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Request - Keeps Mobs in Front

Joined
Dec 10, 2016
RedCents
3,125¢
So KissAssist tends to get backstabbed or just plain pummeled from the back quite a bit. I as thinking this would be easily solved with a for loop someone in its attack checks. The pseudo-code below checks if the mob is straight ahead of us or to our sides. We could easily adjust the degrees down till we like it.

The hardest part may be deciding how to get them all in front. Do we spin around our current target slightly? That may be easiest.


Rich (BB code):
Sub CheckForBackStabs
/declare i int local 1
/for i 1 to ${Me.XTarget}
	/if ${If[${Math.Calc[((${Me.Heading.Degrees}-${Me.XTarget.HeadingTo.Degrees}+375)%360)*-1]}>-30,"FALSE",${If[${Math.Calc[((${Me.Heading.Degrees}-${Me.XTarget.HeadingTo.Degrees}+360)%360)*-1]}>-180,"TRUE","TRUE"]}]} /echo MOB IS BEHIND ME YO!
/next i
/return
 
I think hes talking for more pulling measures. If you pull say 5 they are scattered a bit and want them all on your front.

Or does KA stickhow=front actually do this? :P
 
I will try it but I am referring to when I get adds. The adds just stay behind me(I am not sticking to them as they arent my main target) and backstab me to death.

-- Edit --

Tried changing the stick setting but as I thought this was only for our target and not everyone around us beating us. Working on a simple way to move my tank and get them all in front. Going to try spinning around my current target until everyone is in front of me.
 
Its called mez. Get a bard or a chanter lmao

No, it is called Mez Immune =(

Dealing with this myself where I farm AA, there are some mez immune backstabbing bastards that sometimes wipe my tank on 4 mob pulls where they are all immune to mez and stun.

I was considering using some of those throwback + root AA's or maybe having the mag pull the tank towards him as an AE trigger or something
 
Corralling multiple mobs and then trying to get in front of them is beyond the capabilities of Kiss.
 
For any interested parties.... Pretty hacky and simple but it is getting the job done for me. If they aren't heading the same way we run through the mob. So far it has been keeping my trains in front without much issue.

Rich (BB code):
Sub CheckMyButt
/declare i int local 1
/for i 1 to ${Me.XTarget}
		/if ((${Math.Calc[((${Me.Heading.Degrees}-${Me.XTarget.HeadingTo.Degrees}+375)%360)*-1]}>-185)) {
		/echo Getting all my targets in front!
		/stick off
			/face fast
				/keypress up hold
			/delay 5
				/keypress up
}
/next i
/return


Rich (BB code):
| -------------------------------------------------------------------------------------
| SUB: CheckForCombat Used to help with controlling combat
| -------------------------------------------------------------------------------------
    Sub CheckForCombat(int SkipCombat, string FromWhere)
        /if (${Debug} || ${DebugCombat}) /echo \atDEBUG CheckForCombat Enter SkipCombat: ${SkipCombat} ChainPull: ${ChainPull} Role: ${Role} ${FromWhere} \agLine#: ${Macro.CurLine}
        /if (${SkipCombat}) /goto :SkipMelee
        :CombatTop
			/if (${IAmDead} && ${CampZone}==${Zone.ID} && (${Me.Buff[Resurrection Sickness].ID} || ${SpawnCount[pccorpse ${Me}]}==0) ) /varset IAmDead 0
			/call MobRadar ${MeleeDistance} CheckForCombat
            /if (${Debug}) /delay 10
            /if ((${DMZ} && ${Me.InInstance}==FALSE) || ${Me.Hovering} || (${IAmDead} && !${AggroTargetID}) || (!${MobCount} && !${AggroTargetID}) || (!${DPSOn} && !${MeleeOn})) /return
            /if (${Debug} || ${DebugCombat}) /echo \atDEBUG CheckForCombat: Assist/Combat Begin ${If[!${SkipCombat},Normal,CheckForAdds]}  \agLine#: ${Macro.CurLine}
            /call Assist
			/call CheckMyButt
            /call Combat 
            /if (${Debug} || ${DebugCombat}) /echo \atDEBUG  CheckForCombat: Assist/Combat End ${If[!${SkipCombat},Normal,CheckForAdds]}  \agLine#: ${Macro.CurLine}
            /if (${ChainPull}==2) /return
            :SkipMelee
            /call CheckForAdds CheckForCombat
            /if (${Role.Equal[tank]}) {
                | If tank is assisting puller and in chase mode
                /if (${MainAssist.NotEqual[${Me}]} && ${ChaseAssist}) /call DoWeMove
                /if (${ReturnToCamp} && ((!${MobCount} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>15) || (${MobCount}==1 && ${AggroTargetID} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>75))) /call DoWeMove
                /if ((${MobCount} && ${AggroTargetID}) || ${TankTimer}) /goto :CombatTop
            }
        /if (${Debug} || ${DebugCombat}) /echo \atDEBUG CheckForCombat MobCount: ${MobCount} AggroTargetID: ${AggroTargetID} ChainPull: ${ChainPull} \agLine#: ${Macro.CurLine}
        /if (((${AggroTargetID} || (${MezMobFlag} && ${MobCount})) && !${ChainPull}) || (${MobCount}>1 && ${ChainPull})) /goto :CombatTop
        /if (${MobCount}==1 && ${ChainPull}) /return
        /if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]} > 15) {
            /if (${MainAssist.NotEqual[${Me}]}) /delay ${Math.Calc[${Math.Rand[1]}+1]}s
            /if (${MobCount}<=0) /call DoWeMove
        }
        /if (${Debug} || ${DebugCombat}) /echo \atDEBUG CheckForCombat Exit. \agLine#: ${Macro.CurLine}
    /return
 
Last edited:
You should add an autohate check to your if statement so it doesn't think toons added to xtarget are mobs
Rich (BB code):
Sub CheckMyButt
	/declare i int local 1
	/for i 1 to ${Me.XTarget}
		/if ((${Math.Calc[((${Me.Heading.Degrees}-${Me.XTarget.HeadingTo.Degrees}+375)%360)*-1]}>-185) && ${Me.XTarget[${i}].TargetType.Equal[Auto Hater]}) {
			/echo Getting all my targets in front!
			/stick off
			/face fast
			/keypress up hold
			/delay 5
			/keypress up
		}
	/next i
/return

Also don't call this unless you have more than one mob in camp
Rich (BB code):
/if (${MobCount}>=2)  /call CheckMyButt
 
Request - Keeps Mobs in Front

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