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LDON.mac - LDON Adventures

Release LDON.mac - LDON Adventures v6.0

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for using a mix of CWTN and KA I changed the macro in a way that works for me.

In the GroupPlugin section I added /changed

INI:
Sub GroupPlugin
    /if (${UseKissAssist}) {
        /delay 30s
        /if (${Debugging}) /echo Starting KissAssist if enabled
        /if (${UseEQBC}) {
            /noparse /bcg //docommand /${Me.Class.ShortName} mode 2
                        /noparse /bcg //if (${Select[${Me.Class.ShortName},BRD,DRU]}) /mac kissassist assist ${Group.MainTank} 98
                        /delay 10s
                        /noparse /bcg //if (${Select[${Me.Class.ShortName},BRD,DRU]}) /chaseon
        }

and in the EndGroupPlugin I added/changed

INI:
Sub EndGroupPlugin
    /if (${Debugging}) /echo Ending Plugin
        /if (${UseKissAssist} || ${UseMuleAssist}) {
            /if (${UseEQBC}) {
                /noparse /bcg //docommand /${Me.Class.ShortName} mode 0
                                /noparse /bcg //if (${Select[${Me.Class.ShortName},BRD,DRU]}) /end
                                /delay 3s
                                /noparse /bcg //if (${Me.Class.ShortName.Equal[BRD]}) /twist off
            }

This works for me.

Im still otm to find a good way how to use my tank. Still not sure if I use CWTN in "huntertank" or just let the macro handle all the farming stull and keep CWTN in manual or unload it.

ATM I have the feeling the movement inside the instance is more smooth with just the macro controlling my tank. But not sure tho.
 
Anyone randomly had characters just not be able to click on doors when exiting a dungeon? Just started happening today, and neither of my healers will leave when everyone else does, I end up having to do it manually.
 
Anyone randomly had characters just not be able to click on doors when exiting a dungeon? Just started happening today, and neither of my healers will leave when everyone else does, I end up having to do it manually.
Which tasks are you running? Some zones have doors behind walls that make it difficult to get to.
 
Turned out to be an issue with something else causing a /clear target, got it taken care of in the end.
 
@cannonballdex Could you swap up the code just a little and use the boxr plugin? That would allow people to run macro and plugins together and you only have to issue a single command to pause / resume them. /bcaa //boxr pause /bcaa //boxr chase, etc.
Some people that use the plugins also run a bard which there are no plugins for atm. Being able to run the plugin and a macro together would be sweet! As always awesome macro and awesome work! Can't say enough.
 
Just started using this and it is amazing! The only edit I'd like to make is changing the Alt Activate for the CheckInvis - I run a 115 Necro and at least in North Ro, swapping it to "Alt Activate 37" (Innate Invis vs Undead) would prevent bunch of stupid zombie fights along the way, ha ha!

That didn't work for me, though. I think it has something to do with this command set:
INI:
/if (!${Me.Invis}) {
        /echo \arNeed to make myself invisible!
        /if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
            /if (${Me.AltAbility[Cloak of Shadows]}) {
                /alt act ${Me.AltAbility[Cloak of Shadows]}

I'm sorry, but I'm not much of a programmer - how do I change that to work? Is it as simple as changing the name?

Again, great job!!
 
Last edited:
Yes, This would be for running the Necro as the leader. You can change the sub checkinvis
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Cloak of Shadows]}) {
/alt act ${Me.AltAbility[Cloak of Shadows ]}

to
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Innate Invis to Undead]}) {
/alt act ${Me.AltAbility[Innate Invis to Undead]}
or
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Group Perfected Invisibility to Undead]}) {
/alt act ${Me.AltAbility[Group Perfected Invisibility to Undead]}

If you have the necro in the group and he is not the leader then you want

in the sub checkinvis replace
/alt act 531
with
/alt act 1212

The thing with this is you cant activate one without breaking the other. (invis and invis undead) Bard is nice they cast both at once. :)
 
Last edited:
Yes, This would be for running the Necro as the leader. You can change the sub checkinvis
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Cloak of Shadows]}) {
/alt act ${Me.AltAbility[Cloak of Shadows ]}

to
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Innate Invis to Undead ]}) {
/alt act ${Me.AltAbility[Innate Invis to Undead ]}
or
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Group Perfected Invisibility to Undead ]}) {
/alt act ${Me.AltAbility[Group Perfected Invisibility to Undead ]}

If you have the necro in the group and he is not the leader then you want

in the sub checkinvis replace
/alt act 531
with
/alt act 1212

The thing with this is you cant activate one without breaking the other. (invis and invis undead) Bard is nice they cast both at once. :)
***EXACTLY*** what I was looking for! Thanks a ton! (ran out of Red Cents to offer to you today, ha ha!)
 
