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Release LS Final Fugue AutomationScript 1.9

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GoldenFrog submitted a new resource:

LS Final Fugue AutomationScript (mostly) - Automate a team through Laurion Song's Final Fugue Mission

NOTE: Needs refinements but mostly succeeds and removes some of the annoyance. Will continue running and fixing.

NOTE 2: Archer-kill portion does not work properly. Pause script after Yarith Wardbreaker dies. Manually kill archers, then un-pause script.

Setup:
* Request mission and zone group into Pal'Lomen.
* Update any of the top variables
* Set all but Main Tank/Assist on Chase/Follow/Assist mode
* Run script on Main Tank

Options:
GroupCommand
- "bcga", "dcga", or...

Read more about this resource...
 
Wow.... ty for this:


1st run, never been in zone. Barely read any info about the mission.

I made a few mistakes, but tl;dr 1st run with this Lua was a win with my weak group.

feedback:

wouldn't hurt to throw /Lua run mission_finalfugue in your directions to save searching for Lua name

I was expecting a GUI, not sure why, but after i zoned in i launched the Lua. This was a mistake because i never set my bandolier names...or started kiss on tank. After I realized that, my freshly rezed tank still did the mission with res sick/zero endurance.

This script plowed thru the quest, following along the npcs and attacking as needed.

I didn't edit any settings (again i thought i would have time w/ a ui) but it killed 3/4 of the hunters so i didnt get pluk.

The only issues I saw were Kiss saying I need a rest (zero stamina) and the script trying to move my tank along, even though kiss wanted to force a sit. *you get a combat raid timer in this of 5 minutes btw*
All the pathing was good, following was good, I had no idea who to fight etc. script did it all for me.
At the last boss he was insight, but I got my ogre tank stuck under a tree. The final boss seem to eventually path/warp to him and entire final fight was in this bent over tree. I'll shrink next time.


So I can't wait to run this again, with bandoliers set up (i manually tabbed and turned them on/off) and try to figure out pluck.


Very nice work and thanks for sharing.
 
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Works pretty well, but it tries to attack the final 5 mini's at their staging location before they respawn with the totems in the final location. Not really an issue for a boxer in an instance by themselves, but very obvious to anyone else that its automated. Other than that, worked great!
 
I ran the mission again with bandoliers setup and they didn't work. Trying to sort out my issue I think its a typo on your end, but maybe I edited by mistake


1702919282875.png

the dan net command should maybe be /dgga not dcga?
 
I ran the mission again with bandoliers setup and they didn't work. Trying to sort out my issue I think its a typo on your end, but maybe I edited by mistake


View attachment 54728

the dan net command should maybe be /dgga not dcga?
You are correct. I don't use Dannet (or I should but rarely do) - so missed that.
Update on your end and I'll make it official next push.
 
Having issue after you update. The locations/movement of the fights seemed better. But between the 2 and 3 mini i crashed and couldnt restart the Lua again. (just the Lua ended, not a game crash)

This isn't when it crashed, but a screenshot trying to start it up again. Never could get it to launch

1702939752789.png

If this is displaying because i'm not at the start I understand. But i dont have the crash screenshot mid way thru the event :(
 
Having issue after you update. The locations/movement of the fights seemed better. But between the 2 and 3 mini i crashed and couldnt restart the lua again. (just the lua ended, not a game crash)

This isn't when it crashed, but a screenshot trying to start it up again. Never could get it to launch



If this is displaying because i'm not at the start I understand. But i dont have the crash screenshot mid way thru the event :(
That's not your fault. I caught this just an hour ago and have a fix I'm testing now to push.

(Basically I didn't catch that Shalowain despawns when Kar appears). I'll know in 10 minutes how well it works


EDIT: you can make that change directly now to run if needed:
if (mq.TLO.Spawn('Shalowain')() ~= nil and mq.TLO.Spawn('Shalowain').Distance() > 25) then
 
That's not your fault. I caught this just an hour ago and have a fix I'm testing now to push.

