• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
Resource icon

Release LS Final Fugue AutomationScript 1.9

No permission to download
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.
Just tried and it still doesn't target the chest. This time i burned him down and ran the group away. We sat a moment then returned to open the chest. One toon did get Plucked!
 
I've noticed since the pause before the goblins was added that about half the time, my group follows Shalowain up to the NPC stop spot, then runs away a bit, but not fast enough to avoid getting aggro on the gobs. The resulting issue is that one or two of my toons will catch aggro and die on their way to the new pause point, so I have to go in and manually clean that up before continuing the script.
Is this caused by a setting I need to adjust (chase distance or something) or is this something other folks are noticing this as well?
 
I've noticed since the pause before the goblins was added that about half the time, my group follows Shalowain up to the NPC stop spot, then runs away a bit, but not fast enough to avoid getting aggro on the gobs. The resulting issue is that one or two of my toons will catch aggro and die on their way to the new pause point, so I have to go in and manually clean that up before continuing the script.
Is this caused by a setting I need to adjust (chase distance or something) or is this something other folks are noticing this as well?
I haven't experienced that yet. The majority of the time I agro 2 gobs then deal with the remaining one. A few times I get all 3. Prior to the addition of the point/pause, I would run that manually.
 
Thanks for sharing and working on this @GoldenFrog.

Here's a couple crude functions I use in my day to day you may (or may not) find useful. and my hack for using a chanter to stun. I am not a coder, so apologies in advance for any cringe, to include any blatant copy/pasta from other scripts.

Note the CWTN Enchanter plugin leaves spell slot 13 alone, so I mem "Dizzying Spindle" there. Future ToDos: make a pre-mission prep function that queries the group composition looking for stunners, understand CWTN button spell bar (do all classes have a floater cast gem?), mems a stun, and then rotate through stunners (call next character out of an array?) so group is not waiting on cool downs...

[CODE lang="Lua" title="Enchanter Mod hack"]-- This is found around line # 344 in init.Lua
elseif (in_stun_mode == false) then
kill_archers()
Log('\ay Stun! \aw')
-- Rare Spawn's ENC HACK: Comment out the next line
--swap_bandolier(settings.general.StunBandolierName)
-- Rare Spawn's ENC HACK: Add this line, change to your enchanter's name
mq.cmd('/dex EnchantersNameHere /cast Dizzying Spindle')
in_stun_mode = true
end

-- This is found around line 341
if (spawn.Level() >= 125) then
if (in_stun_mode) then
Log('\ag Resume Attack \aw')
-- Rare Spawns's ENC Hack: Comment out this next line
--swap_bandolier(settings.general.RegularBandolierName)
in_stun_mode = false[/CODE]



[CODE lang="Lua" title="Misc Functions"]function CloseWindows()
mq.cmd('/dgga /squelch /windowstate TaskWnd close')
mq.delay('2s')
mq.cmd('/dgga /squelch /windowstate AlertStackWnd close')
end

function PopMerc()
if mq.TLO.Mercenary.State() == 'SUSPENDED' and mq.TLO.Window('MMGW_ManageWnd/MMGW_SuspendButton').Enabled() and not mq.TLO.Me.Hovering() and mq.TLO.NearestSpawn('pc')() ~= nil then
mq.cmd('/nomodkey /notify MMGW_ManageWnd MMGW_SuspendButton LeftMouseUp')
print('\agPopping Mercenary')
end
end

function SuspendMerc()
if mq.TLO.Mercenary.State() == 'ACTIVE' and mq.TLO.Window('MMGW_ManageWnd/MMGW_SuspendButton').Enabled() and not mq.TLO.Me.Hovering() and mq.TLO.NearestSpawn('pc')() ~= nil then
mq.cmd('/nomodkey /notify MMGW_ManageWnd MMGW_SuspendButton LeftMouseUp')
print('\agSuspending Mercenary')
end
end

[/CODE]
 
I am glad that worked. I actually tried a few other things, and the only one I got to work was F8 for target nearest NPC hotkey. So that may also be a possible solution.
 
GoldenFrog updated LS Final Fugue AutomationScript (mostly) with a new update entry:

1.3: Various Updates, Self-Requesting

  • If not already so, will request mission and move to quest zone.
    • Waits for entire group to zone in before continuing - so issue if someone sitting in group for TA.
    • Also for this stage, recommended that requestor not be shrunk and to have levi on due to current mesh.
  • On startup, initiates the following. A bit of spam, but let me know if it's a problem or we need changes
    • Chase on (Kissassist)
    • Mode Chase (cwtn)
    • Mode SicTank (cwtn)...

