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KissAssist

KissAssist Release KissAssist (5 Viewers) 12.002.039

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From looking at the code, KA basically goes into a loop until the strangers go away. If you're in combat it will finish it (either half way through or adds come), but it won't go out of that loop e.g. no buffs, pulls etc., until there are no strangers in radius.

It also doesn't look like KA overrides your MQ2Posse commands. So it's a matter of which gets there first - and I suspect that will be the plugin. In that case, the plugin will pause your macro - which would stop heals, dps etc and would theoretically make you sit there getting beat on if there are adds in camp. If you're using mq2melee I suspect that would continue to beat on anything you've already engaged, though.

So I would say- don't use /mqp in MQ2Posse, but the mail would fire. What I'm likely to do is get my wizzie to /end then evac, or maybe run GTFO.mac, and let KA handle the pausing on my other toons.

Excellent, thanks for the explanation. I'll try it with just a 0=/gmail entry in mq2posse and see how it goes then. I am using mq2melee at the moment simply because it's a default setting in kiss. I have no idea if it's something I'll carry on using.
 
Had an issue today in pullertank mode. My ranger pulled a mob, ran back to camp then sat there idle with the message "ID: 0 while waiting for mob". I waited a minute to see if he would engage but he didn't. The mob was beating on him but he wasn't reacting. Any ideas?

Capture.jpg


[General]
KissAssistVer=11.004
Role=pullertank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=75
MedOn=1
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=0
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=8
MiscGemLW=0
MiscGemRemem=1
CampfireOn=0
CharInfo=Ranger|56|FREE
DPSMeter=0
ScatterOn=0
XTSlot=1

[SpellSet]
LoadSpellSet=0
SpellSetName=group

[Melee]
AssistAt=100
MeleeOn=1
FaceMobOn=1
MeleeDistance=15
StickHow=0
AutoFireOn=0
UseMQ2Melee=1
TargetSwitchingOn=1

[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

[Aggro]
AggroOn=0
AggroSize=5
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
Aggro4=NULL
Aggro5=NULL

[Buffs]
BuffsOn=1
BuffsSize=20
Buffs1=spikecoat
Buffs2=shield of thistles|Me
Buffs3=call of sky
Buffs4=nature's precision
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=30
PowerSource=NULL

[Burn]
BurnSize=15
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

[Cures]
CuresOn=0
CuresSize=5
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL

[DPS]
DPSOn=1
DPSSize=20
DPSSkip=20
DPSInterval=2
DPS1=Snare|60
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=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

[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
HealsSize=5
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
XTarHealList=Xtar slots here Example: 5|6|7
HealGroupPetsOn=0

[Pull]
PullWith=immolate
PullMeleeStick=0
MaxRadius=270
MaxZRange=50
UseWayPointZ=0
PullWait=10
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=4
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=0

[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=1
GMailSize=5
GMail1=Dead
GMail2=GM
GMail3=Tells
GMail4=NULL
GMail5=NULL

[KConditions]
ConOn=0
CondSize=5
Cond1=TRUE
Cond2=TRUE
Cond3=TRUE
Cond4=TRUE
Cond5=TRUE

[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92

[KissError]
LastCMD:=/if (!37) {
ErrorDateTime:=07/15/2019 08:09:21
ErrorMsg:=Cannot end a macro when one isn't running.
DataError:=NULL
SyntaxError:=NULL
RunningTime:=6142082
BuildDate:=20190622
CurrentUI:=custom_nopet
 
@Sumatai, It should have timed out after 45 seconds. I found an issue in the WaitForMob Routine. If the GotHit event gets triggered when in the WaitForMob Routine. You would lock up in the WaitForMob routine until the WaitTimer expired. I added some code to acquire a new MyTargetID if the MyTargetID is zero.
 
Some Changes coming to kissassist:


Code:
    Some Stuff in the ini file is getting scuffled around, and a routine was added to clean up old entries that need to be removed.
    New section is being added: [Spells] There are several entries from the [General] section that are getting moved to this section,
    and [MySpells] section is getting merged with the new section.
    **Note: It is not recommended to revert to an older version of kiss after running this version. YOU HAVE BEEN WARNED!

    There is now an option for using DanNet. DanNetOn=0/1 Default is 0. If both EQBCOn and DanNetOn are on, DanNet is turned off and Kissassist
    defaults to EQBC.
   
    What does turning on DanNet change:
        Anything that the Kissassist_Buffs.ini file is used for, will use DanNet queries now.
        Messages sent through DanNet show in the MQ window.
        Does NOT unload MQ2Eqbc plugin. You can still use all your hotkeys that are dependant on EQBC.
       
