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MQ2AFNuke

Release MQ2AFNuke

It's already in... /nuke harvestat 80
It will use several mana management tools (Harvest, Gambit, Mod Rods)
Just jumping in on this, since I've been fiddling with AFNuke for my wizard, and boy, does it just RIP! It's incredibly fast and I love it. Dumb simple to use too. I expected mroe setting up and it just does tstuff with my spell lineup (I use it with a macro for handling travel, mana management etc).
Anyways. Would it be possible to separate Harvest/gambits out from Mana Management? I know, given the opportunity myself, I like my wizard to eat mod rods, clickies, robes etc if she's under 90m, but i save harvest/gambits for any time she dips under ~50-70, depending on how much they top her off. I'd hate to waste a harvest at 90, or wait til lower for rods/clicks.
Just spitballing. It's pretty darn amazing as it is already though! Great work!
 
Question: Load Spell

Hi, trying this plugin out for my wizard. Any idea why it wont load up any of his spells?

[CODE title="Ini"][MQ2AFNuke]
Enabled=1
CampFireRez=0
DoReviveMerc=0
PauseOnZone=0
MemSpells=1
DoMed=1
MedToFull=0
DoMez=0
DoBuffs=1
DoBurn=1
DoSwarm=1
WaitForITC=0
MobBurnThreshold=2
DoAANukes=1
SingleForce=0
Harvest=1
ManualAssist=0
BreakInvis=0
AssistAt=97
AssistPlayer=
HarvestAt=85
DoMount=1
Dummy=0
MezThreshold=2
MedPct=98
StopAt=0
MountItem=Marble Prowler Saddle
MegaBurn=1
DoAE=0
DoFade=0
SynergyFirst=0
NukesOn=1[/CODE]

it says its loaded and stuff but it wont load up any spells. thanks
 
Question: Load Spell

Hi, trying this plugin out for my wizard. Any idea why it wont load up any of his spells?

[CODE title="Ini"][MQ2AFNuke]
Enabled=1
CampFireRez=0
DoReviveMerc=0
PauseOnZone=0
MemSpells=1
DoMed=1
MedToFull=0
DoMez=0
DoBuffs=1
DoBurn=1
DoSwarm=1
WaitForITC=0
MobBurnThreshold=2
DoAANukes=1
SingleForce=0
Harvest=1
ManualAssist=0
BreakInvis=0
AssistAt=97
AssistPlayer=
HarvestAt=85
DoMount=1
Dummy=0
MezThreshold=2
MedPct=98
StopAt=0
MountItem=Marble Prowler Saddle
MegaBurn=1
DoAE=0
DoFade=0
SynergyFirst=0
NukesOn=1[/CODE]

it says its loaded and stuff but it wont load up any spells. thanks
It doesn't load spells by default. Just uses what's memorized. If you want it to mem spells for you, try /nuke memorize.
 
jimbob updated MQ2AFNuke with a new update entry:

20230321

〰️Commits​


Ranger and Magician improvements
Fixed issue with mod rods
120 Mage summons water pet (will make options to choose later)
Mage summons mod rods, uses Gather, and Elemental Conversion
Added some buff code (still working it)
(367c524) ~Suede Worthey
Merge branch 'NoSUpdates' into 'master'

Ranger and Magician improvements

See merge...

Read the rest of this update entry...
 
jimbob updated MQ2AFNuke with a new update entry:

20230327

〰️Commits​


Added some Enchanter Buffs
Added Aura Support (120 Auras right now)
Removed Most/All? MQ2Cast dependencies
Added some more buffs (Ranger, Druid - 120 only right now)
Fixed some minor bugs
(af1b2e9) ~Suede Worthey
Merge branch 'RangerFixes' into 'master'

Added some Enchanter Buffs
Added Aura Support (120 Auras right now)
Removed...

Read the rest of this update entry...
 
All problems happen after recent patches

I set /nuke harverst off and /nuke harvestat 0. It still uses AA rod. How to close it? All casters use Unifiled pheonix feather at the same time.

And It has some problems to switch target in manualassist mode. It will switch back to the former target.

It says in MQ chatwindow: You do not seem to have that spell momorized. I can't even know what spell.

I have used afnuke plugin for many years. I think it is the best that it only do nukes for me rather than buffs,mana regens etc which are better decided manually.
I saw that you started to add all kinds of buffs to this plugin. I sincerely hope you can leave a switch that I can turn off all the function other than nukes
 
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All problems happen after recent patches

I set /nuke harverst off and /nuke harvestat 0. It still uses AA rod. How to close it? All casters use Unifiled pheonix feather at the same time.

