- Joined
- Feb 26, 2020
- RedCents
- 14¢
Try action: "/useitem Memento of the Ungod's Suffering "
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Try action: "/useitem Memento of the Ungod's Suffering "
ZF:
action: "/disc Zlexak's Fang"
condition: ${Me.CombatState.Equal[COMBAT]} && ${Me.CombatAbilityReady[${Spell[Zlexak's Fang].RankName}]}
try ehoing itThe error I am getting is under the condition. Any suggestions?
YourServerNameHere:
YourCharNameHere:
ExampleReact: disabled
BandOff: enabled
BandDef: enabled
globals:
GlobalExample: "${Me.CombatState.NotEqual[COMBAT]} && ${Me.PctHPs} <= 25"
reacts:
ExampleReact:
action: >-
/multiline ; /echo Default Example react Disables itself when you're
at 100%HP and out of Combat ; /delay 5 ; /react disable ExampleReact
condition: "${Me.PctHPs} == 100 && ${Me.CombatState.NotEqual[COMBAT]}"
BandOff:
action: "/bandolier activate Offense"
condition: "${Me.CombatState.Equal[COMBAT]} && ${Me.XTarget}< 3 && !${Target.Named} && ${Me.Buff[Defensive Proficiency].ID} && !${Select[${Target.ConColor},YELLOW,RED]}>=1"
BandDef:
action: "/bandolier activate Defense"
condition: "${Me.CombatState.Equal[COMBAT]} && !${Me.Buff[Defensive Proficiency].ID} && (${Target.Named} || ${Me.XTarget}>2 || ${Select[${Target.ConColor},YELLOW,RED]}>=1)"
sleep_frames: 15
SwordAndBoard:
action: "/invoke ${Me.Bandolier[sb].Activate}"
condition: "${Me.CombatState.Equal[COMBAT]} && ${Me.PctHPs} < 60 && !${Me.Bandolier[sb].Active}"
TwoHander:
action: "/invoke ${Me.Bandolier[2h].Activate}"
condition: "${Me.PctHPs} >= 80 && ${Me.Bandolier[sb].Active}"
I like these tank ones, one thought I had was to add if I’m the targets target, anyone know the condition for that? Haven’t been able to find it. Thinking it’s helpful for when I’m not the current tank, I use offensive weps, but switch to board if I become the targets target.
BandDef2:
action: /bandolier activate Defense
condition: >-
${Me.TargetOfTarget.Name.Equal[${Me.CleanName}]}
BandOff2:
action: /bandolier activate Offense
condition: >-
${Me.TargetOfTarget.Name.NotEqual[${Me.CleanName}]}
[/ICODE]
I use this for my warrior to swap between 2h/S&B, requires a bandolier set named 'sb' and '2h'. If he drops below 60% health, he puts a shield on until he gets to at least 80% health again. Not as fancy as the others posted, but it works fine for me.
YAML:SwordAndBoard: action: "/invoke ${Me.Bandolier[sb].Activate}" condition: "${Me.CombatState.Equal[COMBAT]} && ${Me.PctHPs} < 60 && !${Me.Bandolier[sb].Active}" TwoHander: action: "/invoke ${Me.Bandolier[2h].Activate}" condition: "${Me.PctHPs} >= 80 && ${Me.Bandolier[sb].Active}"
COHPuller:
action: >-
/multiline ; /mqpause on ;
/docommand /${Me.Class.ShortName} pause on
/delay 70 !${Me.Casting.ID} ;
/target id ${Group.Puller.ID} ;
/delay 70 ${Target.ID}==${Group.Puller.ID} ;
/alt act 7050 ;
/delay 70 ${Me.Casting.ID} ;
/delay 70 !${Me.Casting.ID} ;
/mqpause off ;
/docommand /${Me.Class.ShortName} pause off ;
condition: >-
${Group.Puller.Distance3D} > 175
&& ${Group.Puller.PctHPs} < 85
&& ${Me.AltAbilityReady[Call of the Hero]}
Expanding on the issue of delays in multilines -- you can think of multiline's implementation as if you are hitting all of the "lines" in rapid succession. If it helps, think if it as each multiline being executed at the same time. So while the delay can be executed, it is it's own "line" and is not "waiting" for something else to execute.
Given that the lines are executed at the "same" time, /timed can be used to mimic a delay, but /timed is a bit confusing because it needs to be issued from a "cumulative time" standpoint. Meaning that if you want one command to happen 2s after another command, if that first command is also using /timed then you need to add that to your 2s. So for example, a 2s timed occurring after a 1s timed actually needs to be a 3s timed (accounting for the first second -- again, think of it like all commands executing at the same time).
Added a few thing here and there. Hope someone can use.
