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KissAssist

KissAssist Release KissAssist 12.002.039

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Newer developments: changed my raid role on Klandicar, where it gets the worst. They target swap to whatever my ${Group.MainTank} is targeting, even tho the MA is assisting ${Raid.MainAssist}, and the bard/bst are not assisting the Tank. None of my dudes are kissing off my tank, yet they swap to his target, it looks like. And, no, he’s not set to MA role.
 
Beginning this morning, I began getting this error when I attempt to run Kissassist on my drood. it has worked fine all week, so I'm not sure if I meessed something up or what. Any help would be appreciated.

Warning: Undefined Variable Debuff used on line [email protected] /doevents flush
Macro Paused
 
That sounds like a plugin is causing issues. May want to refresh your MQ2 instance.
Roger that. Is there a way to determine what plugins are currently loaded? I did enable several trying to get my box group running like I wanted them to.
 
Hi,
I thought I knew how to use the ignore list to keep my puller from attempting to pull a mob but maybe not. I recently switched over to EQnext and the is when I noticed the problem. I dont know if that is a coincidence or maybe a cause. Here is an example of how I populated my Kissassist_info.ini

[Morellcastle]
MezImmune=List up to 10 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToPull=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or ALL for all mobs
MobsToIgnore=a serpent,a hungry halfling,Sluggurth
MobsToBurn=List up to 10 mobs. Use full names i.e. Beget Cube,Helias,Raze or NULL
PullPath=Place holder for path file. Not yet impletmented.
PullLocsHelp=Y,X|Range. Ignore mobs in this area
PullLocs1=0
PullLocs2=0
PullLocs3=0
PullLocs4=0
PullLocs5=0

This is the zone in question and my puller keeps trying to pull both the "a serpent" and "Sluggurth". I put them in the MobsToIgnore section the way the example showed. Anyone have any ideas on what else I could do or look for?

Thanks
 
Check and see if Sluggurth has a # in it's name. Target the mob and use: /echo ${Target.Name} and see what is returned. If there is a "#", then add a "#" to the name in the ini. Not sure why a serpent is not being ignored.
 
I found this old post about the behaviour in KISS of "Gift of Mana" versus "Gift of Magic"..

KissAssist Release - Kiss10 (old version of KissAssist) | Page 2 | RedGuides: EverQuest Multi-boxing Community

It appears to work the same in Kiss12 and this is actually a mistake I believe. For example, on my mage if I get a "Gift of Mana" I may want to cast my Servant (big swarm pet) because it has a high mana cost but acts like a nice DOT. However, if the same mage gets a "Gift of Magic" that's the short duration enchanter Chromatic Haze and the mage will want to cast his biggest nuke (normally a spear).

Or think about a Priest class. It does a priest no good to waste the "Gift of Magic" with a big expensive group heal when they should use a Contravention heal to take advantage of the damage multiplier.

Obviously this is an EDGE case sort of thing as it really only hurts the DPS capabilities of a group, but it could be added to the list of "someday" fixes.

EDITED: On further thought it's probably OK to just note this so that the GOM section can be populated with higher damage spells rather than higher mana first.
 
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it must be one of the following events triggers:

INI:
#Event GoMOn             "You feel strengthened by a gift of magic."
#Event GoMOn             "You feel strengthened by magic."

I will have to play with this and see what messages EQ is sending based on if "Gift of Mana" or "Gift of Magic" is being triggered.
 
it must be one of the following events triggers:

INI:
#Event GoMOn             "You feel strengthened by a gift of magic."
#Event GoMOn             "You feel strengthened by magic."

I will have to play with this and see what messages EQ is sending based on if "Gift of Mana" or "Gift of Magic" is being triggered.

Many enchanter dd, dot, and stun spells have a 2 or 3% chance to proc Gift of Chromatic Haze IV :: Spells :: EverQuest :: ZAM (allakhazam.com) .

That affects the entire group and should result in casters wanting to use their biggest nukes when they detect it. This "may" be the same action they want to take when they detect a gift of mana, but it could differ.
 
Currently when more than one mob is pulled my toons do not attack mobs if they are beating on my cleric and wait until the cleric is dead before attacking. Any ideas where to even start?

