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KissAssist Release KissAssist 10.0.4 Released 06/29/2017

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KissAssist v10.0.4 Released 06/29/2017

Instructions/Settings Info Click Here

Current Features


  • Supports all classes for DPS Melee, Caster and Bards
  • Supports any level character
  • Set up characters to Pull, Tank or Assist others.
  • Select Player, Mercenary or Pet as Main Assist
  • Toons can follow Main Assist, remain stationary or return to anchor spot after mob dies.
  • Pets supported
  • Keep all buffs up Auras, Group, Self, Pet and Clickys
  • Creates an ini file for each toon
  • Separate Melee and Casting DPS settings.
  • Single Buff section for ease of use supports Spells/AA's/Items
  • Single DPS section for ease of use Spells/AA's/Items/Discs
  • Auto Mana/Endurance med detection depending on class.
  • Med settings to turn ON/Off and percentages to Start/Stop
  • Separate Bard twist setting for combat and non combat
  • Single Heal section for ease of use. Heal with any class or your pet
  • Loot mobs and set up what items to keep. sell, or destroy via ninjadvloot and separate loot.ini file
  • Auto accept rez if turned on via MQ2Rez
  • Auto accept party Invites
  • Auto accept trades from other players/toons
  • Mount support AA or Item.
  • Mez mobs feature
  • Auto detect progression servers and set variables accordingly for features not yet available. i.e. Extended Target Window.
  • Commands to turn on/off major features i.e. healing, mezzing, melee etc.
  • Basic mercenary control - Define when merc attacks.
  • Supports Attack Buffs
  • Supports Autofire
  • Rez players
  • Auto revive Mercs
  • AFK Tools - Inspired by AHTools
  • Burn Section
  • Pull mobs ini file support
  • Ignore mobs ini file support
  • Mez Immune ini file support
  • Recognition for players on Zek server
  • EQBC message support.

K.I.S.S. Assist is our macro for all classes/levels for exclusive use of our subscribers at RedGuides.com

Requires plugins* MQ2Cast, MQ2Exchange, MQ2Melee, MQ2MoveUtils, MQ2Posse, MQ2Rez, MQ2Twist (Bards), MQ2Gmail, Extended Target Window and ninjadvloot.inc file.

* All plugins are included in our compile.


Ninjadvloot.ini is included with the Official Compile or get it here
 

Attachments

Last edited by a moderator:
Re: KissAssist 10.0.4 Released 06/25/2017


v10.0.4 released 06/25/2017
Ctaylor22 & TreeHuginDruid


ADDED:
  • Added ability to pull with Clicky Items!!!!! PullWith ini value can now be set to the item name that has a clicky DD or agro inducing effect.
  • Added conditions check to CastMana routine...
  • Added option for SUB: Bind AddToIgnore to accept the targeted NPC (or PET) mob as valid parameter to ignore when using the /addignore command.
  • Debuffall usage with Clicky Items is now available! Simply supply the name of the clicky item in place of the spell
    Example:
    Rich (BB code):
    DPS1=Orb of Tishan|98|debuffall|tash

FIXED:
  • Fixed an issue for interrupts when buffing within Sub KACheckBuffs
  • Corrected an issue with Campfires being destroyed in an endless cycle.
  • Corrected an argument error in Sub SetPullRange that was effecting range item and ammo returned range variable.
  • Fixed BUG: where KA saves the contents for MiscGem (and possibly MiscGemLW) before the spellset is loaded if calling Sub LoadSPellSet.
  • DPS Weave fix: Weave is NOW working as intended, a prior change in a prior patch broke this function, its back and running again.
 
Last edited:
Re: KissAssist 10.0.4 Released 06/25/2017


PREVIOUS VERSION NOTES -- FOR REFERRENCE



v10.0.3 released 05/25/2017
Ctaylor22 & TreeHuginDruid


FIXED:
  • Issue with Rk spells was resolved, as per the solution posted above. Code now reflects this fix.
    [*]Corrected an issue with AgroCond, it was not properly handled by the sorting array.
    [*]Made a change to improve the entire conditionals checking process with global true/false encapsulation.
    [*]Minor fix/change to the message used for the toggled state of parameters , it was the message that was wrong, but toggling was working fine.
    [*]Minor fix to correct spelling error in the variable name called for MashCOnd sorting array (blame Ctaylor22)
    [*]Minor fix to logic to ensure PetAssistAt and AssistAt values are used under the proper roles for pet attacking.


