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Release LS Final Fugue AutomationScript 1.9

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On latest build and works well most of the time but sometimes my tank will move to the hunters and not engage- have to manually engage them and once they are dead continues on as normal.
 
On latest build and works well most of the time but sometimes my tank will move to the hunters and not engage- have to manually engage them and once they are dead continues on as normal.
Hrmpf. Haven't seen that happen yet but will give it all a look-over and see if anything stands out.
 
On latest build and works well most of the time but sometimes my tank will move to the hunters and not engage- have to manually engage them and once they are dead continues on as normal.
I prefer to move the group to the next waypoint on map where the NPCs stop and get ambushed by hunters, and resetcamp when I get there. Waiting at the last spot until hunters spawn feels like ED-209 (the sentry robot from robocop). GF, If I may recommend following the NPCs until hunters spawn, like how you handle the movement into the boss fight area?

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I prefer to move the group to the next waypoint on map where the NPCs stop and get ambushed by hunters, and resetcamp when I get there. Waiting at the last spot until hunters spawn feels like ED-209 (the sentry robot from robocop). GF, If I may recommend following the NPCs until hunters spawn, like how you handle the movement into the boss fight area?
That is how things were originally and got a lot of push-back that the immediate spawn of 3 hunters on groups overwhelmed at times.

We can put an option "Pause before hunters".
 
Maybe have an toggle for "Handicap Mode" that uses a safe/conservative strat for situations where the characters are under geared, low level, or have a non-ideal group composition?
 
Curiosity question about clip plane distance... wondering if some users clip plane being shorter for computer performance reasons has any impact on our scripts ability to detect a spawn.
 
I ran this yesterday. not a big fan of the zone/instance navigation - it's ver suspicious when everyone in your grou runs to the same location simultaneously. I'd cut that bit out of it completely and have the player assemble the group at the zone in before they start the Lua.
 
Do we have a way to use caster stuns on this yet? ran it a bunch of times with my melee group, no issues, would like to run it on my caster group but im lazy :P awesome work bud!
 
I ran this yesterday. not a big fan of the zone/instance navigation - it's ver suspicious when everyone in your grou runs to the same location simultaneously. I'd cut that bit out of it completely and have the player assemble the group at the zone in before they start the LUA.
The script picks up wherever things are at.
You can get the task, zone in - then start it. Or even start/re-start it half-way through finishing the mission.

In your case, you can definitely request the task and have everyone sitting at the zone door.
 
Do we have a way to use caster stuns on this yet? ran it a bunch of times with my melee group, no issues, would like to run it on my caster group but im lazy :P awesome work bud!
Thanks, Skiitz.

I had started to code this but someone reported it wasn't needed due to the auto-casting of their enchie stun was happening, something something. So I stopped.

Can definitely get that finished off.
 
Thanks, Skiitz.

I had started to code this but someone reported it wasn't needed due to the auto-casting of their enchie stun was happening, something something. So I stopped.

Can definitely get that finished off.
Personally feel it would be cool to have it coded into the script just so people like myself dont forget to mem / use it ;). and wonder why im dead after half an hour :D
 
Thanks, Skiitz.

I had started to code this but someone reported it wasn't needed due to the auto-casting of their enchie stun was happening, something something. So I stopped.

Can definitely get that finished off.
That was me. It semi works. There is some grey area, since my CWTN checked boxes on the enchanter afford me a free gem slot, and since I have a stun memmed, the addon will cast it when its available as a nuke, its not synced when a stun is needed. When I am impatient (most of the time) I will pause the enc and manually stun.
 
Personally feel it would be cool to have it coded into the script just so people like myself dont forget to mem / use it ;). and wonder why im dead after half an hour :D
Having the script cast a configured spell/gem is straight forward.
Having the script actually memorize and override KA, CWTN, whatever - gets trickier.

But for Rare Spawn's case - "StunWithCaster"=true, "StunSpell"="MySpellName" - easy enough.
 
GoldenFrog updated LS Final Fugue AutomationScript with a new update entry:

1.6 Option to not wait for Hunters; bando set at end

  • New config option to not wait for Hunters at 3rd stage
    • Defaults to true - no changes from current behavior
    • First run will add to config file
    • WaitBeforeEngagingHunters=true
  • Bandoliers explicitly reverted to Standard at completion of event or exiting zone
    • Some situations existed where a char was left on the "Stun" bando

Read the rest of this update entry...
 
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.
I have had this happen a few times between yesterday and today. War runs up to the correct spot but does not engage the hunters. I have to manually target and hit attack. Then the script seems to reactivate and it works as intended from that point on
 
This is a great program have completed 3 times now. I am having ne problem though. I get to archers at the end and 3 toons will not assist tank killing archers. my bard targets rogue so must resart kissassist to get him to ingage. must resart kiss for rogue also. My wizard will not engage unless I manually cast on archers. but when I get them down all engage final boss.
 
