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KissAssist

KissAssist Release KissAssist 12.002.039

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Now I am not sure why the "&& ${AggroTargetID}==${MyTargetID}" is there, but I am sure it was added for a reason and to fix a different issue all together. What we need to do is figure a way to get you the result you want and not break it.
 
Hi, my cleric sometimes try to sit down with medcombat=1, despite having aggro; resulting in critical hits. As far as I can see line 3675 is doing this:

INI:
        /if (${MedCombat} && !${Medding} && ${AggroTargetID}!=0 && ${AggroTargetID}==${MyTargetID}) /return

If i read this correctly, the problem is that if the character has agro while it's NOT his targetID..it will try to sit down again; my suggestion would be to remove the last part:

INI:
        /if (${MedCombat} && !${Medding} && ${AggroTargetID}!=0 /return

or perhaps include GotHit variable somehow?


Yea looking at the change you suggested would negate MedCombat=1 while in combat. If you /call the DoWeMed routine while you have aggro then, /if (${MedCombat} && !${Medding} && ${AggroTargetID}!=0) would be true and leave the routine. That is not the desired outcome you want if MedCombat=1. What you are wanting to do is get out of the DoWeMed routine if something attacks you when trying to med during combat. Am I correct on my assumption?
 
Hi, my cleric sometimes try to sit down with medcombat=1, despite having aggro; resulting in critical hits. As far as I can see line 3675 is doing this:

What's your group makeup? If there are mobs on xtarget your tank should be taunting them off your group. Modifying the macro to try and address every little edge case increases the likelihood it will be slow! If your cleric can't sit and med then your tank needs work, not the macro.
 
Sorry to bother but can someone walk me through how to get the AutoRez working in Kiss12? I installed 12 fresh and set the AutoRez=1 but there is no area to add the rez spell? Is this something we add in the heal section and what is the format? In Kiss11 there was a Rez section that seems to have been removed. I just want on/off toggle and to rez anyone that has died nearby in combat and out of combat like it was in Kiss11?
 
Reposted from the discord !KissRez

Kissassist Rez Settings
Kiss 11.002+ changed how we enter rez settings into the ini, making it more streamlined, the new rez tags are only used in the [Heals] section. Currently they do kinda support conditions, but nothing where we check for target or class of the corpse to rez works, Ctaylor22 have it on his list to make this more user friendly and possible in the future.

New Rez tags
rez = In and out of combat.
rezooc = Out of Combat only.
rezcombat = In Combat only.

AutoRezOn
You will still need to have AutorezOn set
AutoRezOn=1 Will rez in and out of combat as needed if the tags are there.
AutoRezOn=2 Will rez *out of combat as needed if the rez and rezooc are used and ignore the rezcombat tag*

Accepting rez
Set RezAcceptOn=1|90 in your default section to allow kiss to accept any rez at 90% or higher.
MQ2Rez has recently been updated as well - you can check your mq2rez settings by /rez settings

Cleric Example
Heals1=Divine Resurrection|0|rez

Shaman Example
Heals1=Staff of Forbidden Rites|0|rezcombat
Heals2=Call of the Wild|0|rezcombat
Heals3=Rejuvenation of Spirit|0|rezooc
 
Reposted from the discord !KissRez

Kissassist Rez Settings
Kiss 11.002+ changed how we enter rez settings into the ini, making it more streamlined, the new rez tags are only used in the [Heals] section. Currently they do kinda support conditions, but nothing where we check for target or class of the corpse to rez works, Ctaylor22 have it on his list to make this more user friendly and possible in the future.

New Rez tags
rez = In and out of combat.
rezooc = Out of Combat only.
rezcombat = In Combat only.

AutoRezOn
You will still need to have AutorezOn set
AutoRezOn=1 Will rez in and out of combat as needed if the tags are there.
AutoRezOn=2 Will rez out of combat as needed if the rez and rezooc are used and ignore the rezcombat tag

Accepting rez
Set RezAcceptOn=1|90 in your default section to allow kiss to accept any rez at 90% or higher.
MQ2Rez has recently been updated as well - you can check your mq2rez settings by /rez settings

Cleric Example
Heals1=Divine Resurrection|0|rez

Shaman Example
Heals1=Staff of Forbidden Rites|0|rezcombat
Heals2=Call of the Wild|0|rezcombat
Heals3=Rejuvenation of Spirit|0|rezooc

Lifesaver, thanks!
 