I'd start with AE Aggro. Is your tank casting anything to grab aggro off the cleric? For example my SK section has 4 things that do AE multi-mob aggro:

Code:
[AE]
AEOn=1
AESize=18
AERadius=70
AE1=Thwart|2
AE2=Explosion of Spite|2
AE3=Innoruuk's Dark Blessing|2
AE4=Scourge Skin|3
AE5=Restless Mantle|3
AE6=${InvSlot[Chest].Item.Name}|3
AE7=Diplomatic Papers|3
AE8=Shield Flash|3
AE9=Contempt|3
AE10=Spite of Mirenilla|4
AE11=Bloody Orc Signet|4|Me
AE12=Visage of Death|4|Me
AE13=Explosion of Hatred|4
AE14=Stream of Hatred|4
AE15=Leechcurse Discipline|4
AE16=Impertinent Influence|4
AE17=Deflection Discipline|5
AE18=Cursed Guardian Discipline|5
 
Only have a merc for a tank.

Step #1 of course is make sure you're pulling the mobs far enough into camp so that that tank merc will engage them. And then of course make sure the merc tank is set to Aggressive. But what you're really going to have to do is ensure your bard is mezzing all the adds. Alternately you'll need to use more cleric mercs to keep the real cleric alive.
 
I'm thinking now it has more to do with camp size and limits and melee ranges and the merc "pulling" the dps etc away from the cleric.

Yes, that can have a big impact, I use CampRadius=55 and MeleeDistance=55 for most of my characters and it works well. But then you need to make sure your MezRadius=90 is somewhat larger.

Also, you have no real control over your merc's attention radius. It's internal to the game and based on placement of your regular characters. If the non-pulling regular characters get moved off the camp site then your merc may not respond correctly.

I would visualize the camp site as a triangle with the puller going deep and then the other 2 real PC characters being staggered at the vertexes of an equilateral triangle. The merc then should engage roughly in the middle of the triangle. You would set that by pausing KA and then manually moving your characters to the vertexes and typing /camphere on. For it to work well all 3 regular chars should be about 25 to 30 feet from each other. (Well within the CampRadius and the MeleeDistance parameters.

If the puller doesn't pull "behind and through" the camp site then things won't work very well. Finally, you need to ensure the puller is actually set to the Puller role or the merc will always be recalculating it's assist range and running out to meet the incoming mobs.
 
Only set your CampRadius and MeleeDistance to the same value if you are manually playing your tank. Your merc should attack anything that shows up in the extended target window, or you have your merc setup wrong. But everything else @B_I_G__D_A_D_D_Y suggested is good advice.
 
Looking to see what I may need to clean-up/fix for conditionals I am trying to create for a Ranger. Intent is to not waste using AAs and abilities by using them at the same time (when they really don't stack) for more sustained higher dmg levels. For example popping my Guardian of the Forest if I already have the Group version going or if I have the Beast version going or Outrider's etc.

INI:
Cond14=${Target.ID} && ${Me.AltAbilityReady[Outrider's Accuracy]} && !${Me.Song[Guardian of the Forest].ID} && !${Me.Song[Group Guardian of the Forest].ID} && !${Me.Song[Group Bestial Alignment].ID}
Cond15=${Target.ID} && ${Me.AltAbilityReady[Group Guardian of the Forest]} !${Me.Song[Group Bestial Alignment].ID} && !${Me.Song[Guardian of the Forest].ID} && !${Me.Song[Outrider's Accuracy].ID}
Cond18=${Target.ID} && ${Me.AltAbilityReady[Guardian of the Forest]} && !${Me.Song[Outrider's Accuracy].ID} && !${Me.Song[Group Guardian of the Forest].ID} && !${Me.Song[Group Bestial Alignment].ID}
 
@RangerDanger13 You don't need to include the Me.AltAbilityReady in the conditions. The casting routine checks that and only checks your condition if the ability is ready. It won't hurt to have it, but leaving it out will shorten the condition a bit.

INI:
Cond14=${Target.ID} && !${Me.Song[Guardian of the Forest].ID} && !${Me.Song[Group Guardian of the Forest].ID} && !${Me.Song[Group Bestial Alignment].ID}
Cond15=${Target.ID} && !${Me.Song[Group Bestial Alignment].ID} && !${Me.Song[Guardian of the Forest].ID} && !${Me.Song[Outrider's Accuracy].ID}
Cond18=${Target.ID} && !${Me.Song[Outrider's Accuracy].ID} && !${Me.Song[Group Guardian of the Forest].ID} && !${Me.Song[Group Bestial Alignment].ID}
 
I use this and when I am pling one of my toons and they go up a few levels. Is there some way to have or run something that will update the spells and such for my Kissini? I hate doing this manually so that they stay useful during the leveling? say every 5 lvls
 
@tshadow what you would need to do is have a global/generic ini file for when you are leveling a toon. Call the ini file something like plmage.ini. In the ini file you would need to create a shit ton of DPS entries, with coinciding conditions. The conditions would need to specify level checks of the spell and the current level of the toon your DPS entrys and conditions would look something like this.

