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KissAssist

KissAssist Release KissAssist (1 Viewer) 12.002.039

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On 11.006 I have noticed that my SK runs to the target mob and then casts his ambush marked ability.

How I noticed this is that my SK is now charging out to attack mobs I am pulling and doing so well outside of the groups assist range. This wasn't an issue before as I had the SK casting a 1.5s cast time hate spell on the target first before the start of melee.

Code:
DPS1=Refute for Power|100|Ambush


AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=loose front
AutoFireOn=0
UseMQ2Melee=1
 
Ver 11.007 Beta 9/6/2018
Added/Fixed Commands in AE
Fixed Command function not working with Upper Case C
Added DPS Meter at a glance to EQBC if DPSMeter=1 && EQBCOn=1

Directional Pulling: NEW!

Run the macro and wait till you see:

=====================================
Redguides presents
KissAssist v.11.007 Beta by Maskoi
=====================================

/End the macro

Go to the [Pull] section and set PullArcWidth to the width you want to pull. The direction you are facing will be the center point for your pull area.
Setting PullArcWidth=45 will pull mobs 22.5 degrees to the left and 22.5 degrees to right of where you are facing.

Think of it as a clock if you are facing 12:00 you will pull mobs that are 11:00 and 1:00 there abouts. If you set PullArcWidth=90
you will pull mobs at 10:00 to 2:00. If you set PullArcWidth=180 you will pull mobs at 9:00 to 3:00.

To disable this functionality just set PullArcWidth=0

Enjoy
 
Wow lot info here


WHY? Makes 0 sense
Heals1=command:/Disc Tylix's Carapace Rk. III|100|Tap (Does not work)


The reason to the why. This is my train of thought....

The heal section is a great place to put tanks Disciplines, lets face it we can't all heal, all we can do is mitigate damage. Well, true tanks don't heal well, hybrids can kinda, but those taps for an SK our in the DPS section, well cause they are awesome dps. I do not want to save them just for heals, that is silly.
My understanding (or assumption) is the heal section has a "priority" over other sections so it will be "scanned" or take precedent over other sections? When my hit points get low, I know I am in some deep shit and want to expedite a life saving disc and I would like to base it off of health, not number of mobs. If I am tanking 20 mobs that con green to me, would I want to use a Deflection, hell no :) My HP would never dip below 99%. If I am tanking 5 blue con mobs and my health dips below say 65%, I am probably gonna want a disc up and get it running like now. If that disc is in the DPS section, it maybe to late by the time it come around (DPS sections are getting ridiculous lately at over 20 entries). So we start looking for something that will take precedent. If it was in the AOE section, it could of been wasted on the last 15 green mobs that never even touched me (cause mob base only), so my next logical step was... HEAL section!

I may be out of line, but it really makes sense in my SK head.

Heals1=command:/Disc Tylix's Carapace Rk. III|65|Tap|Cond1
Cond1=${Me.XTarget} > 2 && ${Me.CombatState.Equal[COMBAT]} && ${SpawnCount[npc radius 20 zradius 10]} > 2

Translation: I am fighting shit and there are more then 2 mobs on extended target, they are close enough they are probably beating on my ass and it hurts, pop a disc NOW!

Then with additional conditions, I can pop my discs in a certain order, in affect saving my lame ass when I decide to do dumb shit.

Found good use for AOE Section:

AEOn=1 AESize=10 AERadius=10 AE1=Scourge Skin|4|Mob AE2=Circlet of Umbra|4|Mob AE3=Innoruuk's Dark Blessing|4|Mob AE4=Miniature Horn Of Unity|4|Mob AE5=Visage of Death|5|Mob AE6=Reflexive Revulsion|5|Mob AE7=Fundament: First Spire of the Reavers|5|Mob AE8=Duskbringer's Plate Chestguard of the Hateful|5|Mob

Things I know I want to use when I encounter 4+ mobs. I can just disable the section in lowbie zones and enable on challenging zones.
 
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Biggest WISH ever!