Hey guys..

Trying to figure out how to use the amazing new feature where I can add a condition to pause pull. I'm trying to set it up where it pauses pulls if anyone from my group is missing (like out of the zone/dead/etc).

I've been trying this set up, but I cant get it to work:


PullPause=10|1|cond19

Cond19=${Group.AnyoneMissing}




Anyone know how to make this work, or accomplish what I'm trying to do?
 
@ctaylor22 can I borrow some of your brain power to figure out what I’m doing wrong??
 
Yea looking at the change you suggested would negate MedCombat=1 while in combat. If you /call the DoWeMed routine while you have aggro then, /if (${MedCombat} && !${Medding} && ${AggroTargetID}!=0) would be true and leave the routine. That is not the desired outcome you want if MedCombat=1. What you are wanting to do is get out of the DoWeMed routine if something attacks you when trying to med during combat. Am I correct on my assumption?

Correct. For now I turned off medcombat though. Many people in the guild have issues with it in various situations, we all switched to /bct to tell the char to sit instead :) It's not important enough to spend much time on I guess.

I do have another question though, it seems chanter tries to mez mobs that have dots on them, I added this in MezMobs sub and looks like an option to prevent this:
INI:
            /if (${Target.Dotted.ID} != NULL ) {
                DEBUGMEZ target is dotted, so a mez is no use, skip
                /return
            }
 
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Correct. For now I turned off medcombat though. Many people in the guild have issues with it in various situations, we all switched to /bct to tell the char to sit instead :) It's not important enough to spend much time on I guess.

I do have another question though, it seems chanter tries to mez mobs that have dots on them, I added this in MezMobs sub and looks like an option to prevent this:
INI:
            /if (${Target.Dotted.ID} != NULL ) {
                DEBUGMEZ target is dotted, so a mez is no use, skip
                /return
            }


The ${Target.Dotted.ID} != NULL may not work, but ${Target.Dotted.ID} will. ${Target.Dotted.ID} will return a number(True) or NULL(False).
 
The ${Target.Dotted.ID} != NULL may not work, but ${Target.Dotted.ID} will. ${Target.Dotted.ID} will return a number(True) or NULL(False).

Ok, thank you :) I'll give that a try; though the other also worked. But perhaps not really the correct way.
 
I just wanted to say thank you so much! I was fighting with getting my SK to pull properly with version 11, switched to 12 and it worked flawlessly!
 
For the record, I’m an idiot. My post above works fine, provided you have the correct number in condition size.
 
For the record, I’m an idiot. My post above works fine, provided you have the correct number in condition size.
Ben There! Done That! Man I can't tell you how many times I have worked on trying to solve an issue just to figure out it was something simple that I overlooked.
 
Just wondering when KA 12 is to come on line? I almost want to go to the test server just to see all the changes. My hats off to you all for the great work you are doing.. Keep up the good work and I will keep watching.
 
We are in the process of moving it to core. Yea I had a great team of testers this go round. I Can't thank them enough for all the work they put into testing.
 
Having a weird issue with buffs using the class target flag, happening on an enchanter and cleric. Seems like it is obeying the target flag, but they are also buffing themselves. For example I am trying to get the enchanter to only buff the warrior and rogue with quickness. However its buffing itself along with them. This is on Rizlona server.

Heres the buff section for the enchanter
[CODE lang="ini" title="ENC INI"][Buffs]
BuffsOn=1
BuffsSize=2
Buffs1=Shielding
Buffs2=Quickness|Class|WAR,ROG
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL[/CODE]
 
There is a check for yourself and to skip yourself if your class is not in the list. So I would try a few things. First I would try: /echo ${Group.Member[0].Class.ShortName}

Then Try: /echo ${Spell[Quickness].TargetType}

Getting a debug log and PM it to me is another option as well.
 