DPS1=Spell-a|98|cond1
DPS2=Spell-b|98|cond2

cond1=${Me.Level}<6
cond2=${Range.Between[${Me.Level},6:10]}

or you could do something like this, but not sure it would work.

DPS1=Spell-a|98|cond1
DPS2=Spell-b|98|cond2

cond1=${Me.Level}>=${Spell[Spell-a].Level} && ${Me.Gem[Spell-a]}
cond2=${Me.Level}>=${Spell[Spell-b].Level} && ${Me.Gem[Spell-b]}

That way it will still cast the lower level spell if you haven't stopped to mem the new(higher) level spell yet. When you want to use this ini file just use the ini tag when starting the macro. /mac kissassist ini plmage.ini
 
I was having some issues getting my inis to load properly, and did some debugging and found the following changes were required:

line 11007:
/if (${Select[${str_Section},Buffs,DPS,Burn,Heals,AE,Cures,PetBuffs,GoM,Aggro]}) { /varset int_Count ${str_Section}Size

changed to

/if (${Select[${str_Section},Buffs,DPS,Burn,Heals,AE,Cures,PetBuffs,GoM,Aggro]}) { /varset int_Count ${Ini["${IniFileName}",${str_Section},${str_Section}Size]}
Here the int_Count variable was being set to a string (e.g. BuffsSize) instead of the value of the string in the INI, so I changed it to load that value instead

Additionally on line 11043:
} else /if (${str_Sections.Equal[Mez]}) {

changed to

} else /if (${str_Section.Equal[Mez]}) {
Here the str_Sections variable (a comma separated list of sections) was being used instead of the currently executing section (i.e. str_Section) which was causing the Mez section to be skipped

Sorry if this is the wrong place to make such suggestions
 
Any way to display the pull arc with kissassist like the plugins do?

Kaen answered on discord, that's not possible.
 
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@qarapace This:
Code:
/if (${Select[${str_Section},Buffs,DPS,Burn,Heals,AE,Cures,PetBuffs,GoM,Aggro]}) {
/varset int_Count ${str_Section}Size

Should be:
Code:
/if (${Select[${str_Section},Buffs,DPS,Burn,Heals,AE,Cures,PetBuffs,GoM,Aggro]}) {
/varset int_Count ${${str_Section}Size}

At the point you are in the ScanIni routine, the entries needed for the Size fields from the INI file, have already been loaded, so you shouldn't need to read from the ini file again.
 
I have a decent Ranger KA I have been working on for ranging but before I share it I am looking to optimize some engage timing. For example is there a way to more quickly read and execute the move into position (auto distancing) to the optimal bow range (can use melee abilities while shooting) in the ini? My ini does it, but sometimes it is delayed (both while in camp or chasing) and the toon will start cycling some DPS spells prior to making the move utils movement/positioning to allow AutoFire and arrow damage to start. Once the toon moves the DPS is good, but the overall dmg could be much higher if engaged/moved into position faster. EDIT, the movement I am referencing is the backup part.
 
I have a decent Ranger KA I have been working on for ranging but before I share it I am looking to optimize some engage timing. For example is there a way to more quickly read and execute the move into position (auto distancing) to the optimal bow range (can use melee abilities while shooting) in the ini? My ini does it, but sometimes it is delayed (both while in camp or chasing) and the toon will start cycling some DPS spells prior to making the move utils movement/positioning to allow AutoFire and arrow damage to start. Once the toon moves the DPS is good, but the overall dmg could be much higher if engaged/moved into position faster. EDIT, the movement I am referencing is the backup part.

This was one of the reasons i went the melee route with my ranger. But Ive noticed even in melee, the delay is there in chase mode or camp setup. Not sure what is laging since his assist is at 99%. Id be interested to change him back to range if this method is resolved!
 
