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Release LS Final Fugue AutomationScript 1.9

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So my first 5 runs went off without a hitch and the 5th one was when you added the Archers in. Since then, seen a LOT of reset/failures with the archers, BUT... it looks more like everytime I've had it fail, there was a "can't see your target" issue when attempting to engage an archer. The whole group wouldn't engage unless the tank did (I use KISS, BTW) and it could be a real struggle to get the that to happen. So this may be working just fine, just need EQ to solve the target problem.
 
So my first 5 runs went off without a hitch and the 5th one was when you added the Archers in. Since then, seen a LOT of reset/failures with the archers, BUT... it looks more like everytime I've had it fail, there was a "can't see your target" issue when attempting to engage an archer. The whole group wouldn't engage unless the tank did (I use KISS, BTW) and it could be a real struggle to get the that to happen. So this may be working just fine, just need EQ to solve the target problem.
I will say that the archer thing works for me.

But out of habit - and nervousness - I still often pause the script at that phase and do archer manually. Then unpause when done.
Removes any worries.
I only have one more friend to do that /ach for then won't need to worry about it ever, ever, ever again (until the next time I need to).
 
Loving the script and effort on this! Tried out the latest with the bando option.
1703104756283.png

shows I selected true, but in the init:

1703104780766.png
 
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for cwtn plugins should check against ${CWTN.HaveBuffsToCast} before moving
should also resetcamp (in mode 7) when you engage something
 
If you save burns for Kar and have a solid stun setup, you can burn him faster than archers. Be sure to open chest soon after kill. Got all achievs using this...

Edit: this only works with the timing as described by @2ndGoat below
 
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If you save burns for Kar and have a solid stun setup, you can burn him faster than archers. Be sure to open chest soon after kill. Got all achievs using this...
I've burned fast enough that the little warning circles don't appear and it doesn't trigger the achievement. What I found that does work is burning to 8%, letting the circles pop, then finishing the burn (stun first, duh), and quickly opening the chest before the AE goes off. It's a pain in the neck, but it works and I run the mission often enough that now I don't really worry about it. Just my 2cp on this method. YMMV
 
Goldenfrog - tried this twice today and got plucked each time (it still only gives on the first toon that zones in cause eqbug) good job homie
 
I've burned fast enough that the little warning circles don't appear and it doesn't trigger the achievement. What I found that does work is burning to 8%, letting the circles pop, then finishing the burn (stun first, duh), and quickly opening the chest before the AE goes off. It's a pain in the neck, but it works and I run the mission often enough that now I don't really worry about it. Just my 2cp on this method. YMMV
Oh that might have happened by accident in my case!
 
might consider "local captain_name = 'npc Captain Kar the Unmovable'" so it doesn't try and fight a corpse
 
I just keep the tank on Kar when he spawns and run the DPS the moment he goes active to clean up the 4 archers and then come back to the tank. Eazy peazy!
 
might consider "local captain_name = 'npc Captain Kar the Unmovable'" so it doesn't try and fight a corpse
Thanks. Will test that next run shortly - and any other end/post-game clean-up.

Obviously hadn't given it the attention it deserved.
 
Don’t know if it’s user error but i’m getting some toons randomly killed more quickly on the three hunter wave. They all follow shal, get to spot, hunters spawn, but the hunters when they spawn, they go after me, not the NPCs, and using sictank, it just is not caring that my group is getting hit.

I work around this by 1) actually paying attention during that part ha, 2) manually moving the tank close to all three hunters to get their aggro on me.

Main reason I bring this up is I saw some old code in the Lua on this section so thought the change is what’s doing it for me.

Thanks!
 
Don’t know if it’s user error but i’m getting some toons randomly killed more quickly on the three hunter wave. They all follow shal, get to spot, hunters spawn, but the hunters when they spawn, they go after me, not the NPCs, and using sictank, it just is not caring that my group is getting hit.

I work around this by 1) actually paying attention during that part ha, 2) manually moving the tank close to all three hunters to get their aggro on me.

Main reason I bring this up is I saw some old code in the lua on this section so thought the change is what’s doing it for me.