    Whats New:
        Debug for chainpulling.
        Use /debugchainpull to toggle messages on and off. /debugchainpull 1 and /debugchainpull 0 work as well.
        /debugchainpull is not part of DebugAll, this is intentional and is to be used separately from all other debugging.
        DebugChainPull Messages and explanation(s):
       
            Chain Pull Failed 0:
                Role is NOT Puller, or ChainPull=0
            Chain Pull Failed 1:
                PullHold is on, or more than 1 mob in camp, or Second autohater Xtarget has mob ID, or Named is in camp.
            Chain Pull Failed 2:
                No Target, or Current Targets HP's not low enough.
            Chain Pull Failed 3:
                No Mob ID returned from FindMobtopull, or pull Experience check turned on and pullmob is to far from camp,
                or Current CombatTarget has ME targeted, or My aggro is too high to leave camp.
               
        This is to help when trying to figure out, why your puller is not doing what you think they should be doing.    
    -------------------------------------------------------------------------------------------------------------------------------------------  
        You can now maintain a list of characters to buff. Kiss will buff anyone on the list.
        This is in addition to what kissassist buffs already.
            New Command: /TooBuffList
         
            The new command needs 2 parameters.
               First parameter is an action to take and can be 1 of the following: add, remove, reset, or clear
               Second Parameter is the ID of the character you want to add to the list.
               Read on. A full explanation of these parameters is listed below.
             
            Using this command will allow you to add anyone to the list.
            In addition to the command, there were events created to trigger adding to the list by an outside source.
            To trigger the events, part of the message must be "Buffs Please!" exactly like that without the double-quotes.
                Example:
                      If I want to get buffs from another character. I would send them a tell:
                          /tell SomeCharacter Buffs Please!
                      You could also just run into the middle of a group and use:
                          /say Buffs Please!
                         
            Now before everyone freaks out about the event-driven option, there have been some additional checks put in place.
            So not just anyone can run in and get added to your buff list.
            Here is what is checked to ignore characters that do NOT qualify to be added to the list:
                This only applies to the event-driven option and not the direct /TooBuffList command.
               
                The event ignores you if you:
                Are in my current group or NOT a Member of my Raid, and NOT a member of my fellowship, and NOT a member of my guild, and NOT on my friends' list.
               
                So basically you cannot be in the same group, and you must be in ONE of the mentioned lists(Raid, Fellowship, Guild, Friends).
               
            I went through all that first, to explain the /TooBuffList parameters.
                First parameter can be:
                    add - Add to list.
                    remove - Remove from list.
                    clear - clear the list and start over.
                    reset - This one checks the list and will remove anyone on the list
                            that doesn't show up as a valid spawn in the current zone.
                           
                Second parameter can be:          
                    Any spawn ID. Use your common sense and don't go adding NPC's pets and stuff.
                   
            Special note here: If you have DanNet turned on and the spawn is found in the DanNet peers[all] list.
                               Then the spawn is ignored and NOT added to the list.
    -------------------------------------------------------------------------------------------------------------------------------------------  
    Here is a list of some of the miscellaneous changes:
        Added Additional check-in CastBuffsSpellCheck if the spelltocast is an AA and has a trigger spell.
            Like Lupine Spirit AA, the Buff is a different name spirit of Tala'Tak.
        FD/Invis issue when chain pulling.
        Buffs routine not being called when chain pulling and no mobs in camp
            Issue was CombatReset was never getting called when chain pulling.
        Problem with Non-Melee(MeleeOn=0)/Non-DPS(DPSOn=0) toons calling combatreset continuously.
        Found issue in Combatreset where pullreset was being called even if you are not a puller.
        Also changed where combatreset is being called, and only if CombatStart was set on.
        Pull routine is now aware of the puller being FD as well as sitting.
        Add code to use new BlockedBuff and BlockedPetBuff member.
            No longer have to open the Blocked Buff Window.
        I moved the pipe(|) from the front of the string to its proper location so the string ends with the Pipe(|).
            Example: Was |Buff1|Buff2|Buff3 Now: Buff1|Buff2|Buff3| <-- This is the proper format.
            Changes made to CheckIniBuffs, WriteBuffs, WriteBuffsMerc, and WriteBuffsPet to use the new format.

        Made some code tweaks to get rid of some /goto's and :LineLabels
        There were other changes, but I forgot to make note of them as I made the change.

