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/if (!${MyTargetID}) /return
Buffs9=Breather|15|End
My puller was freezing up a bit and it looked like it was happening in the mash buttons routine. I added:
Rich (BB code):/if (!${MyTargetID}) /return
to the mashbuttons sub and it seems to have fixed my problem.
/if (!${Bool[${MashThis}]} || !${Target.ID} || ${Target.Type.Equal[corpse]}) /return
/if (${Target.ID}!=${MyTargetID}) {
/if (!${MyTargetID}) /return
/target id ${MyTargetID}
/delay 10 ${Target.ID}==${MyTargetID}
}
/if (!${MyTargetID}) /return
ClickBacktoCamp=1
/echo ${Me.Fellowship.Campfire} ${Me.Fellowship.CampfireZone.ID} ${Zone.ID}]} ${Me.Fellowship.CampfireZone.Name}

Are any of the mobs giants, mez immune or above lev 68?
What zone are in?
DPS12=Miniature Horn of Unity|99|Me
DPSCond12=${Cast.Ready[Miniature Horn of Unity]} && !${Me.Song[Blessing of Unity].ID} && ((${Group.Member[0].ID} && ${Group.Member[0].Type.NotEqual[corpse]} && ${Group.Member[0].CurrentMana} > 0 && ${Group.Member[0].PctMana} < 88) || (${Group.Member[1].ID} && ${Group.Member[1].Type.NotEqual[corpse]} && ${Group.Member[1].CurrentMana} > 0 && ${Group.Member[1].PctMana} < 88) || (${Group.Member[2].ID} && ${Group.Member[2].Type.NotEqual[corpse]} && ${Group.Member[2].CurrentMana} > 0 && ${Group.Member[2].PctMana} < 88) || (${Group.Member[3].ID} && ${Group.Member[3].Type.NotEqual[corpse]} && ${Group.Member[3].CurrentMana} > 0 && ${Group.Member[3].PctMana} < 88) || (${Group.Member[4].ID} && ${Group.Member[4].Type.NotEqual[corpse]} && ${Group.Member[4].CurrentMana} > 0 && ${Group.Member[4].PctMana} < 88) || (${Group.Member[5].ID} && ${Group.Member[5].Type.NotEqual[corpse]} && ${Group.Member[5].CurrentMana} > 0 && ${Group.Member[5].PctMana} < 88))
A couple other quick comments. I am seeing the same crashing after rez problem as some of the other, but I also cannot duplicate the problem. Could we add a check for mobs on the xtarget list to the pull routine? My puller will often sit there getting mashed on by his pull target while he attempts to cast his pull spell once. Its only for a second or two, but in some of the RoS dungeons, it hurts. Also, breather occasionally freaks out and gets caught in a casting loop when my SK is at full endurance.Rich (BB code):Buffs9=Breather|15|End
Made changes to how stick is used in Combat.
If you have UseMQ2Melee turned on then you will need to setup MQ2Melee stick commands.
Kiss will not use /stick commands in combat if you have MQ2Melee turned on.
StickHow=0:
Will use the /stick id ${Target.ID} command so you will have to tweak the MQ2MoveUtils settings for /stick.
StickHow=yourstickoptions:
will issue the /stick ${Target.MaxRangeTo} id ${Target.ID} ${StickHow} command.
Note: Kiss will try and use Max melee distance, so if you want to close the gap/get closser to the mob, use the % option in your StickHow option.
Example: StickHow=MoveBack 50% loose. This will move you back to 50% of targets MAX melee radius using loose movements.
Note: If durring Combat, you are to close to a mob, and can't see it. Kiss will try and back you up untill you can see the mob.
Not sure if anyone else having this issue, but wasn't happening in v10.x.x
Puller will drag something into camp, tank engages fine, but other melee will run past the mob and then stand still out of melee range. They eventually turn around and run back, but it's very slow and uncoordinated.
Tried disabling MQ2Melee and also changing stick pattern and still having same issues. Happens on Bard, Monk, and Zerker.
