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KissAssist

KissAssist Release KissAssist (7 Viewers) 12.002.40

I'll try to explain whats happening and perhaps you can offer an alternative.

I cast "Summer Sunshock Rk. II" which lands but at the same time it procs "Icerend Strike II" because my Icerend Aura is up which adds that dd proc to the spell. The Icerend Strike II spell get resisted (as shows in my main chat window). But in the MQ window Kissassist says Summer Sunshock resisted (thats the spell that is waiting for result). If the proc is resisted it should not recast the main spell. My fix checks if the resisted spell is a 0-time cast spell which I think will only be true for these kinds of procs. Displays the resist message and returns. The DoCastingEvents loop should still be running and would catch the resist message of the cast spell if it was going to happen.

That said I don't recall ever seeing it recast a resisted spell (I was sorta looking for it, but not real hard). Maybe I'll reload an unmodified kiss12 and see if it does.
 
@deathlock My bad. I should of cut and pasted from the ini file. It is BuffsSize=20 in the ini. So need to change BuffSize to BuffsSize.

For the record. the correct verbiage is:

This is for my Rogue who can use poison's. I prefer to only use them on important stuff. The first hotkey is turns off my last 2 buffs that are my poison's. The second hotkey makes him use them again.

Hot Key Name: No Poison's
Line 1: /changevarint Buffs BuffsSize 10
Line 2: /delay 30
Line 3: /kasettings load buffs

Hot Key Name: Use Poison's
Line 1: /changevarint Buffs BuffsSize 12
Line 2: /delay 30
Line 3: /kasettings load buffs
 
Is anyone else having an issue if you pull 4-8 mobs with no mezzer. The tank auto attacks on the first mob, then it is sketchy whether or not he turns it on for the next one. Eventually he turns attack back on, but not consistently for every mob. I find myself having to turn it on a lot when pulling 4+ mobs.
 
i have found with this sometimes the tank wont wake a mezzed mob or he seems to remove it from his target list, even while it is beating on someone he will just stand there until i wiggle him or wake him up
 
"Unknown Pullwith setting. Please Check Kissassist.ini" after pulling for ours with my new bow. Mid session this morning, after 45 Minutes of pulling fine. :shrug:
Pullwith
INI:
PullWith=Velium Threaded Bow|Ethereal Arrow
had to swap to
Pullwith
INI:
PullWith=Bond of Vulak
which than worked

so unlikely a structural error created by modifications 2 days ago for the new spells, isn't it?
 
@ctaylor22

The weave is not working, I think I fixed it. Please confirm. Looks like Me.AbilityReady was double declared. I fix this every time there is an update.

| -------------------------------------------------------------------------------------
| SUB: Cast Weave LINE 2335
| -------------------------------------------------------------------------------------
Sub CastWeave(TarID)
/if (!${Select[${Me.State},stand,mount]}) /return
DEBUGCAST CastWeave \awEnter
/declare i int local
/declare DPSat1 int Local 0
/declare DPSWeaveDelay timer local 2
/declare DPSWeaveSpell string local
/declare DPSWeaveArg3 string local
/declare DPSWeaveArg4 string local
/for i 1 to ${WeaveArray.Size}
/varset DPSat1 ${Int[${WeaveArray[${i}].Arg[2,|]}]}
/varset DPSWeaveSpell ${WeaveArray[${i}].Arg[1,|]}
DEBUGN Cast DPSWeaveSpell:(${DPSWeaveSpell}) at (${DPSat1}%) ${i}
/if (${DPSat1}==0 || !${TarID} || ${Spawn[${TarID}].Type.Equal[corpse]}) /return
/if (${DPSat1}<${Spawn[${TarID}].PctHPs} && ${DPSOn}==1) /continue
/if (!${ConOn} || !${WeaveArray[${i}].Find[|cond]} || ${If[${Cond[${WeaveArray[${i}].Mid[${Math.Calc[${WeaveArray[${i}].Find[|cond]}+5]},3]}]},1,0]}) {
OLD LINE: LINE 2353 /if (${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.ItemReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.CombatAbilityReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]}) {
NEW LINE: /if (${Me.SpellReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.ItemReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.CombatAbilityReady[${WeaveArray[${i}].Arg[1,|]}]} || ${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]}) {
/call CastWhat "${DPSWeaveSpell}" ${TarID} WeaveStuff 0
/while (${DPSWeaveDelay}) {
/doevents
}
/if (${Macro.Return.Equal[CAST_SUCCESS]}) {
/echo -- Weaving: ${DPSWeaveSpell}
/return 1
}
}
}
/next i
DEBUGCAST CastWeave \awLeave
/return 0
 
