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MQ2AFNuke

Release MQ2AFNuke

Updated MQ2AFNuke with changes mentioned in post #799.
@jimbob I triggered a live build for you (and will do test a bit later), should be done here in like 20-30. If you ever push and merge updates and need a rebuild feel free to msg me any time.

You'll want to do your updates notes (I'll do it a little later if you don't get to it)
 
Thanks! I may have pushed some code that wasn't ready. I had to comment it out on my side to get MQ2AFNuke to compile. It's this section in the code (I borrowed code from MQ2Rez to start on a GUI for settings, but it's not ready):

Edit: I checked GitLab, and it looks like it's still commented out, so it should compile fine.
 
Thanks! I may have pushed some code that wasn't ready. I had to comment it out on my side to get MQ2AFNuke to compile. It's this section in the code (I borrowed code from MQ2Rez to start on a GUI for settings, but it's not ready):

Edit: I checked GitLab, and it looks like it's still commented out, so it should compile fine.
Coolio, happy to assist if you need/want with the imgui settings stuff too
 
Thanks Jimbob, now I see that it casts composite first now, but synergy not. I tried /nuke synergyfirst but it didn't work.
btw, what is wizard's AD and FD ?
 
How does Afnuke determine whether the spell is in the casting range?
Here is the situation: in Oubliette of Light raid, casters nuke in the distance about of 170-210 feet, mage failed to cast RS when in about 180 feet. The spell's range is 202 feet after raid focused and it is confirmed it can be casted by manually casting it.
Other nukes have familiar situation which is casting can't reach its max range
 
It uses the spell data of the spell based on an MQ2 TLO. I "borrowed" the code years ago, so it could have changed, but it pulls it directly from the spell struct.

This is a simplified snippet to see if a spell is ready to cast. There are other checks as well. Distance is the final check. This is mostly just the distance check code. A separate part of code calculates the distance to the mob.
[CODE lang="cpp" title="IsSpellReady()" highlight="3"]PSPELL spell=GetSpellByID(spellid); // Use MQ2 API to look up spell by it's spell id
if(!spell) return false; // Failed to find the spell, so we can't cast it
if(spell->Range >= distance_to_mob) // If the spell's range is greater than your distance to the mob, you can cast on it...
return true; // Spell is ready to cast
else
return false; // Spell is not ready to cast. You are too far away.[/CODE]
 
It uses the spell data of the spell based on an MQ2 TLO. I "borrowed" the code years ago, so it could have changed, but it pulls it directly from the spell struct.

This is a simplified snippet to see if a spell is ready to cast. There are other checks as well. Distance is the final check. This is mostly just the distance check code. A separate part of code calculates the distance to the mob.
[CODE lang="cpp" title="IsSpellReady()" highlight="3"]PSPELL spell=GetSpellByID(spellid); // Use MQ2 API to look up spell by it's spell id
if(!spell) return false; // Failed to find the spell, so we can't cast it
if(spell->Range >= distance_to_mob) // If the spell's range is greater than your distance to the mob, you can cast on it...
return true; // Spell is ready to cast
else
return false; // Spell is not ready to cast. You are too far away.[/CODE]
There is a way to use your focused range. Lemme get back to my desk in like 45m and I'll pm you
 
That's essentially what I did in my code (which I probably originally borrowed from this TLO circa 5-7 years ago). I suppose I could start referencing TLOs directly instead of borrowing what I need.

In this instance pSpell is a pointer to a spell, and the return value tells the plugin the spell is ready for use, you have enough mana, and the target is in range of the spell (now with modifiers thanks to @Sic)
[CODE lang="cpp" title="IsSpellReady Excerpt" highlight="2"]VePointer<CONTENTS> n;
return (pSpell->Range + (float)GetFocusRangeModifier(pSpell, n) >= Range) ? true : false;[/CODE]

Edit: I thought I posted this last week, but it was still sitting in edit mode when I started poking around today.
 
Hello fellow afnuke users - since the last patch (9.21.2022) - I get a hard eqclient crash whenever I enable and use this plugin - an eqgame.exe dmp file is also generated. This happens with my druid and my wizard. Known issue or is this unique to me?

Thanks for any insight....
 
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Hello fellow afnuke users - since the last patch (9.21.2022) - I get a hard eqclient crash whenever I enable and use this plugin - an eqgame.exe dup file is also generated. This happens with my druid or my wizzard? Known issue or is this unique to me?

Thanks for any insight....
I have this issue as well. Both mage and wizard
 
Hello fellow afnuke users - since the last patch (9.21.2022) - I get a hard eqclient crash whenever I enable and use this plugin - an eqgame.exe dmp file is also generated. This happens with my druid and my wizard. Known issue or is this unique to me?

Thanks for any insight....
same issue on my wizard
 
Seems to be a null pointer access:

ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at 0x%p referenced memory at 0x%p. The memory could not be %s.

EXCEPTION_CODE_STR: c0000005

from:

SYMBOL_NAME: MQ2AFNuke+8c7d

MODULE_NAME: MQ2AFNuke

IMAGE_NAME: MQ2AFNuke.DLL

FAILURE_BUCKET_ID: INVALID_POINTER_READ_c0000005_MQ2AFNuke.DLL!Unknown

OS_VERSION: 10.0.22000.1

BUILDLAB_STR: co_release
 
There were some API changes (not sure if recent or not), but @Sic pointed me in the right direction to fix. Testing now...

Edit: Testing complete. Changes merged, and working on a build (Thanks @Sic !) Also squeezed in the cast range fix I forgot to push a while back! (Also thanks @Sic there too!)
 
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ever since DayBreak Patch last Wednesday, 9-21-22 MQ2AFNuke has been crashing. I have attached the message below..

IMG_1840.jpg
 
Last edited by a moderator:
ever since DayBreak Patch last Wednesday, 9-21-22 MQ2AFNuke has been crashing. I have attached the message below..View attachment 42241
please patch - jimbob did updates today and we already pushed and built them

it is always worth while checking a: that you are up to date, and b: that you check the discussion thread for known issues
 
theres a few tweaks that need to be made, thricewoven worked into weave as an option would be cool, but also when twincasting with ITC while burning, afnuke doesnt cast vortex for some reason, its been a prob for me for awhile now, would happily donate for these changes and some NOS spells
 
I enjoy using my wizard on long fights like Shei, however, i have to babysit his mana. to keep mana as high as i can, i use harvest as soon as they are available as well as using mod rods and chest item effect. Is there any chance of integrating that logic in afnuke? I'm open to other ways to handle mana management as well.

thanks
 
I enjoy using my wizard on long fights like Shei, however, i have to babysit his mana. to keep mana as high as i can, i use harvest as soon as they are available as well as using mod rods and chest item effect. Is there any chance of integrating that logic in afnuke? I'm open to other ways to handle mana management as well.

thanks
You have to do a barebones KA in order to manage buffs and chasing and radiuses and stuff. You can add the mana cliickies and buffs and all that to your logic for your KA and it will integrate the two together.
 
Release MQ2AFNuke

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