${Me.Buff[Rotting Flesh].ID} || ${Me.Buff[Diseased Cloud].ID} ||
${Me.Buff[Languid Pace].ID} || ${Me.Buff[Tepid Deeds].ID} || ${Me.Buff[Shiftless
Deeds].ID} || ${Me.Buff[Forlorn Deeds].ID} || ${Me.Buff[Rabies].ID}
|| ${Me.Buff[Strong Disease].ID} || ${Me.Buff[Sicken].ID} || ${Me.Buff[Infectious
Cloud].ID} || ${Me.Buff[Insidious Fever].ID} || ${Me.Buff[Affliction].ID}
|| ${Me.Buff[Scourge].ID} || ${Me.Buff[Insidious Malady].ID} || ${Me.Buff[Plague].ID}
|| ${Me.Buff[Drowsy].ID} || ${Me.Buff[Walking Sleep].ID} || ${Me.Buff[Tagar's
Insects].ID} || ${Me.Buff[Togor's Insects].ID} || ${Me.Buff[Turgur's
Insects].ID} || ${Me.Buff[Insidious Decay].ID} || ${Me.Buff[Tigir's
Insects].ID} || ${Me.Buff[Pox of Bertoxxulous].ID} || ${Me.Buff[Plague
of Insects].ID} || ${Me.Buff[Disease Cloud].ID} || ${Me.Buff[Asystole].ID}
|| ${Me.Buff[Cessation of Cor].ID} || ${Me.Buff[Grip of Mori].ID}
|| ${Me.Buff[Putrefy Flesh].ID} || ${Me.Buff[Ancient Breath].ID}
|| ${Me.Buff[Mind Flay].ID} || ${Me.Buff[Breath of Rhag'Mozdezh].ID
${Me.Diseased.ID}
Could you replace that long line with Me.Diseased ? (what is it not picking up)
Code:${Me.Diseased.ID}
Destroy_Small_Chunk_of_Velium:
action: >-
/multiline ; /itemnotify "Small Chunk of Velium" leftmouseup; /delay
10; /destroy
condition: "${FindItemCount[Small Chunk of Velium]}"
I just use MQ2Cursor for destroying or keeping things, it lets you keep certain amounts as well.Using Autoforage?
INI:Destroy_Small_Chunk_of_Velium: action: >- /multiline ; /itemnotify "Small Chunk of Velium" leftmouseup; /delay 10; /destroy condition: "${FindItemCount[Small Chunk of Velium]}"
I have similar for Dragon_ law Sliver's and Rotting Dragon Scale
Hatred:
action: /alt activate 822
condition: >-
${Plugin[MQ2Melee].Name.Length} && ${Me.AltAbilityReady[Explosion
of Hatred]} && ${SpawnCount[npc radius 50]}>1 && ${Me.XTarget}>1
&& (${Me.XTarget[1].Type.Equal[NPC]} && ${Me.XTarget[1].PctAggro}<100
|| ${Me.XTarget[2].Type.Equal[NPC]} && ${Me.XTarget[2].PctAggro}<100
|| ${Me.XTarget[3].Type.Equal[NPC]} && ${Me.XTarget[3].PctAggro}<100
|| ${Me.XTarget[4].Type.Equal[NPC]} && ${Me.XTarget[4].PctAggro}<100
|| ${Me.XTarget[5].Type.Equal[NPC]} && ${Me.XTarget[5].PctAggro}<100
|| ${Me.XTarget[6].Type.Equal[NPC]} && ${Me.XTarget[6].PctAggro}<100
|| ${Me.XTarget[7].Type.Equal[NPC]} && ${Me.XTarget[7].PctAggro}<100||
${Me.XTarget[8].Type.Equal[NPC]} && ${Me.XTarget[8].PctAggro}<100
|| ${Me.XTarget[9].Type.Equal[NPC]} && ${Me.XTarget[9].PctAggro}<100
|| ${Me.XTarget[10].Type.Equal[NPC]} && ${Me.XTarget[10].PctAggro}<100
|| ${Me.XTarget[11].Type.Equal[NPC]} && ${Me.XTarget[11].PctAggro}<100
|| ${Me.XTarget[12].Type.Equal[NPC]} && ${Me.XTarget[12].PctAggro}<100
|| ${Me.XTarget[13].Type.Equal[NPC]} && ${Me.XTarget[13].PctAggro}<100)
Spite:
action: /alt activate 749
condition: >-
${Me.AltAbilityTimer[Explosion of Hatred]}<43000 && !${Me.AltAbilityReady[Explosion
of Hatred]} && ${Plugin[MQ2Melee].Name.Length} && ${Me.AltAbilityReady[Explosion
of Spite]} && ${SpawnCount[npc radius 50]}>1 && ${Me.XTarget}>1
&& (${Me.XTarget[1].Type.Equal[NPC]} && ${Me.XTarget[1].PctAggro}<100
|| ${Me.XTarget[2].Type.Equal[NPC]} && ${Me.XTarget[2].PctAggro}<100
|| ${Me.XTarget[3].Type.Equal[NPC]} && ${Me.XTarget[3].PctAggro}<100
|| ${Me.XTarget[4].Type.Equal[NPC]} && ${Me.XTarget[4].PctAggro}<100
|| ${Me.XTarget[5].Type.Equal[NPC]} && ${Me.XTarget[5].PctAggro}<100
|| ${Me.XTarget[6].Type.Equal[NPC]} && ${Me.XTarget[6].PctAggro}<100
|| ${Me.XTarget[7].Type.Equal[NPC]} && ${Me.XTarget[7].PctAggro}<100||
${Me.XTarget[8].Type.Equal[NPC]} && ${Me.XTarget[8].PctAggro}<100
|| ${Me.XTarget[9].Type.Equal[NPC]} && ${Me.XTarget[9].PctAggro}<100