This was one of the reasons i went the melee route with my ranger. But Ive noticed even in melee, the delay is there in chase mode or camp setup. Not sure what is laging since his assist is at 99%. Id be interested to change him back to range if this method is resolved!
If I can work it out I will be sure to let you know! I am also working a group melee version and then a raid version that is melee but (hopefully) will transition to bow on burn call for pureshot. I will share with the forums if I can get the kinks worked out.
 
If I can work it out I will be sure to let you know! I am also working a group melee version and then a raid version that is melee but (hopefully) will transition to bow on burn call for pureshot. I will share with the forums if I can get the kinks worked out.

Nice. Ill PM you my ini when i get home with what i currently have for melee. Send me yours if you want and we can compare :woop:
 
ctaylor22 updated KissAssist with a new update entry:

Just a few changes

Corrected an error in the ScanIni routine.
When pulling will try and recast when cast fizzles.
Fixed a logic error when processing events.
Added flag for bypassing check Stuck Gem code.
Restructured heals and cures code to be more responsive. Added new ini entry HealInterval. This entry defaults to 0 and is evaluated as seconds. This timer is intended to be used to allow the healer to do other things while in combat other than get stuck in the heal routine. The timer is reset when exiting...

Read the rest of this update entry...
 
As posted in the KA Channel in Discord, started getting. Only using this on a bard atm, so no pets.
1635669212659.png
as soon as I /mqp off The macro continues to run
 
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Is there a way to add Merc stances "/stance passive /stance reactive" to a kiss condition?

${Mercenary.Stance} will return your mercs stance so you may need to /echo ${Mercenary.Stance} to find what is being returned. Then use ${Mercenary.Stance.Equal[Passive]}, or whatever is being returned, but I am not 100% sure what ${Mercenary.Stance} returns.

here is an old link: Mercenary TLO
 
Discovered a minor Pet Toys issue with 12.002.004 dated 10/31/2021 @ 4:56pm (Eastern).

1.) If the pet rejects a Visor the mage will get stuck in a loop of creating the Visor, handing it to the pet, destroying it after the pet rejects it, and then just creating another one and the loop just continues forever or until you /end.

Obviously I can just remove the Visor code and do that manually, so this is just to document it here. For grins I tried /pettoysplz again after I knew a pet was fully equipped and the macro successfully recovered the rejected items, put them back in the satchel from where they came from and then deleted the whole satchel without a problem. It was only the Visor that causes it to choke.

Here is my Pet section:

INI:
[Pet]
PetOn=1
PetSpell=Convocation of Water
PetFocus=Imprint of the Enhanced Minion
PetShrinkOn=1
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffsSize=4
PetBuffs1=Burnout XII
PetBuffs2=Velocity
PetBuffs3=Flameskin
PetBuffs4=Iceflame Eminence
PetCombatOn=1
PetAssistAt=98
PetAttackDistance=54
PetToysSize=5
PetToysOn=1
PetToys1=Grant Frightforged Armaments|Summoned: Frightforged Shortsword|Summoned: Frightforged Shortsword
PetToys2=Grant Thassis' Plate
PetToys3=Grant Calix's Heirlooms
PetToys4=Grant Visor of Gobeker
PetToys5=NULL
PetToysGave=Kabeker|Grant Frightforged Armaments:Summoned: Frightforged Shortsword1|Grant Frightforged Armaments:Summoned: Frightforged Shortsword2|Grant Calix's Heirlooms
PetBreakMezSpell=Relentless Servant
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetHoldOn=1
PetForceHealOnMed=0
 
Hmmm. Why do you even have "PetToys4=Grant Visor of Gobeker". Your pet is level 102 or higher and you can't give a visor to a pet over level 76. Pets that are level 76 and higher are auto equipped with a visor. I am still going to take a closer look at the code and see if I can keep it from re-trying, but the code looks as if it should be skipping trying to cast the visor.
 
Hmmm. Why do you even have "PetToys4=Grant Visor of Gobeker". Your pet is level 102 or higher and you can't give a visor to a pet over level 76. Pets that are level 76 and higher are auto equipped with a visor. I am still going to take a closer look at the code and see if I can keep it from re-trying, but the code looks as if it should be skipping trying to cast the visor.

I give the Visor to other classes pets like my SK and Enchanter.
 
Well I have been testing this this morning, and I am not able to get my mage to try and give the Visor to his pet. I even have him casting the Convocation of Water. I have tried starting the macro with no pet and I have tried telling the pet to leave while the macro is running, and my mage will skip over the visor every time.
 
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