And It has some problems to switch target in manualassist mode. It will switch back to the former target.

It says in MQ chatwindow: You do not seem to have that spell momorized. I can't even know what spell.

I have used afnuke plugin for many years. I think it is the best that it only do nukes for me rather than buffs,mana regens etc which are better decided manually.
I saw that you started to add all kinds of buffs to this plugin. I sincerely hope you can leave a switch that I can turn off all the function other than nukes
well, there is the following options, not sure how much they work but there's also the UI to change settings as well

/nuke dobuffs on/off
/nuke harvest on/off

I absolutely disagree with the buff thing as i do not have time to rebuff myself during combat/downtime when boxing, but it is getting refined as he gets time. If you dont like it, can turn it off. Whether turning it off works or not, I don't know.
 
well, there is the following options, not sure how much they work but there's also the UI to change settings as well

/nuke dobuffs on/off
/nuke harvest on/off

I absolutely disagree with the buff thing as i do not have time to rebuff myself during combat/downtime when boxing, but it is getting refined as he gets time. If you dont like it, can turn it off. Whether turning it off works or not, I don't know.
That's what I said. I asked for a switch to turn them off. And the switch does not work.
I see you mentioned a setting UI which I didn't see. How to call it?
 
Over the weekend i played with a preview release of mq2wizard. I tried going back to AFNuke, but it just sits there. it will assist my tank and just cast Lower Element. Today was patch day as well as afnuke being patched, so it may not be related to mq2wizard. I'm only pointing out the timing being close.

Anything i should look at?
 
Looks like DoFire, DoIce, and DoMagic get defaulted to off on a fresh load with the new UI, so it won't start any type of nuking until you turn them back on. The settings persist on plugin unload/reload.
 
That solved it
forgive my ignorance, but how do I turn this back on? I've tried many different ways of /dofire on /do fire on /mq2afknuke:dofire on

I figured it out, for anyone else wondering. /nuke fire on /nuke ice on /nuke magic on
 
Over the weekend i played with a preview release of mq2wizard. I tried going back to AFNuke, but it just sits there. it will assist my tank and just cast Lower Element. Today was patch day as well as afnuke being patched, so it may not be related to mq2wizard. I'm only pointing out the timing being close.

Anything i should look at?
you find a fix for this? i have turned magic, ice and fire on and it still just sits there doing nothing.
 
forgive my ignorance, but how do I turn this back on? I've tried many different ways of /dofire on /do fire on /mq2afknuke:dofire on

I figured it out, for anyone else wondering. /nuke fire on /nuke ice on /nuke magic on
This didnt work for me, wizard is still just standing there after it cast Lower Element. Any ideas?
 
For some reason it's not detecting the debuff. I have a copy I'm working on that's not quite ready yet, but will post here. Hopefully fixes the lower element issue. It has some bugs with unity clickies at the moment, but it's not the end of the world.
Some of the defaults got turned off in the UI overhaul. Sorry about that... :)

EDIT: Don't turn puller on... IT'S NOT READY. lol It might crash your client.
Edit #17, so, I will add a "Restore Default Settings" button in the near future that should "always work" too. Sorry, I broke a few things in the refactor, but I am working on them.


1681023989667.png
 
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All problems happen after recent patches

I set /nuke harverst off and /nuke harvestat 0. It still uses AA rod. How to close it? All casters use Unifiled pheonix feather at the same time.

And It has some problems to switch target in manualassist mode. It will switch back to the former target.

It says in MQ chatwindow: You do not seem to have that spell momorized. I can't even know what spell.

I have used afnuke plugin for many years. I think it is the best that it only do nukes for me rather than buffs,mana regens etc which are better decided manually.
I saw that you started to add all kinds of buffs to this plugin. I sincerely hope you can leave a switch that I can turn off all the function other than nukes
Yeah, the buffs will always be a toggle. Same with other functions. I'll add a toggle for feather. It's not currently working as intended. It's highly customizable. :) As for the spell mem thing, I'll look into it. Can you turn debug on, and see if it shows?
Edit: Try this version until I get the code pushed up... Reminder from above... Tank and puller settings are not complete. Please don't turn on.
 

Attachments

Last edited:
@jimbob I used to use this a ton back in the day, but its been ages since I had any wizzies in my group.. I decided to fire em up again, and was playing with it a bit, but have a question regarding movement / camps..

Is there a command that I can use to enable / disable returntocamp within afnuke? I see there is for chase (/nuke dochase 0/1).. I, for the life of me, cannot find a way to do via command line - 1 turning camp on/off, and also how to resetcamp to a location... I can do via the /mqsettings gui, but I really dont want to do that way, as I'd like to add these toggles onto my driver/tank and in a social hotkey..

