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    Frostreaver

Problem - /Melee Stickmode=2 wont stay.

Joined
Apr 4, 2015
RedCents
638¢
Version of KissAssist.mac?
11.001
When did your problem start?
Feb 10, 2019 was one of the issues i was having from this post https://www.redguides.com/community/threads/tank-not-switching-to-ma-targets.68368/
Character Role?
  1. Assist
  2. Tank
What class is having this issue?
  1. Shadow Knight
How often does this issue occur?
Always
Can you reproduce the issue?
yes
with a Fresh Bootup / log in on Toon's i deleted the ServerName_ToonName that saves the /Melee settings.
Logged on toon waited for game to settle down after fresh load /melee stickmode=2, /melee save then /unload. **Unload not nessessary but just making the point.
check INI file and the /melee settings are all there in the new file and /melee stickmode=2 is conformed to be set!.
go back to desktop and reload MQ wait for MQ to finish loading then /melee. setting is confirmed to be set on the =2.
target toon /mac Kissassist.
wait for that to finish loading and /melee and sure enough /melee stickmode=0. this happens everytime. its no biggy i just /melee stickmode=2 and it runs fine for several hours. untill it decides not to.
then i have to log off game completely and Reboot PC or the settings will continue to hold the Error mode until its done.

Code:
[2019/02/25 00:29:04] MQ2Log :: Logging is ON

[2019/02/25 00:29:31] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:29:31] MQ2Melee::Version [8.802] Loaded!

[2019/02/25 00:29:31] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:29:31] MQ2Melee::aggro (1) [ON/OFF]?.

[2019/02/25 00:29:31] MQ2Melee::aggropri (0) [ID] Primary (Aggro)?.

[2019/02/25 00:29:31] MQ2Melee::arrow (0) [ID] item?.

[2019/02/25 00:29:31] MQ2Melee::bash (1) [#] Bash 0=0ff.

[2019/02/25 00:29:31] MQ2Melee::begging (0) [ON/OFF]?.

[2019/02/25 00:29:31] MQ2Melee::bow (0) [ID] spell/disc/aa/item?.

[2019/02/25 00:29:31] MQ2Melee::challengefor (1) [ON/OFF]?.

[2019/02/25 00:29:31] MQ2Melee::disarm (1) [ON/OFF]?.

[2019/02/25 00:29:31] MQ2Melee::enrage (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::gblade (20) [#] Endu% Above? 0=Off.

[2019/02/25 00:29:32] MQ2Melee::harmtouch (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::hide (0) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::infuriate (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::melee (1) [ON/OFF] Melee Mode? 0=0ff.

[2019/02/25 00:29:32] MQ2Melee::petassist (1) [ON/OFF] Assist Me?.

[2019/02/25 00:29:32] MQ2Melee::petdelay (0) [#] # Sec Delay Before Engaging?.

[2019/02/25 00:29:32] MQ2Melee::petengagehps (98) [#] TargetCurrentHPS% Below? 0=0ff.

[2019/02/25 00:29:32] MQ2Melee::petrange (75) [#] Target/Pet in this range?.

[2019/02/25 00:29:32] MQ2Melee::plugin (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::provoke0 (0) [ID] spell/disc/aa/item?.

[2019/02/25 00:29:32] MQ2Melee::provoke1 (55689) [ID] spell/disc/aa/item?.

[2019/02/25 00:29:32] MQ2Melee::provokeend (20) [#] Stop when Target Life% Below?.

[2019/02/25 00:29:32] MQ2Melee::provokemax (1) [#] Counter? ,1=try once, 0=0ff.

[2019/02/25 00:29:32] MQ2Melee::provokeonce (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::range (0) [#] Max Range? 0=0ff.

[2019/02/25 00:29:32] MQ2Melee::standup (0) [ON/OFF] Authorize to StandUp?.

[2019/02/25 00:29:32] MQ2Melee::steely (0) [ON/OFF].

[2019/02/25 00:29:32] MQ2Melee::stickbreak (0) 0=Normal, 1=Allow BreakOnKB.

[2019/02/25 00:29:32] MQ2Melee::stickdelay (0) [#] Sec to Wait Target in Range?.

[2019/02/25 00:29:32] MQ2Melee::stickmode (2) [0-2] 0=Built-In 1=From INI 2=do not stick?.

[2019/02/25 00:29:32] MQ2Melee::sticknorange (0) 0=Normal, 1=No Range Check.