KissAssist picks a target in your extended target window and locks it in until it dies. I thought this version had changed that until I set up the DPS section. I was testing the buff section while killing multiple mobs. When I just had the buff section active, I found I could change targets and run around freely, with any number of mobs on aggro. If I was say "balancing" mobs or wanted to kill a certain mob first (Achievements), I could easily switch between each and my target stayed my target. I could back up and keep my front to the 10 angry mobs with out KA driving me to the one at the back of the pile (exposing my back side, ouch!). I was sold on that shit. Hell, I am the tank and main assist, I should be able to pick my target and my location to fight.....
Then I filled in the DPS section and it all changed. The same 10 mobs, but say no to balancing them or choosing which to kill first without having to pause the macro. Then there was the running right into the center of them (my butt still hurts), it was out of my control. Now I understand if you got a Tank/Assist who wants to pull 10 and hands off for the easy shit or non achievement, this works fine. I want to be the semi lazy guy to pick targets and keep my ass intact, while KA does all the buffing, aggroing and dpsing.

Couldn't there be parameter that would you could set that would allow you to change between full automation and some control?

Melee section:
TargetAuto = 0 (If target is empty and I have aggro KA will pick it for me, if I switch, stay with that target until it dies or I change it again.)
Target Auto = 1 (KA has your back, hands off the targeting button)

StickHow=Manual (Let me Drive)
StickHow=XXX (KA has your back, sit back and relax)

Guess I am a half breed, I want my cake and to eat it too. I enjoy the game, just not all the mashing of buttons. I love to tweak my ini files for dps, aggroing, disc's, healing, burns. etc... But I still want to pick my target move my toon.
 
Kiss will cast discs you don't need a command

try
Heals1=Tylix's Carapace|65|Tap|Cond1
 
Deathlock, have you tried running kiss in manual mode?

Negative. I will look into how and give it a try.

Some research: https://www.redguides.com/community...-accomplish-a-set-of-goals.67109/#post-366139

This SK is looking for the same thing I am talking bout. Looks like he wasn't having much luck either.

Manual mode: https://www.redguides.com/community/threads/kissassist-manual-role.65777/

Very nice post. I tried manual mode, but soon as I put the dps section on, I lost control of targeting. I could run around freely though. While it would work by making a hot key to toggle the dps section on and off, for when i want to pick my own targets, I then loose everything I have in the dps section, which includes my bandolier. That is the issue I feel myself and others would like to have a setting to let us just pick our own targets and run around without KA trying to take over that portion, yet kicking ass in all the other ways it does.
 
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Ran KA10211 after the update yesterday. BRAVO! Worked like a champ!

I used it in the mode where I was logged into a mule and ran it against all 6 of my mains. First I ran it plain, then I loaded each INI file in Notepad++ and checked the results. Then I ran the macro again using the "clean" option and again it worked great!

I have 2 minor quibbles.

1. In the KConditions sections you capitalize the name of the condition as in:

INI:
Cond4=${Target.Named}

but then in the actual usage you don't capitalize it:

INI:
DPS1=Fundament: Third Spire of Divinity|100|MA|Once|cond4

this can make using a text editor for global search and replacements somewhat tricky!

2. You neglected to maintain the FALSE condition. For example on my SK I had coded the use of "Voice of Thule". Later I found out that some other effect was providing that benefit so I simply changed the BuffsCond statement to FALSE to quit using it. I noticed yesterday my SK was back to casting it because that FALSE condition was not maintained. (Yes I know this is incredibly minor!)

+++++++++++++++++++++++++++++++++++++++++++++++++++

In using 11.006 for several hours yesterday I think it worked very well. I still see that levi seems to inject problems with return to camp, but it's weird how it seems to affect my shaman the most. It's almost funny watch him duck and weave. Clicking off his levi and mount always solves it. It would be one of those signatures that lets an observer suspect you're macro'ing though.
 
You are pulling on a mount? That never works.

The converter ignores false by design since there can be 40 of them.
Please create a new condition and replace it.
 
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2. You neglected to maintain the FALSE condition. For example on my SK I had coded the use of "Voice of Thule". Later I found out that some other effect was providing that benefit so I simply changed the BuffsCond statement to FALSE to quit using it. I noticed yesterday my SK was back to casting it because that FALSE condition was not maintained. (Yes I know this is incredibly minor!)

Would making a condition: [Cond1=False} solve this issue? Also may I ask what is providing something equivalent to VOT?
 