PREVIOUS VERSION NOTES -- FOR REFERRENCE



v10.0.0 released 05/25/2017
Ctaylor22 & TreeHuginDruid


BRAND SPANKING NEW:
Conditional code is NOW incorporated into KissAssist !
Don't know what conditionals are all about ????
Please see the separate KissAssist Conditionals - Instructions & Settings Info manual/instruction guide for the details.

  • Added Conditional Code handling for DPS. **
  • Added Conditional Code handling for GOM. **
  • Added Conditional Code handling for Heals. **
  • Added Conditional Code handling for Burns. **
  • Added Conditional Code handling for Mash. **
  • Added Conditional Code handling for Weave. **
  • Added Conditional Code handling for DebuffAll. **
  • Added Conditional Code handling for AggroCheck. **
  • Added Conditional Code handling for Buffs. **

FIXED:
  • Mez routine -- Mez routine re-worked and improved!!! Now any mob that has its mez broken, and is not being engaged by the Main Assist, will get locked down quick and fast.
  • Perfect for those itchy sword finger fools who aren't using kiss in your group / aren't assisting properly, as well as the accidental AOE spell that breaks mez.
  • Fixed long refresh spells for buffs not getting cast. Needed an additional gem to mem and wait on refresh to cast then remem back the original spell.
  • Added a change so when facing a mob you can either just /face or /face fast.
    FaceMobOn=1 will /face fast and FaceMobOn=2 will /face. **
    The above mod does not apply to the puller and specific code where /face fast in needed.​
  • Fixed Heals/SingleHeal/GroupHeal timers and spell casting issues
  • Fixed a problem with AggroCheck routine being skipped ** (It got broke in 9.2.4 when trying to move all of the outer /declares to the top.)
  • Fixed a problem with spellmem routine not finding a spell in a spell gem correctly.

ADDED:
  • Dynamic Mez routine will now track mez immune mobs dynamically, so when a mob is mez immune the mobs ID is checked so to not keep trying to re mez immune mobs.
  • PetAssistAt: -- New parameter created and maintained in the ini file for PetAssistAt.
    All modes with the exception of (pettank,pullerpettank,hunterpettank) now check against PetAssistAt value instead of AsssitAt for engaging mobs.​

CHANGED:
  • LoadSPellSet: -- LoadSPellSet now takes values of 0/1/2
    0 bypasses all spell loading routines.
    1 loads your defined SpellSetName from your INI file as usual.
    2 will load specific spells in each gem slot based upon the [MySpells] section of your INI file.
    If you have no [MySpells] section defined and are using option 2 for LoadSpellSet, a default [MySpells] section is created.​
  • Changed the SortArray routine to be called, but ignore sorting the Buffs, Aggro, and Burn arrays. Needed for trimming the Arrays.
  • RezAcceptOn: -- Now accepts 2 arguments.
    Example: 1|98 - first argument turns it on or off, second argument sets your accepted /rez percent from what is set in MQ2Rez.
    So it now no longer accept those 0 percent rez's !​


PREVIOUS VERSION NOTES -- FOR REFERRENCE



v9.2.4 released 4/30/2017
Maskoi, Ctaylor & TreeHuginDruid



FIXED:
Corrected an issue that was allowing for mount buff spamming when not in an outdoor dungoen/city/zone, this is based on eqmule's TLO of Zone.Outdoor and Zone.Type.
Corrected a coding issue that was preventing Gmail feature from properly parsing states and sending emails / texts to you via the GmailIniParse sub function, now working as intended.
Fixed invis being broke when casting regen.
Fixed spell book getting stuck open when memorizing spells.
Fixed GOM event not casting spells because of global cooldown.
Fixed the Healers not healing if MeleeOn and DPSOn are both turned off.