Running the latest beta (though this happened with the last one too), as soon as my Magician is done giving their pet all the toys listed in the ini, they just take off running in a random-seeming direction. There is a nav path visible in front of them (as though they had executed a /nav spawn XXX command) but no navigation message in the MQ2 window. I'm working on getting a debug log but I wonder if it's due to the /varset DontMoveMe 0 at the end of the PetToys routine. Does turning off DontMoveMe cause the character to move to some kind of default location? (Also worth noting that I've got ReturnToCamp=0 and am not using a camp spot or fellowship campfire.)

UPDATE: While trying to generate a log for you all, KA crashed while debugging. Oddly, this error does NOT occur when debugging is off; only when debugging is ON. I started KA, turned on debugging, then gave the command: /pettoysplz Lann, and the following occured:

[CODE lang="ini" title="Pet Toyz" highlight="10-15"][2020/06/09 22:33:38] [MQ2] PET-001 L:11293 T:13 Sub: PetToysPlease: Enter
[2020/06/09 22:33:38] [MQ2] Giving pet toys to (Lann).
[2020/06/09 22:33:38] [MQ2] PET-001 L:4327 T:13 Sub: PetToys Enter
[2020/06/09 22:33:38] [MQ2] BUFFS-001 L:4485 T:13 Sub: OpenInvSlot Enter
[2020/06/09 22:33:38] [MQ2] Pet Toys: Inventory slot 9 is empty using that one.
[2020/06/09 22:33:38] [MQ2] PET-001 L:4358 T:14 Sub: CHECKING: Blade of the Kedge|Summoned: Blade of the Kedge
[2020/06/09 22:33:38] [MQ2] /if (1) /echo PET-001 L:4366 T:14 Sub: PetToys 1: Blade of the Kedge|Summoned: Blade of the Kedge
[2020/06/09 22:33:38] [MQ2] /if (1) /echo PET-001 L:4367 T:14 Sub: PetToys 2: Lann|Blade of the Kedge:Summoned: Blade of the Kedge1|Blade of the Kedge:Summoned: Blade of the Kedge2|Muzzle of Mardu:Summoned: Muzzle of Mardu
[2020/06/09 22:33:38] [MQ2] /if (1) /echo PET-001 L:4368 T:14 Sub: PetToys 3: FALSE || 1 && NULL
[2020/06/09 22:33:38] WARNING: Undefined Variable cond used on line 4369@Kissassist_12001.mac /echo \at/if (${DebugPet}) /echo \aoPET-${KissRevision} \agL:${Macro.CurLine} T:${Macro.RunTime} \aySub: \aw PetToys 4: ${If[CondNo,${cond[${CondNo}]},0]}Macro Paused.
[2020/06/09 22:33:38] Unparsable in Calculation: 'C'
[2020/06/09 22:33:38] Kissassist_12001.mac@4369 (PetToys(string petName)): /echo \at/if (${DebugPet}) /echo \aoPET-${KissRevision} \agL:${Macro.CurLine} T:${Macro.RunTime} \aySub: \aw PetToys 4: ${If[CondNo,${cond[${CondNo}]},0]}
[2020/06/09 22:33:38] Kissassist_12001.mac@11312 (Event_PetToysPlease(Message,string MTPet)): /call pettoys ${MTPet}
[2020/06/09 22:33:38] Kissassist_12001.mac@330 (Main): /doevents
[2020/06/09 22:33:38] [MQ2] /if (1) /echo PET-001 L:4369 T:14 Sub: PetToys 4: NULL
[/CODE]
 
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KCondtions, Have a quick question. Would the following spell fire if either condition is met or do Both have to be true?

Dissident Fang|98|Cond15|Con19

Cond15=${Me.PctHPs} < 45
Cond19=!${Me.XTarget} > 2
 
I believe you would do:

INI:
DPS#=Dissident Fang|98|Cond20
Cond15=${Me.PctHPs} < 45
Cond19=!${Me.XTarget} > 2
Cond20=${Cond15} && ${Cond19}

But it might be ${Cond[15]}. Whatever way you reference conditions.
 