I know the plugin uses moveutils, but when I do /makecamp 0/1 on/off, or any of the radius arguments that it can do, I get no response output in the MQ window.. if I click the buttons in the gui for afnuke, I get a clear response (returntocamp (enabled/disabled) and then the camp location...

If it was a Lua or the old mac , I'd just sift through it to find, but being a plugin, I canna see!!

Thanks in advance!
 
I haven't added command toggles for that yet, but it's on my to-do list.
@jimbob I used to use this a ton back in the day, but its been ages since I had any wizzies in my group.. I decided to fire em up again, and was playing with it a bit, but have a question regarding movement / camps..

Is there a command that I can use to enable / disable returntocamp within afnuke? I see there is for chase (/nuke dochase 0/1).. I, for the life of me, cannot find a way to do via command line - 1 turning camp on/off, and also how to resetcamp to a location... I can do via the /mqsettings gui, but I really dont want to do that way, as I'd like to add these toggles onto my driver/tank and in a social hotkey..

I know the plugin uses moveutils, but when I do /makecamp 0/1 on/off, or any of the radius arguments that it can do, I get no response output in the MQ window.. if I click the buttons in the gui for afnuke, I get a clear response (returntocamp (enabled/disabled) and then the camp location...

If it was a lua or the old mac , I'd just sift through it to find, but being a plugin, I canna see!!

Thanks in advance!
 
Having some issues with MQ base compile, but I added this as an option. As soon as I get this fixed (might just pull to a new copy to a new location) and tested, I'll push the changes.
 
Question. My enchanter won't mez. I have "do mez" turned on and number of mobs set to 2. I have MT and MA set.
Any suggestion on what i'm doing wrong??
 
It seems to work pretty well. But one problem I've been having is changing targets. I turn off nukes or hit pause, change targets, and it just goes right back to the original target. I'm guessing it has something to do with group roles. Am I missing something that helps deal with this in the options?
 
It seems to work pretty well. But one problem I've been having is changing targets. I turn off nukes or hit pause, change targets, and it just goes right back to the original target. I'm guessing it has something to do with group roles. Am I missing something that helps deal with this in the options?
It follows the group MA.

Question. My enchanter won't mez. I have "do mez" turned on and number of mobs set to 2. I have MT and MA set.
Any suggestion on what i'm doing wrong??
I need to fix the mez code. It was a prototype a few years ago. I don't really mez anything in group content, but I'll see if I can make some time to fix it.
 
Neat plugin for sure! Is there a way to add spells to the list to cast? I just got Ancient: Core Fire nuke and for the life of me I can't get my wiz to use it. Strike of Solusek works no problem.
 
Neat plugin for sure! Is there a way to add spells to the list to cast? I just got Ancient: Core Fire nuke and for the life of me I can't get my wiz to use it. Strike of Solusek works no problem.
Yeah, I'm probably overlooking that setting too if there is one. I'm more or less running through claw/ice comet/ethereal, and it throws in the AA nukes for more dps efficiency (also the synergy spell when it's up just because it's probably going to help over-all dps even if only 2-3 go off). But some nukes it will just never use. Thankfully, it makes constant use of twincast. I just don't think there's ever going to be a time that I remember to check if recast time is up. It's only a for a few nukes, but consistent use of it has really upped my damage compared to me almost ignoring it completely even when it's up. The AA for twincast takes so damn long to come around again, but having the actual spell "cast when ready" gives me a chance to get those disgusting 10m damage+ grouped up crit/fusion/spell proc/synergy trigger nukes that come along every so often.
 
Yeah, I'm probably overlooking that setting too if there is one. I'm more or less running through claw/ice comet/ethereal, and it throws in the AA nukes for more dps efficiency (also the synergy spell when it's up just because it's probably going to help over-all dps even if only 2-3 go off). But some nukes it will just never use. Thankfully, it makes constant use of twincast. I just don't think there's ever going to be a time that I remember to check if recast time is up. It's only a for a few nukes, but consistent use of it has really upped my damage compared to me almost ignoring it completely even when it's up. The AA for twincast takes so damn long to come around again, but having the actual spell "cast when ready" gives me a chance to get those disgusting 10m damage+ grouped up crit/fusion/spell proc/synergy trigger nukes that come along every so often.
It's designed for optimal DPS at high levels (85+). If it doesn't cast a spell, it's because it's not worth casting (DPS-wise).
 
For wizard: "A Hole In Space" is used for aggro reduction (good) but it seems that evaders invisibility stays on, then. Do I really have to set breakinvis to on?
 
Release MQ2AFNuke

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