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KissAssist Release KissAssist - MQNext Overhaul & Streamlining

Maskoi

old and salty
Joined
Sep 28, 2005
RedCents
82,796¢
Great News Everyone.

Ctayor22 and I have been looking at KissAssist for several weeks now.
We have started the process of going through all 15,000 lines of code.
I will be helping Ctaylor22 update and streamline Kissassist for MQNext
We have set up our private GIT and moved to VSCode from Notepad++ (RIP)

Github
kiss-git.jpg

VSCode
kiss-vscode.jpg

After we finish the real fun begins the official KissGooey but I can't talk about that yet.
 
Great News Everyone.

Ctayor22 and I have been looking at KissAssist for several weeks now.
We have started the process of going through all 15,000 lines of code.
I will be helping Ctaylor22 update and streamline Kissassist for MQNext
We have set up our private GIT and moved to VSCode from Notepad++ (RIP)

Github
View attachment 38735

VSCode
View attachment 38736

After we finish the real fun begins the official KissGooey but I can't talk about that yet.
Thank you guys for everything you do for the community. By the way did you know that you can ...
Car Insurance GIF by GEICO


"...said Maskoi"
 
I am one of those weird people that don't use dark themes. I also uses spaces instead of tabs buwhahahahahaha.
 
I am one of those weird people that don't use dark themes. I also uses spaces instead of tabs buwhahahahahaha.
I think it is because you are an Iksar, the lizards have always been a bit odd.
 
Great News Everyone.

Ctayor22 and I have been looking at KissAssist for several weeks now.
We have started the process of going through all 15,000 lines of code.
I will be helping Ctaylor22 update and streamline Kissassist for MQNext
We have set up our private GIT and moved to VSCode from Notepad++ (RIP)

Github
View attachment 38735

VSCode
View attachment 38736

After we finish the real fun begins the official KissGooey but I can't talk about that yet.
So incredibly cool ! Looking forward to trying it out !
 
Does this mean I need Azure? No more editing in notepad?

No. You can use whatever editing tool is best for you. But I do recommend VSCode over a straight notepad editor. It'll run just fine on your system without using any external hosting platform.
 
I am one of those weird people that don't use dark themes. I also uses spaces instead of tabs buwhahahahahaha.

I can hang with spaces over tabs, but I only use TWO space indents for my own personal code. :D

But I have to admit, the first thing I said (to myself) when looking at your opening post was "MY EYES! MY EYES!"

Oh, and good luck with the code overhaul.
 
Please look at the DEBUFFALL|Always logic. It appears to only catch one tag per DPS pass currently. (I'm currently using 12.002.013)

For example, my enchanter wants to both Tash and Slow every mob in camp. But it will only do one of those things during a pass through the DPS section. Then it does the other the next pass. And unless you have the mob health set to 100 it will not attempt to debuff other mobs standing mezzed in the camp. So, this means you also have to set the Melee Assist to 100 as well.

I'm thinking that human-like behavior would be to mez extra mobs, debuff the active mob, then debuff the mezzed mobs, then finally switch to the active mob to do some DPS. The macro currently will frequently do a full pass through the DPS section before it attempts to mez, then it jumps back and forth between the active mob and the mezzed mob in order to debuff and meanwhile it's also doing DPS to the active mob.

It gets the job done but sometimes you want those mobs debuffed asap in case they are close to overcoming the capabilities of your team.

And then also would it be possible to catch logic errors in conditions before it blows up the macro? I was using

Code:
[KConditions]
Cond6=!${Target.Slowed}

[DPS]
DPS4=Undermining Helix|100|debuffall|slow|always
DPS7=Undermining Helix|99|cond6

However I found out the hard way that my Cond6 condition returns the name of the spell used to slow the mob. This then would blow up the macro with the error
Code:
[2022/03/18 20:22:26] Unparsable in Calculation: 'U'

[2022/03/18 20:22:26] kissassist.mac@2171 (CastWhat(string castWhat,int WhatID,string sentFrom,int CondNumber, int abortFlag)): /if (${If[${Cond[${CondNumber}]},0,1]}) /return CAST_COND_FAILED

The "U" was the first letter in the slow spell, Undermining Helix! The weird thing is that this failure was intermittent. It would work fine for 20 minutes to 2 hours before blowing up the macro. I've since switched to using
Cond6=!${Target.Slowed.ID} to ensure a numeric value is passed on.

Would this be something that could be performed as error checking by casting for the expected variable type before plugging into the logic?
 
PLEASE!!! During the update make kissassist NOT change my window title, or at least make it an option instead of forced. I used to edit this line myself but am tired of it getting overwritten every update.
 
Great News Everyone.