(Basically I didn't catch that Shalowain despawns when Kar appears). I'll know in 10 minutes how well it works


EDIT: you can make that change directly now to run if needed:
if (mq.TLO.Spawn('Shalowain')() ~= nil and mq.TLO.Spawn('Shalowain').Distance() > 25) then
literally just ran this for the first time, was going to say everything is working perfectly apart from the crash, but seems your on it already :D Makes life sooo much easier. Thank you for your work
 
Two runs in a row my guys get to the second location (Rallosian hunters) and they just stand there and die
 
4 CWTN, 2 KA

Not really sure what happens other than they get there and just.. stop. Watched it the second time again to see if it repeated and it did. Guessing nobody else had this issue?
 
I'm not seeing a version other then header for the resource on forums. Can you add a version # inside the file? So when I/we test we can make sure we are using most current one - (i'm relying on launcher saying i'm updated, and probably am....but sometimes there is a delay w/ that)

About to test now.

OK - my 4th run. Probably my worst. The updated fixed the /dgga comman, what i didn't notice was it reverted back to bc commands by default - so once again i had no bandoliers *user error*

All the fight locations/engages seemed great/perfect except for hunters. On my 3rd run I chased hunters around a tree and they split the group for a second w/ chase. On this 4th run i got them in a clear area and they quickly smoked my group. I only have 1 healer so not sure what happened. 4 battle rezes and couldn't recover . I escaped the rogue, ended the Lua - and recovered with merc, after kicking a player. I mention all this because after revives, I restarted the Lua and it continued nicely. What I did notice on the hunters is: they were not hostile (at least after escaping and recovering) they con indifferent. Also my pack of quest NPC do not seem to help. They were kind of close, but maybe the EQ script has them not engage - they appeared to be paused until the 3rd hunter was down and then they took off running.

Last feedback for this run is on the boss. It's blinding and/or punting my tank sometimes. I do not seem to move back always/fast enough. I spammed a little /nav target which seems to make it much safer for my group. One time after a punt my warrior was stunned and couldnt move back. I am using kiss and have adjust a bunch of ranges trying to do the other LS mission. So maybe its some setting on my end. But if not....then perhaps if there is an emote or something to trigger a movement of the tank. Because my automation doesnt seem to be handling it well. Once he is punted way out of range tank loses aggro and he starts bashing my dps.


I look forward to my next run to see if the wipe to the hunters was a fluke or not.
 
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Darn it! One of these runs i'm going to get the bandoliers to work :-)

1702998495825.png

Need to code it, so IF its dannet then /bandolier activate stun

can't have 2x // (i think, you know more than me...but in the end bandoliers didnt work again)

Had a little issue with hunters this run but i learned something. The hunters do fight the NPCs for sure. I think you have it where we are getting to the hunters first. This makes the engage harder and chance for a wipe.

Also the npc stop fighting after 1 hunter is killed...and I assume this is when the hunters go non aggro.


Ran into a bug from EQ on first 2 mobs. They had the fleeing/pathing/underworld issue ...whatever we chased them around with mostly misses as they ran circles. Hex and other first mob. warlock i think
 
View attachment 54815

Need to code it, so IF its dannet then /bandolier activate stun



Ran into a bug from EQ on first 2 mobs. They had the fleeing/pathing/underworld issue ...whatever we chased them around with mostly misses as they ran circles. Hex and other first mob. warlock i think
I'll make a quick, cheap change for bandolier command. And do the next run with Dannet. That'll help.

Also on the fleeing Hex/Warlocks - I see that frequently if you don't engage them first. It takes forever. I have a change that hopefully engages them first more likely.
 
4 CWTN, 2 KA

Not really sure what happens other than they get there and just.. stop. Watched it the second time again to see if it repeated and it did. Guessing nobody else had this issue?
I haven't heard of an issue on this yet.
I run CWTN on a tank - with "Sic's Tank" set.
Then all other CWTN + KA on follow/assist.

The script only moves the tank/assist (script runner) to the mob, targets, and /attack on.

You should be able to take over at that point and make any correction that initiates the rest of the crew. Find out what the main char isn't doing that s/he should.

Let me know on that.
 
GoldenFrog updated LS Final Fugue AutomationScript (mostly) with a new update entry:

0.95: Config File, Various Process Fixes & Archer Phase

  • Added version number to top of script
  • Settings stored in config file
    • mission_finalfugue_{CharName}.ini
  • Archer Phase now works if set
    • Waits for first stun phase then kills archers
    • To enable, set config file: settings.general.KillArchers = true
  • Wave 1 prioritizing
    • Kills in proper order: Hex > Wizard > Soldiers
  • Captain Kar
    • If kick/stun'd away, returns to fight...