I didn't look at the Conversion macro itself, but from looking at the conversions, it looks like "clean" also doesn't work if all conditions in that section were set to TRUE. (If it finds a condition in that section it cleans it up, but if all are TRUE and it doesn't write a condition, it doesn't clean it).

Not really an issue, just an FYI.
 
The clean function also checks if the conditions for each section are on. If the condition flag for a section are OFF(DPSCOn=0,BuffsCOn=0...) that sections conditions gets skipped.
 
Not sure if this problem is 11.007 but...

In the past I've had problems with my enchanter trying to mezz the adds during the Cactiiki event. Someone pointed out that my KissAssist_Info.ini file had spaces after the comma but before the mob name. Removing those spaces fixed the problem. Except when I did it this morning using 11.007 the chanter was back to trying to mezz the adds.

I did go back and verify that:
INI:
[The Overthere]
MezImmune=a burgeoning succulent,a renegade succulent

[The Overthere: Fell Foliage_I]
MezImmune=a burgeoning succulent,a renegade succulent
 
I think I asked this in the other post, but I am to lazy to go look. What is the message you are getting when you try and mez the mez immune mobs?

one other thing, when on your chanter, try the /alert list 4 command when in the instance and running kiss and let me know what is returned.
 
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I think I asked this in the other post, but I am to lazy to go look. What is the message you are getting when you try and mez the mez immune mobs?

one other thing, when on your chanter, try the /alert list 4 command when in the instance and running kiss and let me know what is returned.

Your target cannot be mesmerized.
 
Ok, new issue, in a room sk in tank mode standing in center, manually pulling with another toon. The SK keeps targeting a mob in another room and trying to attack it, he keeps trying to cast his ambush spell over and over then running into the wall, backing up moving over a little and running into the wall again. I kill KA, crank the camp radius down to the room size, all is well for about 1 fight and the sk is now focused on that mob again.

Can a LOS check be made for the tank/ma picking targets in range? The mob may be 10 foot away but the actual path to get to it is a U shape across the whole damn zone.

This might fix the issue, will test tomorrow, starting at line 5473
Code:
/if (${NMob} && (${Spawn[${NMob}].Type.Equal[Corpse]} || !${Spawn[${NMob}].ID}) || !${Target.LineOfSight}) /call RemoveFromArray AddsArray ${Select[${NMob},${AddsArray[1,1]},${AddsArray[2,1]},${AddsArray[3,1]},${AddsArray[4,1]},${AddsArray[5,1]},${AddsArray[6,1]},${AddsArray[7,1]},${AddsArray[8,1]},${AddsArray[9,1]},${AddsArray[10,1]},${AddsArray[11,1]},${AddsArray[12,1]},${AddsArray[13,1]}]}


One other request, if your toon has the group ma and mt flags on can they assign themselves to being a tank even when they do not have themselves targeted at the start? It seems like this should happen but it does not.

starting at line 1035
Code:
   /if (${Select[${Role},tank]}) {
        /if (${MainAssist.Equal[${Me}]}) {
            /echo I am Tanking & Main Assist
        }
 
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Can't you put that mob on ignore?
What spell are you assigning |ambush to on on SK?

Not quite understanding the second thing
 
I kill KA, crank the camp radius down to the room size, all is well for about 1 fight and the sk is now focused on that mob again.]

Try changing MeleeDistance and making it smaller. Is your tank mainassist or is he assisting another character?

Can a LOS check be made for the tank/ma picking targets in range? The mob may be 10 foot away but the actual path to get to it is a U shape across the whole damn zone..

Don't use MQ2Nav to pull, use LOS or AdvPath.

This might fix the issue, will test tomorrow, starting at line 5473
Code:
/if (${NMob} && (${Spawn[${NMob}].Type.Equal[Corpse]} || !${Spawn[${NMob}].ID}) || !${Target.LineOfSight}) /call RemoveFromArray AddsArray ${Select[${NMob},${AddsArray[1,1]},${AddsArray[2,1]},${AddsArray[3,1]},${AddsArray[4,1]},${AddsArray[5,1]},${AddsArray[6,1]},${AddsArray[7,1]},${AddsArray[8,1]},${AddsArray[9,1]},${AddsArray[10,1]},${AddsArray[11,1]},${AddsArray[12,1]},${AddsArray[13,1]}]}

That will just break stuff. NMod and your Target will NOT be the same most of the time. that line just removes mob ID's from the list if the mob is dead or is no longer found in zone.(dead and/or corpse rotted).