Ctayor22 and I have been looking at KissAssist for several weeks now.
We have started the process of going through all 15,000 lines of code.
I will be helping Ctaylor22 update and streamline Kissassist for MQNext
We have set up our private GIT and moved to VSCode from Notepad++ (RIP)

Github
View attachment 38735

VSCode
View attachment 38736

After we finish the real fun begins the official KissGooey but I can't talk about that yet.

You guys are amazing! I would love to learn this coding. Where is the best place to start?
 
I do have it on my enhancement list, but that was a Maskoi thing he wanted to do, and was pushing for. Not at the top of my list, but it is on the list.
 
I have made a few changes I am testing, but nothing major that would be considered an overhaul. The only new feature I am working on is adding a new Actions feature. The new feature will allow you to define Actions that can be executed. An example for its use would be for the MA to wake a mob that is mezed using their ranged weapon.

The Action would define switching their Bandolier that has a ranged item, then /range, then switch back to the original bandolier. This would be used when mobs are just outside of MeleeRange, and on XTarget. The intentions will be to drive the actions using Conditions, so the user will be able to micro manage when some action happens or not.

I am always open to ideas for anything people would like to see added to KISS. I can't promise every suggestion will get added, but if enough people vote on a suggestion. Then there is a greater possibility of the suggestion getting added.
 
I have made a few changes I am testing, but nothing major that would be considered an overhaul. The only new feature I am working on is adding a new Actions feature. The new feature will allow you to define Actions that can be executed. An example for its use would be for the MA to wake a mob that is mezed using their ranged weapon.

The Action would define switching their Bandolier that has a ranged item, then /range, then switch back to the original bandolier. This would be used when mobs are just outside of MeleeRange, and on XTarget. The intentions will be to drive the actions using Conditions, so the user will be able to micro manage when some action happens or not.

I am always open to ideas for anything people would like to see added to KISS. I can't promise every suggestion will get added, but if enough people vote on a suggestion. Then there is a greater possibility of the suggestion getting added.

I have characters in Assist mode that will get summonsed outside of melee distance range. They will stand there and die rather than running back to the camp location. I'm not sure how the logic should work, and I'll probably play with an MQ2Event triggered on "You have been summonsed..."

It most frequently catches my cleric but occasionally my mage. (Sometimes I'll see the mage cast a nuke on a freshly-pulled mob that's not even at the camp yet! I've wondered if the GOM section is firing from the mob that just died and it ignores the fact it's a new target ID on xtarget?)

None of this is hugely important as it's just edge cases that normally don't prevail. I'm mostly confused why an assisting character will not keep trying to run back to the camp site! Because my puller character will keep running back to the camp site over and over as they get summonsed. The assisting character appears to ignore the camp location once a mob is on xtarget.

Feel free to ignore this whole post unless you find yourself digging into related code for some other reason.
 
I have characters in Assist mode that will get summonsed outside of melee distance range. They will stand there and die rather than running back to the camp location. I'm not sure how the logic should work, and I'll probably play with an MQ2Event triggered on "You have been summonsed..."

It most frequently catches my cleric but occasionally my mage. (Sometimes I'll see the mage cast a nuke on a freshly-pulled mob that's not even at the camp yet! I've wondered if the GOM section is firing from the mob that just died and it ignores the fact it's a new target ID on xtarget?)

None of this is hugely important as it's just edge cases that normally don't prevail. I'm mostly confused why an assisting character will not keep trying to run back to the camp site! Because my puller character will keep running back to the camp site over and over as they get summonsed. The assisting character appears to ignore the camp location once a mob is on xtarget.

Feel free to ignore this whole post unless you find yourself digging into related code for some other reason.
This sounds more like a config issue to me. For the Cleric are they using the retort line? This will cast on the MA out of combat and aggro the MA's target to the Cleric.
 
I have characters in Assist mode that will get summonsed outside of melee distance range. They will stand there and die rather than running back to the camp location. I'm not sure how the logic should work, and I'll probably play with an MQ2Event triggered on "You have been summonsed..."

It most frequently catches my cleric but occasionally my mage. (Sometimes I'll see the mage cast a nuke on a freshly-pulled mob that's not even at the camp yet! I've wondered if the GOM section is firing from the mob that just died and it ignores the fact it's a new target ID on xtarget?)

None of this is hugely important as it's just edge cases that normally don't prevail. I'm mostly confused why an assisting character will not keep trying to run back to the camp site! Because my puller character will keep running back to the camp site over and over as they get summonsed. The assisting character appears to ignore the camp location once a mob is on xtarget.

Feel free to ignore this whole post unless you find yourself digging into related code for some other reason.

I had the same issues and using Trackmedown has fixed those issues. I can explain in detail when I get to my gaming computer.
 