ADDED:
Added ScatterOn to ini file to control use of random camp locations.
Added code to fix executing stuck code after death.
Added /zoneinfo command to display the zone information in the Kissassist_info.ini
Added IF/NOTIF/IFME/NOTIFME logic to the combatcast routine.
IF and NOTIF checks current target for Buff Name1​
DPS1=Spell Name1|95|IF|Buff Name1​
Added IFME and NOTIFME logic so it will check caster for Buff Name1
DPS2=Spell Name1|95|IFME|Buff Name1​


CHANGED:
Changed AFKTools to default to on in the ini file.


NOTE:
We have converted a lot of #Events to #Binds.
To use this version of KissAssist.mac, it is REQUIRED that you delete and recreate your /aliases.
To facilitate this action for you we are including the Remove_alias.mac, which removes all the KissAssist aliases for you.


Instructions:
1) Run the Remove_Aliases.mac.
2) Edit your KissAssist_ToonName.ini file and set the KissAssistVer=0 in your ini file.
3) Run the 9.2.4 version of KissAssist and wait for it to rebuild your new set of aliases. You will see a "version mismatch" warning while it rebuilds your aliases.
4) Enjoy the new release.


 
Last edited:
Re: KissAssist 10.0.4 Released 06/25/2017

Thanks to eqholic an issue with the /addignore command was discovered.

I am updating the posted release of kiss 10.0.4 with the fix, but if you want to correct it manually:

Replace existing SUB: Bind AddToIgnore

with

Rich (BB code):
| -------------------------------------------------------------------------------------
| SUB: Bind AddToIgnore
| -------------------------------------------------------------------------------------
    Sub Bind_AddToIgnore(MTIgnore)
        | Take the targeted mob as a parameter for mob to ignore.
        /if (!${Defined[MTIgnore]}) /declare MTIgnore string local ${Target.CleanName}
        /if (${MTIgnore.Equal[null]} || !${Spawn[${MTIgnore}].Type.Equal[NPC]} || ${Spawn[${MTIgnore}].CleanName.Equal[null]}) {
            /echo No NPCs named (${MTIgnore}) detected. Nothing added to list.
            /return
        }
        | Assign temp var   list
        /declare IgnoreAdd string local ${MobsToIgnore}
        | If MobsToIgnore default text with the word null in it assign var spawn clean name
        /if (${IgnoreAdd.Find[null]}) {
            /varset IgnoreAdd ${Spawn[${MTIgnore}].CleanName}
        } else {
            /varset IgnoreAdd ${IgnoreAdd},${Spawn[${MTIgnore}].CleanName}
        }  
        | Remove's corpse if closest match is a mob corpse
        /if (${IgnoreAdd.Right[-10].Find[corpse]}) /varset IgnoreAdd ${IgnoreAdd.Right[-8]}
        /if (${MobsToIgnore.Find[${Spawn[${MTIgnore}].CleanName}]}) {
            /echo >> ${Spawn[${MTIgnore}].CleanName} << already on Ignore List.
            /return
        }
        /ini "${InfoFileName}" "${ZoneName}" "MobsToIgnore" "${IgnoreAdd}"
        /echo AddToIgnore -> ${Spawn[${MTIgnore}].CleanName} <- Adding to Ignore list.
        | Reassign MobsToIgnore var the new list
        /varset MobsToIgnore ${IgnoreAdd}
    /return
 
Last edited:
Re: KissAssist 10.0.4 Released 06/27/2017

This is a bug with 10.0.3, and I switched yesterday to 10.0.4 and bug remains -

Warrior in Tank mode with returntocamp=1 is NOT returning to camp constantly. I have changed camp radius, chase distance, etc and nothing is helping. It's only about 1 in 6 that it doesn't return to camp AND I have stopped pulling and watched, and as soon as the toon gets out of recovery mode, it then returns to camp. THis only happens with my tank in tank mode. THe rare times where it does it twice in a row it ends up basically moving the camp forward a bit.. and I've had it return to camp WHILE there is a mezed mob left in the place they were fighting, after being moved up too far from not returning to camp. That's a fail also.

