- Joined
- Mar 9, 2017
- RedCents
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Does targetswitchingon in [Melee] toggle stop it?
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@deathlock If I remember correctly you were the one who brought up the whole needing everyone to switch targets with the MA. That is where the whole TargetSwitchingOn was born.
TargetSwitchingOn should allow your tank to swap targets without reverting back to your original target - helpful for changing mobs during combat for burning an add, or swapping to another named --- like in FF for example.
TargetSwitchingOn, however, seems to have several issues atm targetting group members and doing other odd stuff - I think its a work in progress
In my Opinion and yours may vary:
TargetSwitchingOn should only be used by the mainassist,...
Several current events require targeting different mobs among a selection on the Xtarget Window. Restless Assault, Avatar of War, and Griklor all come to mind. I think the current evolution in KA Beta 12.001 is working well at that. I have every character INI set to TargetSwitchingOn=1. I also use a "switchnow" [ /bcg //switchnow ] hotbutton on my MT to force the switch.
Now it can be a bit of a nuisance when you're in POK and all your chars keep following the MA's target, but that can also work in your favor for those times you have to target a quest giver and say Ready to zone in.
By hitting the ESC button on the MA before trying to do vendor or character trade stuff it pretty much solves the problem.
Now maybe I'm overlooking something. In what combat situations would you want the group DPS not to follow the MA's lead?
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
HealsSize=17
// MA
Heals1=Reckless Renewal|79|MA
Heals2=Reckless Rejuvenation|78|MA
Heals3=Reckless Regeneration|77|MA
// Single
Heals4=Reckless Renewal|65
Heals5=Reckless Rejuvenation|68
Heals6=Reckless Regeneration|68
Heals7=Primordial Intervention|40
// Group
Heals8=Zrelik's Recourse|80|Cond11
Heals9=Spectre of Renewal|70|Cond10
Heals10=${InvSlot[Chest].Item.Name}|60|Cond13
Heals11=Staff of Forbidden Rites|0|rezcombat
Heals12=Dissident Roar|99|Cond18
XTarHeal=0
XTarHealList=Xtar slots here Example: 5|6|7
HealGroupPetsOn=1
AutoRezOn=1
Heals13=Soothsayer's Intervention|99|MA|Cond15
Heals14=Spirit Guardian|99|MA|Cond16
Heals15=Rabid Bear|30|Me
Heals16=Ancestral Guard|60|Me
Heals17=Union of Spirits|99|Cond17
[KConditions]
ConOn=1
CondSize=20
Cond1=${Me.CurrentHPs} > 160000 && ${Math.Calc[${Me.MaxMana}-${Me.CurrentMana}].Int} > 65000
Cond2=${Me.CombatState.Equal[COMBAT]} && ${Me.XTarget} > 0
Cond3=${Group.Injured[80]} < 1 && ${Target.Named} || ${Group.Injured[80]} < 1 && ${Me.XTarget} < 3
Cond4=!${Target.Buff[Turgur's Insects].ID} && ${Target.Named} || !${Target.Buff[Turgur's Insects].ID} && ${Me.XTarget} < 3
Cond5=${Me.XTarget} > 0 && ${Group.Injured[80]} < 1
Cond6=${Me.XTarget} < 3 && ${Group.Injured[80]} < 1 && ${Me.PctMana} > 70 && ${Target.PctHPs} > 60
Cond7=${SpawnCount[${Me.Name}]} > 1
Cond8=${Me.XTarget} > 0 && ${Group.Injured[80]} < 1 && ${Me.Song[Healing Twincast].ID}
Cond9=${Me.XTarget} > 2 && ${Group.Injured[80]} < 3
Cond10=${Me.XTarget} > 2 || ${Target.Named}
Cond11=${Group.Injured[80]} > 2
Cond12=${Group.Injured[70]} > 2
Cond13=${Group.Injured[30]} > 1
Cond14=${Me.XTarget} > 3 && ${Select[${Target.ConColor},BLUE,YELLOW,RED]} || ${Target.Named} && ${Select[${Target.ConColor},YELLOW,RED]}
Cond15=!${Group.MainAssist.OtherZone} && ${Group.MainAssist.PctHPs} < 35
Cond16=${Target.Distance3D} < 150 && ${Group.MainAssist.PctHPs} < 35
Cond17=${Group.MainAssist.PctHPs} < 35 && ${Target.Distance3D} < 150 || ${Me.PctHPs} < 40
Cond18=${Me.XTarget} > 0
Cond19=TRUE
Cond20=TRUE
I can't find anything different from 11.5 and 12.1 when it comes to the /setdps alias and the /IniWrite bind routine. With that said, I did find an issue, but both versions of kiss had the same issue.with the latest version of kiss12.. the /setdps spell 1 returns "SETDPS You need to mem a spell"
when rolled back to previous version it works again.