Thanks!
due to how this script works, you'd be best doing something like /shd campradius 500 nosave when you walk in
 
Hello, I've never used a script before. Is there a video on how to use one? Is this the same as a LEM (which I have never used either)?
 
Hello, I've never used a script before. Is there a video on how to use one? Is this the same as a LEM (which I have never used either)?
"Script" is a general term often used to refer to old-style macros or new-style LEM.

This one is written in LEM. ("with" LEM? eh)...
...and is fairly simple to use. But there is some setup you'll need, depending on how you run your team.

Read the overview/commands section which gives the basics for the event - have bandoliers on appropriate characters, set chase on all but main assist. Sic Tank (or appropriate) on him/her.

To run the script:
/Lua run mission_finalfugue
 
Thank you sir. I'm going to give it a go. Is this the mission where you have to have a class that can stun? My group makeup is: SK, Shaman, Monk, Mage, BL and Bard.
 
Thank you sir. I'm going to give it a go. Is this the mission where you have to have a class that can stun? My group makeup is: SK, Shaman, Monk, Mage, BL and Bard.
That is this mission, yes.

If you read any of the other write-ups (or Sic's video) they list some simple Stun-Proc'ing weapons you can acquire.

Do that, setup bandoliers, and this script will tell when to swap back and forth.
 
due to how this script works, you'd be best doing something like /shd campradius 500 nosave when you walk in
Tried this as a fix for the same issue @gpag was having and the shd still isn't getting aggro on all the mobs. Haven't had this issue until one of the updates a couple days ago. Seems like we're not waiting for the NPCs to aggro the 3 hunters before moving in anymore as well. Everything else is still working great though!
 
Tried this as a fix for the same issue @gpag was having and the shd still isn't getting aggro on all the mobs. Haven't had this issue until one of the updates a couple days ago. Seems like we're not waiting for the NPCs to aggro the 3 hunters before moving in anymore as well. Everything else is still working great though!
I have some code to hold back, wait for NPCs to engage, then move in. Still has issues - hope to resolve today.

But that's never been public.

The only change that may have affected is the "Follow Shalowain" used to be 25 and now 50 distance.
if (is_up('Shalowain') == true and mq.TLO.Spawn('Shalowain').Distance() > 50) then

You can try changing that 50 back to 20 (or 25) and see if that helps until the next update.
 
I have some code to hold back, wait for NPCs to engage, then move in. Still has issues - hope to resolve today.

But that's never been public.

The only change that may have affected is the "Follow Shalowain" used to be 25 and now 50 distance.
if (is_up('Shalowain') == true and mq.TLO.Spawn('Shalowain').Distance() > 50) then

You can try changing that 50 back to 20 (or 25) and see if that helps until the next update.
will give it a shot when this tasktimer is up!
 
I have some code to hold back, wait for NPCs to engage, then move in. Still has issues - hope to resolve today.

But that's never been public.

The only change that may have affected is the "Follow Shalowain" used to be 25 and now 50 distance.
if (is_up('Shalowain') == true and mq.TLO.Spawn('Shalowain').Distance() > 50) then

You can try changing that 50 back to 20 (or 25) and see if that helps until the next update.
Tried this out, but its the hunters that pop slightly after that hit the toons, so the delay would be helpful for sure. or would adjusting the distance to at lot further out be a better trick for now? Still had to manually move (omg the horror) my tank to get aggro on all the mobs so my guys wouldn't get popped. Adjusted my SKs camp size but no dice.

EDIT: I adjusted the follow shalowain to 200 and that seemed to be a decent workaround. makes its way to hunters just fine and the hunters are all attacking npcs when i arrive, also makes it to final spot just fine.
 
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Tried this out, but its the hunters that pop slightly after that hit the toons, so the delay would be helpful for sure. or would adjusting the distance to at lot further out be a better trick for now? Still had to manually move (omg the horror) my tank to get aggro on all the mobs so my guys wouldn't get popped. Adjusted my SKs camp size but no dice.