Read the rest of this update entry...
 
I tried to do archers, the boss despawn, and later got a msg i had failed to defend . Boss showed back up in a new area after a while but wasn't able to attack/resume. dps too low to do archers?
 
I tried to do archers, the boss despawn, and later got a msg i had failed to defend . Boss showed back up in a new area after a while but wasn't able to attack/resume. dps too low to do archers?
I have noticed if you try to kill archers BEFORE first engaging with Kar, this time-out can happen.

The script should wait until the first stun moment to tackle archers. Do you know if Kar was first engaged before archer attempted?
 
I have noticed if you try to kill archers BEFORE first engaging with Kar, this time-out can happen.

The script should wait until the first stun moment to tackle archers. Do you know if Kar was first engaged before archer attempted?
ya he was stunned around 80% and then we took off to kill archers - it looked like some toons got stuck or stayed behind and I hit come here. If script was trying to keep him in combat i ruined it.... but if they were supposed to come, thats what i helped w/. After a couple archers they poofed and boss announced we lost. Ran the mission without archers and I **you** got bandoliers to swap nicely. I'll wait for more people to test archers and see whats up.
 
Where should we be seeing version number? Launcher show's i'm updated, but not 100% sure which version i'm on. Maybe I need to reinstall?


1703022339379.png
 
The latest update changed the location of the script to:
Lua/misson_finalfugue
1703022772145.png
The old file remains as there's no way (I know) to delete one automatically. But you can remove it.
 
ya he was stunned around 80% and then we took off to kill archers - it looked like some toons got stuck or stayed behind and I hit come here. If script was trying to keep him in combat i ruined it.... but if they were supposed to come, thats what i helped w/. After a couple archers they poofed and boss announced we lost. Ran the mission without archers and I **you** got bandoliers to swap nicely. I'll wait for more people to test archers and see whats up.
I just had part of what you reported. Things recovered automatically and completed the archers.

But I think Kar has an AE stun type thing and based on timing can catch chars at the wrong time. I'll check logs and see if we can work around this.
 
Some pointers for RGmercs users

1. group dont assist tank since hex and warlock dont get on the xtar list.
- RGmercs has a command /killnow that I use though, makes you lock on MA's target and killing it. ( /bcga //killnow )

2. Tank needs to be on /automode 0, otherwise he goes for the 2 dudes that goes on the xtar automaticly.

3. /rg dobandolier 0 (or the stun bandoswap wont work)
 
anyway to skip bandoliers? if its blank or set to none will switch to 1st bandolier slot on any character who has bandoliers set.
 
Some pointers for RGmercs users

1. group dont assist tank since hex and warlock dont get on the xtar list.
- RGmercs has a command /killnow that I use though, makes you lock on MA's target and killing it. ( /bcga //killnow )

2. Tank needs to be on /automode 0, otherwise he goes for the 2 dudes that goes on the xtar automatically.

3. /rg dobandolier 0 (or the stun bandoswap wont work)
Thank you, Robban.

#1 - is that a one-time command to set into a "killnow" mode or something you initiate on each new target?

#2 - sounds like a user thing we can add to instructions.

#3 - like #1, is that one-time command at setup or a different command to switch bandoliers when using RGMercs?
 
Thank you, Robban.

#1 - is that a one-time command to set into a "killnow" mode or something you initiate on each new target?

#2 - sounds like a user thing we can add to instructions.

#3 - like #1, is that one-time command at setup or a different command to switch bandoliers when using RGMercs?
1. each new target
2. 👍
3. one time. if set to 1 it is using 1h+shield on nameds and burns with a specific name in the bandolier.
 
I'm still losing on the archer fight, tried it twice and its a full wipe of event when I fail so not going to try again real soon. Waste of about 15 minutes each time.

I am going to stay with this being a dps check. I'm just too slow i'm on 3rd archer when boss poofs. The challenge I think is to not get hit, which again I think is the blue aura that comes on the last 20% of boss health or so. So it might be possible to do 2 archers at 80% lock, and 2 more at 60% for slower dps. I'm not asking you to code all this.....but for folks who want to test and have had success....maybe try pausing 2-3 of your mega raid geared dps, and see if the boss sticks around for you or not.