Running the latest beta (though this happened with the last one too), as soon as my Magician is done giving their pet all the toys listed in the ini, they just take off running in a random-seeming direction. There is a nav path visible in front of them (as though they had executed a /nav spawn XXX command) but no navigation message in the MQ2 window. I'm working on getting a debug log but I wonder if it's due to the /varset DontMoveMe 0 at the end of the PetToys routine. Does turning off DontMoveMe cause the character to move to some kind of default location? (Also worth noting that I've got ReturnToCamp=0 and am not using a camp spot or fellowship campfire.)

To answer your question about DontMoveMe. The DontMoveMe flag is used in situations where you may be chasing or someone issues a /bind command that will make your character get up and move. This is mainly checked in the cast spells/aa/items type stuff. You see the problem more when in chase mode. The character is running along and catches up with who they are chasing and see's someone needs a buff. So they sit down to mem a spell, at the same exact time the character they are chasing takes off running. So the caster takes off running while the spell routine is waiting for the spell gem to finish meming the spell. Well the meming spell process was just interrupted. Now while running/chasing the caster keeps trying to mem the spell, so it looks like the character is bouncing sit/stand. The DontMoveMe flag is turned on in situations like this so the movement routines will NOT move you.
 
I checked for several things to make sure I was only summoning either my corpse or someone in my groups corpse, But it looks like I forgot to add the code to check if the group member was in the zone. I will correct that. My bad sorry.

Would it be possible to have a setting to drag the corpse back to camp if it was in your pulling radius?
 
@deathlock Have you tried turning on CorpseRecoveryOn? CorpseRecoveryOn will allow you to summon your corpses or drag your corpse back to camp if you run across one while pulling.
 
@deathlock Have you tried turning on CorpseRecoveryOn? CorpseRecoveryOn will allow you to summon your corpses or drag your corpse back to camp if you run across one while pulling.

This was a corpse of a group member, that decided to wander off out of rez range, if it only works for your own corpses, then i was expecting something different to happen.
 
For now to recover others corpses requires using the summon corpse feature, otherwise you only check for your own corpse while out pulling. There are plans to add the ability for rogues to use SOS and recover corpses for group members, but currently it is limited to SK's and Necro's with Tiny Jade Inlaid Coffin's and level 70 or higher.
 
11. SK and Nec check if group member has corpse in zone and summon it to camp.
New ini Entry CorpseRecoveryOn=0/1
0=Ignore.(Default)
1=Check for group member corpses including your own and summon them.
This requires "Tiny Jade Inlaid Coffin" to work. If you run out of coffins, this function is disabled.
This can be used to turn on and off summoning corpses when pulling.

I decided to test 1. I have the setting set to 1. I ran a group member far away and got him killed. I camp fired him back. He is currently standing in camp not getting a summons. I have an SK as pullertank, with 400+ tiny Jade Inlaid Coffins. CorpseRecoveryOn=1 in the general tab. The SK continues to pull and will not summon the group members corpse.

SK and Necros also get a AA "Summon Remains", not sure if you are using this or the spell.
 
It checks for the Summon Remains AA first then will load the appropriate spell from your book starting at the highest level spell down to the level 70 spell.

The summoner can't have aggro and not invised and it only checks MaxRadius for others corpses.
 
It checks for the Summon Remains AA first then will load the appropriate spell from your book starting at the highest level spell down to the level 70 spell.

The summoner can't have aggro and not invised and it only checks MaxRadius for others corpses.
Corpse was out of the max pulling radius. Guess that was the issue. Summons works across zones, but is there a reason why it can not check the zone you are in no matter how far away? I would think knowing if a corpse was in another zone is out of the question due to limitations.
 
Most likely it was a late night and I copied code from another section and just didn't put much thought about the MaxRange thing. I think I am going to remove the range check..
 
4. Add secondary Aggro check. There has been an additional Arg added to control aggro. This new arg lets you monitor the Level of secondary aggro.
The new arg is <<.

