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KissAssist

KissAssist Release KissAssist 12.002.039

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I know MiscGem, but wanna know how to set multiple of them
for example, remem certain short time dot at certain necro's wound's gem position, cast then when wound is ready, switch back.
for others buff just.use.MiscGem.

so, my question is, how to quickly load as many dot as possible?

any idea please and thank you
You can set two total misc gems - MiscGem, and MiscGemLW. MiscGem LW is for spells that have a long recast timer. If you put Wound into the miscGem slot and save it as part of your [Spells] setup, then KA will swap it out for whatever it needs to cast, then remem it as soon as the spell is finished casting. Also take a look at the LoadSpellSet=<0/1/2> setting - 0 no reload, 1 load SpellSetName (set by using the EQ spellsets - right click on spell bar to create one or more), 2 loads the spells listed in Gem1 - Gem14 in the [Spells] section. So if you mem Wounds in gem 13, and set that as your MiscGem, it would swap to whatever buff it needed, cast, then remem wounds. If you use the MiscGemLW setting, that will likely take your dot out of rotation for a lot more time.
 
I know MiscGem, but wanna know how to set multiple of them
for example, remem certain short time dot at certain necro's wound's gem position, cast then when wound is ready, switch back.
for others buff just.use.MiscGem.

so, my question is, how to quickly load as many dot as possible?

any idea please and thank you
I think what you are trying to do is something that would not be within the scope of Kissassist. A compromise would be to have like 4 long duration DoTs and 4 short duration DoTs. Or some ratio of long to short. I have been using the short duration DoTs more often lately as the fights are just not lasting very long and I am needing more "Burst" DPS from necro.

I hope that makes sense?
 
I am running two Necro's. One is setup for short duration dots and the other one is set up for long duration dots. Pull with the long one and then the other necro starts hitting with the short ones. Its a lot easier in kissassist to set two necro's up then trying to figure out which short or long dots to start with. You might want to setup some conditions as well

Zeb
 
Quick question: If I set up a set of spells in Kissassist and save with a new name and then change the spell set to another, will the spells then be changed in the buff, dps, pet, and stuff to match the other spell set? Example: I make a set of spell gems for using spells for undead things and then I want to go and mess around with normal critters which has a different spell setup. Changing the spell set in Kissassist will it also change say the Dps spells that were changed or do I need to go and change them all over again?

Zeb
 
Quick question: If I set up a set of spells in Kissassist and save with a new name and then change the spell set to another, will the spells then be changed in the buff, dps, pet, and stuff to match the other spell set? Example: I make a set of spell gems for using spells for undead things and then I want to go and mess around with normal critters which has a different spell setup. Changing the spell set in Kissassist will it also change say the Dps spells that were changed or do I need to go and change them all over again?

Zeb
Changing spells in the spell set won't change/modify any of the spells listed in the buff/dps section of the characters config file. If a buff spell isn't up in a spell gem, it would get mem'd to be cast...but pretty sure any spell that isn't up that's in the dps section, just wouldn't get cast. Also, any spell mem'd in a spell gem, but didn't have an entry in the dps section (assuming dps spell), also wouldn't be cast.
 
You can do this by using a custom ini - set one up for each set of spells, then load the one that applies to what you are killing - /mac kissassist ini mycoolininame - will start it up with a different ini file. If you use eq sets, just reference the correct set in each ini, if you use the Spells section to load spells, list them by gem in there. You have to make the changes in the ini manually, but it gives you an easy way to switch stuff up once it's all set. Just make a copy of your existing INI, make changes as needed, and save as the new ini name.
 
Thank guys. I kind of figured that it would be like this. But is sure would be nice to be able to that. Anyway I will stay with the two necro's. One for the dead and one for eveything else. Have fun out there, Ya hear!!!!!

Zeb
 
@ctaylor22

Just a reminder that pulling with a pet needs some adjustments before breaking for a retrying. Especially in Labyrinth of Spite. Any camp with a door needs a slightly longer delay to reach a mob. Every time KA is updated I have to go back in and manually adjust the code:

| Send in the Pet and monitor his movement.
/if (!${int_petMoving}) /pet attack
/delay 10 ${PullAggroTargetID}


I change delay to 20 and retry to 5. Pulling is much more consistent with this change.
 