This is a great program have completed 3 times now. I am having ne problem though. I get to archers at the end and 3 toons will not assist tank killing archers. my bard targets rogue so must resart kissassist to get him to ingage. must resart kiss for rogue also. My wizard will not engage unless I manually cast on archers. but when I get them down all engage final boss.
Can you verify you have the latest version? This was an issue due to how tools work when the ExtendedTarget list is empty.
But as of the most current, the script sends command to whole group:
  • /tar archer
  • /attack on
I have not seen issues since then (though I rarely run the archer routine any more)

You can check the version by looking at the top of "Lua/mission_finalfugue/init.Lua":
Lua:
-- Mission_FinalFugue
-- Version 1.6
---------------------------
 
I have had this happen a few times between yesterday and today. War runs up to the correct spot but does not engage the hunters. I have to manually target and hit attack. Then the script seems to reactivate and it works as intended from that point on
What tool are you using on your Warrior? CWTN, KA, Mule,...?

Does this only happen on the first hunter?

EDIT: This happened to me today. CWTN Knight MA ran but never targeted or engaged. Will try to prioritize looking into this.
 
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What tool are you using on your Warrior? CWTN, KA, Mule,...?

Does this only happen on the first hunter?

EDIT: This happened to me today. CWTN Knight MA ran but never targeted or engaged. Will try to prioritize looking into this.
CWTN. Use for CWTN for all toons except bard which is KA.
Only happens with the 3 bridge ones. Toons run over to where they pop but then just stand there and do not target or engage even though they are litterly standing in middle of fight.

Did it again with SK just now. See the wrath and the hunters but my group is just standing there and at bottom you can see eskay has nothing targeted or doing anything. As a side note: everything else has worked perfectly everytime.


1705344979899.png
 
CWTN. Use for CWTN for all toons except bard which is KA.
Only happens with the 3 bridge ones. Toons run over to where they pop but then just stand there and do not target or engage even though they are litterly standing in middle of fight.

Did it again with SK just now. See the wrath and the hunters but my group is just standing there and at bottom you can see eskay has nothing targeted or doing anything. As a side note: everything else has worked perfectly everytime.


View attachment 56014
Glad this isn't just me it is happening to. Runs to hunters and stands around doing nothing. CWTN for all except bard as well. Thanks for looking into it @GoldenFrog
 
For any who may have missed. Today's patch:
- Final Fugue (Mission) -
- - Achievments now will be credited properly.
- - Player characters will no longer suffer longer combat rest lockouts.
- - Any stun should help to make Kar movable again after he draws his shield.
- - The boars are now animals.
(I didn't misspell Achievements....)
 
I ran a mission earlier today.. zipped through like crazy fast..Captain Kar now can be stunned immediately (I know they said in notes it was going to happen), but was surprised how fast he went down. He outs his shield up, pally stun..Blammo! Back to HP going down. HAHA. GF, dare I ask for a stun to be added script wise for Captain kill?
 
I ran a mission earlier today.. zipped through like crazy fast..Captain Kar now can be stunned immediately (I know they said in notes it was going to happen), but was surprised how fast he went down. He outs his shield up, pally stun..Blammo! Back to HP going down. HAHA. GF, dare I ask for a stun to be added script wise for Captain kill?
It's been requested and I've been meaning to but kept getting side-tracked. I'll see if I can do that this morning.
 
....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...
This is the first I realized Enchanter Gem 13 isn't automatically loaded with anything.
Not aware of any other class that has that happen.

However, just loading Dizzying Spindle into Spell Gem 13 caused CWTN to chain-cast it. There doesn't seem to be a "UseStun" option to disable that behavior.

I was half-way through the Kar fight before I realized my awesome script wasn't actually causing the casting.
1705598978303.png

However, the casting was more than often-enough to finish the fight in fast. So... just mem it and see success?

I don't have access to another stun class with this expansion. I'll test my next run on a char with random spell - just to see, but...
For enchanter? Just mem the spell.
 
This is the first I realized Enchanter Gem 13 isn't automatically loaded with anything.
Not aware of any other class that has that happen.

However, just loading Dizzying Spindle into Spell Gem 13 caused CWTN to chain-cast it. There doesn't seem to be a "UseStun" option to disable that behavior.

I was half-way through the Kar fight before I realized my awesome script wasn't actually causing the casting.
View attachment 56161

However, the casting was more than often-enough to finish the fight in fast. So... just mem it and see success?

