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Modbot Release ModBot v5.00 Released

Joined
Jul 29, 2016
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2019-10-31 Rev 5.00 - woobs
- Version 5 is live! I have started going through all the sections of the macro, making many changes and improvements. There is much more to do, but the following is enough for the official 5.00.

- DPS (AD Section)
-- You should notice a very good boost in DPS. Spells should cast more quickly making better use of MQ2Cast's statuses/abilities.
-- Improvements to Recast/Resist checking and handling:
--- The format of (AD)SpellRecast has changed. It is now two numbers. One for Fizzles/Interrupts and one for Resists. This allows you to Recast on Fizzle/Interrupt (which does not have a cooldown), but not on Resist (which has a cooldown). Or whatever combination you wish to have. For instance, I want my chanter to do both for Delude (it has a short recast time). However, for Mindslash, only on Fizzles/Interrupts (not on Resists).
SpellRecast=<fizzle/interrupt retries#|resist retries#> (If you use only one number, like the old format, the second number will default to the first number. This allows old ini's to retain their current function.)
Example:
SpellRecast=0|0 (the Default) Do not recast on either situation
SpellRecast=2|0 Recast up to 2 times for fizzles/interrupts, none for Resists
SpellRecast=2 Recast up to 2 times for fizzles/interrupts, and up to two times for Resists
--- Spell resists should now be more reliable. Added checking to see if the spell you cast was the one that got resisted (not some other spell, like a weapon proc, etc.)
-- Added changes so that your character will not start their debuffs over if an add enters camp, unless they have Priority Debuffs (TarType 10,11,12,13) setup. So, if your wizard only has Main Tank target debuffs (TarType=1), he will keep nuking away on the Main Target, ignoring the fact that adds have entered camp. However, your Chanter with TarType=12 Mezzes will do his mezz-thing.
-- Improved the detection logic for Mobs in range. The macro should no longer waste time cataloging mobs when it just needs to know if one is around.
-- Improved the detection logic for dead mobs. This includes changes to handle when players have corpses hidden and the mob 'disappears' from the game.
-- Improved handling of AE spells to not interrupt themselves based on target.
-- Fixed some other minor issues

- Healing (AH Section)
-- You should see a good boost in heal processing.
-- Re-implemented interrupts for heals. Most non-heal Spells will again be interrupted for Heals. However, fast-casting spells and AA's will not. I have some tweaks in mind, and I would welcome feedback/suggestions on current implementation.
-- Simplified the handling of the PR spell-line.
-- Deprecated: AHInterruptLevel and AHClassPriority. These have been effectively turned off for the last several releases. Modern day play makes them pretty useless (we waste more time interrupting than we do healing) and eliminating them speeds up the rest of the Heal process.

- Melee (AC Section)
-- Improved Pet Assist handling to better track your pet's target and detect when it was 'unable to wake' and be sent again when OK.
-- New Paramater: SPetAssist=x. Functions like PetAssist, but for Swarm Pets.
-- Improved Enrage detection to see if Enrage is from the Tank's target, not from a pet or swarm pet, etc.

- General changes
-- Pet and Self Shrinking:
--- Changed PetShrink to a Command. DoPetShrink is now the flag (like other areas of ModBot).
--- Added PetShrinkSize. If your pet is larger than this, it will attempt to shrink to this or below. Defaulted to 1.4, which is the old hard-coded default.
--- Added DoSelfShrink, SelfShrinkSpell, SelfShrinkSize for self-shrinking (similar to Pet Shrinking)
--- Added the commands PetShrink and SelfShrink.
-- Added the prefix "Msg:" to most of ModBot's standard output messages to the EQBC channel. This will help the macro to identify them and ignore them so as not to waste time parsing them.
-- Changed the Camp 'scatter' generalization. Eliminated a lot of the needless bouncing around. The characters will still try to randomize their location, but much less intrusively and more reasonably. Also, casters that do not melee (ACManaPct=101) should not move/scatter, but should still return to camp if tossed, etc.
-- Fixed a bug with giving PetToys to a BeastLord's warder.
-- Defaulted the creation of the 'Defense' script in your ini, if it doesn't exist. It can remain empty for those not using it.
-- Most of the MBDebug processing has been removed.
-- Added the optional CastCheck parameter to the CastCall subroutine. Can be used if you would like the call to use the standard checks.
-- Fixed some erroneous Event flushes which caused some commands to be lost.
-- Removed the startup default of saving the current spell set. If you would like it back, simply add "/sss ModBot2" to your MBStartup script.
-- Added handling of Buff/Debuff spells that are missing components. The spell will get turned off (and issue a message), instead of having the macro 'hang'. For instance, if your cleric runs out of Emeralds, he will no longer attempt to cast DI.
-- General structure changes to make the macro more readable/maintainable. For instance, using break/continue to replace goto's when possible.
 
Modbot Release ModBot v5.00 Released

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