I have different INI's set up for different functions for different classes. For instance - sometimes I want my Necro pet to tank and my SK to max DPS with 2H. Other times I want my SK to 1H Puller Tank with full AE. Also, I sometimes want Single Target tanking. I will swap out INIs on the fly, but I use a Lua now to swap those (QKI). But within the scope of KissAssist the functions of one single INI are limited to what is pre-planned in that INI. On the fly adjustments will cause delays and you will sacrifice DPS to do those changes manually. It is best to theory craft what you want from your toon, per ini, before you roll out.
 
Well Reedreddington I just finished binging on Blacklist. The only bad part of running two Necros is trying to figure out who is going to cast what DOT and when. Might have to start working on building some conditions to help set the timing of dots being cast. Ohhh and I never pull with my pet, two many good DOTs to do that with fear to help out the pet tank.

Zeb
 
Well Reedreddington I just finished binging on Blacklist. The only bad part of running two Necros is trying to figure out who is going to cast what DOT and when. Might have to start working on building some conditions to help set the timing of dots being cast. Ohhh and I never pull with my pet, two many good DOTs to do that with fear to help out the pet tank.

Zeb

My necro always pulls now. By the time dots start ramping up, mob is already dead. Even mission bosses.
 
Quick question: Going over the Kissassist Manual, I have been looking for any reference on how to determine if a mob is either undead or not. Here is what I am trying to do. Have one Necro cast Ignite Bones (which turns mob into a skelly). The other Necro is set up to destroy undead stuff. So when setting up dps1 and using say Expel Undead is their a flag that detects just undead and not cast the spell if it's just a normal mob?


Zeb
 
Quick question: Going over the Kissassist Manual, I have been looking for any reference on how to determine if a mob is either undead or not. Here is what I am trying to do. Have one Necro cast Ignite Bones (which turns mob into a skelly). The other Necro is set up to destroy undead stuff. So when setting up dps1 and using say Expel Undead is their a flag that detects just undead and not cast the spell if it's just a normal mob?


Zeb
You would have to use a condition for the spell in the DPS section. I believe I used this condition to check for undead mobs:

Cond1=${Target.Body.ID} = 3

So you dps section would be like

DPS1=Expel Undead|99|Cond1

So it would only cast expel undead if the target was undead.

Here's a link to the values for body type: https://www.redguides.com/docs/projects/macroquest/reference/general/body-types/
 
Thanks Dal98. I kinda figured that I would need to set up a condition to do this. Guess I will have to read up on conditions and try to make a few that work... I have your cond1 wrote down and will use that for starters. I want to turn all mobs to skellies and let my other necro destroy them. HAHAHAHAHAHAHAHAHAHA! Necro rule!!!!


Zeb
 
Below is how i would actually set it up so that Expel Undead tries to cast when they turn undead due to the Ignite Bones line. You may need to test it though. This is only just in my head without actually trying it out. Using the undead body id conditional can make your guys just go wild nuking all undead - which could be detrimental in some instances.

DPS1=Expel Undead|99|Cond1|Weave

Cond1=${Target.Buff[Smoldering Bones].ID}
 
Below is how i would actually set it up so that Expel Undead tries to cast when they turn undead due to the Ignite Bones line. You may need to test it though. This is only just in my head without actually trying it out. Using the undead body id conditional can make your guys just go wild nuking all undead - which could be detrimental in some instances.

DPS1=Expel Undead|99|Cond1|Weave

Cond1=${Target.Buff[Smoldering Bones].ID}
This is not a good candid for weave.
 
Quick question I just may not have seen it but is there a way to have my sk cast DPS spells and abilities as well as buff, but let me control his movement and cast spells in-between? Without him sticking to target?
 
With today's latest patch, using pullertank mode...
Code:
PullWith=${InvSlot[Ranged].Item.Name}|${InvSlot[Ammo].Item.Name}
it's not range attacking, it does work using
Code:
PullWith=melee
Screenshot 2026-03-13 202801.png
another oddity, while in pullertank mode... depessing the center map button in the top right section, is centering the map on an area that my group is not at. It's been very consistent after camping out and several zonings. It was behaving normally and as expected in normal tank mode.
Screenshot 2026-03-13 202847.png
 
Try replacing this: PullWith=${InvSlot[Ranged].Item.Name}|${InvSlot[Ammo].Item.Name}
With This: PullWith=${Me.Inventory[ranged].Name}|${Me.Inventory[ammo].Name}

Could be InvSlot has changed. I know they depreciated InvSlot a long time ago.
 