[2019/02/25 00:29:32] MQ2Melee::strikemode (0) [ON/OFF] Use strikecmd from ini?.

[2019/02/25 00:29:32] MQ2Melee::stunning (0) [#] Target Life% Below? 0=0ff.

[2019/02/25 00:29:32] MQ2Melee::taunt (1) [ON/OFF]?.

[2019/02/25 00:29:32] MQ2Melee::withstand (20) [#] Endu% Above? 0=Off.

[2019/02/25 00:29:32] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:29:46] Your integrity has been preserved.

[2019/02/25 00:29:58] Cannot end a macro when one isn't running.

[2019/02/25 00:30:02] [MQ2] There is 1 command line parameter(s)

[2019/02/25 00:30:02] [MQ2] P0: Tank

[2019/02/25 00:30:02] [MQ2] Loading INI Info

[2019/02/25 00:30:02] MQ2Melee::Loading...

[2019/02/25 00:30:04] MQ2Posse :: Radius is 500

[2019/02/25 00:30:04] MQ2Posse :: Friend notfications are OFF

[2019/02/25 00:30:04] MQ2Posse :: Stranger notfications are ON

[2019/02/25 00:30:04] MQ2Posse :: Enabled

[2019/02/25 00:30:04] MQ2Posse :: v1.08 :: by Sym for RedGuides.com

[2019/02/25 00:30:04] MQ2Posse :: DISABLED

[2019/02/25 00:30:04] MQ2Posse :: Radius is 300

[2019/02/25 00:30:04] MQ2Posse :: ZRadius is 30

[2019/02/25 00:30:04] MQ2Posse :: Ignore guildmates is OFF

[2019/02/25 00:30:04] MQ2Posse :: Notfications are ON

[2019/02/25 00:30:04] MQ2Posse :: Friend notfications are ON

[2019/02/25 00:30:04] MQ2Posse :: Stranger notfications are ON

[2019/02/25 00:30:04] MQ2Posse :: Audio alerts are OFF

[2019/02/25 00:30:04] MQ2Posse :: Zones to skip: poknowledge,guildhall,guildlobby,bazaar,neighborhood

[2019/02/25 00:30:04] [MQ2] SetupAdvLootVars: Reading from Loot.ini

[2019/02/25 00:30:04] [MQ2] NINJADVLOOT: Version mismatch detected. Writing aliases.

[2019/02/25 00:30:04] [MQ2] NINJADVLOOT: AutoHater set to Xtarget1

[2019/02/25 00:30:04] [MQ2] NINJADVLOOT: Variables are set. Using Loot.ini file.

[2019/02/25 00:30:05] [MQ2] ================================

[2019/02/25 00:30:05] [MQ2] Redguides presents

[2019/02/25 00:30:05] [MQ2] KissAssist v.11.001 by Maskoi

[2019/02/25 00:30:05] [MQ2] ================================

[2019/02/25 00:30:05] [MQ2] I am Tanking & Main Assist

[2019/02/25 00:30:05] [MQ2] Using MoveUtil to move with.

[2019/02/25 00:30:07] Window 'Blocked Spells' is now open.

[2019/02/25 00:30:08] Window 'Blocked Spells' is now closed.

[2019/02/25 00:30:14] [MQ2] You are using a Custom UI. Please switch to Default UI before Posting.

[2019/02/25 00:30:14] [MQ2] DEBUG ALL On

[2019/02/25 00:30:15] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop1 Line#: 1310

[2019/02/25 00:30:15] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:15] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:15] [MQ2] DEBUGHEALS WriteDebuffs Enter Line#: 9646

[2019/02/25 00:30:15] [MQ2] DEBUGHEALS WriteDebuffs Leave Line#: 9663

[2019/02/25 00:30:15] [MQ2] DEBUG DoMiscStuff Enter Line#: 6641

[2019/02/25 00:30:16] [MQ2] DEBUG DoMiscStuff Leave Line#: 6676

[2019/02/25 00:30:16] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop2 Line#: 1310

[2019/02/25 00:30:16] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:16] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:17] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop1 Line#: 1310

[2019/02/25 00:30:17] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:17] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:18] [MQ2] DEBUGHEALS WriteDebuffs Enter Line#: 9646

[2019/02/25 00:30:18] [MQ2] DEBUGHEALS WriteDebuffs Leave Line#: 9663

[2019/02/25 00:30:18] [MQ2] DEBUG DoMiscStuff Enter Line#: 6641

[2019/02/25 00:30:18] [MQ2] DEBUG DoMiscStuff Leave Line#: 6676

[2019/02/25 00:30:18] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop2 Line#: 1310

[2019/02/25 00:30:18] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:18] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:18] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:30:18] MQ2Melee::Version [8.802] Loaded!

