) {
		/if (${Melee.Enable}) {
			/if (${DEBUGALL}) /echo DEBUG - MQ2Melee is on turning it off
 
Unmatched in it's ability to keep your HPs under 90% for skills that require it. Prevents your HPs from going over 89%
Also adds avoidance, and increases Riposte chance. Once you reach 96, this should be up 100% of the time in combat.

Open Wound - Timer 1 - Level 96 - HP Limiter (89%) - Song - Open Wound Effect - Duration 2 minutes.
Ritual Scarification - Timer 1 - Level 106 - HP Limiter (89%) - Ritual Scarification Duration 4 minutes.

The open wound line does block Roar of the Lion adps

Also

Missing all retaliations

Timer 15 - Retaliations - Requires (${Me.PctHPs}) < 90 -
Early Retaliation - Level 91
Advanced Retaliation - Level 96
Prior Retaliation - Level 101
Proactive Retaliation - Level 106
Make sure this does not interfere with the casting of Frenzied Resolve
 
Group at a minimum and maybe an ini check to force it if folks are running it on a raid.
Engage distance would probably be good enough.
 
I cant wait to take your new project for a test drive, just love ihczerker/ihcenchanter :):)
 
Super Helpful IHC385 Technology

Redbot why cant i make text blink huh?? so weak!
 
Release IHCZerker 1.2.1 - Berzerker bot - Updated 1/22/18

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