One other request, if your toon has the group ma and mt flags on can they assign themselves to being a tank even when they do not have themselves targeted at the start? It seems like this should happen but it does not.

starting at line 1035
Code:
   /if (${Select[${Role},tank]}) {
        /if (${MainAssist.Equal[${Me}]}) {
            /echo I am Tanking & Main Assist
        }

I would change the code around line 948 to this:

Code:
        /if (!${Target.ID}) {
            /if (${Select[${Role},tank,pullertank,hunter]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
            } else /if (${Target.ID}!=${Me.ID} && ${Select[${Role},pettank,pullerpettank,hunterpettank]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
            } else /if (${Group.MainAssist} && ${Group.MainAssist.Name.Equal[${Me.CleanName}]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
                /if (${Group.MainTank} && ${Group.MainTank.Name.Equal[${Me.CleanName}]} && !${Role.Find[tank]}) /varset Role tank
            }
 
Currently the new DPS Meter that broadcasts only accounts for personal damage and doesn't include pets to those using pets. This is how I went about changing it so that if you have a pet it will broadcast you+pet damage and if you do not then it will broadcast just your damage.

I changed:
Code:
/call BroadCast ${IRCOn} ${EQBCOn} r "${Me}'s DPS: ${DPSMyDam}"
To:
Code:
/if (!${DPSPetTotal}) /call BroadCast ${IRCOn} ${EQBCOn} r "${Me}'s DPS: ${DPSMyDam}"
Then added:
Code:
/call BroadCast ${IRCOn} ${EQBCOn} r "${Me}'s + Pet DPS: ${DPSMeAndPetDam}"
After this line:
Code:
/echo \aw DPS Meter - \ay You + Pet Total Damage: \at ${DPSMPTCalc} \ay - DPS: \ag ${DPSMeAndPetDam}
 
Yar I didn't put it in 007. It will be in the next version.
Thanks
 
Can't you put that mob on ignore?
What spell are you assigning |ambush to on on SK?

Adding that target to the ignore list won't help as I am pulling npc with the same name. Is there a way to specifically ignore one mob such as /ignoretarget?

Code:
DPS1=Refute for Power|100|Ambush

Not quite understanding the second thing

It is an observation that if a toon has both tank and ma roles it must target itself or another toon. If you have either of the roles separately you do not need a target.
 
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Try changing MeleeDistance and making it smaller. Is your tank mainassist or is he assisting another character?

Don't use MQ2Nav to pull, use LOS or AdvPath.

That will just break stuff. NMod and your Target will NOT be the same most of the time. that line just removes mob ID's from the list if the mob is dead or is no longer found in zone.(dead and/or corpse rotted).

I would change the code around line 948 to this:

Code:
        /if (!${Target.ID}) {
            /if (${Select[${Role},tank,pullertank,hunter]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
            } else /if (${Target.ID}!=${Me.ID} && ${Select[${Role},pettank,pullerpettank,hunterpettank]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
            } else /if (${Group.MainAssist} && ${Group.MainAssist.Name.Equal[${Me.CleanName}]}) {
                /target id ${Me.ID}
                /delay 10 ${Target.ID}==${Me.ID}
                /if (${Group.MainTank} && ${Group.MainTank.Name.Equal[${Me.CleanName}]} && !${Role.Find[tank]}) /varset Role tank
            }

If I set meleedistance below 50 the toon doesnt try to pull the mob through the wall but also wont step up to attack mobs beating on someone in the party.

The tank is tank and ma, I am pulling manually with another toon, I tried using the KA pull settings but it just doesn't work well in the EoK and RoS dungeons.

Ok, any suggestion as to how to make the MA not pick a target that is not LOS?
I have run into this issue a few times in Droga, Chardok, HS and ST where you have high npc density and thin walls.


How do I disable MQ2Nav pulling? I don't see that in the [Pull] section of the ini.

I will give that code a try, thanks.
 