But maybe i just had 2 cases of bad luck and boss poofed.... But the message and such that they invaded and I didnt protect leans toward a failed dps check IMO


I've also been manually stopping movement to engage the hunters, If i stay back, the npcs engage all 3 and It seems way safer. You just need to be be a good bit back so they don't agro. Someone told me to invis, but I didnt check to see if they see invis or not. For folks with 1 healer like me, or not the strongest tank - its easy for those 3 hunters to wipe group if they get on your healer by accident because of all the moving while trying to engage.
 
I'm still losing on the archer fight, tried it twice and its a full wipe of event when I fail so not going to try again real soon. Waste of about 15 minutes each time.

I am going to stay with this being a dps check. I'm just too slow i'm on 3rd archer when boss poofs. The challenge I think is to not get hit, which again I think is the blue aura that comes on the last 20% of boss health or so. So it might be possible to do 2 archers at 80% lock, and 2 more at 60% for slower dps. I'm not asking you to code all this.....but for folks who want to test and have had success....maybe try pausing 2-3 of your mega raid geared dps, and see if the boss sticks around for you or not.


But maybe i just had 2 cases of bad luck and boss poofed.... But the message and such that they invaded and I didnt protect leans toward a failed dps check IMO


I've also been manually stopping movement to engage the hunters, If i stay back, the npcs engage all 3 and It seems way safer. You just need to be be a good bit back so they don't agro. Someone told me to invis, but I didnt check to see if they see invis or not. For folks with 1 healer like me, or not the strongest tank - its easy for those 3 hunters to wipe group if they get on your healer by accident because of all the moving while trying to engage.
I dont use this Lua script but the way i do it is range tank on 1 toon to keep aggro on boss when he is in his first 'blue' state around 80% (he doesnt summon). Then use the rest of the group to murder the archers. After archers are dead then just dps fight to win!
 
I'm still losing on the archer fight, tried it twice and its a full wipe of event when I fail so not going to try again real soon. Waste of about 15 minutes each time.

I am going to stay with this being a dps check. I'm just too slow i'm on 3rd archer when boss poofs. The challenge I think is to not get hit, which again I think is the blue aura that comes on the last 20% of boss health or so. So it might be possible to do 2 archers at 80% lock, and 2 more at 60% for slower dps. I'm not asking you to code all this.....but for folks who want to test and have had success....maybe try pausing 2-3 of your mega raid geared dps, and see if the boss sticks around for you or not.


But maybe i just had 2 cases of bad luck and boss poofed.... But the message and such that they invaded and I didnt protect leans toward a failed dps check IMO


I've also been manually stopping movement to engage the hunters, If i stay back, the npcs engage all 3 and It seems way safer. You just need to be be a good bit back so they don't agro. Someone told me to invis, but I didnt check to see if they see invis or not. For folks with 1 healer like me, or not the strongest tank - its easy for those 3 hunters to wipe group if they get on your healer by accident because of all the moving while trying to engage.
Just do the archers after the last mini is dead. The last named will move to his final spot while you are killing the archers. He will not engage until you are in range of him. I have yet to see the event reset while doing the archers.
 
Just do the archers after the last mini is dead. The last named will move to his final spot while you are killing the archers. He will not engage until you are in range of him. I have yet to see the event reset while doing the archers.
I have definitely seen a reset at this stage.

Looks like the timer is right around 2m 30s - if Captain Kar is left idle that long, either before first engage or mid-stun, the event resets:

If you don't have the DPS or group ability to kill archers in under that time - you can break it into two.
  1. Captain Kar spawns
  2. Run and kill 2 Archers.
  3. Engage Captain
  4. At first "Stun" moment, run and kill final 2 archers
  5. Return and finish off the Captain


Before First Engage: Delta: 2:25
[Wed Dec 20 07:59:56 2023] Captain Kar shouts, 'It is time to end this, you pathetic creatures.' [Wed Dec 20 08:02:21 2023] Some of the Rallosian army were left to their own devices and have gotten past your defense. You have failed to block their progress.


During First Stun: Delta: 2:33
[Wed Dec 20 08:53:58 2023] {Character} tries to crush Captain Kar the Unmovable, but misses! [Wed Dec 20 08:56:31 2023] Some of the Rallosian army were left to their own devices and have gotten past your defense. You have failed to block their progress.
 
Release LS Final Fugue AutomationScript

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