8319: /varset AttackingMobID ${NearestSpawn[npc radius 39 targetable "${AttackingMob}"].ID}
8319: /varset AttackingMobID ${NearestSpawn[npc radius ${CampRadius} targetable "${AttackingMob}"].ID}
stick controls got an upgrade in 10.2.6
from the release post:
Rich (BB code):Made changes to how stick is used in Combat. If you have UseMQ2Melee turned on then you will need to setup MQ2Melee stick commands. Kiss will not use /stick commands in combat if you have MQ2Melee turned on. StickHow=0: Will use the /stick id ${Target.ID} command so you will have to tweak the MQ2MoveUtils settings for /stick. StickHow=yourstickoptions: will issue the /stick ${Target.MaxRangeTo} id ${Target.ID} ${StickHow} command. Note: Kiss will try and use Max melee distance, so if you want to close the gap/get closser to the mob, use the % option in your StickHow option. Example: StickHow=MoveBack 50% loose. This will move you back to 50% of targets MAX melee radius using loose movements. Note: If durring Combat, you are to close to a mob, and can't see it. Kiss will try and back you up untill you can see the mob.
i personally use moveback 45% for my tank, and moveback behindonce 50% for my assists.
Any chance to provide a option so the User can control all movement AKA: OFF switch. I love to drive my own toon for positioning. Currently there is no way to do this unless you unload mq2melee and mq2moveutils, which is kinda stupid if you use mq2melee for the other stuff.
its doable, but i forget how, let me do some experiemnts, i believe its an issue of turning of stick in mq2melee, and that should do it if using both kiss and mq2melee.
That would be cool as I do use both.
Does kiss11 work for all classes or is this just cleric or sorry if a dumb question still new to all this
Sub CombatPet
/if (${DebugCombat}) /echo \atDEBUGCOMBAT CombatPet: Enter \agLine#: ${Macro.CurLine}
/if (${PetAttack} || ${DPSPaused}) /return
/if (${Select[${Role},pettank,pullerpettank,hunterpettank]} && ${Me.Pet.ID} && !${Me.Pet.Combat}) /pet attack
/if (${Me.Pet.ID} && (${PetAttack} || ${Me.Pet.Combat})) /return
/call CombatTargetCheck
/if (!${Target.Mezzed.ID} && ${Target.LineOfSight} && (${Math.Distance[${Me.Y},${Me.X}:${CampYLoc},${CampXLoc}]}<=${CampRadius}) && !${Me.Pet.Combat}) {
/if (${Select[${Role},pettank,pullerpettank]}) {
/if ((${Me.Pet.Stance.NotEqual[FOLLOW]}) && (${Math.Distance[${Me.Pet.Y},${Me.Pet.X}:${CampYLoc},${CampXLoc}]}>${CampRadius}) || (${Math.Distance[${Me.Y},${Me.X}:${CampYLoc},${CampXLoc}]}>${CampRadius})) /pet follow
}
| /echo Sending pet2
/pet attack
/pet swarm
/delay 10
| Set timer to check if pet is attacking every 3s
/varset PetAttack 30
} else {
/if (${Target.Mezzed.ID} && ${Select[${Role},pettank,pullerpettank]} && ${PetBreakMezSpell.NotEqual[null]}) /call BreakMez
}
/if (${DebugCombat}) /echo \atDEBUGCOMBAT CombatPet: Leave \agLine#: ${Macro.CurLine}
/return

As long as MeleeOn = 1, I can not stop my toon from moving by himself. I am assuming it is hard coded somewhere that I can't get too.
[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=0
MeleeDistance=75
StickHow=manual
AutoFireOn=0
UseMQ2Melee=1
/stick Off, /stick Pause does nothing, setting up pause delays on mousebreak works random at best.
If I turn Melee=0 then /stick off or /stick pause works and my toon stops moving by himslef. Then the issues becomes, I have to manually turn attack on /sigh.
My only work around was to use a DPS command:
DPS1=Command|100| Attack On
DPSCond1= ${Me.XTarget} > 0 && ${Me.PctAggr0} > 0
While this works, it takes 3-5 seconds to turn on attack (my DPSSize=28), where I find when Melee = 1 takes 0-2 seconds. Not ideal but better then getting stabbed in the back constantly.
I do A lot of swarming and tanking 3-6 mobs that are higher cons. It is very important for me to position my toon, to keep mobs in front of him or to keep control of him when gather up mobs. That is what makes this so important to me. I just figured there was a set up or configuration using KissAssist to accomplish this. A few people have offered ideas or think they can stop a toon from moving while keep everything else running smoothly, but nothing works but what I have outlined above. I have been trying different things for weeks now and this is what I have to offer to anyone else who deems controlling your toons movement important enough to go outside the norms. I hope this helps.