I could use a few people to help do some testing. If anyone is brave enough. Please PM me if you can help out.

Thanks in advance.
 
One thing kiss desperately needs is automatic combat rebuffing for tank, group, and xtarget heals. It can be alternated between heals, or done only if everyone is above 50% health
 
@sl968, Kiss already has xtarget healing feature. Combat rebuffing? Depending on the buff you are trying to apply it's not practical to have your cleric cast Unified Assurance while your tank is fighting mobs. Not unless you want to take that chance. There is already a way to use combat buffs in the DPS routine. There is already a pause timer you can set to have the puller/pullertank pause for buffs, and buffing is done if the puller stops pulls for the group to med.

I am open to suggestions if you want to provide more details.
 
Just a quick update. I have been making a lot of little changes. I got rid of all the /goto's, that was a PITA. Found a few things while changing the logic to /while loops.

I know people keep asking for stuff, but I have to stop somewhere and this is it for this round. Keep posting requests and I will keep a list going.

Thanks to everyone helping out with testing this round, but there is always room for more. If there is anyone willing to do some testing, just PM me or contact me in Discord(KA Update Bot).
 
Just a quick update. I have been making a lot of little changes. I got rid of all the /goto's, that was a PITA. Found a few things while changing the logic to /while loops.

I know people keep asking for stuff, but I have to stop somewhere and this is it for this round. Keep posting requests and I will keep a list going.

Thanks to everyone helping out with testing this round, but there is always room for more. If there is anyone willing to do some testing, just PM me or contact me in Discord(KA Update Bot).
I been recently running kiss to raid so im willing to try out future changes. One thing id most like to see is main priority of heal with parallel systems of detecting other heals and following suite of heals. This can be done through eqbc and while some hate it netbots. But what it can do is insane on raid level i have examples i can show you.
 
if kiss uses netbots, i will personally come kill you enine, netbots is poop!
 
AutoRez1=Your Primary Rez Item/AA/Spell
AutoRez2=Your Secondary Rez Item/AA/Spell
AutoRez3=Your Third Rez Item/AA/Spell

Newly generated ini, theese are not used right?
 
AutoRez1=Your Primary Rez Item/AA/Spell
AutoRez2=Your Secondary Rez Item/AA/Spell
AutoRez3=Your Third Rez Item/AA/Spell

Newly generated ini, theese are not used right?
These will become obsolete in the future, correct

you want to put your rez spells in your heal section with the appropriate rez flag

[CODE lang="ini" title="Rez Tag"]|rez, |rezooc, |rezcombat - Are new flags used to declare your rez spells/AA's/Items [/CODE]

something like this

[CODE lang="ini" title="Kiss Rez Examples"]AutoRezOn=1
;Clr
Heals1=Divine Resurrection|0|rez
Heals2=Blessing of Resurrection|0|rez
;Shm
Heals1=Staff of Forbidden Rites|0|rezcombat
Heals2=Call of the Wild|0|rezcombat
Heals3=Rejuvenation of Spirit|0|rezooc
[/CODE]

Also double check that you still have AutoRezOn=1
 
in the future?
I don't believe they are used any longer - the note echoing in kissassist says:
/Echo *** Please convert your old Rez entries to the new Heal section format ***
/Echo *** This format will become obsolete. See the KissAssist instrictions for more information. ***

I can't speak for @ctaylor22 , I think eventually it will actually remove them from the ini - maybe he can chime in and give you the information you need

I do not have them in my ini, and kiss hasn't been unhappy about it or added them back

and the information i provided previous is the information from the heal section in the kissassist instructions guide
 
I have a problem where my bard will not use /alt buy or /alt activate commands. Relevant lines:
INI:
BuffsOn=1
BuffsSize=20
Buffs9=command:/alt buy 5303|Cond12

...

DPS9=command:/alt activate 5303|99|Cond11

...

Cond11=${Target.Named} && ${Target.Level}> 110 && ${Me.AltAbilityReady[Glyph of Destruction (100+)]}
Cond12=!${Me.AltAbilityReady[Glyph of Destruction (100+)]} && ${AltAbility[Glyph of Destruction (100+)].CanTrain} && ${Me.AAPoints}>39

Essentially the same as this: https://www.redguides.com/community/resources/sic-tbl-110-bard.1053/

I've tested that every condition is true, I've tested that if I manually issue the commands /alt buy 5303 and /alt activate 5303 it does both as expected (so it isn't an issue with the character being unable to purchase it). I've tested that the exact same options in other class INIs results in them both buying and using the AA as expected. It's JUST my bard that it doesn't work on.
 