Weave is not meant for spell usage, weave is called during spell/casting cooldown so having spells in weave defeats the purpose. That line just needs the last ${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]} removed.
 
Weave is not meant for spell usage, weave is called during spell/casting cooldown so having spells in weave defeats the purpose. That line just needs the last ${Me.AbilityReady[${WeaveArray[${i}].Arg[1,|]}]} removed.

Yah, I kinda need to read more.

This argument is used to "weave" in non-cooldown timer based spells/clickies while cooldown spells refresh. It is a way for you to add DPS from things like instant click nuke items, summoned clicky nuke items from mages/necros/quests. Use the |weave tag on the spell/item clicky that isn't effects by spell GCD.
 
I tried to run kiss12 with advpath, but I am getting this error. It runs without an error with Kiss11. Is there something I might be doing wrong?
1608173520791.png
 
You just kind of answered you own question lol. Sounds like 10.

Find this line around 14446 and change 10 it to what ever number you need if you want to increase it.
INI:
            /declare MashArray[10]          string      outer       null
 
@ctaylor22
CT,

I applied this now I am getting this:
The current macro has neded.
Couldn't open include file:
PATH\Release\Macros\kissmycmds
Unable to add macro line

Was working just find 5 minutes before I download the latest update.

I am getting same thing. I downloaded the kissmycmds template and put it in the folder to see if that would get around it, but now it gives a different error:

1608217473960.png
 
Last edited:
I updated the macro to include remarking out the last line, so that should fix it.

I'm having the same error that @yangwenlii reported above even after downloading your latest build that has the last line commented out... |#include kissmycmds.inc

Since I recently enabled DanNet I turned that off in all my character files but it made zero difference, I got the same message.
 
@ctaylor22 I am also having the problem with line 14018 I tried re-installing the kissassit macro but that did not work. I just reverted back to the previous version and that worked, I will look at it more tomorrow.
 
Last edited:
How do you remove Touch of the Divine? This has been the death of me more then once. Is there a way to delay remove it by like 6 seconds (one tic)? That would be optimal!
 
@deathlock There is already code to /removebuff "Divine Barrier", I guess I could either add an entry in the ini file and default it to "Divine Barrier", that way it can be changed. Just look for the code:

/if (${SHealThem}==${MainAssistID} && ${Spawn[${MainAssist} ${MainAssistType}].ID}) /removebuff "Divine Barrier"

and Change "Divine Barrier" to the buff you want removed.
 
@deathlock There is already code to /removebuff "Divine Barrier", I guess I could either add an entry in the ini file and default it to "Divine Barrier", that way it can be changed. Just look for the code:

/if (${SHealThem}==${MainAssistID} && ${Spawn[${MainAssist} ${MainAssistType}].ID}) /removebuff "Divine Barrier"

and Change "Divine Barrier" to the buff you want removed.


Just a little insight to what I am talking about.

This is the effect cast when the Second Chance Tribute effect goes off. It only goes off when you completely hit 0% it seems.
Touch of the Divine AA (Innate Death Save) activates.
It seems that once TotD activates, you are saved from Death.
You get this effect which is essentially is Invulnerability that is twice as long (6 ticks) as Divine Aura, Divine Barrier or Bestow Divine Aura AA.

Would it be wise to include all of the above for removal?
 
Hmm... Good question. If the intention is to drop Invulnerability no matter what the source is, then Yes. I would think, that if you want to be able to heal the MA, you would need to drop any buff that makes you Invulnerable. With that said, the healer could also be the next victim of the mobs in camp. LOL. kind of a catch 22 if you ask me.
 
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