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LDON.mac - LDON Adventures

Release LDON.mac - LDON Adventures v6.0

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having some trouble, My sk runs through mobs in tak, runs passed 1 full room to another full room, any suggestions? :D
Yes, I have seen this happen too. Usually when he gets aggro on the way to a badly chosen pull mob, he should stop and retarget aggro, but somethings don't always work out this way. haha. I have been looking into a better pull/target routine, but this can take some time.
Ideally I am looking at targeting the closest mob on the path rather the closest mob through a wall. I'm a noob at coding so this has been a challenge.
 
sooo, i figured that out, My sk seemingly has placed many mobs on his ignore >.<
Ok, I was about to mention this as well to check your ignore list hehe. I Might need to adjust the sensitivity of the ignore button.
 
Yes, I have seen this happen too. Usually when he gets aggro on the way to a badly chosen pull mob, he should stop and retarget aggro, but somethings don't always work out this way. haha. I have been looking into a better pull/target routine, but this can take some time.
Ideally I am looking at targeting the closest mob on the path rather the closest mob through a wall. I'm a noob at coding so this has been a challenge.
Could probably take a look at how KA or MA does it for the closest target.
 
Also, things that help with other issues, make sure you check MQ2Nav Settings Attempt to get unstuck, also make sure your xtarget1slot is set to Auto and Auto Add Hater Targets. I've had some macros change these settings and then it causes havoc when you get aggro and your tank ignores it and keeps running around pulling targets.
 
Going back to those comments about /killthis, is it needed?

I ask because my bard is mezzing via KA, but then my war is telling it to kill it, thus breaking mez and then fun things happen!

So, can I forego the /killthis command and let kissassist to all that?
 
Going back to those comments about /killthis, is it needed?

I ask because my bard is mezzing via KA, but then my war is telling it to kill it, thus breaking mez and then fun things happen!

So, can I forego the /killthis command and let kissassist to all that?

AssistMe=FALSE will disable the killthis stuff.
 
cannonballdex updated LDON.mac - LDON Adventures with a new update entry:

Updates

LDON.mac v3.4 by Cannonballdex
07.27.2021
Leader will now go back for aggro after waiting at zone out for group to leave task, then return to zoneout.
If a group member is stuck / feign death, will issue the stand command as a part of get unstuck
Doubled the swing count for notkillable to be added to the permignore list - may want to delete your LDoNMobIgnored.ini
When running DanNet and not group leader, will now send command for the group to designate you leader
Remove Levitation when...

Read the rest of this update entry...
 
I can verify if you lose connection, your toon will keep going on trying to pull mobs and adding them to the LDoNMobIgnore.ini
The next time you run the macro and it ignores those mobs it will train to the nearest non ignored mob.
 
cannonballdex updated LDON.mac - LDON Adventures with a new update entry:

Tweaks and Addons

LDON.mac v4.0 by Cannonballdex
07.27.2021
Adjusted zone check
Move the add to permignore back down a little, now that I found out losing connection was adding them
Adjusted the navto task giver distance to make sure you actually make it close enough to request a task
Added checks and load for MQ2Melee & MQ2MoveUtils
Downed two shots of whiskey
Adjusted group distance before zone out
Added UseCWTNHunterTankMode TRUE will use the CWTN plugin for the group leader / puller in Hunter Tank mode...

Read the rest of this update entry...
 
Sometimes, I would zone out of the instance while still in CWTN hunter mode, which would switch me to tank mode. Can't grab a new instance (leashed to camp spot). I added a second mode 0 change at line 255 to account for lag.
 
Would it make more sense for KissAssist to start after entering the instance? It looks like a lot of my problems with zoning in (almost always have at least 1 stay outside, sometimes 2 or 3) are from KA casting a spell during the click or doing stuff that messes up the door target.
 
Awesome!!!! I'm liking the huntermode for CWTN, previously i was manually getting the instance, running to it then swapping to hunter. One suggestion though, with CWTN plugins, if the MA sits, the whole group (if running CWTN) will also sit, which might be a good way to get rid of the //sit spam.
 
Awesome!!!! I'm liking the huntermode for CWTN, previously i was manually getting the instance, running to it then swapping to hunter. One suggestion though, with CWTN plugins, if the MA sits, the whole group (if running CWTN) will also sit, which might be a good way to get rid of the //sit spam.
the toons will sit in chase mode or vorpal based on the ma's sit/stand state
 
the toons will sit in chase mode or vorpal based on the ma's sit/stand state
Which I have the macro setup to place the group in chase mode and the tank in hunter tank. Seemed to work very well from the limited testing I did.
 