[2019/02/25 00:30:18] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:30:18] MQ2Melee::aggro (1) [ON/OFF]?.

[2019/02/25 00:30:18] MQ2Melee::aggropri (0) [ID] Primary (Aggro)?.

[2019/02/25 00:30:18] MQ2Melee::arrow (0) [ID] item?.

[2019/02/25 00:30:18] MQ2Melee::bash (1) [#] Bash 0=0ff.

[2019/02/25 00:30:18] MQ2Melee::begging (0) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::bow (0) [ID] spell/disc/aa/item?.

[2019/02/25 00:30:19] MQ2Melee::challengefor (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::disarm (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::enrage (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::gblade (20) [#] Endu% Above? 0=Off.

[2019/02/25 00:30:19] MQ2Melee::harmtouch (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::hide (0) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::infuriate (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::melee (1) [ON/OFF] Melee Mode? 0=0ff.

[2019/02/25 00:30:19] MQ2Melee::plugin (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::provoke0 (0) [ID] spell/disc/aa/item?.

[2019/02/25 00:30:19] MQ2Melee::provoke1 (55689) [ID] spell/disc/aa/item?.

[2019/02/25 00:30:19] MQ2Melee::provokeend (20) [#] Stop when Target Life% Below?.

[2019/02/25 00:30:19] MQ2Melee::provokemax (1) [#] Counter? ,1=try once, 0=0ff.

[2019/02/25 00:30:19] MQ2Melee::provokeonce (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::range (0) [#] Max Range? 0=0ff.

[2019/02/25 00:30:19] MQ2Melee::standup (0) [ON/OFF] Authorize to StandUp?.

[2019/02/25 00:30:19] MQ2Melee::steely (0) [ON/OFF].

[2019/02/25 00:30:19] MQ2Melee::stickbreak (0) 0=Normal, 1=Allow BreakOnKB.

[2019/02/25 00:30:19] MQ2Melee::stickdelay (0) [#] Sec to Wait Target in Range?.

[2019/02/25 00:30:19] MQ2Melee::stickmode (0) [0-2] 0=Built-In 1=From INI 2=do not stick?.

[2019/02/25 00:30:19] MQ2Melee::sticknorange (0) 0=Normal, 1=No Range Check.

[2019/02/25 00:30:19] MQ2Melee::strikemode (0) [ON/OFF] Use strikecmd from ini?.

[2019/02/25 00:30:19] MQ2Melee::stunning (0) [#] Target Life% Below? 0=0ff.

[2019/02/25 00:30:19] MQ2Melee::taunt (1) [ON/OFF]?.

[2019/02/25 00:30:19] MQ2Melee::withstand (20) [#] Endu% Above? 0=Off.

[2019/02/25 00:30:19] MQ2Melee::-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[2019/02/25 00:30:20] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop1 Line#: 1310

[2019/02/25 00:30:20] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:20] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:21] [MQ2] DEBUGHEALS WriteDebuffs Enter Line#: 9646

[2019/02/25 00:30:21] [MQ2] DEBUGHEALS WriteDebuffs Leave Line#: 9663

[2019/02/25 00:30:21] [MQ2] DEBUG DoMiscStuff Enter Line#: 6641

[2019/02/25 00:30:21] [MQ2] DEBUG DoMiscStuff Leave Line#: 6676

[2019/02/25 00:30:21] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop2 Line#: 1310

[2019/02/25 00:30:21] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:21] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:22] [MQ2] DEBUG CheckForCombat Enter SkipCombat: 0 ChainPull: 0 Role: Tank MainLoop1 Line#: 1310

[2019/02/25 00:30:22] [MQ2] DEBUG MobRadar 65 Enter (CheckForCombat) Line#: 5676

[2019/02/25 00:30:22] [MQ2] DEBUG MobRadar Leave 0 Line#: 5693

[2019/02/25 00:30:23] [MQ2] You are using a Custom UI. Please switch to Default UI before Posting.

[2019/02/25 00:30:23] [MQ2] DEBUG ALL Off

not sure if this is the only setting not holding but this setting happens 95-100% of the time.
 
Kiss does set stickmode to 0 if you have UseMQ2Melee turned on.

look around line 849 and just remark out the line or change the zero to 2.