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First off if you reduced your meleedistance and mobs are beating on other toons and the tank is doing nothing, then you have the tank to far away from the rest of the group. When I start my tank everyone in my group is within 5 to 10 units of my tank and I set the tanks meleedistance to 75, so there is no way in hell my tank won't pickup a mob in camp, unless there may be more than one mob and his AE missed the other mobs.

If you are using BeforeAttack, then use conditions with it and control the distance you want to use it and even add in the LOS check you want.

It is just a matter of placing your tank in a postion where the mob has to get past you to get to the rest of the group, if that is not possible, then the tank needs to be in the middle of the group and your meleedistance must encompass everyone in the group.
 
So my Paladin is not in the same group as my warrior and I was using XTarHealing to spot heal the warrior when needed, however he absolutely would never retarget the mob it was attacking once it switched targets to heal. He would fight normally, stop fighting to heal, then never target the mob again and stand there with the warrior on target to heal. If I manually targeted the mob it would continue fighting until the next heal and repeat process. Narrowed it down to the following line and made some changes and it seems to work properly now switching back to mobs / healing when able.

Code:
       /if (${CMyTargetID}!=${MyTargetID} && ${Target.ID}!=${MyTargetID} && ${Spawn[${MyTargetID}].ID}) {

As far as I could tell a few lines prior CMyTargetID is set to be MyTargetID so I can't figure out when CMyTargetID would NOT equal MyTargetID but as it is written currently it would always fail this check and not go on to retarget MyTargetID. Changed this so that CMyTargetID would equal MyTargetID and it seems to work for me now.

Code:
        /if (${CMyTargetID}==${MyTargetID} && ${Target.ID}!=${MyTargetID} && ${Spawn[${MyTargetID}].ID}) {

Still learning all this stuff but seems to accomplish what I needed, without a ton of knowledge of how that impacts everything as a whole.
 
The line you are referring to is in the CombatTargetCheck. The ${CMyTargetID}!=${MyTargetID} was added because CMyTargetID was set to your current MyTargetID when entering the routine. Then the rest of the routine checks if you have the correct MyTargetID based on if the character in YOUR GROUP that is marked as main assist in your groups window target has changed.

See if your MyTargetID does not change, it doesn't matter what your target is, you don't need to switch targets. The rest of the macro checks ${Spawn[${MyTargetID}]} and the other routines switch your target when needed, so you don't keep switching from target to target to target when you don't need to.

If the group, your healer is in, has Group Mainassist and/or Group MainTank set, then turn it off, but only for that group. The group that the MainAssist is in, has/needs MainAssist turned on, but any other groups that are assisting off a character that is NOT in there group needs to turn it off/un-set it in the group window.
 
The only mainassist that I ever have set is what the macro sets when it starts up. Which is after double checking is just the person I am assisting to, the extra groups dont ever set main assist. No main assist set in raid either if that matters.
 
I brought my 2 groups up this morning and have my second groups cleric healing the main groups MainAssist using XTarget. I also have the secondary cleric DPSing and it seems to be working fine. Can you post your clerics INI file so we can take a look?
 
This is with 2 warriors out of group in xtarget slot 1 and 2. It will initially assist properly but once it switches off the mob to a PC to heal it will never retarget the mob for me.

