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Request - KissAssisst 12 and pulling

Joined
Oct 27, 2020
RedCents
327¢
Version of KissAssist.mac?
12.001
When did your problem start?
11-17-20
Character Role?
  1. Puller
What class is having this issue?
  1. Bard
How often does this issue occur?
Always
Can you reproduce the issue?
Yes.
First and foremost, allow me to give stupendous praise to all the devs that have worked on this project! I only just recently returned to EQ after about a 15 year hiatus. I never used MQ2 back in thee day, but had a few friends that did. So, when I made the decision to jump back into EQ, I thought I would give it a try. Obviously, I found the Red Guides site here and my first efforts with MQ2 directly involved the KA macro.

There was certainly a bit of a learning curve. But, I've been up and operational for about 6 solid weeks now! And, KA has been the cornerstone of that effort! Thank you again to all that have worked on this!

Now...to my request...

I am on a TLP where the current level cap is 85. I have a full team of 6 at the level cap and just grinding exp for AA's now. We all have our favorite camps in various zones, myself included. One addition to KA that would be EXTREMELY helpful is if you added the ability to EXCLUDE certain areas of a zone from pulls and/or travel. Allow me to give you an example...

Let's say that a given zone has about 10 different types of mobs. And, these mobs can re-pop at ANY of the spawn locs. Thus, exclusion by mob name is not possible. Let's go on to say that there's one specific area of the map that had much MUCH higher mob density than any other. If you pull a mob from there, you're going to get at least 6 mobs in the pull...overwhelming your current CC capabilities. The problem is that if you cut your pull radius down to a smaller number so as to not to pull any of those mobs, you cut out about 50% of the spaced out mobs you'd very much like to pull!

If a line was added to the [Pull] section of the ini file that was used to specify an x,y,z loc and a radius around that point I think that we could get this valuable functionality added without too much heavy lifting on the part of the developers. Something like this:

[CODE lang="ini" title="Sample Pull section" highlight="16"][Pull]
PullWith=Ornate Defiant Bow|Arrow
PullMeleeStick=0
MaxRadius=350
MaxZRange=75
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
PullOnReturn=0
PullExclude=Blightfire Moors|-515, -2800, 150|250[/CODE]

Something like that. it COULD, of course, expand this functionality to be quite complex, if desired. Perhaps certain standard geometric shapes could be supported (circle, square, triangle, and rectangle). Youmight also see some fuunctional value in making the Z axis optional, and if it's omitted, the specified 2D area then is drawn thru the entire z-axis.

I did some rough calculations, and we had this kind of functionality, I could improve the time/exp rate of my crew in my one favorite hunting location by over 50%!

Comments and discussion are welcome.


Kak
 
Last edited:
I have added similar to my own (private) macs.

But with KA I use the pull arc and careful placing of my puller (particularly the direction they face) to exclude problem areas.
 
First and foremost, allow me to give stupendous praise to all the devs that have worked on this project! I only just recently returned to EQ after about a 15 year hiatus. I never used MQ2 back in thee day, but had a few friends that did. So, when I made the decision to jump back into EQ, I thought I would give it a try. Obviously, I found the Red Guides site here and my first efforts with MQ2 directly involved the KA macro.

There was certainly a bit of a learning curve. But, I've been up and operational for about 6 solid weeks now! And, KA has been the cornerstone of that effort! Thank you again to all that have worked on this!

Now...to my request...

I am on a TLP where the current level cap is 85. I have a full team of 6 at the level cap and just grinding exp for AA's now. We all have our favorite camps in various zones, myself included. One addition to KA that would be EXTREMELY helpful is if you added the ability to EXCLUDE certain areas of a zone from pulls and/or travel. Allow me to give you an example...

Let's say that a given zone has about 10 different types of mobs. And, these mobs can re-pop at ANY of the spawn locs. Thus, exclusion by mob name is not possible. Let's go on to say that there's one specific area of the map that had much MUCH higher mob density than any other. If you pull a mob from there, you're going to get at least 6 mobs in the pull...overwhelming your current CC capabilities. The problem is that if you cut your pull radius down to a smaller number so as to not to pull any of those mobs, you cut out about 50% of the spaced out mobs you'd very much like to pull!

If a line was added to the [Pull] section of the ini file that was used to specify an x,y,z loc and a radius around that point I think that we could get this valuable functionality added without too much heavy lifting on the part of the developers. Something like this:

[CODE lang="ini" title="Sample Pull section" highlight="16"][Pull]
PullWith=Ornate Defiant Bow|Arrow
PullMeleeStick=0
MaxRadius=350
MaxZRange=75
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
PullOnReturn=0
PullExclude=Blightfire Moors|-515, -2800, 150|250[/CODE]

Something like that. it COULD, of course, expand this functionality to be quite complex, if desired. Perhaps certain standard geometric shapes could be supported (circle, square, triangle, and rectangle). Youmight also see some fuunctional value in making the Z axis optional, and if it's omitted, the specified 2D area then is drawn thru the entire z-axis.

I did some rough calculations, and we had this kind of functionality, I could improve the time/exp rate of my crew in my one favorite hunting location by over 50%!

Comments and discussion is welcome.


Kak
removing mesh from those areas maybe?
 
@Robban just to come full circle on this...

I tried you idea of manually editing the nav mesh. I had to watch a 15:00 Youtube video on the subject as I'd never before attempted this. It worked perfectly on the first shot! My crew is now running EXACTLY the way I had envisioned!

Thank You!
 
Request - KissAssisst 12 and pulling

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