A few small fixes and we should be ready to release tonight.

Quick Preview of Kiss 11.005

Added checking buffs on other users using DanNet.
Added checking Pet buffs on other users using DanNet.
Added Checking Mercenaries buffs, uses DanNet.Peers to match up owners.
Added DebugChainP for Debugging Chain Pull in Combat.
Added Additional check in CastBuffsSpellCheck if the spelltocast is an AA and has a trigger spell.
Like Lupine Spirit AA, the Buff is a different name spirit of Tala'Tak.
Added New TooBuffList. Will be used to keep a list of characters to buff that are NOT in the ini file, or
DanNet.Peers list.
Created a bind TooBuffList(Action, ActionID) will use actions add, remove, reset, clear.
Added new event that traps for Buffs Please!. still need to add Buff Me Please!
This event checks if your a member of the Following:
Raid, Fellowship, Guild, and friends. If character not found in one of the listed lists, or is a member of your group, then they are ignored.
This will be used to add entries to the new TooBuffList. Works with /tell and /say. Example: /say Buffs Please!

Things that need to be checked. Potential Problems
FD/Invis issue when chain pulling: Fixed
Buffs routine not being called when chain pulling and no mobs in camp: Fixed
Issue was CombatReset was never getting called when chain pulling.
Update checkcures to include DanNet code: Finished
Update Master Looter check to use DanNet: Finished
Update Writebuffs to be DanNet aware: Finished
Update WritebuffsPet to be DanNet aware: Finished
Update WriteBuffsMerc to be DanNet aware: Finished
Update WriteDebuffs to be DanNet aware: Finished
Problem with Non-Melee(MeleeOn=0)/Non-DPS(DPSOn=0) toons calling combatreset continuously.
Found issue in Combatreset where pullreset was being called even if you are not a puller.
Also changed where combatreset is being called, and only if CombatStart was set on.
Figure how to get Merch Buffs NOT using the ini file. May need to try new CachedBuff[]: (Tested. Won't Work)
CachedBuff will NOT work. You still have to target the character to refresh the CachedBuffs.
Pull routine needs to be aware of the puller being FD as well as sitting: Fixed I think. Needs more testing.
Add code to use new BlockedBuff and BlockedPetBuff member.
No longer have to open the Blocked Buff Window: Needs Testing.
I moved the Pipe() from the front of the string to it's proper location so the string ends with the Pipe().
Example: Was Buff1Buff2Buff3 Now: Buff1Buff2Buff3 <-- This is the proper format.
Changes made to CheckIniBuffs, WriteBuffs, WriteBuffsMerc, and WriteBuffsPet to use new format.
Need to add documentation for XTarAutoSet. On by default and is NOT in the ini file. Allows you to turn off
the setting XTarget to the Mainassists current target.
Need to test PullModeToggle. Made changes to the logic to get rid of /goto's
Changed the CheckPetBuffs routine to check for dual for spells, altabilities and not just items.

Chain Pulling Debug Messages and how to triger the messages.
Use /debugchainpull to toggle messages on and off. /debugchainpull 1 and /debugchainpull 0 work as well.
/debugchainpull is not part of DebugAll, this is intentional and is to be used separately from all other debuging.
Chain Pull Failed 0: ${Role} ${ChainPull}
Role is NOT Puller or ChainPull=0
Chain Pull Failed 1: ${PullHold} ${MobCount}<2 ${Me.XTarget[${XTSlot2}].ID} ${Target.Named}
PullHold is on or more than 1 mob in camp or Second autohater Xtarget has mob or Named is in camp.
Chain Pull Failed 2: ${Target.ID} ${Target.PctHPs}<${ChainPullHP}
No Target or Current Targets HP's still to high.
Chain Pull Failed 3: ${Macro.Return} ${PullXPCheck} ${Spawn[${ChainPullTemp}].Distance}<${Math.Calc[${PullRange}+400]} ${PullXPCheck} && $Me.TargetOfTarget.Name} ${Me.PctAggro}
No Mob returned from FindMobtopull, or pull Exp check on but pullmob is to far from camp,
or Current CombatTarget has me targeted or My aggro is to high to leave camp.
 
Last edited:
Is there a way to request features/changes to ChrisAssist? On this thread or somewhere else?

This thread would be fine.

I would just like my buffers to not enter the buff cycle and stop to buff when they are moving.