Code:
[General]
KissAssistVer=11.007 Beta
Role=assist
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=80
MedCombat=0
LootOn=0
RezAcceptOn=0|98
AcceptInvitesOn=1
GroupWatchOn=0
CastingInterruptOn=1
EQBCOn=1
IRCOn=0
MiscGem=8
MiscGemLW=0
MiscGemRemem=1
HoTTOn=0
CampfireOn=0
CharInfo=Paladin|65|GOLD
DPSMeter=1
ScatterOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=1
BuffsSize=20
Buffs1=Holy Aura|Aura
Buffs2=Pious Might|Me
Buffs3=Aura of the Crusader|Me
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
[Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=250
StickHow=snaproll
AutoFireOn=0
UseMQ2Melee=1
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSize=3
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL
[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[AE]
AEOn=0
AESize=10
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
[DPS]
DPSOn=1
DPSSize=20
DPSSkip=20
DPSInterval=2
DPS1=command:/bandolier activate Primary|100|cond1
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=NULL
DPS17=NULL
DPS18=NULL
DPS19=NULL
DPS20=NULL
DebuffAllOn=0
[Aggro]
AggroOn=0
AggroSize=10
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
Aggro4=NULL
Aggro5=NULL
Aggro6=NULL
Aggro7=NULL
Aggro8=NULL
Aggro9=NULL
Aggro10=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=2
HealsSize=15
Heals1=Light of Nife|60|Class|War,Pal
Heals2=Lay on Hands|35|Class|War
Heals3=Distillate of Celestial Healing X|40|Me
Heals4=NULL
Heals5=NULL
Heals6=NULL
Heals7=NULL
Heals8=NULL
Heals9=NULL
Heals10=NULL
Heals11=NULL
Heals12=NULL
Heals13=NULL
Heals14=NULL
Heals15=NULL
XTarHeal=2
XTarHeal2=0
XTarHealList=1|2
AutoRezOn=0
AutoRezWith=Your Primary Rez Item/AA/Spell
AutoRez1=Your Primary Rez Item/AA/Spell
AutoRez2=Your Secondary Rez Item/AA/Spell
AutoRez3=Your Third Rez Item/AA/Spell
HealGroupPetsOn=0
[Cures]
CuresOn=0
CuresSize=5
Cures1=Remove Greater Curse|Curse
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Burn]
BurnSize=15
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
[Pull]
PullWith=Melee
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullPause=30|2
PullLevel=0|0
PullArcWidth=0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=0
[KConditions]
ConOn=1
CondSize=1
Cond1=!${InvSlot[mainhand].Item.Name.Equal[Ornate Greatblade]}
Cond2=TRUE
Cond3=TRUE
Cond4=TRUE
Cond5=TRUE
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[MySpells]
Gem1=Supernal Cleansing
Gem2=Wave of Marr
Gem3=Touch of Nife
Gem4=Light of Nife
Gem5=Shackles of Tunare
Gem6=Holy Aura
Gem7=Yaulp IV
Gem8=Remove Greater Curse
Gem9=Divine Aura
Gem10=NULL
Gem11=NULL
Gem12=NULL
Gem13=NULL
[KissError]
LastCMD:=/endmac
ErrorDateTime:=09/16/2018 12:19:40
ErrorMsg:=DoCommand - Couldn't parse '/switchnow'
DataError:=No such 'item' member 'Count'
SyntaxError:=NULL
RunningTime:=178702425
BuildDate:=20180913
CurrentUI:=Sparxx
 
So what I am getting out of this, is that the cleric stops melee NOT DPS Casting? there are no entries for DPS, but you are turning on Melee for the cleric to melee and also heal.

Yes. I am sure there is a check to turn melee off so you can heal, but I am almost sure there is no check to retarget the mob after returning TO THE COMBAT routine to retarget the mob AND then turn on melee again.

I will have to consult Maskoi and see how he want to handle this issue. not something you normally see others do.
 
@virtuoso65 post your general section and melee section for your sk, and why are you using ambush for refute? refute should just go in your dps section as normal, as it adds a defensive element to you.
 
@ctaylor22 nav pulling if done as is i have shown, would not pull a mob that has a longer pathlength if using nav. as the suggestion i made is entirely dependent on nav pathlength to the mob inside your maxradius, so you might have 5 mobs closer to you in terms of pure radius, but they have alongther pathlenght, than others with a longer radius, but shorter pathlength.
 
Its a paladin so yea it is meleeing not casting.

You can try this and see if this fixes your issue. First change the CombatTargetCheck back to its original code. Go to the Combat routine and add the line with the * in the first position, Remove the * after copying. For some reason line coloring is NOT working.

Rich (BB code):
                /if (${DPSOn} || ${MeleeOn} || ${PetOn}) /call CombatTargetCheck
                /if (${Spawn[${MyTargetID}].Type.NotEqual[Corpse]}) {
                    /if (${Attacking} && ${MeleeOn} && ${Target.PctHPs}<=${AssistAt} && ${Target.Distance}<${CombatRadius} && !${AutoFireOn}) {
*                       /if (${Target.ID}!=${MyTargetID}) /squelch /target id ${MyTargetID}
                        /if (!${Me.Combat}) {
                            /if (${Me.Sitting}) /stand
                            /if (${UseMQ2Melee}) {
                                /killthis
                            } else {
 
Last edited:
@virtuoso65 post your general section and melee section for your sk, and why are you using ambush for refute? refute should just go in your dps section as normal, as it adds a defensive element to you.