-Cupcake
 
Re: KissAssist 10.0.4 Released 06/27/2017

This is a bug with 10.0.3, and I switched yesterday to 10.0.4 and bug remains -

Warrior in Tank mode with returntocamp=1 is NOT returning to camp constantly. I have changed camp radius, chase distance, etc and nothing is helping. It's only about 1 in 6 that it doesn't return to camp AND I have stopped pulling and watched, and as soon as the toon gets out of recovery mode, it then returns to camp. THis only happens with my tank in tank mode. THe rare times where it does it twice in a row it ends up basically moving the camp forward a bit.. and I've had it return to camp WHILE there is a mezed mob left in the place they were fighting, after being moved up too far from not returning to camp. That's a fail also.

-Cupcake

It is not a bug...

The tank and I mean the Role Tank and PullerTank have specific code to be at the ready for a specific amount of time. Once you leave the CheckForCombat routine, there can be a 10 second delay before the Tank gets back into the CheckForCombat. So to speed up the tank picking up the next mob we added this code:

Rich (BB code):
            /if (${Role.Equal[tank]} || ${Role.Equal[pullertank]}) {
                | If tank is assisting puller and in chase mode
                /if (${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
            }

The line in green is why your Tank is not returning to camp. While there are NO mobs in camp the Tank will stand at the ready until the timer runs out.

The line in Cyan/light blue is most likely why your tank is returning to camp while there is still a mezed mob. If the Tank gets out further than 75 units from camp he will move back to camp.

Here is where it all gets tricky and there is no way to code for every exception. If you are chain pulling, the tank will have a tendency to creep farther and farther from camp. Now as this happens the incoming mobs stop at the tank and get mezzed sometimes a few mobs lag behind a bit and get mezzed farther and farther from camp... Now once the tank gets beyond that 75 unit marker, and a mob has been mezzed 5 units farther out from camp, the Tank will return to camp, and leave the mezzed mob where it stands. So what do you do? Well you have to decide on just how far out you want your mezzer to mez mobs, Reduce the mezzer's mez radius.. Now the side effect will be if the tank is standing on the edge of that radius, some mobs will never enter the mezzers mez radius, so in essence the mob gets to beat down the tank, until the tank returns to camp and then picks up the mob. The other thing you can do is reduce your Tanks MeleeDistance, so he engages as the mobs get closer to camp. Be carefull when changing these settings, because it will effect how the puller responds as well.

What I did was make small changes to my tanks MeleeDistance and the mezers MezRadius to find the sweet spot. Even doing this you will every now and then get that one mob that gets mezzed just outside of the tanks MeleeDistance and he will just wait in camp until the mez wears off the mob before engaging...
 
Last edited by a moderator:
Re: KissAssist 10.0.4 Released 06/27/2017

This is a bug with 10.0.3, and I switched yesterday to 10.0.4 and bug remains -

Warrior in Tank mode with returntocamp=1 is NOT returning to camp constantly. I have changed camp radius, chase distance, etc and nothing is helping. It's only about 1 in 6 that it doesn't return to camp AND I have stopped pulling and watched, and as soon as the toon gets out of recovery mode, it then returns to camp. THis only happens with my tank in tank mode. THe rare times where it does it twice in a row it ends up basically moving the camp forward a bit.. and I've had it return to camp WHILE there is a mezed mob left in the place they were fighting, after being moved up too far from not returning to camp. That's a fail also.

-Cupcake

It ain't no BUG !!! its a feature !!! LOL
 
Re: KissAssist 10.0.4 Released 06/27/2017

Ahh ok, thanks for explaining.

Maybe I should start those statements with "possible bug".. :) save myself looking silly.
 
Updated tweeks posted today ... these make logical changes to the combat routine and correct an issue where DPSPaused value was not being utilized properly.
Combat should behave as intended now with checks on if DPSPaused is active for proper mob targeting and reset procedures.

Our internal change log notes:

Rich (BB code):
Ctaylor22:
8a) Added || ${DPSPaused} to each of the /if statements to correct an issue with the MA targeting mobs after doing a /backoff. 
8b) Also moved around some lines in Bind_BackOff. This will cause the DPS Casters to drop their target and reset combat just like the melee characters.
 