|| ${Me.XTarget[10].Type.Equal[NPC]} && ${Me.XTarget[10].PctAggro}<100
|| ${Me.XTarget[11].Type.Equal[NPC]} && ${Me.XTarget[11].PctAggro}<100
|| ${Me.XTarget[12].Type.Equal[NPC]} && ${Me.XTarget[12].PctAggro}<100
|| ${Me.XTarget[13].Type.Equal[NPC]} && ${Me.XTarget[13].PctAggro}<100)
Stream:
action: /alt activate 731
condition: >-
${Me.AltAbilityTimer[Explosion of Spite]}<42000 && ${Plugin[MQ2Melee].Name.Length}
&& ${Me.AltAbilityReady[Stream of Hatred]} && !${Me.AltAbilityReady[Explosion
of Spite]} && !${Me.AltAbilityReady[Explosion of Hatred]} && ${SpawnCount[npc
radius 50]}>1 && ${Me.XTarget}>1 && (${Me.XTarget[1].Type.Equal[NPC]}
&& ${Me.XTarget[1].PctAggro}<100 || ${Me.XTarget[2].Type.Equal[NPC]}
&& ${Me.XTarget[2].PctAggro}<100 || ${Me.XTarget[3].Type.Equal[NPC]}
&& ${Me.XTarget[3].PctAggro}<100 || ${Me.XTarget[4].Type.Equal[NPC]}
&& ${Me.XTarget[4].PctAggro}<100 || ${Me.XTarget[5].Type.Equal[NPC]}
&& ${Me.XTarget[5].PctAggro}<100 || ${Me.XTarget[6].Type.Equal[NPC]}
&& ${Me.XTarget[6].PctAggro}<100 || ${Me.XTarget[7].Type.Equal[NPC]}
&& ${Me.XTarget[7].PctAggro}<100|| ${Me.XTarget[8].Type.Equal[NPC]}
&& ${Me.XTarget[8].PctAggro}<100 || ${Me.XTarget[9].Type.Equal[NPC]}
&& ${Me.XTarget[9].PctAggro}<100 || ${Me.XTarget[10].Type.Equal[NPC]}
&& ${Me.XTarget[10].PctAggro}<100 || ${Me.XTarget[11].Type.Equal[NPC]}
&& ${Me.XTarget[11].PctAggro}<100 || ${Me.XTarget[12].Type.Equal[NPC]}
&& ${Me.XTarget[12].PctAggro}<100 || ${Me.XTarget[13].Type.Equal[NPC]}
&& ${Me.XTarget[13].PctAggro}<100)
werewolf:
action: "/useitem Metamorph Totem: White Werewolf"
condition: (${Me.Pet.Race.ID}!=454) && (${Me.Pet.ID}) && !${Me.Moving} && !${Me.Sitting} && !${Me.Invis}
PetShrink:
action: "/useitem Summoner's velium threaded earring"
condition: "${Pet.Height} > 2.00"
nomodrod:
action: /destroy
condition: >-
${Cursor.Name.Equal[Summoned: Small Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Medium Modulation Shard]} ||
${Cursor.Name.Equal[Summoned: Large Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Giant Modulation Shard]} ||
${Cursor.Name.Equal[Summoned: Glowing Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Radiant Modulation Shard]} ||
${Cursor.Name.Equal[Wand of Pelagic Transvergence]}
you can also just block them in your blocked buffsThis is good for any toon that doesn't have a need for mod rods, Got tired of deleting then with all my melee only toons when there is a mag in group
INI:nomodrod: action: /destroy condition: >- ${Cursor.Name.Equal[Summoned: Small Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Medium Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Large Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Giant Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Glowing Modulation Shard]} || ${Cursor.Name.Equal[Summoned: Radiant Modulation Shard]} || ${Cursor.Name.Equal[Wand of Pelagic Transvergence]}
lolyou can also just block them in your blocked buffs
SpellShield:
action: "/casting shield of destiny"
condition: >-
!${Me.Buff[Shield of Destiny].ID} && ${Spell[Shield of Destiny].Stacks} && ${Me.PctMana}>30 && ${Me.Standing}
/dgze /docommand $\{If[$\{React.Enabled[Avatar]},/react disable Avatar,/react enable Avatar]}
I play on TLP but I am sure there is applicable situations on live. Was wondering if there is a way to equip a weapon until it procs and then swap to a higher dps set when you have the item buff. i.e. monk with an avatar weapon equips until proc is on and swaps back to fists after; Bard Epic 1.0 procs, switches to higher DPS set.... I am new to MQ2 so forgive my ignorance if it is obvious to some of you.