Which I have the macro setup to place the group in chase mode and the tank in hunter tank. Seemed to work very well from the limited testing I did.
I suggested that only because i noticed one of my groups spamming the //sit command, ill do some more testing to see what the classes were and what was causing it, if anything.
 
cannonballdex updated LDON.mac - LDON Adventures with a new update entry:

Updates

LDON.mac v4.1 by Cannonballdex
07.28.2021
Adjusted Zoning Delays
Any plugins will now enable after zoning into instance
Changed pulling target routine - hopefully to help avoiding getting stuck on corpses
Will not load the macro if trying to use Plugin that is not available to your Tank/Puller class

Read the rest of this update entry...
 
One problem I was having was nav sometimes stopping on the boxes before they got to their target. I had the same issue with chase with KA, so I assumed this was KA related.

Fixed it by tossing in another nav me.id at the start of the combat sub. Works like a charm since KA will kick in again shortly after.

This happened mostly on my casters. A manual /nav me was working so I just tossed it into the mac to save me a step.

Any ideas why this would happen? Again, most likely KA related, so prolly asking in the wrong discussion :)
 

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I am not sure what commands are being used that are specific to KA / CWTN plugins / Others, but would using the boxr plugin, in its current state, be something that this macro could use to help with the commands issued to boxes and allow KA / CWTN / Other boxing utilities to be used in the same group?
 
Really appreciate all of your work on this!

One thing I noticed while running muleassist:
[CODE lang="ini" highlight="6-13"]|--------------------------------------------------------
| EndGroupPlugin
|--------------------------------------------------------
Sub EndGroupPlugin
/if (${Debugging}) /echo Ending Plugin
/if (${UseKissAssist} || ${UseMuleAssist}) {
/if (${UseKissAssist} && ${UseEQBC}) {
/squelch /bcg //end
}
/if (${UseKissAssist} && ${UseDanNet}) {
/squelch /dgge /end
}
}
/if (${UseCWTN}) {
/if (${UseCWTN} && ${UseEQBC}) {
/noparse /bcg //docommand /${Me.Class.ShortName} mode 0
}
/if (${UseCWTN} && ${UseDanNet}) {
/noparse /dgge /docommand /${Me.Class.ShortName} mode 0
}
}
/if (${UseCWTNHunterTankMode}) {
/docommand /${Me.Class.ShortName} mode 0
}
/delay 15s
/return[/CODE]

'Might' be intended to be(?):
[CODE lang="ini" highlight="6-13"]|--------------------------------------------------------
| EndGroupPlugin
|--------------------------------------------------------
Sub EndGroupPlugin
/if (${Debugging}) /echo Ending Plugin
/if (${UseKissAssist} || ${UseMuleAssist}) {
/if (${UseEQBC}) {
/squelch /bcg //end
}
/if (${UseDanNet}) {
/squelch /dgge /end
}
}
/if (${UseCWTN}) {
/if (${UseCWTN} && ${UseEQBC}) {
/noparse /bcg //docommand /${Me.Class.ShortName} mode 0
}
/if (${UseCWTN} && ${UseDanNet}) {
/noparse /dgge /docommand /${Me.Class.ShortName} mode 0
}
}
/if (${UseCWTNHunterTankMode}) {
/docommand /${Me.Class.ShortName} mode 0
}
/delay 15s
/return[/CODE]
 
macro works smooth now for me.

great work @cannonballdex !!!

I tested guk, miragul and takish so far.

Takish meshes work great.

Miraguls gives me sometimes problems when omw to exit and getting stucked at the stairs that lead up to the exit gate.

the nav meshes in guk could use some work imo. I sometimes get stucked under the small bridgekind stairs that are all over the zone (guklike :-))

but again... realy great work sir!
 
'Might' be intended to be(?):
Good catch. Once thing that was overlooked when adding MuleAssist. I knew Mule and Kiss had the same ending, so I tossed it in with kiss, but never removed the kiss flag. Thanks.

Could actually remove the double flags in the GroupPlugin and the EndGroupPlugin. ah well haha
 
macro works smooth now for me.

great work @cannonballdex !!!

I tested guk, miragul and takish so far.

Takish meshes work great.

Miraguls gives me sometimes problems when omw to exit and getting stucked at the stairs that lead up to the exit gate.

the nav meshes in guk could use some work imo. I sometimes get stucked under the small bridgekind stairs that are all over the zone (guklike :-))

but again... realy great work sir!


For GUK, It may clean up some travel if the ChaseMode turned off prior to navigating to the entrance after completion, as my entire team will benny hill around until the tank finally gets to the zone-out. Additionally, I had to cast illusions on my shorter classes to avoid the bridge pathing issue. My dwarf would get unstuck easily by casting illusion earth elemental.