Then try this.
/echo ${InvSlot[Ranged].Item.Name}
/echo ${InvSlot[Ammo].Item.Name}
These echoed the correct items in those slots
Try replacing this: PullWith=${InvSlot[Ranged].Item.Name}|${InvSlot[Ammo].Item.Name}
With This: PullWith=${Me.Inventory[ranged].Name}|${Me.Inventory[ammo].Name}

Could be InvSlot has changed. I know they depreciated InvSlot a long time ago.
There was no change in the behavior after making this change, and echoed the PullWith still reflected "ranged"
 
Then there is something else causing the issue. No changes were made to the macro recently so I would look elsewhere, but in the meantime just change the PullWith= to the actual name of the Ranged and/or Ammo item name(s). I will do some testing and see if I can duplicate the problem.
 
Then there is something else causing the issue. No changes were made to the macro recently so I would look elsewhere, but in the meantime just change the PullWith= to the actual name of the Ranged and/or Ammo item name(s). I will do some testing and see if I can duplicate the problem.
So.... I changed it to
Code:
PullWith=Short Bow of Unraveling Order|Ethereal Arrow
and it proceeded to pull ONE time with ranged, then right back to the whole "Holding Pulls. PullWith Ranged is not ready" on repeat. So yeah, something else is going on, and the Map Centering button thing as well... both with pullertank running, and both zones that I've tried it are are centering on the zone in area of the map.
 
After letting it run using Provoke XIX as my PullWith for about 20 minutes, I echoed RangedReady again and it was still false. So zoned and checked it... now it's returning TRUE and the map centering button is once again working correctly.
 
Sounds like an issue with MacroQuest or your UI. Are you using the default UI? Try closing the macro and then use the /echo ${Me.RangedReady}
 
Sounds like an issue with MacroQuest or your UI. Are you using the default UI? Try closing the macro and then use the /echo ${Me.RangedReady}
I am using the default UI, and not the New UI Engine. Once it triggers the ranged not ready, it remains false regardless of the macro running or not, till I zone
 
I am having the exact same problem with Ranged weapons on a Warrior that LrdDread is having. This started occuring after the EQ March update was patched in MQ2. Pull with melee still works and as a workaround I can use the Trow Stone ability to pull but with extremely limited pull range compared to bow and arrow. The pull with command I am using is - PullWith=Fused Coral Bow|Flight Arrow

Not sure it this helps but when kissassit is started now it reports that autoatack on assist is turned off, I do not remember that happening before the patch but i may have missed it. Another thing that is different is that it is not targeting a mob to attack once the problem starts happening, but this may be happening because the ranged attack is failing, if that is what happens first in the code. Another difference is that when Kissassit is started it says Using MQ2Nav to pull with Ranged. If i remember correctly it used to say the bow and arrow type. In this case that would be Fused Coral Bow|Flight Arrow instead of just Ranged.

I didn't expect it to work but since Throwing uses a different skill than the bow I thought I would give that a try but it failed in the same manner as the bow.
 
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Okay. After a little digging I see where PullWith gets set to Ranged, but that is intended. The check that is being triggered is if PullWith is equal to Ranged and Me.RangedReady. The problem is that Me.RangedReady is returning False and not True like it should be.
When the macro first launches PullWith is loaded with what is in the ini file, but the first time through the PullRangeSet routine PullWith gets modified to what is needed from that point forward and Ranged is Just one of the options.
 
Looks like this is fixed now. Update on 3/14/2026 10:07pm
## 3/14/2026
- Fix Me.RangeReady
I tested with my War and this ranged attack with bow is now working.
Thanks Taylor, I depend on Kissassist 100pct.
 
With the move to focus on emu going forward I'm just gonna drop my edits for the Dreth server here for people to use if they wanna check it out. Mostly just adding a number of classes to pet, mez and evac routines (Rng for Shm pets, Wiz for mezzing, SK for nec mezzing, Mag for Dru ports/evac) due to the server's class consolidations.

EDIT: It was pointed out to me I didn't actually finish changing mez code to include Wizzies. Appropriately modified version is now uploaded.
 

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