reacts:
AvatarOff:
action: >-
/multiline ; /bandolier activate Avatar ; /echo Equipping Avatar
weapons! ; /react disable AvatarOff ; /react enable AvatarOn
condition: >-
(!${Me.Buff[Avatar].ID} && !${Me.Buff[Primal Avatar].ID}) || (${Me.Buff[Avatar].ID}
&& (${Me.Buff[Avatar].Duration.TotalSeconds} < 60)) || (${Me.Buff[Primal
Avatar].ID} && (${Me.Buff[Primal Avatar].Duration.TotalSeconds} <
60))
AvatarOn:
action: >-
/multiline ; /bandolier activate Fight ; /echo We have Avatar! FIGHT!
; /react disable AvatarOn ; /react enable AvatarOff
condition: >-
(${Me.Buff[Avatar].ID} || ${Me.Buff[Primal Avatar].ID}) && ((${Me.Buff[Avatar].Duration.TotalSeconds}
> 60) || (${Me.Buff[Primal Avatar].Duration.TotalSeconds} > 60))
Try this one. (This will also check to see if the named is above 40% so you don’t blow it if it refreshes mid-fight. Remove that if you don’t want it, or alter to any % that you want.
Glyph of Dragon Scales: action: /alt act 5104 condition: >- ${Me.AAPoints} > 200 && ${Target.Named} && ${Target.PctHPs}>40 && ${Me.AltAbilityReady[Glyph of Dragon Scales (115+)]}
They only difference between yaml and a plain old regular ini file is that white spaces and indents matter in your formatting. Other than that, just copy-pasta some of the examples and change the action/condition values.No idea how this yaml stuff works
Would anyone be kind enough to write me a line or two, to force a Healer to issue a /makemevisible command, if there is 1 or more mobs in xtar and puller is in or close to camp, please?
How would I add a condition to use this if there is no shaman in the group.
you could do a ${Spawn[pc group shaman].ID} checkHow would I add a condition to use this if there is no shaman in the group.
UseBRDEpic:
action: /useitem Blade of Vesagran
condition: >-
!${Me.Casting.ID} && ${Me.CombatState.Equal[COMBAT]} && !${Me.Invis}
&& ${FindItemCount[=Blade of Vesagran]} && ${Me.ItemReady[Blade of
Vesagran]} && !${Me.Song[Spirit of Vesagran].ID}
and this with a shaman in the group
UseBRDEpicwithShaman:
action: /useitem Blade of Vesagran
condition: >-
!${Me.Casting.ID} && ${Me.CombatState.Equal[COMBAT]} && !${Me.Invis}
&& ${FindItemCount[=Blade of Vesagran]} && ${Me.ItemReady[Blade of
Vesagran]} && !${Me.Song[Spirit of Vesagran].ID} && ${Me.Song[Prophet's Gift of the Ruchu].ID}
Yeah but I wanted to stop the other one from firing if there was a shaman in the group.I don't see any need to differentiate if the shaman is actually in the group or not. If no shaman then the 'gift of ruchu' can never be true and it will have no impact on the remaining conditions.
UseBRDEpic:
action: /useitem Blade of Vesagran
condition: >-
!${Me.Casting.ID} && ${Me.CombatState.Equal[COMBAT]} && !${Me.Invis}
&& ${FindItemCount[=Blade of Vesagran]} && ${Me.ItemReady[Blade of
Vesagran]} && !${Spawn[pc group shaman].ID}
UseBRDEpicwithShaman:
action: /useitem Blade of Vesagran
condition: >-
!${Me.Casting.ID} && ${Me.CombatState.Equal[COMBAT]} && !${Me.Invis}
&& ${FindItemCount[=Blade of Vesagran]} && ${Me.ItemReady[Blade of Vesagran]} && !${Me.Song[Spirit of Vesagran].ID} && ${Me.Song[Prophet's Gift of the Ruchu].ID}
Yeah but I wanted to stop the other one from firing...
Shaman and Bard Epic should be synchronized for max dps.
I want my shaman to lead and I want the bard to cast his epic if he sees the shaman go.
If I'm playing my bard without a shaman I want him to fire the epic normally.