I have made a few changes I am testing, but nothing major that would be considered an overhaul. The only new feature I am working on is adding a new Actions feature. The new feature will allow you to define Actions that can be executed. An example for its use would be for the MA to wake a mob that is mezed using their ranged weapon.

The Action would define switching their Bandolier that has a ranged item, then /range, then switch back to the original bandolier. This would be used when mobs are just outside of MeleeRange, and on XTarget. The intentions will be to drive the actions using Conditions, so the user will be able to micro manage when some action happens or not.

I am always open to ideas for anything people would like to see added to KISS. I can't promise every suggestion will get added, but if enough people vote on a suggestion. Then there is a greater possibility of the suggestion getting added.
That sounds good. I have my tank set to pull and never tried range in PullWith= because my range item is a badass totem. I haven't set up bandolier yet. It sounds like your update would help.

KA is already amazing, you should see my team automated to perfection, I can go afk and come back to 100s of AAs and they even looted everything. It's really impressive. But a few things I sometimes feel like intervening, so if I had a wishlist it would be something like this:

1- I have three area taunts on my tank which trigger when there's a mob on xtarget that isn't aggro on me. Problem is sometimes all 3 are down and a mob joins the fight. It would be good if the next target the tank picks from the xtarget list is one that doesn't have 100% aggro on me. Also prioritize nameds but I think it already does that. Ideally I would like the tank to quickly change target, use some single target aggro on the stuff that isn't aggroed on me, and then go back to the first target. But just picking a non-aggroed next target would be good.

2- PetToys gives some single target stuff really fast, but when it comes to giving stuff from a bag, it takes a while. Like when Mage summons a bag full of pet gear, it gives items one by one. I would love to tweak that to give in multiples (up to 4 trading slots). That would do 2 weapons in one go instead of 2 trades, and then the bag of pet jewellery in 2 trades instead of about 6.

3- [BGCOLOR=initial]Maybe this is only the particular Emu I play on, but the Bard in this era has a spell called Voice of the Vampire which charms almost anything for a good minute or so. Most people don't use it because it's hard to macro but I put it as my "[/BGCOLOR][BGCOLOR=initial]MezSpell" and it's been awesome. E[/BGCOLOR][BGCOLOR=initial]very time I get an add I have a hotkey that tells my bard /mezon 1 and he snags the add as a pet. Then I have another hotkey that tells him to /pet attack my target. The dps is huge and it's really great to have. But in more high end zones, I really need to replace it with the usual mez spell so that he can use it on multiple targets. So my suggestion would be to have a charm section that just copies the mez section but removes the multiple target attempts. Probably only worth it if charm works well on Live? [/BGCOLOR]

4- This one might be too much to ask from a macro but my group has 3 healers (cleric, dru, shm) and I find that the ones with offensive spells get kind of stuck in limbo in some fights. They try to cast a dot or two but usually get interrupted by having to heal someone, and resists dont help. So in a lot of fights the SHM doesnt hand his main dot. His focus is on landing that slow and they heal the group, so at least they have the basics down. But I've tried using things like mash and weave to get them to be a bit more aggressive with landing their offensive spells. My sci-fi idea is to maybe have multiple healers coordinate heals. Most fights they are just spam healing over and over with an awkward random cancelling if another heal lands first. If one could maybe signal "casting this heal on this target" and the other one could respond by cancelling their heal and going into the dps routine instead. (Assuming nobody else needs healing). (And yeah my group needs a lot of healing lol, but it's mostly because we are encouraged to do huge pulls and smack it all down together. And most of my team use a powerful modrod which means they are often going from 100% health to about 70% every few minutes, in addition to taking aoes from mobs and stuff.) I actually loved my Cleric using the nuke spell, I had a condition to use it if over 95% mana which was most of the time when I'm just xping. It was great but on more dangerous fights I noticed their target would switch back and forth between MT and mob, like they were unsure what to do, should I be ready to heal MT or should I use my nuke? Emagerd! Seemed like they freaked out. So I turned dps off and the heals are fast now. But with 3 healers I'm keen to get them doing as much dps as they can. Cleric I can live without any dps from them but the Dru/Shm I think they would do a lot more damage if the heals were coordinated.
 
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I have made a few changes I am testing, but nothing major that would be considered an overhaul. The only new feature I am working on is adding a new Actions feature. The new feature will allow you to define Actions that can be executed. An example for its use would be for the MA to wake a mob that is mezed using their ranged weapon.

The Action would define switching their Bandolier that has a ranged item, then /range, then switch back to the original bandolier. This would be used when mobs are just outside of MeleeRange, and on XTarget. The intentions will be to drive the actions using Conditions, so the user will be able to micro manage when some action happens or not.

I am always open to ideas for anything people would like to see added to KISS. I can't promise every suggestion will get added, but if enough people vote on a suggestion. Then there is a greater possibility of the suggestion getting added.
Thank you for the work you, Maskoi and all the KA devs do.

