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.
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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?
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:
[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.AutorezOn setAutoRezOn=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*RezAcceptOn=1|90 in your default section to allow kiss to accept any rez at 90% or higher.Heals1=Divine Resurrection|0|rezHeals1=Staff of Forbidden Rites|0|rezcombatHeals2=Call of the Wild|0|rezcombatHeals3=Rejuvenation of Spirit|0|rezoocReposted 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 haveAutorezOnset
AutoRezOn=1Will rez in and out of combat as needed if the tags are there.
AutoRezOn=2Will rez out of combat as needed if the rez and rezooc are used and ignore the rezcombat tag
Accepting rez
SetRezAcceptOn=1|90in 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
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} && ${AggroTargetID}!=0) would be true and leave the routine. That is not the desired outcome you want if MedCombat=1. What you are wanting to do is get out of the DoWeMed routine if something attacks you when trying to med during combat. Am I correct on my assumption?
It's not important enough to spend much time on I guess. /if (${Target.Dotted.ID} != NULL ) {
DEBUGMEZ target is dotted, so a mez is no use, skip
/return
}
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 insteadIt'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).
I'll give that a try; though the other also worked. But perhaps not really the correct way.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.For the record, I’m an idiot. My post above works fine, provided you have the correct number in condition size.
Fixed an issue in the buffs routine having to do with the class tag.
/pettoysplz Lann, and the following occured: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.)
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.
@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.
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.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.
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.
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
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.

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 thatWhen 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.