Read the rest of this update entry...
 
First run with new lua and my team ran about 1000 yards from where they were supposed to and engaged the soldiers and the like in the camp instead of the ones near the NPC. Going to try again and see if its repeatable or a fluke after I do a CR.
At the start? Nothing there should have changed. Except if it's 'cuz of the CWTN chase settings.

Let me know. Sorry about that.
 
At the start? Nothing there should have changed. Except if it's 'cuz of the CWTN chase settings.

Let me know. Sorry about that.
I'm going to go with funkyness with eq on this one.
At the start? Nothing there should have changed. Except if it's 'cuz of the CWTN chase settings.

Let me know. Sorry about that.
Yeah was the strangest thing. Did the first two soldiers or so, then ran like hell to the camp. Going to chalk it up to pebkac, id10t or eq oddness.
 
Not sure if this has been pointed out to you but...The archers don't do dmg. You dont need a tank or healer on them. So even with low dps group, you can tank/heal boss to stay engaged, and send all the dps to do archers, come finish main boss when done. If you don't break the stun but are beating on boss can he reset? Even so with tank+healer using stun weapons should be able to remove his shield.
 
Some notes....

I use KISS on all my toons, some of my "issues" might be related to KISS.

This I've seen all along, at the end of the first encounter with the four mobs, Thornel always gets targeted and that is triggering burn mode, and then it immediately starts on the boars...

On the current release, twice now I've seen it not engage the 3 hunters, it runs the group over to them, but doesn't engage without manual assistance. (they don't appear on Xtarget until you assist)

When killing the Mini's, and as each one dies and the next one is engaged, it continually swaps back and forth between the previous corpse and current mini until the corpse expires.

and lastly,
Code:
KillArchers=true
KillArchersAtStart=true
does not appear to be functional, it's still waiting till the first stun point before pealing the group off to kill the archers.

Appreciate all your efforts on this!
 
Not sure if this has been pointed out to you but...The archers don't do dmg. You dont need a tank or healer on them. So even with low dps group, you can tank/heal boss to stay engaged, and send all the dps to do archers, come finish main boss when done. If you don't break the stun but are beating on boss can he reset? Even so with tank+healer using stun weapons should be able to remove his shield.
Interesting idea (I think someone may have mentioned earlier in the thread)
The problem there for a script is that you'd have to change the MA, or kick them into manual mode (ka, cwtn, whatever).

Not a huge deal - but adds to the complexity a bit. Maybe easier than breaking archers into pieces, though...

And yes, you can beat on boss as long as you want - as long as you don't stun him, he'll stay in "Stun Me!" mode. (I've had it sitting there for minutes like that while working on something.
 
Some notes....

I use KISS on all my toons, some of my "issues" might be related to KISS.

...

and lastly,
Code:
KillArchers=true
KillArchersAtStart=true
does not appear to be functional, it's still waiting till the first stun point before pealing the group off to kill the archers.
You're right about KillArchersAtStart. Fixing that this morning (just removing it as a separate option).

I'm fully CWTN with one KA bard. Definitely may be issues there with the "Not On XTar" thing that I haven't tested.

I've never seen the corpse-select thing but added "npc" to a few of the places to ensure that shouldn't happen. Will push once tested.

All the script does is the MA (running the script)
  • Run up to a mob
  • /target
  • /attack on

The comment about "...targets Thornel" makes me wonder if your script is in some "Hunter" or "Tank" mode that auto-searches it out. There's nothing here that should do that.

Others definitely may have more insights about running KA as MA but a few questions:
  • Do you know if you see the tank/ma actually target the mob?
  • Are you running KA with MQ2Melee on or off?
  • If you run the mission manually - without this script - what you do with your group to make it work?
 
Others definitely may have more insights about running KA as MA but a few questions:
  • Do you know if you see the tank/ma actually target the mob?
  • Are you running KA with MQ2Melee on or off?
  • If you run the mission manually - without this script - what you do with your group to make it work?
Yes, I see the tank (which is the mode he's set to in KA) actually target Thornel, and immediately the burn routine is activated. It's not a huge deal, everything is functioning properly otherwise, just a bit extra dps is being triggered.