/squelch /melee stickmode=0
 
Last edited:
if kiss has usemq2melee=1

it leaves sticking and such to mq2melee, and sets it so it uses the internal settings defined in the source code for mq2melee, which is aggro=1 toons in front, and everyone else in back.

stickmode=2 turns of sticking in mq2melee
 
correct, and turning off the stickmode=2 is what im wanting it to do. it will work fine even when tanking for a few. but after a while it will turn on again and then lock in place ignoring the INI file.

i dont have the program that would allow me to view / edit .DLL files. or id be more then happy to edit MQ2melee.

basically all im wanting is for MQ2 to handle ability's / spells / attack with out the movement reguardless of what type of toon i am on. /stickmode=2 handled that just fine for a while. now seems to work when it wants.
 
if you run kiss it will change it, as chats mentioned you need to alter kiss not to do it.

i made a cottokiss for you.
 

Attachments

awesome Ty, what would i need to get inorder to alter .DLL's for future edits?

n/m didnt realize this was in the Kissassist.ini under the macro's section thought it was in the MQ2Melee.DLL.
 
nah mq2melee functions fine, its simply how they use kiss to determine what you should e doing based on your role.
 
/stickmode=2 now holds and does not change when turning on /mac kissassist so we got that problem fixed.

the SK is still Lunging forward on Incoming npc's even tho i have disabled all melee ability's in /melee (everything is set to Zero)

what ever setting that turns on attack before the npc hits the tank is whats causing the Robotic lunge forward to the npc even tho the tank has already aggroed the incoming npc.

what would i need to do to make it to where the tank dose not turn on attack until AFTER he has taken damage or the npc has been in camp radios more then 2-4 sec or npc's hit points are at a given %(95-98%) before turning on attack but will still cast spells / bow / disc on incoming npc's that are out of melee range.
 
Last edited:
@ctaylor22 you should test out my code fix here compared to how the ma acts normally

C++:
                    | Speed up tanks attacking inc mobs MQ2Melee /killthis can cause a delay
                    /if (${Select[${Role},tank,pullertank,hunter]}) {
                        /if (${Me.Skill[Taunt]} != 0 && ${Me.AbilityReady[Taunt]}) /doability Taunt
                    }
                    /if (!${Me.Combat} && ${BeforeArray[1].NotEqual[null]}) /call BeforeAttack ${MyTargetID} 1
                    /if (${UseMQ2Melee}) {
                        /killthis
|Kaen01MOD_Begins
                    } else /if (!${IAmMA}) {
                        /if (${StickHow.NotEqual[0]}) {
                        
                            /if (${Me.FeetWet}) {
                                /stick ${Math.Calc[${Spawn[id ${MyTargetID}].MaxRangeTo}-3]} id ${MyTargetID} ${StickHow} uw 
                            } else {
                                /stick ${Spawn[id ${MyTargetID}].MaxRangeTo} id ${MyTargetID} ${StickHow}
                            }
                        } else {
                            /if (${Me.FeetWet}) {
                                /stick ${Math.Calc[${Spawn[id ${MyTargetID}].MaxRangeTo}-3]} id ${MyTargetID} uw 
                            } else {
                                /stick ${Spawn[id ${MyTargetID}].MaxRangeTo} id ${MyTargetID}
                            }
                        }
                        /if (!${Me.Combat} && ${Target.ID}) /attack on
                    } else {
                        /echo \at**\agKaen01MOD\at** \aw initial move blocked!
                        /if (!${Me.Combat} && ${Target.ID}) /attack on
                    }
|Kaen01MOD_End
 
yes and no
I dont want my tank to run often times both 50, and 80 out of the camp to meet a mob that's just not right, i want him to as long as he has aggro, stay still and wait for mob, now if the mob switched to my cleric for some reason, id prefer using a taunt tool than rushing out to meet it.

with the changes i made the mob gets within campradius before the tank reacts to it, often times this mean they just start fighting, if my healer gets aggro my tank is on it instantly, have been running with this for a while and have no problems at all.
 