@Tiger and anyone else interested. We have 2 options to fix this Group V1 TargetType issue.
Option 1 would be to remove the Group V1 check. Now this will create the issue of casters trying to cast buffs, on characters that are out of group, over and over again. So with this option you would have to create a Condition, to check if the character is in group, and use that condition on all spells that would fail casting on other groups.
Option 2 would be to use a list of spell ID's for the Group V1 exceptions, and just treat the exceptions the same as Group V2 spells.
This is a shout out to everyone, I need a list of all the Group spells that kiss will NOT cast on other groups, when it should.
Somewhere along the line EQ made a change so that SOME spells, with a TargetType of Group V1, will cast on other groups. Group V2 will cast on other groups, but Group V1 would not. So I need a list of Spell ID's to use.
To get the spell ID you can use this command:
/echo ${Spell[SpellName].ID}
For Champion if would be /echo ${Spell[Champion].ID}
@Tiger Are you sure? All Group V1 and Group V2 will now allow you to cast the spell on other groups? For all Classes?
@Tiger I think they are correct, I don't know why that didn't hit me, kind of like, I could see the forest because of the trees. I knew there were still Group V1 spells that only worked on Casters group, but for some reason I didn't catch the separation of heals and cures .VS. Buffs.
Starting to make a little more sense. I guess I was just being thick headed.
05-03-2020
Removed Group V1 TargetType check from the Buff routine. Group V1 is still checked in the Heals and Cure routines.
Fixed an issue in the Bind_IniWrite routine
Added a check for an ";" in the first position of any array in the LoadIni routine. Placing an ";" in the first position will keep the entry from being loaded.


View attachment 21297
spammed this so much and so quickly that the client locked up
Not sure if this is being done by Kiss anymore.View attachment 21294
same mob set multiple times on xtar, don't think that is intended. newest beta v5.
when i target a NPC to talk to it (requesting mission) it sometimes gets added to xtar, that intended ?


Thanks to Maskoi for what he has done.
[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=1
MeleeDistance=21
StickHow=Loose
AutoFireOn=0
UseMQ2Melee=0
TargetSwitchingOn=1
is there a way to stop nav from moving tank when mob is incoming to camp from a puller?
hehe maybe just me but i kinda liked the adds showing up telling me how many mobs in AE range has helped me figure out a few times hey there is a mob above/bellow or on other side of wall. this has saved me a few times. also knowing what the name are so i can figure out where the mob is (have had one Directly under group) to adjust group is nice, maybe make it a toggle option for those who want?
INI:[Melee] AssistAt=95 MeleeOn=1 FaceMobOn=1 MeleeDistance=21 StickHow=Loose AutoFireOn=0 UseMQ2Melee=0 TargetSwitchingOn=1
tank still moves even with melee turned OFF
I do not use mq2dpsadv and have it setup that if I zone it unloads it,@jande I checked and the macro already has the code to do what you suggested. I am not sure what is causing your setup to fail loading the MQ2DPSAdv plugin.