I do run with mq2melee on

And I've never run the mission without it, although I surely could after watching your Lua tear it up a couple times :)
 
If you run the mission manually - without this script - what you do with your group to make it work?
When running manually I burn Kar and then run my group north-northwest until I am out of the blue. When it's gone I run back and open the chest. First in gets Plucked and the rest get Phucked.
 
First in gets Plucked and the rest get Phucked.

Specifically - First character to zone into the mission gets the achieve, the other 5 don't. Pretty sure this is a bug that will be corrected someday.
 
This section in KISS appears to be the culprit for targeting other NPCs after the first wave...
Code:
                | Check for memblurred mobs in camp when nothing left on xtarget. Check only for 5 secs after last mob.
I was thinking I remembered a previous setting for "check for mem blurred mobs in camp", but I couldn't find one, maybe that was from MULE Assist. But then I checked the actual mac for KA and came up with that.

Still seeing it retargeting the corpse of the previous mini till the corpse poofs. Tried using /target clear a couple times before the next was engaged, Whatever is causing that is immediately retargeting the corpse. It doesn't really seem to cause a problem, other than the annoyance that the target window is flickering, it's not holding the corpse as a target long enough for the other toons to switch targets.
 
Current version of script is working flawless for my setup.

I literally can afk the event. I haven't/don't use open chest.

Warrior warrior KISS on tank mode - mq2melee off
[CODE title="kiss melee ini section"][Melee]
AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=60
StickHow=snaproll front moveback
AutoFireOn=0
UseMQ2Melee=0
TargetSwitchingOn=1
PetTauntOverride=0[/CODE]

healer and 3 dps using CWTN

1 wizard running rgmerc

Tip for anyone still working on plucked: Lots of ways to skin a cat, but since only 1 toon can get plucked per mission right now. Zone that character in first. Just run Lua with kill archers off - ignore them. Whatever your dps doesn't matter - When the blue aura shows up on final boss, run the plucked character out of aura, you have tons of time and distance to run isn't far. This is by far the easiest way to get it. I expect the small time needed out of range that even your healer can do this. The only issue would probably be the tank. If another or 10 more auras come, simply move out again.
 
This is for ver 1.3:
I'm wondering if the mission has weird random timings in certain instances that make the Lua work sometimes perfectly, and sometimes wonky. I see a Rallosian that keeps running out of nowhere to my group constantly, and despawns.
Anyways, I just ran it and everything worked until the second mini name, I waited to see if the group would attack but they did not, even though Margator was on the HOTT and Elmara was attacking him. I targeted him and hit attack and the group ran to him and the rest of the mission finished.
But... below is my .ini and what the MQ window showed.

1704127801123.png 1704127844397.png
 
This is for ver 1.3:
I'm wondering if the mission has weird random timings in certain instances that make the lua work sometimes perfectly, and sometimes wonky. I see a Rallosian that keeps running out of nowhere to my group constantly, and despawns.
Anyways, I just ran it and everything worked until the second mini name, I waited to see if the group would attack but they did not, even though Margator was on the HOTT and Elmara was attacking him. I targeted him and hit attack and the group ran to him and the rest of the mission finished.
But... below is my .ini and what the MQ window showed.

View attachment 55265 View attachment 55266
For the Rallosian - that's the instance doing wonky things. I've seen the group sometimes very randomly target one quickly then click away.
It could be solved with an /ignore command - but I've hesitated adding to the script.
Let me know if you see it causing problems.

On the mini-bosses - the problem is most likely the distance section. I'm about to run again - will re-test those and bump them as allowed.
65 can probably be more like 100-150. Keeps team from chasing the mini to their southern camp.
Lua:
        KillAllBaddiesIfUp("Darga Smasher", 50)
        KillAllBaddiesIfUpAndAnotherDown("Margator the Slow", "Darga Smasher", 65)
        KillAllBaddiesIfUpAndAnotherDown("Firethorn", "Margator the Slow", 65)
        KillAllBaddiesIfUpAndAnotherDown("Yarith Wardbreaker", "Firethorn", 65)
 
Current version of script is working flawless for my setup.


...When the blue aura shows up on final boss, run the plucked character out of aura, you have tons of time and distance to run isn't far. ...
Thanks, @oldtimer

I'm going to run the mission to get clean logs and look - but if anyone knows whether there's an emote or timer for the aura spawning, let me know.
This would be (kinda) trivial to add as option in script.
 
For the Rallosian - that's the instance doing wonky things. I've seen the group sometimes very randomly target one quickly then click away.
It could be solved with an /ignore command - but I've hesitated adding to the script.
Let me know if you see it causing problems.