Understood, but we like to lean to the side of caution. A good example would be a camp I use to visit in Beasts Domain, the camp is set up so that you pull mobs from 360 degrees from the camp location. Using a puller to pull and a tank as Mainassist. Waiting for the mob to make it to camp will get your group killed. That damn named stump/weed will take out your group while the tank is standing around waiting. What is even better is the Nameds can come from 3 directions, so having your Tank placed in a specific orientation to the rest of the group won't work. In that camp the tank has to meet the mob as it is incoming, or your cleric will get nailed for healing the puller.
 
hmm granted i dont have a tank in this group other than my monk, but again as long as the mob is within the camp radius he will react to it, he wont run out nad meet it 70 feet away

i was in chardok near the kennell area, and my tank would literalyl run into the keneel around corners to meet mobs, just not agood idea at all.
 
Post a copy of your ini file. Please.

Code:
[General]
XTSlot=1
KissAssistVer=11.001
Role=Assist
CampRadius=50
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=0|98
AcceptInvitesOn=1
GroupWatchOn=0
CastingInterruptOn=0
EQBCOn=0
IRCOn=0
MiscGem=13
MiscGemLW=0
MiscGemRemem=1
CampfireOn=0
CharInfo=Shadow Knight|110|GOLD
DPSMeter=0
ScatterOn=0

[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist

[Buffs]
BuffsOn=1
BuffsSize=15
Buffs1=NULL
Buffs2=Null
Buffs3=Dark Lord's Unity (Azia)|dual|Icebone Skeletal Form|Me
Buffs4=Tylix's Skin
Buffs5=Helot Skin
Buffs6=Breather RK. II|end|18
Buffs7=Hiatus|end|20
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL

[Melee]
AssistAt=95
MeleeOn=1
FaceMobOn=0
MeleeDistance=65
StickHow=0
AutoFireOn=0
UseMQ2Melee=2

[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSize=3
GoMSpell1=NULL
GoMSpell2=NULL
GoMSpell3=NULL

[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL

[AE]
AEOn=1
AESize=10
AERadius=50
AE1=Explosion of Hatred|2|<
AE2=Explosion of Spite|3|>
AE3=Scourge Skin|2
AE4=Fundament: Third Spire of the Reavers|2
AE5=Deflection Discipline|3
AE6=Tylix's Carapace|3
AE7=Krellnakor Mantle|3
AE8=Cursed Guardian Discipline|3
AE9=Harmonious Disruption Rk. II|4
AE10=NULL

[DPS]
DPSOn=1
DPSSize=13
DPSSkip=10
DPSInterval=2
DPS1=Terror of Kra`Du|100
DPS2=Duplicitous Blight|100
DPS3=Dire Coarctation|100
DPS4=Spear of Tylix|98
DPS5=Bond of Xalgoz|98
DPS6=Touch of Hemofax|98
DPS7=Torrent of Suffering|98
DPS8=Thought Leech|98
DPS9=Repel Rk. II|98
DPS10=Vicious Bite of Chaos|98
DPS11=Wounding Blade|98
DPS12=Encroaching Darkness|50
DPS13=Blood of Drakus|98

DebuffAllOn=0

[Aggro]
AggroOn=1
AggroSize=5
Aggro1=Terror of Kra`Du|100
Aggro2=Refute for Power|100
Aggro3=Mendacious Audacity|100
Aggro4=NULL
Aggro5=NULL

[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
HealsSize=7
Heals1=Leech Touch|45|Mob
Heals2=NULL
Heals3=Touch of Hemofax|70|Mob
Heals4=Innoruuk's Dark Blessing|50|Mob
Heals5=Veil of Darkness|50|Mob
Heals6=NULL
Heals6=NULL
Heals7=NULL
XTarHeal=0
XTarHeal2=0
XTarHealList=NULL
HealGroupPetsOn=0

[Cures]
CuresOn=0
CuresSize=5
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
[Pet]
PetOn=1
PetSpell=Minion of T`Vem
PetShrinkOn=1
PetShrinkSpell=Curious Companion Compactor
PetBuffsOn=0
PetBuffsSize=5
PetBuffs1=Gift of T`Vem
PetBuffs2=NULL
PetBuffs3=Null
PetBuffs4=Null
PetBuffs5=NULL
PetCombatOn=1
PetAssistAt=98
PetAttackDistance=75
PetToysSize=6
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetHoldOn=1
PetForceHealOnMed=0
PetToysGave=

[Burn]
BurnSize=17
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Projection of Doom
Burn2=Scourge Skin
Burn3=Visage of Death
Burn4=Chattering Bones
Burn5=Harm Touch
Burn6=Claret Blade
Burn7=Reflexive Rancor
Burn8=Wounding Blade
Burn9=Siren's Shell Necklace
Burn10=Blood Drinker's Coating
Burn11=Cohort's Soulrender Breastplate
Burn12=Fundament: Third Spire of the Reavers
Burn13=Tylix's Carapace
Burn14=Tylix's Carapace
Burn15=Cursed Guardian Discipline
Burn16=T`Vyl's Resolve
Burn17=NULL
UseTribute=1