EDIT: I adjusted the follow shalowain to 200 and that seemed to be a decent workaround. makes its way to hunters just fine and the hunters are all attacking npcs when i arrive, also makes it to final spot just fine.
I will give this a shot as well as a short term. Without intervention I die at the hunters about 70% of the time.
 
I've not used this Lua, but I know with grind you have the option to delay having the group follow the tank.
Would something similar work here? Have the tank follow the npc's, but have the rest of the group stall for a couple seconds before following the tank.
 
One issue I was having is tank sticking so close to target that they can't hit the target have to manually back up.
 
The pause before engaging the hunters is spot on! I was dancing around that part a bit as some would get killed. I still haven't been able to get the archers or even move towards them. The last run tonight I felt like they were going but tank just went between Kar's legs and proceded to get whacked on. I moved him and all was good. Good job on your Lua.
 
The script is well past "good enough" for me. I'll toss in a couple tips that might help folks struggling or suggested update.

Archers (not to be confused with hunters) are for the plucked achievement during the final boss. They eventually cast a rather large aoe that blinds your group (this fails the pluck achievement). You can kill fast and beat their timer, You can kill the archers while someone keeps Boss busy and avoid the aura (failure) all together. You can clear all 4 archers in under 2:30 and reengage the boss before time fails you. And you might be able to move out of blue aura. The pluck achievement is only rewarded to the first person to zone in.

Hunters are the 3 goblins that spawn after your boar phase - boars>boar handler>some giant Wraith > npcs move to hunter and engage 3. The issue I have with these are with aggro. They seem to lock onto whoever engages first. So if one or 3 of these gets on your healer, it can be bad. If someone is aoe taunting these on a warrior, let me know what you are using. I can't peel them off.

The latest update follows the npcs a bit, pauses and maybe runs to a new location. I still picked up 2 hunters and lucky for me they aggroed my tank.

What i was doing to manually help the script prior to the update was, after the big wraith is dead. Pause the script - like 30 seconds. (/Lua gui) The aggro range is large on the hunters. But if you wait, way back. The NPC will have all 3 engage, and its easy pickings. For folks with strong groups I would expect these hunters are non issues as their healers/dps off tank and it causes no issue.
 
Actually on the archers I pause the script when fighting the fourth mini as soon as it dies I move to where archers spawn.

As soon as they spawn kill them. You can take your time there is no timer on Kar. Kill all 4 then go engage Kar.

To engage the archers I just made a couple of hotkeys with group in chase mode. Using CWTN plugins and KA for bard.

/nav spawn archer
/pause 5
/target archer

Once group at archer.
Manually attack with tank.

/dg /assist tankname
/dg /pet attack


Plucked achievement is currently bugged it’s only going to the first to zone into the instance. They fixed it then broke it again. Last update said it was fixed internally.
 
...I still haven't been able to get the archers or even move towards them. The last run tonight I felt like they were going but tank just went between Kar's legs and proceded to get whacked on. I moved him and all was good.
The issue with archers is that Captain Kar proc's a 6 second stun to a seemingly random target.

Captain Kar the Unmovable begins casting Reversed Slash.

If the archers come up at that time, one random char may sit back for 1-6 seconds. If the tank, will delay the whole team move that long. The script should be compensating and moving when able. For any followers, would depend on what tool is being used.

You can clear all 4 archers in under 2:30 and reengage the boss before time fails you.
At a couple people's request from lower-DPS goups - I have a tentative change that optionally kills 2 archers at the start, re-engages Kar and kills the final 2 at the first stun point. Working kinda okay but need a little more testing.


What i was doing to manually help the script prior to the update was, after the big wraith is dead. Pause the script - like 30 seconds. (/lua gui) The aggro range is large on the hunters. But if you wait, way back. The NPC will have all 3 engage, and its easy pickings. For folks with strong groups I would expect these hunters are non issues as their healers/dps off tank and it causes no issue.
This has been weird for me. Even sitting at the start I've seen 1 or 2 hunters move towards the group and sit un-engaged by the NPCs. The "Move to new loc" was getting better results of usually just 1.