I wish there was an easy way to do this. The problem is knowing when you are actually not moving your group. Kiss thinks if your character is
NOT Moving then it is ok to buff, it doesn't know if you finished moving to your new location yet or not. While in the dowemove and dowechase routines there is no call to the buffing routine, and those routines exit when you are no longer moving. Might need to add an additional flag that can be set when using /chase, that will allow you to set buffing off until you turn it back on again.
 
I understand what you are saying but I will simply hit the come to me button and unless I pause the cleric if a buff is needed he will stop what he is doing to cast it. I've had this happen with chase and nav. The only time I don't see this behavior when moving and not paused is when I'm using afollow
 
I understand what you are saying but I will simply hit the come to me button and unless I pause the cleric if a buff is needed he will stop what he is doing to cast it. I've had this happen with chase and nav. The only time I don't see this behavior when moving and not paused is when I'm using afollow


If your using anything outside of kiss to move a character, while the character is running kiss, then kiss is un-aware of what is going on. I know the come to me button is like crazy cool, but kiss has a /trackmedown command and /trackme alias that does the same thing, but using kiss. If your going to use external command to control your group, then just create a pause(/mqp) to pause Macro, hit your come to me button and when you arrive, then hit the /mqp button.

What would be nice, is if there can be an option in the UI for the Come to me button, that would check if a macro is executing and pause it before it takes off running. Something in the MQ2 ini file PauseIfMarcoRunning=0/1. If it is on then MQ2 will do a /mqp before doing the /nav.
 
Feature Request- Mez change

Note; I use a chanter mainly, so my observations are based on this. However, since the mez routine branches depending on ENC/BRD/NEC it is already less generic than most of KA so seems in-keeping with the spirit of the mac.

When a multi-pull comes in, currently the mez routine will often cast a single target mez THEN cast an AE mez. What would be best is to interrupt casting the single when it detects a multiple pull. I know other macs do this by passing a subroutine into the call to cast in spellroutines.inc, which checks for multiples, and cancels the single an immediately casts the AE. I even think KA can do this for some classes (healing I think).

Feature Request- Add Conditions to Burn

AFAIK conditions don't work in the Burn section, which means that we don't have to put that stuff in the DPS section (which makes it kind of redundant).

Pull section- check if already aggro

Not sure how possible this is, but perhaps check if the target you are pulling already has aggro (from someone else)? Might help with some situations where the autopull routine pulls something that has been tagged by another player (e.g. they pulled with arrow, you steal with a Terror spell). Might need to put this behind a switch.

Summon Item begging

Related to "Buff Me Please!" ???

I have a mage and it would be awesome for my other toons to be able to "beg" for items (mod rods, clickies) and then get them handed to you during down time. Currently this works nicely for the mage only using buffs, but other toons will use up modrods at different times, and some of the other clickies could be weaved in by other classes too. I know this is a bit of a departure for KA, however (I know other macs use a buffbeg model).
 
Feature Request- Mez change

Note; I use a chanter mainly, so my observations are based on this. However, since the mez routine branches depending on ENC/BRD/NEC it is already less generic than most of KA so seems in-keeping with the spirit of the mac.

When a multi-pull comes in, currently the mez routine will often cast a single target mez THEN cast an AE mez. What would be best is to interrupt casting the single when it detects a multiple pull. I know other macs do this by passing a subroutine into the call to cast in spellroutines.inc, which checks for multiples, and cancels the single an immediately casts the AE. I even think KA can do this for some classes (healing I think).

This may be able to be done by adding a casting interrupt for Single Mez routine. Would require a few lines of code in the DoMezStuff routine. I will add this to my list of enhancement requests.



Feature Request- Add Conditions to Burn

AFAIK conditions don't work in the Burn section, which means that we don't have to put that stuff in the DPS section (which makes it kind of redundant).

The Burn routine allows you to use conditions, Not sure when conditions were added, but they are there in 11.005.

The problem with the burn section is it is a 1 and done routine. If you want the routine to keep triggering, then you have to trigger it. I have been playing around with the idea of automating the burn routine a bit, from the Combat routine. There may be a way to use the /command:/burn in a DPS entry with a condition. If you're interested you can be my guinea-pig when I start working on this.

Pull section- check if already aggro

Not sure how possible this is, but perhaps check if the target you are pulling already has aggro (from someone else)? Might help with some situations where the autopull routine pulls something that has been tagged by another player (e.g. they pulled with arrow, you steal with a Terror spell). Might need to put this behind a switch.
There is already code that is checked if the mob has aggro before actually /range or /cast is done. The ValidateTarget routine checks for:
1. Is there a player Character within 12 units of the mob and the mob is farther than 16 units from you.
2. Is the mobs health less than 100
3. Is the mob level NOT within the Min/Max pull level set in the ini file.
4. Does the mob you have targeted have a Target(TargetOfTarget) Is the mobs Target?:
A PC and not Me and not a Group Member.
A Pet and not my pet.
A Mercenary and not a Group Member.