Last edited:
So i have set MiscGem=12, KA keep using slot 1 and 2 to buff Enc Haste and VoP.
is there another setting to use Gem slot12? for all other buffs are using slot12.

General]
KissAssistVer=10.0.4
Role=Assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=12
HoTTOn=0
CampfireOn=0
CharInfo=Enchanter|105|GOLD
DPSMeter=0
MiscGemRemem=0
ScatterOn=0
MiscGemLW=0
ConditionsOn=1
[SpellSet]
LoadSpellSet=1
SpellSetName=KA
[Buffs]
BuffsOn=1
Buffs1=Twincast Aura|Aura
Buffs2=Mana Reciprocation Aura|Aura
Buffs3=Shield of the Pellarus
Buffs4=Voice of Precognition|Me
Buffs5=Hastening of Prokev|Me
Buffs6=Ward of the Enticer
Buffs7=Enticer's Rune
Buffs8=Veil of Mindshadow
Buffs9=Polyrefractive Rune
Buffs10=Night's Endless Terror|Melee
Buffs11=Gather Mana|Mana|45
 
What message do you see when the spell is being memed? You should see a message Meming SpellName in slot #.

Yes, I do see &#12304;MQ2&#12305;meming voice of precognition RK. II in slot 12.

but still sometimes it mem to slot1 for Haste and slot2 for vop..

had re-do ini from fresh generated, didnt help.
 
Line 1608 in KA reads:
Rich (BB code):
          /if (${Spawn[${MyTargetID}].PctHPs}<=${AssistAt} && ${PetOn} && ${PetCombatOn}) /call CombatPet
Is this correct or should it check for PetAssistAt ?

Yes......

Corrected and re-posted... you earned your redcents today. Good Eye

Edited to be:
Rich (BB code):
/if (${Spawn[${MyTargetID}].PctHPs}<=${PetAssistAt} && ${PetOn} && ${PetCombatOn}) /call CombatPet
 
Yes, I do see &#12304;MQ2&#12305;meming voice of precognition RK. II in slot 12.

but still sometimes it mem to slot1 for Haste and slot2 for vop..

had re-do ini from fresh generated, didnt help.

I don't see anything in the MemSpell routine that would cause it to mem in a different spellgem than MiscGem is set too, and the message is giving the correct value.

Just for giggles, try setting MiscGem=11 or 10 and give it a try.
 
Hi.


  • Added Conditional Code handling for Weave. **

I cannot find any reference to set this up.
So I am going to hope this is correct
Going to try it anyway

[WEAVE]
WeaveCon=1
Weave1 = Banestrike
WeaveCond1 = TRUE
Weave2 = Force of Flame
WeaveCond2 = TRUE
Weave3= Force of Ice
WeaveCond3 = TRUE
Weave4= Force of Will
WeaveCond4 = TRUE
Weave5 = Lower Element
WeaveCond5=TRUE
 
Hi.


  • Added Conditional Code handling for Weave. **

I cannot find any reference to set this up.
So I am going to hope this is correct
Going to try it anyway

[WEAVE]
WeaveCon=1
Weave1 = Banestrike
WeaveCond1 = TRUE
Weave2 = Force of Flame
WeaveCond2 = TRUE
Weave3= Force of Ice
WeaveCond3 = TRUE
Weave4= Force of Will
WeaveCond4 = TRUE
Weave5 = Lower Element
WeaveCond5=TRUE


Weave is meant to use Clicky items or instant AA abilities while you are in global spell cooldown mode.. ... so your Banestrike is a good choice... but you want to put the ITEM NAME of the clicky items for your other entries. All your doing is activating aa's that should really be reserved for named burns.... but it's your choice ..
 
In EOK Raids I weave AA nukes every time they're up (when I can notice they are up since I am not weaving them now with KA, using a keybind) until my mana gets down to 20 or 30% then I'll stop until I harvest some more. In general
I will end up with 600+ AA nukes total for the nights raid, usually we do at least a Tier then may move on to something else but they generate nearly 40+ million damage.
So with KA running the weave it will be interesting to see how much more damage I generate.
 