[Pull]
PullWith=Terror of Kra`Du
PullMeleeStick=0
MaxRadius=350
MaxZRange=50
UseWayPointZ=0
PullWait=5
PullRadiusToUse=90
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullPause=30|2
PullLevel=0|0
PullArcWidth=0

[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=500
CampOnDeath=0
ClickBacktoCamp=0

[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[KConditions]

ConOn=0
CondSize=5
Cond1=TRUE
Cond2=TRUE
Cond3=TRUE
Cond4=TRUE
Cond5=TRUE

unsure if ya where asking me to post my INI but here ya go. i haven't messed with Cond or anything else yet because i wanted to work out one problem at a time before moving onto something else much harder and complicated.

if i turn /melee off and let KA do its thing it responds exactly as i would like it casting agro and dps spells even using Burn when boss's are targeted / near camp problem is that when the setting is off it turns melee attack off even if attack is clicked on after initial agro is established, imo if the melee attack is delayed even for just 1 - 2 more sec it would stop the lunge that results in the tank running past the npc then having to do this whole readjustment to get near the mob again.

as for the tank having to meet up with the mob why not allow the tank to be able to cast 1 or 2 agro spells at a farther distance say 65 - 75 (or something just outside group camp radius or at a distance desired based on situation) then check if they are on high agro before making melee movements this could fix the rebotic lunge. this should also negate any healing spell that was cast on the puller given that most War/Sk agro spells are over 2000 points of agro to start then build up as it tick's. i cant speak for War's but SK's have a 5000+1 agro spell that most of the SK's have posted using in alot of the INI's here.

Example: in an open zone could have tank setting set to cast agro spell at 75 range camp radius at 45 (all pc's in 45 range) npc inc tank cast's agro spells then checks agro, if top on agro tank dose not move / turn on attack until npc hits tank if someone else is top agro still tank run's to meet up with mob.

in door zone could change the distance that cast's agro spells at. most indoor zones (with exception of a few) you have a minimal of 65 range that can be used to cast spells to agro before melee running to npc.

i would be more then willing to fully test out any settings / changes made to how tanks react. i do have a War and SK i just havent played my War past level 95.
 
Last edited:
I wanted to see your:
ReturnToCamp=0
CampRadius=50
MeleeDistance=65
StickHow=0


I would change ReturnToCamp=1 and CampRadius=35. MeleeDistance and StickHow are good.

I run my Tank with CampRadius=35 and MeleeDistance=75 and my tank stays around 50 units from camp. If you decrease your MeleeDistance the Tank will wait for the mobs to get closer to camp before engaging.

There is 1 exception and that is dependant on the Mobs MaxRangeTo(Mobs Melee Range). If the Mob has a larger melee range than your MeleeDistance, then the Mobs MaxRangeTo+5 is used.
 
ill change it up and see if it will reduce the run past mob effect that the melee function dose. granted its nice for when ya have rogues in group but looks really suspicious other wise. to me it sticks out when i run past a group and see a tank trying to "control" an NPC.

is there some line of code that could be put into the Tanking section(or MQ2melee) that would allow for any spell in the "Aggro" section (or Provoke section of MQ2melee) to be used at a designated distance Before meleeing? or would that require a whole re-code to make work?

Example: Name | Aggro % | Distance to cast.
[Aggro]
AggroOn=1
AggroSize=5
Aggro1=Terror of Kra`Du|100|55
Aggro2=Refute for Power|100|65
Aggro3=Mendacious Audacity|100|45
Aggro4=NULL
Aggro5=NULL

i would think that Pre-casting aggro spells before engaging with melee would be safer for the group and look more Realistic, it also Might stop the "run past" and running around corners to aggro if its required to cast an aggro spell before melee.
 
ill change it up and see if it will reduce the run past mob effect that the melee function dose. granted its nice for when ya have rogues in group but looks really suspicious other wise. to me it sticks out when i run past a group and see a tank trying to "control" an NPC.

is there some line of code that could be put into the Tanking section(or MQ2melee) that would allow for any spell in the "Aggro" section (or Provoke section of MQ2melee) to be used at a designated distance Before meleeing? or would that require a whole re-code to make work?

