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Request - Move AutoFireOn=1 to earlier in the combat routine (1 Viewer)

Sum1

Warriors are inferior (read: crybaby) tanks
Joined
Jul 30, 2006
RedCents
6,302¢
Version of KissAssist.mac?
latest
When did your problem start?
Has always been this way, iirc
Character Role?
  1. Assist
What class is having this issue?
  1. Ranger
How often does this issue occur?
Always
Can you reproduce the issue?
Yes
Good morning!

I'd like to request any mods that would force kissassist to turn autofire on earlier in the combat routine. Currently, it appears that kiss goes through the entire DPS entry in the .ini before trying to turn on autofire. For me, this means the ranger is just standing there nuking until the mob is about 60%, at which point it turns on for a few shots and then... poof... dead mob. With the number of headshottable mobs this expansions, I'd love to see the autofire parse at the top of the combat routine so that we aren't leaving damage on the table.

Thanks much!
 
Try this. Find this code in the combat routine:

Code:
                /if (${AutoFireOn}!=1) {
                    /if (${MeleeOn}) {
                        /if (${Spawn[${MyTargetID}].Distance3D}>${Spawn[${MyTargetID}].MaxRangeTo} && !${Stick.Active}) /call CheckStick 0 ${If[${UseMQ2Melee},0,1]}
                    }
                } else {
                    | This is where we would add our call to the routine to position us for Autofire.
                    /varset AutoFireOn ${AutoFireOn}
                }

And change it to this:

Code:
                /if (${AutoFireOn}!=1) {
                    /if (${MeleeOn}) {
                        /if (${Spawn[${MyTargetID}].Distance3D}>${Spawn[${MyTargetID}].MaxRangeTo} && !${Stick.Active}) /call CheckStick 0 ${If[${UseMQ2Melee},0,1]}
                    }
                } else {
                    | This is where we would add our call to the routine to position us for Autofire.
                    /varset AutoFireOn ${AutoFireOn}
                    /if (${CombatStart} && !${Me.AutoFire}) {
                        /if (${Target.ID}==${MyTargetID} && !${Bool[${Target.Mezzed.ID}]}) {
                            /if (${Me.Sitting}) /stand
                            /autofire
                        }
                    }
                }

See if works for you.
 
Try this. Find this code in the combat routine:

Code:
                /if (${AutoFireOn}!=1) {
                    /if (${MeleeOn}) {
                        /if (${Spawn[${MyTargetID}].Distance3D}>${Spawn[${MyTargetID}].MaxRangeTo} && !${Stick.Active}) /call CheckStick 0 ${If[${UseMQ2Melee},0,1]}
                    }
                } else {
                    | This is where we would add our call to the routine to position us for Autofire.
                    /varset AutoFireOn ${AutoFireOn}
                }

And change it to this:

Code:
                /if (${AutoFireOn}!=1) {
                    /if (${MeleeOn}) {
                        /if (${Spawn[${MyTargetID}].Distance3D}>${Spawn[${MyTargetID}].MaxRangeTo} && !${Stick.Active}) /call CheckStick 0 ${If[${UseMQ2Melee},0,1]}
                    }
                } else {
                    | This is where we would add our call to the routine to position us for Autofire.
                    /varset AutoFireOn ${AutoFireOn}
                    /if (${CombatStart} && !${Me.AutoFire}) {
                        /if (${Target.ID}==${MyTargetID} && !${Bool[${Target.Mezzed.ID}]}) {
                            /if (${Me.Sitting}) /stand
                            /autofire
                        }
                    }
                }

See if works for you.

Didn't get a chance to check this today. I'll give it a go tomorrow.
 
Request - Move AutoFireOn=1 to earlier in the combat routine

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