UPDATE:

Bug found in CLicky Item debuff code:
Rich (BB code):
/varset f1 ${Select[TRUE,${Bool[${Me.Book[${DebuffText}]}]},${Bool[${Me.AltAbility[${DebuffText}]}]},${Bool[${Me.FindItem[=${DebuffText}].ID}]}]}

should be

Rich (BB code):
/varset f1 ${Select[TRUE,${Bool[${Me.Book[${DebuffText}]}]},${Bool[${Me.AltAbility[${DebuffText}]}]},${Bool[${FindItem[=${DebuffText}].ID}]}]}


New version uploaded.
 
nm just deleted the line for it

Your original post stated "this keeps spammint time to get on a mount i hate mounts any help".

Could you please identify the exact message you were getting.... and WHAT line you deleted... because unless chris snuck something in for mounts last revision... we have no such spamming in place for using any type of mount.
 
Here is the problem:

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} || !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount

I don't know who the Lizzard Head was that wrote this, but it should be this:

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} && !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount
 
Here is the problem:

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} || !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount

I don't know who the Lizzard Head was that wrote this, but it should be this:

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} && !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount

Actually .... that was my mistake... but what I really wanted was a condition check against either the old or the new method....
Just forgot to encapsulate each separate condition with the OR.

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} || !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount

I'll change it on repository and our local dev environment, as well as here.


--- UPDATE ---
It has been corrected in all environments.
 
Last edited by a moderator:
I made the change both ways i.e.


1)
Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} && !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount


2)
Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} || !${Select[${Zone.ID},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount


Mount keeps chain casting regardless.
 
This should fix it....



Please test it since i dont have EoK expansion....

Rich (BB code):
/if (${MountOn} && !${Me.Mount.ID} && (${Zone.Outdoor} || ${Select[${Zone.Type},1,2,5]}) && ${Me.CombatState.NotEqual[COMBAT]}) /call CastMount


I always test manually via:

Rich (BB code):
/echo ZoneOutdoor=(${Zone.Outdoor}) | ZoneType=(${Zone.Type})

FYI: Zone.Type info for returned Zone

0=Indoor Dungeon
1=Outdoor
2=Outdoor City
3=Dungeon City
4=Indoor City
5=Outdoor Dungeon


Somehow Zone.Type got changed to Zone.ID ... maybe it was me... my addled brain can't remember.
 
Last edited:
Yea, check any armor pieces you have as clickies and make sure they are clickable. I have found as I change out my clickies in different slots I forget the new item is not a clickie, that is my number one offender for going link dead..
 
Chris ... when you pushed change for Malod to Maloed in code... you forgot to check the contributor sync file... you missed the change to mounts i corrected... I already pushed corrected version of kissassist.mac to GIT and updated on this thread. ( SLAP )... Your changes and mine are now merged.

SLAP SLAP
 
There are 2 bugs with 10.0.4

1. /chase doesn't work when kissassisting
2. As soon as you engage, it freezes the computer.

It works fine with my tank/ puller but for the others I had to go back to 9.2.3 just so they could chase and I wouldn't freeze when loading them.

Hope to see this fixed in a 10.0.5
 
Sounds like your aliases were never replaced. Here Try this:

Instructions:
1) Run the Remove_Aliases.mac.
2) Edit your KissAssist_ToonName.ini file and set the KissAssistVer=0 in your ini file.
3) Run KissAssist and wait for it to rebuild your new set of aliases. You will see a "version mismatch" warning while it rebuilds your aliases.
4) Enjoy the new release.
 
Sounds like your aliases were never replaced. Here Try this:

Instructions:
1) Run the Remove_Aliases.mac.
2) Edit your KissAssist_ToonName.ini file and set the KissAssistVer=0 in your ini file.
3) Run KissAssist and wait for it to rebuild your new set of aliases. You will see a "version mismatch" warning while it rebuilds your aliases.
4) Enjoy the new release.


How? I don't see any mac or any other file named Remove_aliases.mac
 
KissAssist Release KissAssist 10.0.4 Released 06/29/2017

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