Using the supplied meshes, my guys have problems getting into South Ro and some of the Less Fay instances.

Anyone have some updated meshes, or having similar issues with the supplied meshes?

Thanks
 
Yes, This would be for running the Necro as the leader. You can change the sub checkinvis
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Cloak of Shadows]}) {
/alt act ${Me.AltAbility[Cloak of Shadows ]}

to
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Innate Invis to Undead ]}) {
/alt act ${Me.AltAbility[Innate Invis to Undead ]}
or
/if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
/if (${Me.AltAbility[Group Perfected Invisibility to Undead ]}) {
/alt act ${Me.AltAbility[Group Perfected Invisibility to Undead ]}

If you have the necro in the group and he is not the leader then you want

in the sub checkinvis replace
/alt act 531
with
/alt act 1212

The thing with this is you cant activate one without breaking the other. (invis and invis undead) Bard is nice they cast both at once. :)
That didn't work for me. I completely replaced the three original lines with the three changed lines you provided, but now it is going straight to Cloudy Potions. Not sure what I messed up...
 
That didn't work for me. I completely replaced the three original lines with the three changed lines you provided, but now it is going straight to Cloudy Potions. Not sure what I messed up...
You are running necro as group leader or group member? Do you have the AA?
 
This is what my file looks like now:
INI:
| --------------------------------------------------------------------------------------------
| SUB: CheckInvis
| --------------------------------------------------------------------------------------------
Sub CheckInvis
    /if (${Debugging}) /echo Sub CheckInvis
    /if (${UseEQBC}) {
        /squelch /bcg //alt act 280
        /squelch /bcg //alt act 8301
        /squelch /bcg //alt act 1212
        /squelch /bcg //alt act 630
        /squelch /bcg //alt act 1212
        /squelch /bcg //alt act 518
        /squelch /bcg //alt act 1210
        /squelch /bcg //alt act 231
        }
    /if (${UseDanNet}) {
        /squelch /dgge /alt act 280
        /squelch /dgge /alt act 8301
        /squelch /dgge /alt act 1212
        /squelch /dgge /alt act 630
        /squelch /dgge /alt act 1212
        /squelch /dgge /alt act 518
        /squelch /dgge /alt act 1210
        /squelch /dgge /alt act 231
        }
        /delay 5s
    /if (!${Me.Invis}) {
        /echo \arNeed to make myself invisible!
            /if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
                /if (${Me.AltAbility[Innate Invis to Undead ]}) {
                /alt act ${Me.AltAbility[Innate Invis to Undead ]}
            } else /if (${FindItemCount[Cloudy Potion]}) {
                /casting "Cloudy Potion|Item"
            } else {
                /echo \ayYou are out of \at[\apCloudy Potions\at]\ay. \agFighting my way through if a group member doens't have invis!
            }

Does that help any?
 
As the leader; actually the only one doing it (others are in Guild Hall). I have most all AAs, but yes, I have those. 😉
Check the spacing after invis undead and remove it, looks like there might be a space in there. :) Actually both places.
INI:
| --------------------------------------------------------------------------------------------
| SUB: CheckInvis
| --------------------------------------------------------------------------------------------
Sub CheckInvis
    /if (${Debugging}) /echo Sub CheckInvis
    /if (${UseEQBC}) {
        /squelch /bcg //alt act 280
        /squelch /bcg //alt act 8301
        /squelch /bcg //alt act 1212
        /squelch /bcg //alt act 630
        /squelch /bcg //alt act 1212
        /squelch /bcg //alt act 518
        /squelch /bcg //alt act 1210
        /squelch /bcg //alt act 231
        }
    /if (${UseDanNet}) {
        /squelch /dgge /alt act 280
        /squelch /dgge /alt act 8301
        /squelch /dgge /alt act 1212
        /squelch /dgge /alt act 630
        /squelch /dgge /alt act 1212
        /squelch /dgge /alt act 518
        /squelch /dgge /alt act 1210
        /squelch /dgge /alt act 231
        }
        /delay 5s
    /if (!${Me.Invis}) {
        /echo \arNeed to make myself invisible!
            /if (${Me.Class.ShortName.Equal[NEC]} || ${Me.Class.ShortName.Equal[SHD]}) {
                /if (${Me.AltAbility[Innate Invis to Undead]}) {
                /alt act ${Me.AltAbility[Innate Invis to Undead]}
            } else /if (${FindItemCount[Cloudy Potion]}) {
                /casting "Cloudy Potion|Item"
            } else {
                /echo \ayYou are out of \at[\apCloudy Potions\at]\ay. \agFighting my way through if a group member doens't have invis!
            }
 
Rgmercs is also Undergoing a Large Rizlona Revamp Slowly as i level up P:) to better support things Like Ldon! Thanks Cannonball for Including us in your Project!
 