Example: Name | Aggro % | Distance to cast.
[Aggro]
AggroOn=1
AggroSize=5
Aggro1=Terror of Kra`Du|100|55
Aggro2=Refute for Power|100|65
Aggro3=Mendacious Audacity|100|45
Aggro4=NULL
Aggro5=NULL

i would think that Pre-casting aggro spells before engaging with melee would be safer for the group and look more Realistic, it also Might stop the "run past" and running around corners to aggro if its required to cast an aggro spell before melee.


My code includes the < after the %. Might want to check that.

Code:
[Aggro]
AggroOn=1
AggroSize=4
Aggro1=Taunt|100|<
Aggro2=Terror of Kra`Du|100|<
Aggro3=Refute for Power|100|<
Aggro4=Ageless Enmity|100|<
AggroCond1=TRUE
AggroCond2=TRUE
AggroCond3=TRUE
AggroCond4=TRUE
 
ill change it up and see if it will reduce the run past mob effect that the melee function dose. granted its nice for when ya have rogues in group but looks really suspicious other wise. to me it sticks out when i run past a group and see a tank trying to "control" an NPC.

is there some line of code that could be put into the Tanking section(or MQ2melee) that would allow for any spell in the "Aggro" section (or Provoke section of MQ2melee) to be used at a designated distance Before meleeing? or would that require a whole re-code to make work?

Example: Name | Aggro % | Distance to cast.
[Aggro]
AggroOn=1
AggroSize=5
Aggro1=Terror of Kra`Du|100|55
Aggro2=Refute for Power|100|65
Aggro3=Mendacious Audacity|100|45
Aggro4=NULL
Aggro5=NULL

i would think that Pre-casting aggro spells before engaging with melee would be safer for the group and look more Realistic, it also Might stop the "run past" and running around corners to aggro if its required to cast an aggro spell before melee.


Look at the Ambush tag. The ambush tag is used for things you want to do before you turn on attack.
 
yeah but the ambush tag is not gonna be better thjan just smacking the mob around and starting your aggro cycle or dps cycle.

what would be nice is to have a option if aggro is lost before mob gets to us, is it would start working the skills in the aggro section, since several of them have a range of 100, could still grab aggro. from range then.
 
at this point ill give anything a try, getting fustrated with /stick options continuing to work even tho i have all the settings turned off (to my knowledge)


whats the Ambush tag and how do i use it?
 
Last edited:
The ambush tag is like the mash and weave tag, except it is only executed once per mob, before you turn on attack. By default it allows for 5 entries, but that can be increased.
 
k well i tried and tested the |Ambush tag only thing it seems to do is just delay when the spells are cast, that's fine with the exception of when another spell is added to Ambush the mob will run past the tank nearly getting to the rest of the group.

[DPS]
DPSOn=1
DPSSize=13
DPSSkip=10
DPSInterval=2
DPS1=Terror of Kra`Du|100|Ambush
DPS2=Refute for Power|100
 
You may want to add a condition to your ambush entry that checks that the mob is in range of Terror of Kra`Du before he uses it. The ambush tag is very dependant on conditions. Try to stick with instant/fast cast entries when using ambush otherwise, leave them as a regular DPS entry.

Ambush was designed for things like the Zerker Slap in the face line of abilities.
 
The ambush tag is like the mash and weave tag, except it is only executed once per mob, before you turn on attack. By default it allows for 5 entries, but that can be increased.

you can use the ambush tag 5 times in an ini? or was that for mash and weave? and just for clarification, wasn't there a limit on mash at one point? like 5? or did i make that up? any limits right now? on any of them?

also random 6 month old post res is random, but using search led me here, so idk, be patient with me. =p i'll get in game in a bit and experiment with ambush tags and what not, but what i'm curious about is having a bard execute commands (maybe with ambush tags!) prior to beginning his twist. i'm curious if i only set a melee twist, and skip med twist and ooc twist and use ambush tags, if i can get my bard to click what he needs to click before he starts his twist. i lose a lot of sathir's (no matter what kind of twist i try to set up) because bard will stop to use intimidate or selo's drums or even the darkened breath of harmony. and of course epic and spire and pets and all the other bard goodies. i'd imagine that bard code is a nightmare and the twist has to stop to prevent hangs with items, nevermind how it has to remember where it was. i'm down with that, man, really. i'm guessing making that all work is suck city and is way above my pay grade, but losing out on those sathir's is just like getting kicked in the dick. you can look at every bard ini in the library, and you'll see all of them (except my YOLO bard!) use sathir's once every 6, or 7, or 8 songs. or not at all! blasphemy! madness!