I'll try another complete "Sit still and don't move" to see what I can see

(Silly event takes so long it's annoying to cancel and restart).
 
Actually on the archers I pause the script when fighting the fourth mini as soon as it dies I move to where archers spawn.

As soon as they spawn kill them. You can take your time there is no timer on Kar. Kill all 4 then go engage Kar.
The original script had archers being killed at this point and I definitely was getting timeouts. Shared a few logs here

Will re-test putting it back there, along with the optional 'kill archers in two waves' logic maybe later today/tomorrow.


Having the script work for you with pause/restarts - but obviously ideally that shouldn't be necessary.
 
Have been running this successfully for a few days and have a couple of suggestions
These are all thoughts for cwtn plugins
1) At the start, disable the burn named and burn always options (if doing the archers)
/class burnalways 0
/noparse /bcga //docommand /${Me.Class.ShortName} burnalways 0

[BGCOLOR=initial]2) Enable burn mode on engage of first archer [/BGCOLOR]
[BGCOLOR=initial] /class burnalways 1[/BGCOLOR]
[BGCOLOR=initial] /noparse /bcga //docommand /${Me.Class.ShortName} burnalways 1[/BGCOLOR]

3) Add a mob ignore for the hunters- remove them from ignore when it gets to that phase, and re-add them again after the 3 are done (clear the ignore list at the end of script)
/class ignore a Rallosian hunter
/class unignore a Rallosian hunter
 
Hi GF, this is working pretty well. On occasion the timings of targeting goes off and no attacking happens. But I've run it a few times now, and overall it goes through nicely.

1. I did the edit for : OpenChest = true, but chest is not being opened. I assume this was so Tank (Quest Requester) will auto open the chest after killing Captain.
2. QoL/Lazy Request/whatever you wanna call it: Would you mind adding in code so after zoning in the Laurion's Inn the /Lua run mission_finalfugue will run the tank (quest requester) to Shalowain and get task, while the rest of the group runs to outside Room 7. After a pause the group zones in.
 
Hi GF, this is working pretty well. On occasion the timings of targeting goes off and no attacking happens. But I've run it a few times now, and overall it goes through nicely.

1. I did the edit for : OpenChest = true, but chest is not being opened. I assume this was so Tank (Quest Requester) will auto open the chest after killing Captain.
2. QoL/Lazy Request/whatever you wanna call it: Would you mind adding in code so after zoning in the Laurion's Inn the /lua run mission_finalfugue will run the tank (quest requester) to Shalowain and get task, while the rest of the group runs to outside Room 7. After a pause the group zones in.
Thanks, Redfrog.

For the targeting, I'm assuming you're talking about the final mini-bosses? I saw that too and have a fix pending my next test run.

OpenChest isn't working 'cuz for some reason my targeting of the chest is off. I'll look into that.

And can definitely set up the auto-request and zone-in. Won't be in today's push, though.
 
Thanks, Redfrog.

For the targeting, I'm assuming you're talking about the final mini-bosses? I saw that too and have a fix pending my next test run.

OpenChest isn't working 'cuz for some reason my targeting of the chest is off. I'll look into that.

And can definitely set up the auto-request and zone-in. Won't be in today's push, though.
Yes its at the run to the mini bosses. Once (only once so far) it skipped them all and ran straight to wherever Captain hangs out before he goes live. The group tried attacking him to no avail of course. I could not find the minis so left the mission. Next mission went flawless.
 
OpenChest isn't working 'cuz for some reason my targeting of the chest is off. I'll look into that.
I think I tried /tar chest and /tar war chest neither of which worked. I was trying to get it quickly to see if I could get Plucked. I had to physically click the chest. I did get it open and never blinded...No Plucked
 
I think I tried /tar chest and /tar war chest neither of which worked. I was trying to get it quickly to see if I could get Plucked. I had to physically click the chest. I did get it open and never blinded...No Plucked
Did you try /itemtarget chest? I will try to see what it is called the next time I run the mission and let you know what should work.
 
Release LS Final Fugue AutomationScript

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