I don't have access to another stun class with this expansion. I'll test my next run on a char with random spell - just to see, but...
For enchanter? Just mem the spell.
we do load that gem depending on your other settings, same with all the other plugins

Q. Why do I have an Empty Spell Gem?
A. an empty gem can happen depending on your settings. For example, gem 13 we use alliance or night's terror there (with usealliance or usenightsterror respectively) if you have alliance off, and already have night's terror elsewhere due to other settings, that gem is empty

there isn't a usestun - mq2enchanter would use their stun ability when it is available since you memorized it manually, we assume that it is important to use.

keep in mind, this last updates makes any and all stuns work - including things like bstlord pet proc, and regular weapon procs and other triggers - not just old timey stuff.

just about any group makeup shouldn't even notice this any more.
 
we do load that gem depending on your other settings, same with all the other plugins

Q. Why do I have an Empty Spell Gem?
A. an empty gem can happen depending on your settings. For example, gem 13 we use alliance or night's terror there (with usealliance or usenightsterror respectively) if you have alliance off, and already have night's terror elsewhere due to other settings, that gem is empty

there isn't a usestun - mq2enchanter would use their stun ability when it is available since you memorized it manually, we assume that it is important to use.

keep in mind, this last updates makes any and all stuns work - including things like bstlord pet proc, and regular weapon procs and other triggers - not just old timey stuff.

just about any group makeup shouldn't even notice this any more.

Thanks, Sic. That makes perfect sense.

Honestly for any char but my main SK, I've not really looked too deeply what CWTNs are doing - which is a solid compliment for those.
 
Just a qol thing. My tank also swaps bandoliers during the Kar fight even though they are named differently
 
I tried this tonight for the first time. I never had need/desire to automate before - since it fairly straight forward mission

I am raid geared, I tried with options to kill the archers and dontwait to engage hunters - all was going smoothly until half the group got stuck on the tree just after Yarith Windbreaker.
Then it all went to shit and I scrambled about trying to kill the Lua process hahahah.
Anyway - great job putting this together. I'll fix my mesh and give it another go.
 
I am now running 1.6 but stll same problems. wizard targets archers but will not fire any spells. I can manually fire them. Bard targets Mag instead of archers so I have to stop kiss and resart. My dps with this group is good enough to complete mission and both wizard and bard work on final boss. I am running dannet on all toons and kissassist.
 
If your DPS is good enough now shouldn't even need to kill archers as normal stuns work on Kar now. Engage Kar pop burns and I have him dead before the aura even shows up indicating the archers are going to fire. Also, they fixed the bug in the last patch where everyone now can get the plucked cheive.

Cheeves are awarded on this mission when you open the chest unlike Heroes are Forged where chieves are awarded when Shalowain dies.
 
There is one thing that this does on Wave one which causes issues with a KA bard in the group.
After we Kill Hex..instead of going to kill Warlock we run back and agro the soldiers for some reason....and then go kill the Warlock.
And the KA Bard all of a sudden thinks there are adds..and stands there are gets beaten on.
The point is - there is no reason to go back and agro the soldiers at all.
Kill Hex - Kill Warlock and then go beat on the soldiers.
 
GoldenFrog updated LS Final Fugue AutomationScript with a new update entry:

1.7 Targeting/Prioritization and misc updates

  • Zoning into quest should work better
    • Will only wait for instance spin-up as necessary
    • Bard still sometimes doesn't zone. This doesn't appear to be script-specific.
  • Cleaned up Hex/Warlord wave; targeting & prioritization
  • Hunters targeting has improved
    • Sometimes still doesn't target Hunters.
Still on the to-do list:
  • Correct hunter targeting
  • Correct archer targeting

Read the rest of this update entry...
 
If you don't care about achievements you can also invise after the War Wraith and let the hunters kill Shadowain. Once he dies the hunters depop and the script resumes. You just need to invis and stay out of LoS so they aggro the NPCs correctly.
 
Hello Goldenfrog,

I have a suggestion that might help with the hunters.

When the script runner (tank) gets to the position for hunters, please do to 'resetcamp' on the tank so that CWTN SicTank mode will grab all the agro in this area. Since its not doing that now, the healers get clobbered by the 2 untanked hunters after they heal tank.

Thanks!
 
I have a suggestion that might help with the hunters.

When the script runner (tank) gets to the position for hunters, please do to 'resetcamp' on the tank so that CWTN SicTank mode will grab all the agro in this area. Since its not doing that now, the healers get clobbered by the 2 untanked hunters after they heal tank.
Can definitely do this, but admit to not understanding why that would change the behavior.

Is there a 'distance from camp' type of component that impacts when/whether mobs on xtar get agro'd?
 
Release LS Final Fugue AutomationScript

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