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MQ2Cleric

Plugin - MQ2Cleric (2 Viewers) 3.1.52471.11

Apologies if this has been mentioned previously, but I wanted to let you know that MQ2Cleric doesn't appear to recognize that lower-level toons in a group need lower-level spells cast on them, e.g. When I add my new level 40 toon to my group of level 60 toons (on Rizlona) my cleric will continually attempt to buff my level 40 toon with Naltron's Mark (if I have UseSymbol checked) or with Aegolism, etc.
When she does this, she won't sit-to-med because she's constantly trying to buff my lower level character with spells that are "too powerful for the intended target". (This is also true for my enchanter when running MQ2Enchanter.)

I know I can uncheck those buff boxes and she'll stop, but I felt like maybe this is something that the plugin should account for as a default?
 
Apologies if this has been mentioned previously, but I wanted to let you know that MQ2Cleric doesn't appear to recognize that lower-level toons in a group need lower-level spells cast on them, e.g. When I add my new level 40 toon to my group of level 60 toons (on Rizlona) my cleric will continually attempt to buff my level 40 toon with Naltron's Mark (if I have UseSymbol checked) or with Aegolism, etc.
When she does this, she won't sit-to-med because she's constantly trying to buff my lower level character with spells that are "too powerful for the intended target". (This is also true for my enchanter when running MQ2Enchanter.)

I know I can uncheck those buff boxes and she'll stop, but I felt like maybe this is something that the plugin should account for as a default?
There's not much to do about that outside of hard coding checks for every spell. Spells dont have a built in "works on min this lvl".

Youre going to have to work around that however you can, blocking the buffs on the lower toons, or byos on the cleric.
 
I have been using MQ2cleric for about a week and it is a very nice cleric for me. I do have a question. At 112 on my cleric and 109 on my war my cleric does not cause the hp buff on him. He will cast it on all 112s and their pets, just not the 109 war. He also will not buff any merc in the group. Is there any way to fix this. I might just have a setting issue, but I have watched the video a few times to make sure I am using the plugin correctly.
 
I have been using MQ2cleric for about a week and it is a very nice cleric for me. I do have a question. At 112 on my cleric and 109 on my war my cleric does not cause the hp buff on him. He will cast it on all 112s and their pets, just not the 109 war. He also will not buff any merc in the group. Is there any way to fix this. I might just have a setting issue, but I have watched the video a few times to make sure I am using the plugin correctly.
assuming the warrior is on your local pc that the cleric and on cwtnbuffs - the only reason it wouldn't buff is due to stacking - is your warrior getting buffed by the merc - are those buffs taking precedent?

I'd have to check, but off the top of my head, your merc isn't going to get buffed at all unless if it gets buffs from group versions of spells specifically because it isn't on cwtnbuffs in any capacility, and we don't that information being tracked.
 
I noticed fighting in new Dragon necropolis under water, that mq2cleric and mq2shaman don't seem to cast as consistently as on dry land. Is that due to some code checking for motion? i.e. floating makes it think we are running? it would be nice if that was less sensitive or able to detect/toggle for under water.
 
I noticed fighting in new Dragon necropolis under water, that mq2cleric and mq2shaman don't seem to cast as consistently as on dry land. Is that due to some code checking for motion? i.e. floating makes it think we are running? it would be nice if that was less sensitive or able to detect/toggle for under water.
hrm i haven't seen that - or had any issues not casting underwater.

if they're just swimming they'll cast - if they're still moving they wont. there's no "less sensitive" its just "if we're moving we can't cast, if we're not moving we can"

I haven't seen any time that you're not moving that you think you are - but i'll see if i can recreate it.
 
hrm i haven't seen that - or had any issues not casting underwater.

if they're just swimming they'll cast - if they're still moving they wont. there's no "less sensitive" its just "if we're moving we can't cast, if we're not moving we can"

I haven't seen any time that you're not moving that you think you are - but i'll see if i can recreate it.
might of also been line of sight or out of water issue maybe? I just noticed especially cleric didn't heal as well when i tried killing underwater in DoN. I didn't expect it which is why it jumped out when i consistently died.
 
might of also been line of sight or out of water issue maybe? I just noticed especially cleric didn't heal as well when i tried killing underwater in DoN. I didn't expect it which is why it jumped out when i consistently died.
I've done a good bit of under water stuff (recently did tds prog with caverns of absolute misery) and a lot of that is underwater - no issues there.

also all the under water stuff in CS - no issues there either
 
might of also been line of sight or out of water issue maybe? I just noticed especially cleric didn't heal as well when i tried killing underwater in DoN. I didn't expect it which is why it jumped out when i consistently died.
we also were messing with some stuff today - which was actually unrelated to what you mentioned. sometimes swimming underwater you are actually at a moving speed of 0.01 (so you're moving lol). We're going to adjust our moving function and see if we can account for that.

So thanks for bringing that up!

It appears if you have levitation on while in water, you have a movement speed of 0.01 - where without lev you do not.

this is probably why i never saw the issue
 
we also were messing with some stuff today - which was actually unrelated to what you mentioned. sometimes swimming underwater you are actually at a moving speed of 0.01 (so you're moving lol). We're going to adjust our moving function and see if we can account for that.

So thanks for bringing that up!

It appears if you have levitation on while in water, you have a movement speed of 0.01 - where without lev you do not.

this is probably why i never saw the issue
ya thats gotta be it, i had levi on whole time.
 
For now if you're under water removelev yourself and the plugins should(tm) act right. I've got some additional underwater changes coming because There were a couple of mentions of underwater things being an issue.