I went with refute for the reason of early agro when pulling off of the puller as often times the sk wouldn't get enough agro that when the healer healed it would start getting beat on and drop like a wet paper bag on named. A secondary reason is because the tank would charge off and attack at what appears to be campradius+melee distance away from his home spot which would often result in half the group not attacking because it's just a hair too far away, with him casting first the mob is in camp and thus no issues.

Code:
[General]
KissAssistVer=11.007 Beta
Role=Tank
CampRadius=40
CampRadiusExceed=400
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=25
MedCombat=0
LootOn=0
RezAcceptOn=1|96
AcceptInvitesOn=1
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=13
MiscGemLW=12
MiscGemRemem=1
HoTTOn=0
CampfireOn=0
CharInfo=Shadow Knight|110|GOLD
DefaultUI=TRUE
DPSMeter=1
ScatterOn=0

[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=loose front
AutoFireOn=0
UseMQ2Melee=1
 
I went with refute for the reason of early agro ...

I also pull with Refute on my SK due to the mem wipe feature of the chokidai in RoS. You can't pull them dogs with Terror unless you stand right on top of them. Refute persists past the early mem wipe so they'll stay mad enough to chase me.
 
I hate to make vague reports when things don't seem to work correctly but ever since I started using 11.xxx I've noticed that each character will just seem to stop for sometimes 30 or 40 seconds and fail to do anything at all. This happens sporadically to each class. Now I can't say for sure it didn't happen in 10.x because I didn't use that version long enough to get a feeling for it. And I'll freely admit I went way overboard with my character files! Hell, my SK has 41 items in the DPS section alone. So I've been doing some culling and pruning.

One thing I found helped was rebuilding the alias files by setting the version to 0 the last time I ran. I will be doing more testing and probably enabling Debug logging to see if I can actually provide helpful info. So should I rebuild those aliases every time I update the beta version?

-----------------------------

Another thing I noticed totally unrelated to the above, is the instructions for the usage of "/mezon". The instructions say "Toggles mez functions on/off ". However if you type "/mezon off" or "/mezon on" it will corrupt the entry in the INI file. While typing this comment I just realized that my problem was in the verbiage of the instructions. The INI file allows for the settings of 0,1,2,3 while the instructions would make you think you should use the keywords "on" and "off". You have to actually use the keywords 0, 1, 2, or 3 for the command to work properly without corrupting the file. I know this is minor crap but it really led to some interesting times while fighting Cactiiki and trying to ensure my chanter wasn't mezzing the adds. :)
 
I hate to make vague reports when things don't seem to work correctly but ever since I started using 11.xxx I've noticed that each character will just seem to stop for sometimes 30 or 40 seconds and fail to do anything at all. This happens sporadically to each class. Now I can't say for sure it didn't happen in 10.x because I didn't use that version long enough to get a feeling for it. And I'll freely admit I went way overboard with my character files! Hell, my SK has 41 items in the DPS section alone. So I've been doing some culling and pruning.

One thing I found helped was rebuilding the alias files by setting the version to 0 the last time I ran. I will be doing more testing and probably enabling Debug logging to see if I can actually provide helpful info. So should I rebuild those aliases every time I update the beta version?

-----------------------------

Another thing I noticed totally unrelated to the above, is the instructions for the usage of "/mezon". The instructions say "Toggles mez functions on/off ". However if you type "/mezon off" or "/mezon on" it will corrupt the entry in the INI file. While typing this comment I just realized that my problem was in the verbiage of the instructions. The INI file allows for the settings of 0,1,2,3 while the instructions would make you think you should use the keywords "on" and "off". You have to actually use the keywords 0, 1, 2, or 3 for the command to work properly without corrupting the file. I know this is minor crap but it really led to some interesting times while fighting Cactiiki and trying to ensure my chanter wasn't mezzing the adds. :)


Get me more info on the pause you are seeing and I will see if I can help trace it down. The mezon off and mezon on are old and use to use 0 for off and 1 for on. Things have changed and the Instructions need to be updated or the code needs to be changed to work as the instructions show. Will leave that up to lizard boy.
 
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