If any of those checks are true, the macro aborts the pull.


Summon Item begging

Related to "Buff Me Please!" ???

I have a mage and it would be awesome for my other toons to be able to "beg" for items (mod rods, clickies) and then get them handed to you during down time. Currently this works nicely for the mage only using buffs, but other toons will use up modrods at different times, and some of the other clickies could be weaved in by other classes too. I know this is a bit of a departure for KA, however (I know other macs use a buffbeg model).

I will add to the: I will think about it list.
 
This thread would be fine.



I wish there was an easy way to do this. The problem is knowing when you are actually not moving your group. Kiss thinks if your character is
NOT Moving then it is ok to buff, it doesn't know if you finished moving to your new location yet or not. While in the dowemove and dowechase routines there is no call to the buffing routine, and those routines exit when you are no longer moving. Might need to add an additional flag that can be set when using /chase, that will allow you to set buffing off until you turn it back on again.


Question. Would it be possible to add a /mqmove on /mqmove off command to MQ itself, and when triggered nothing happens except move commands like /afollow and nav? Adding it to base program would allow for devs to incorporate it into macros and plugins as well. Sorta the same as mqp but more functionality because mqp doesn't work with a lot of things like your rog and zerk plugins, not sure about mq2heals or others, I assume no.

or would that require like a billion lines of code lol?


As a side question, but sorta related, other than killing MQ itself and likely crashing all my clients, is there, or could it with minimal difficulty, be added a global stopall command, that immediate kills all ongoing actions - moving, attacking, etc, just immediately stops things. Kinda of a oh shit key to hit when needed. For instance yesterday morning, on one of my eoe attempts, it went south from the get go, so I tried dragging everyone to talendor, Hi just god damned die so we can start over. and one of the toons that died in route to the vp ent, immediately ran back up there after rez because it was completing the action it was in the process of when it died. I have a fucking stop hotkey on most toons that stops nav and afollow, but that doesn't stop everything, like rog and zerk plug ins from returning to camp. Or attacking, I'm still having issues with toons switching well, or getting off mobs, like beat down to 20% and interact, attacking toons continue to try till told not to or to do something else.

Just curious if that's possible with minimal effort.
 
Most of what your asking would be for the MQ devs and some can be solved with different hotkeys. I am going to respond mainly about the /mqp before moving, and this only applies to the MQ2TargetInfo plugin.

The plugin currently lets you assign a command to the Come To Me button and the other buttons. What would be nice, is the addition of a check that can be made, and a command that can be run before and a command that can be run after. This way you could set up a condition type check and a command so you could do a check like this:

PreComeToMeCheck=${Macro.Paused.Equal[False]}
PreComeToMeCmd=/mqp

${Macro.Paused.Equal[False]} will only return true if a macro is running and it is NOT Paused.

I am leaving the Post command for a whole nother discussion.
 
Redbot updated KissAssist with a new update entry:

MQ2DanNet support added

-------------------------Changes this time around------------------------------------
| Added checking buffs on other users using DanNet.
| Added checking Pet buffs on other users using DanNet.
| Added Checking Mercenaries buffs, uses DanNet.Peers to match up owners.
| Added DebugChainP for Debugging Chain Pull in Combat.
| Added Additional check in CastBuffsSpellCheck if the spelltocast is an AA and has a trigger spell.
| Like Lupine Spirit AA, the Buff is a different name spirit of...

Read the rest of this update entry...
 
There's an issue atm in 11.005 and 11.006 which causes "Tank Jiggle" while fighitng the mob and after combat. @ctaylor22 has a video and some logs --- this happens with mq2melee on and mq2melee unloaded btw, since i know that's the first thing you'll ask :p


I did, however, figure out that if you manually do a /stick off, it will stop until it starts doing it again

hope this helps anyone else who gets the tank jiggle and tank spins
 
Two of my toons, a zerker and warrior both are running 05 and have the jiggles, though an sk running 04 also had it once.
 
ok im having an issue with getting my cleric to cast Divine Imposition on my tank and everyone in the group while in combat... I would like it to recast if my tank is fighting and it procs or the other toons to get rebuffed. condition would be cool too
 
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