On the mini-bosses - the problem is most likely the distance section. I'm about to run again - will re-test those and bump them as allowed.
65 can probably be more like 100. Keeps team from chasing the mini to their southern camp.
Lua:
        KillAllBaddiesIfUp("Darga Smasher", 50)
        KillAllBaddiesIfUpAndAnotherDown("Margator the Slow", "Darga Smasher", 65)
        KillAllBaddiesIfUpAndAnotherDown("Firethorn", "Margator the Slow", 65)
        KillAllBaddiesIfUpAndAnotherDown("Yarith Wardbreaker", "Firethorn", 65)
Oh, thats cool, I had no idea about the distance thing. Very cool. I'll give it another shot in 5 hours. Thanks GF.
 
Thanks, @oldtimer

I'm going to run the mission to get clean logs and look - but if anyone knows whether there's an emote or timer for the aura spawning, let me know.
This would be (kinda) trivial to add as option in script.
you might just be able to leave the pluck character at the zone in or something. I assume the aura is around boss only , but no idea how it works. I have whole group on boss, move the plucked char out, back in and out again if need be.
 
Quick run through and brief log analysis. Seems no aura detection possible by script. Needs a human to see the red swirlies. Maybe with timings, but..

Random info from quick read-through that's probably not useful or interesting...

  • Seconds from active or re-active --- goes into "Stun Me" mode. Unclear if damage based or timed.
    • 25s from fight start to first 'Shield Up'
    • Then 21s, 12s, 19s, 18s
  • Arrows didn't start until after first stun/re-activate
    • Held Kar at first phase for 8 minutes. No arrows/aura
    • Exactly 60 seconds after re-activate, arrows came
  • Once arrows start, happened regular interval
    • "Dozens of arrows pierce you, feathers grazing your eyes."
    • Second wave of arrows came 68 s after
    • then 64s and 64s
 
anyway to get a copy of previous version? I overwrote mine and it was working well. Latest version I am having issues with movement and having to manually move toons .
 
Despite having Kill Archers and Kill Archers at Start both set to true, my group doesn't do anything with regards to the archers.

Anything I am missing??
 
Despite having Kill Archers and Kill Archers at Start both set to true, my group doesn't do anything with regards to the archers.

Anything I am missing??
Actually this is strange. The .Lua has it set to True for both, but when I run in game it shows as kill archers False.
 
With regards to using a Enchanter to stun with CWTN plugin, I am not even sure any code is necessary. Simply loading DIzzying Spindle into slot 13 appears to be all that is needed, no BYOS required. MQ2Enchanter is casting it as fast as it comes off cooldown already which works.
 
Does it look like this?
To verify did you check the INI file:
config > missions_finalfugue_{charname}.ini

I get it's not intuitive. The one in the script contains the defaults - changing them after the INI created has no impact.

INI:
[general]
RegularBandolierName=standard
OpenChest=true
GroupMessage=dannet
KillArchers=false
UseBandoliers=true
StunBandolierName=stun
 
With regards to using a Enchanter to stun with CWTN plugin, I am not even sure any code is necessary. Simply loading DIzzying Spindle into slot 13 appears to be all that is needed, no BYOS required. MQ2Enchanter is casting it as fast as it comes off cooldown already which works.
well, byos is required depending on your settings, otherwise you load other spells in that gem slot. but yes, if you have a gemslot open you can load one of the stuns the plugin says it uses and it will use it
 
To verify did you check the INI file:
config > missions_finalfugue_{charname}.ini

I get it's not intuitive. The one in the script contains the defaults - changing them after the INI created has no impact.

INI:
[general]
RegularBandolierName=standard
OpenChest=true
GroupMessage=dannet
KillArchers=false
UseBandoliers=true
StunBandolierName=stun
AH ! I did not know that. I just finished a mission (Thank you by the way, it still works) But I will edit the correct ini and try again in 5 hours. 😁
 
GoldenFrog updated LS Final Fugue AutomationScript with a new update entry:

1.4 Cleanup and Mini-Boss Engage Improvement

  • Mini-bosses will engage more regularly
    • Previous distances were set too short
  • Minor clean-ups
  • Added comment helping clarify that changes to configs requires INI file updates

@Rare Spawn Didn't add Casting stuns - have the code if it is valuable. As you mention, does require user setting that char up properly to utilize.

Read the rest of this update entry...
 
Release LS Final Fugue AutomationScript

Users who are viewing this thread

Back
Top
Cart