Sooooo....

In the Guk adventures, I seem to randomly get a "You are too far away from the door" message and my toon just sits there. If I'm in the room, no biggie; I just Gate back to South Ro and restart the LDON Mac when I get there. If I'm not here, he just sits there until I finally come back.

My question is: Is there a line to tweak that would get him to move closer without me being there?

Thanks again for all of the hard work you put into this, Cannonballdex! Awesome work!
 
So not sure why, after leaving Ruj my toon will go to commonlands via Magus...
1628786470406.png
 
So not sure why, after leaving Ruj my toon will go to commonlands via Magus...
Wll or will not? Rujarkian tasks start in commonlands, so the leader would go to commonlands to get another task?
 
Is it possible to add support for AKA Kissassist? Thank you for this amazing Mac!

Open the macro with notepad.
Go to edit -- replace
Key in `/mac kissassist' and replace with '/mac aka'
Hit replace all.

Here is a photo:

1628799248918.png

This will change all the commands issued from kissassist, to aka
 
So I've been running this ***INCREDIBLE*** Macro for a couple of days now and have achieved these stats:
Adventure Stats.png

However, my Achievements aren't updating:
Wayfarers Emblem.png

Do I have to run all of the different types of Adventures in order to get the credits to update?
 
Do I have to run all of the different types of Adventures in order to get the credits to update?
I think you have to hail one of the NPC's at camp and you will get an emote about learning the ways of wayfarer or something like that.
 
It looks like when doing the CL > Sro missions, the box I run the mac on doesn't hang out at the CL magus to wait for the rest of the group to show up, so sometimes the group gets split up.
 
It looks like when doing the CL > Sro missions, the box I run the mac on doesn't hang out at the CL magus to wait for the rest of the group to show up, so sometimes the group gets split up.
The group should only be in CL once when you start the first time. They should go to South Ro and stay there while the leader goes back and forth to commonlands to get the task.
 
Is there a way to have someone other than the tank go and get the ldons? Like if I make the tank the leader, run the macro, and then make my bard the leader and have him run for the missions?
 
Is there a way to have someone other than the tank go and get the ldons? Like if I make the tank the leader, run the macro, and then make my bard the leader and have him run for the missions?
Whoever you run the script with will be the tank and the leader.
 
The group should only be in CL once when you start the first time. They should go to South Ro and stay there while the leader goes back and forth to commonlands to get the task.

I'm running this with a wizard in my group and discovered this by porting my group to the CL wizard spires, starting the mac on a different character, and then noticing he was long gone by the time the rest of the group started receiving instructions to do anything.

Not a problem to get them all to the adventure camp before starting; but pointing this out in case it was an oversight.
 
I'm running this with a wizard in my group and discovered this by porting my group to the CL wizard spires, starting the mac on a different character, and then noticing he was long gone by the time the rest of the group started receiving instructions to do anything.
The macro isn't set up to move the whole group while the macro is running. This would work if you restarted the macro every time you ported to Commonlands, but not when teleporting in the middle of the macro running.
 
I wanted to make a suggestion, that there be a trigger added to initiate the search for the next mob and start running, thus breaking the med cycle early. A couple of times now I've got down to only needing 3 mobs left to finish a kill cycle, but the leader makes everyone med to full, because the cleric's low. I would like to be able to say "no, start going now" once the cleric has enough mana I feel we can finish those last few kills, rather than waste time waiting for a full mana bar. which for my particular group is more like 25-30% mana. I realize there's a med setting in the ini, but I'm not wanting to change every med cycle to that percentage, just that one off situation at the end of every run that may or may not fit the above scenario.

Additionally, it allows us to use clickies, but I've not found a way to specify a particular clicky I want it to always keep on. In my particular case, my SK tank is an ogre, I don't have a shrink capable toon in my group, but I do have a guise of the deceiver that I would like to always keep enabled, so my ogre's fat behind can be shrunk down to a DE instead, lessening the hangups, but with only a 30 min effect, and it doesn't seem to autoclick it currently, I don't know how I can keep that automatically on my toon. After a death I'd lose that, as well as the cobalt bracer shrink effect on my ogre war.
 
In that situation I /mqp on tank, grab the mobs I need and /mqp again. Group finishes off mobs then leader goes through exit routine and gets new mission.
 
Release LDON.mac - LDON Adventures

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