In the example below if I had 100% aggro on the mob I am tanking, but had 5 mobs on Extended target, the secondary aggro would check all the mobs and go off if any of them are below 100% aggro? Just want to clarify for my own purposes. Typically I would put this in the dps section, but seems viable to put in aggro section now.

Aggro4=Explosion of Spite|100|<<|Cond11
Aggro5=Explosion of Hatred|100|<<|Cond12

Cond11=${Me.CombatState.Equal[COMBAT]} && ${Me.XTAggroCount[99]} > 0 && ${Me.AltAbilityReady[Explosion of Spite]} && ${SpawnCount[npc radius 50 zradius 15]} > 1
Cond12=${Me.CombatState.Equal[COMBAT]} && ${Me.XTAggroCount[99]} > 0 && !${Me.AltAbilityReady[Explosion of Spite]} && ${Me.AltAbilityReady[Explosion of Hatred]} && ${SpawnCount[npc radius 50 zradius 15]} > 1
 
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Nope. It is only checking the current targets secondary aggro. Just because you have 100% aggro doesn't mean you will keep it, by checking the secondary aggro you can see just how close some other character is to grabbing aggro from you.
 
Nope. It is only checking the current targets secondary aggro. Just because you have 100% aggro doesn't mean you will keep it, by checking the secondary aggro you can see just how close some other character is to grabbing aggro from you.

Ok, Back to the DPS section they go!
 
When I first start the macro in tank mode, my character will just sit down (sometimes for awhile), then eventaully stand up.
INI:
KissAssistVer=12.001
CharInfo=Shadow Knight|115|GOLD
Role=Tank

CampRadius=30
CampRadiusExceed=400

ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25

MedOn=0
MedStart=10
MedStop=50
MedCombat=0

LootOn=0
RezAcceptOn=1|90
AcceptInvitesOn=1

GroupWatchOn=0
GroupWatchCheck=FALSE

Also, I was going to run a mission and was having my toons Mimic me to say key words to get in.... But my SK (Main Assist, Group Leader), kept changing from the task giver to no target after a few seconds. I would assume if I target something OOC, it wouldn't change it. kinda rough getting into the mission heeh.

I went into the mission to start it and I can not keep a target targeted in out of combat mode, it keeps switching to no target.
 
Well there is nothing in kissassist that will sit you down, except in the med routine, and you clearly are not going into the med routine. I only see a couple of places where the /target clear may be happening, but I would need a debug log to trace down exactly where it is happening. The macro is always checking for mobs in range to attack, and if the macro determines that the target is not a valid target, it will clear the target just to make sure it doesn't attack it.
 
Well there is nothing in kissassist that will sit you down, except in the med routine, and you clearly are not going into the med routine. I only see a couple of places where the /target clear may be happening, but I would need a debug log to trace down exactly where it is happening. The macro is always checking for mobs in range to attack, and if the macro determines that the target is not a valid target, it will clear the target just to make sure it doesn't attack it.

I would be happy to get you a log, if you tell me how :)
 
When I first start the macro in tank mode, my character will just sit down (sometimes for awhile), then eventaully stand up.
INI:
KissAssistVer=12.001
CharInfo=Shadow Knight|115|GOLD
Role=Tank

CampRadius=30
CampRadiusExceed=400

ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25

MedOn=0
MedStart=10
MedStop=50
MedCombat=0

LootOn=0
RezAcceptOn=1|90
AcceptInvitesOn=1

GroupWatchOn=0
GroupWatchCheck=FALSE

Also, I was going to run a mission and was having my toons Mimic me to say key words to get in.... But my SK (Main Assist, Group Leader), kept changing from the task giver to no target after a few seconds. I would assume if I target something OOC, it wouldn't change it. kinda rough getting into the mission heeh.

I went into the mission to start it and I can not keep a target targeted in out of combat mode, it keeps switching to no target.
You might be best doing a /mqp to pause the macro until you have the mission and zone in, then another /mqp to resume once you're ready to go. /bcga //mqp will execute this on all toons in group via EQBC if you're running that
 
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