bards spend all those aa on synergy for the insult line and then ignore it. that's just crazy. twisted every third song, sathir's will be 60 percent more damage than arcane procs, even with arcane proc'ing 135 percent more. before anyone uses an ambush tag on me (lulz) these numbers are based off the last parse i did on a dummy, where i could maintain strict control of the use of sathir's. if it makes anyone feel better, take 10 percent off of each and add the letters ISH to the end of each. 50 percent ISH more dps than arcane, even with arcane proc'ing 125 percent ISH more. that's just too much being left on the table! and let's not forget fun. sathir's gives good crit! you'll get your normal 35k nukes, but then BOOM! 170k! arcane is what, 3k normal and 14k crit? BORING. we want fun!

and synergy buffs the entire group, pets too! 45k bonus dmg (reasonably certain this is flat dmg, but still!) to a melee attack or nuke. if you could get sathir's off every third song, you're adding 45k * (dudes_swinging+dudes_nuking+pets_petting) every 10 seconds (ISH) of combat. and i'm not intentionally being obtuse. i know you/me/us is going to lose potential sathir's for a half dozen bardy reasons, all valid and legit, but i'm trying to squeeze everything i can out of every dude and sathir's is just so underutilized and underappreciated.

not sure how this turned into a sathir manifesto, so i apologize for that. =p and i don't want to come across as requesting/suggesting bard code changes cause i'm guessing that's a can of worms nobody wants to open. and i might be the only crazy person who thinks so highly of sathir's but i'm really hopeful that i can get in game and maybe stop using the med twist and ooc twist and make the bard behave the way i want with multiple ambush tags. exciting stuff!
 
update! first of all, ambush might be the greatest tag ever. bard is working so well using those ambush tags. there seems to be a limit of 5, and i still can't use them on a priest, but, i will admit that my KA isn't fully updated, so i don't know if those changes went in later. if we could have more than 5 ambush tags, that would be fantastic. and if they could be used on all classes, that too would be fantastic. if there are limits to weave and mash, those numbers should be in the help wiki. i know i could edit that, but i'm not sure if there are limits and i'm sure i'd screw up that edit cause i'm good looking not smart.

and i'm going to just include this here in case someone ever searches for this info and serendipitously learns from my egregious lack of KA knowledge. ha! you don't need to use TwistOn=0 and ambush tags to make your bard behave. the bard will break his twist to click an item, but not an AA. so, if you're a crazy person like me, and start sweating thinking about losing sathir's, use your ambush tags with items. the bard will PLOW through those clicks and then start his melee twist like a boss. it's so smooth and works perfectly. you can still have an ooc twist and a med twist. if you need/want to recast an item outside of ambush (which, remember, only happens once per mob) you can use that item in a later dps entry. but, KA will break your melody to use it. i was using a condition check to reapply chant of chaos, for example, and without exception, KA would stop whatever song was casting to use the item, even though it was an instant click that shouldn't cause issues with the twist. maybe this isn't ideal, but it's a minuscule price to pay for the awesomeness that KA provides to bards.

brb redoing my entire ini to take advantage of how ambush works with bards!
 
By default it allows for 5 entries, but that can be increased.

How could you use more than 5?
Ambush only works once per fight.
It was originally a tag for berserker's Kick in the teeth Line so it only fires once before you attack the mob.
Ctaylor22 expanded i so other classes could use it.
 
By default it allows for 5 entries, but that can be increased.

How could you use more than 5?
Ambush only works once per fight.

i have been working it in on all my ini that use item or aa clicks. bard for the reasons mentioned above, but it works really well with any class with an item or aa. i tried (just tonight, for like 20 minutes) to make it fire a spell on bl, but i didn't seem to have a lot of luck with that. but in that instance, i'd much rather bl fire off dicho before either engaging for melee or casting slow as hell bl aa slow.

for bard, i'm using all 5 tags right now to fire off boastful (get it on ASAP!), bp (yes, long recast, but doing it this way ensures i never break a twist), epic, darkened boh, selo's drums. if i had more, i'd use my slow click, maybe my cop click (if i can work a condition in with an ambush tag), and fierce eye. idk, i could probably find more!

if i could use it on all classes, shm epic totally getting an ambush tag!
 
Problem - /Melee Stickmode=2 wont stay.

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