Regardless, for the complexity that running Guk is, the macro does a good job with some slight nudges around minor issues.

Minor issues with Mirguls here. Takish is very stable for me, aside from some zombie killing in NRO...
 
Here are some things I noticed:

When running across Lesser Fay, the group-leader spams the ever loving bejesus out of the "nav to me" command. It's causing stuttering and lag. The group (with chaseoff) also is made to run across all of Lfay and sometimes Gfay because of it.
 
in guk the toons dont stay at entrance to guk they try to follow driver all the way back out and across two zones is there a way to fix this where he dont try to bring them along and they just satay at guk entrance?
 
in guk the toons dont stay at entrance to guk they try to follow driver all the way back out and across two zones is there a way to fix this where he dont try to bring them along and they just satay at guk entrance?

Tricky situation. Not every adventure is in Guk, some are in Innothule too. So it makes sense to nav out to Innothule, at the least, and wait there for orders. I have the same problem with Lesser Faydark though... every Butcherblock adventure stays in Lesser Faydark, yet the tank calls people along for the ride. If I had to guess where the culprit lies, it's in sub GroupWait.
 
If the tank is calling people in lfay it probably means the tank got aggro on something and is calling them to assist. I haven't had them move otherwise except in weird cases. Which brings me to my question, is there really a need to assist on aggro running to tasks? Unless the party itself is something like lvl20 nothing in these zones poses any danger to and from tasks. It's probably not necessary and adds to the time when the party runs 500 miles to assist the tank on a lvl8 skeleton.

Also I adjusted the range the macro checks where the group is when a task ends on zone out from 40 to 15 and it significantly lowered the chance a party member gets left behind on zone out. Alot of the times they'll jump over each other or overshoot and get just beyond range of the door at 40.
 
Several of my boxes seem to be getting left behind at zone lines, (doing SRo camp atm) and the hunter tank ends up starting the adventure without them. it's especially annoying when the healer is the one that gets left behind >.<
Any ideas?
 
im unclear on how to use cwtn on the driver i see the info for it in group settings but if my sk is the driver will he use ctwn plugin ? and does the group setting turn him on for hunter?
should i use another grooup member to drive it and instead of tank ? so the ctwn hunter mode will work? my group is sk cleric bst druid ench and mage
 
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im unclear on how to use cwtn on the driver i see the info for it in group settings but if my sk is the driver will he use ctwn plugin ? and does the group setting turn him on for hunter?
should i use another grooup member to drive it and instead of tank ? so the ctwn hunter mode will work? my group is sk cleric bst druid ench and mage
If your tank is the driver and you have the plugin you can set your settings in the ini file /LDON UseCWTNHunterTank on
Or edit your LDON_TankName.ini file to UseCWTNHunterTank=TRUE and this will enable huntertank mode after zoning into the instance.
 
Also I adjusted the range the macro checks where the group is when a task ends on zone out from 40 to 15 and it significantly lowered the chance a party member gets left behind on zone out. Alot of the times they'll jump over each other or overshoot and get just beyond range of the door at 40.
The only issue I have seen with lowering the distance is with using mercenaries. I have seen mercenaries get within 40 or 50 feet and sometimes they get stuck in zone somewhere at 1500 feet. Probably need a groupwait check to ignore the mercenary. (as there is no control to unstick a mercenary unless you run back to it)
 
Tricky situation. Not every adventure is in Guk, some are in Innothule too. So it makes sense to nav out to Innothule, at the least, and wait there for orders. I have the same problem with Lesser Faydark though... every Butcherblock adventure stays in Lesser Faydark, yet the tank calls people along for the ride. If I had to guess where the culprit lies, it's in sub GroupWait
Calling people along for the ride is them assisting while the tank is in navtoloc, once he gets aggro and calls farmstuff the group assists. I am changing this in the next version. The tank will only deal with aggro on his own in Lesser Faydark, Greater Faydark, and Innothule. What I have noticed is when the tank gets aggro in these zone kills the mob before the group gets there to assist, they will follow him right out of zone.
 
Several of my boxes seem to be getting left behind at zone lines, (doing SRo camp atm) and the hunter tank ends up starting the adventure without them. it's especially annoying when the healer is the one that gets left behind >.<
Any ideas?
Are you talking about the one that starts in Commonlands, leaving the group at the entrance to the cave? I have noticed this too, going to look into it. Still not sure why they sometimes do not get the command to go into the zone. I do know this cave has a door and a zoneline that causes issues. I think I did attempt to add an additional command to door click here, maybe the location of setup is wrong. Will look at it.
 
Release LDON.mac - LDON Adventures

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