For enhancements, I concur with Microscope above for point 4:
4- This one might be too much to ask from a macro but my group has 3 healers (cleric, dru, shm) and I find that the ones with offensive spells get kind of stuck in limbo in some fights. They try to cast a dot or two but usually get interrupted by having to heal someone, and resists dont help. So in a lot of fights the SHM doesnt hand his main dot. His focus is on landing that slow and they heal the group, so at least they have the basics down. But I've tried using things like mash and weave to get them to be a bit more aggressive with landing their offensive spells. My sci-fi idea is to maybe have multiple healers coordinate heals. Most fights they are just spam healing over and over with an awkward random cancelling if another heal lands first. If one could maybe signal "casting this heal on this target" and the other one could respond by cancelling their heal and going into the dps routine instead. (Assuming nobody else needs healing). (And yeah my group needs a lot of healing lol, but it's mostly because we are encouraged to do huge pulls and smack it all down together. And most of my team use a powerful modrod which means they are often going from 100% health to about 70% every few minutes, in addition to taking aoes from mobs and stuff.) I actually loved my Cleric using the nuke spell, I had a condition to use it if over 95% mana which was most of the time when I'm just xping. It was great but on more dangerous fights I noticed their target would switch back and forth between MT and mob, like they were unsure what to do, should I be ready to heal MT or should I use my nuke? Emagerd! Seemed like they freaked out. So I turned dps off and the heals are fast now. But with 3 healers I'm keen to get them doing as much dps as they can. Cleric I can live without any dps from them but the Dru/Shm I think they would do a lot more damage if the heals were coordinated.
As well as the debuff logic raised by B_I_G__D_A_D_D_Y:
Please look at the DEBUFFALL|Always logic. It appears to only catch one tag per DPS pass currently. (I'm currently using 12.002.013)

For example, my enchanter wants to both Tash and Slow every mob in camp. But it will only do one of those things during a pass through the DPS section. Then it does the other the next pass. And unless you have the mob health set to 100 it will not attempt to debuff other mobs standing mezzed in the camp. So, this means you also have to set the Melee Assist to 100 as well.
If there was an opportunity for a feature request, it would be for enchanters and bards to use charm as crowd control - disposable pets, if you will.
[BGCOLOR=initial]On any pull of multiples one of the extras gets charmed and used as dps until it's the last mob standing, drop charm (invis pot, Goblin Gazughi Ring, or whichever clicky you like) dispatch ex-pet, rinse and repeat.[/BGCOLOR]
Useful for pulls of 2 or 3 mobs (4 or 5 if you're up for a challenge).
My War is my main driver, but I often jump onto the chanter, switch to manual (buff only) specifically to do this.
 
One feature that would be nice is the ability to set secondary burns (or more). Essentially if you have burn named set to on you put in your primary burn rotation and have a secondary burn section that will trigger once a condition is met.

Example for an Enchanter once Illusions of Grandure has worn off roll in to secondary burns with Spire of Enchantment, twincast clickie, etc.

If you manually control burns just add the command burn2, burn3, etc.
 
I'd love that. ^ I also thought of 2 more things.

Someone gave me a tweaked version of KA which has a "MurderIt" routine added. I find that I need it a lot, like when I'm fighting a raid target so big that I can't get it down to 99 or 98% for my team to help. Or in Ikkinz group 3 ish there are a bunch of mobs you have to kill fast and sometimes target gets locked to another mob in the room, so that button saved the day. I'd love this to be part of KA.

Also I'd love a toggle for whether buffs get cast in combat or not. Maybe there's already some option but like you can do /medcombat 1 it would be great to do /buffcombat 1 or 0. That way I could turn it on when I'm just farming trash. But if I am preparing for a big named I can turn it off.
 
I'd love that. ^ I also thought of 2 more things.

Someone gave me a tweaked version of KA which has a "MurderIt" routine added. I find that I need it a lot, like when I'm fighting a raid target so big that I can't get it down to 99 or 98% for my team to help. Or in Ikkinz group 3 ish there are a bunch of mobs you have to kill fast and sometimes target gets locked to another mob in the room, so that button saved the day. I'd love this to be part of KA.

Also I'd love a toggle for whether buffs get cast in combat or not. Maybe there's already some option but like you can do /medcombat 1 it would be great to do /buffcombat 1 or 0. That way I could turn it on when I'm just farming trash. But if I am preparing for a big named I can turn it off.
For the buffing right now I just roll it in to the DPS section so if an important buff or short duration buff wears off it will cast in combat. Not a bad idea though if there was an adder in the buff section to set certain buffs to be cast in combat.
 
KissAssist Release KissAssist - MQNext Overhaul & Streamlining

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