For one, I've adjusted what is considered "Moving" as sic mentioned, but I've also addressed you being above mobs while levitating or swimming. It's not currently accounting for being under them. But one instance of where I was above a spawn during combat was first time in combat in the zone and both zerkers used battle leap to get battle leap warcry buff. Now if they are above the mobs they swim down until they're get down to where the mob is.

Also, similarly to being above mobs, returning to camp now accounts for you being above the camp too far, and will move down to the camp as well.

Going to have to do some additional testing to sort out if we need to handle being below stuff, but I haven't encountered that enough, or been able to reproduce it enough to be able to handle it.
 
Request to add Divine Consequence and Anticipated Intercalation

Seems like good buffs to have from new expansion.

Thanks Sic and CWTN
 
Can we have a "stop fucking around and rezz the main tank or we are going to wipe" check box?
 
Already has intercalatation, did before xpac was live.

1607961979025.png

I never added the consequence line because with full extention its only a 20m buff and i was HOPING we would see an AA for it this xpac - since its stupid its a spell only in 2020, but I can add the spell line - I'll make it a toggle tho because some folks hate the shortie buffs needing to be recast all the time.

@burdsjm
Will have consequence line and a toggle for UseConsequence for next(ish) update
1607963988710.png
 
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Already has intercalatation, did before xpac was live.

View attachment 26550

I never added the consequence line because with full extention its only a 20m buff and i was HOPING we would see an AA for it this xpac - since its stupid its a spell only in 2020, but I can add the spell line - I'll make it a toggle tho because some folks hate the shortie buffs needing to be recast all the time.

@burdsjm
Will have consequence line and a toggle for UseConsequence for next(ish) update
View attachment 26551

I'm not seeing it cast, is there a log file I can check?
 
I'm not seeing it cast, is there a log file I can check?
hah.

well.

it is ADDED - but its never *used* =p

man these shortie buffs are really obnoxious.

I'll fix this - surprised no one noticed for previous tiers.

I'll add a toggle too since another shortie duration
 
Funnily enough, I was going to talk to you about the divine self buff line, Sic. For raiding it actually would be pretty nice to see response and reaction/consequence (these don't stack with each other but do stack with response). Yes, they are 20m buffs with only 12 charges but that is technically 24 extra group heals if you are in a deep aoe situation and if every cleric in the group on the raid you're looking at an extra 48 to 72 (depending on how many clerics per tank group) if all 12 charges of each one gets triggered.

This isn't something that I would look at for grouping but for raiding it's really helpful.

Also, @Sic you probably haven't seen anyone mention it not using the Anticipated line before because it is such a situational spell...not something you really need to be dropping mana on in the group game except rare situations.
 
Funnily enough, I was going to talk to you about the divine self buff line, Sic. For raiding it actually would be pretty nice to see response and reaction/consequence (these don't stack with each other but do stack with response). Yes, they are 20m buffs with only 12 charges but that is technically 24 extra group heals if you are in a deep aoe situation and if every cleric in the group on the raid you're looking at an extra 48 to 72 (depending on how many clerics per tank group) if all 12 charges of each one gets triggered.

This isn't something that I would look at for grouping but for raiding it's really helpful.

Also, @Sic you probably haven't seen anyone mention it not using the Anticipated line before because it is such a situational spell...not something you really need to be dropping mana on in the group game except rare situations.
likely story. we all know that burd caught it and you didn't!

you're saying that response will stack with either reaction or consequence? yeah that's pretty weird. lucy isn't helpful on that either - but casting them you can see that that is true.

I will add response to its own usage, and then consequence/reaction to its own. so will end up being two, heh --- I will default response to off, and reaction to on
 
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likely story. we all know that burd caught it and you didn't!

LOL I just have shit memory so I always forget to do things. I need a personal assistant to just remind me..."ma'am, you asked me to remind you to talk to Sic about x, y, z..."
 
it checks rez very early and frequently - if its ready and available it'll do it.
Well mine is lazy because I have to take over or the cleric does everything but. I'm running a shm and clr so there should be time. When she does battle rez it is 30 seconds or more whichis a really long time to be without a tank.
 
Well mine is lazy because I have to take over or the cleric does everything but. I'm running a shm and clr so there should be time. When she does battle rez it is 30 seconds or more whichis a really long time to be without a tank.
I would would double check the normal stuff - like your background fps. never seen it take that long (or even remotely close) unless its actively getting its ass kicked
 
Well mine is lazy because I have to take over or the cleric does everything but. I'm running a shm and clr so there should be time. When she does battle rez it is 30 seconds or more whichis a really long time to be without a tank.

I've been noticing issues with the auto consent options so I'll swap to my cleric to see why someone isn't rezzed yet and it will be spamming that it doesn't have consent even tho I checked all 3 boxes for giving consent in the options window. Next time they aren't rezzing I'd check that.
 
@burdsjm thanks for sticking with me about the intercalc thing

We now have Consequence/Reaction on useconsequence and response on useresponse
And a toggle for each (defaulted both to off)
1607988899391.png

We now will do Anticipated line on the MA
And a toggle defaulted to on
1607988983440.png
 
Redbot updated MQ2Cleric with a new update entry:

12/14/2020

- Will now use Divine Consequence line (with toggle).
- Will now use Divine Response line (with toggle).
-- Response can stack with consequence/reaction).
- Will now use Anticipated line on MA (with toggle).
- MemSplash option.
-- Memorizes splash line in gem 7.
-- Minor updates to Splash usage.
-- There will be a future re-write for splash spells. For now it functions how it functions.

Read the rest of this update entry...
 
On riz tlp, what heal values are you all using? I find I constantly tinker with it, which is kinda the point of the hot swap ui for on the go changes needed, but I’m looking for a solid foundation to just roll with.

Part of my tinkering is that I can’t figure out why my values sometimes throw out a remedy, or divine light, or word of restoration when only one toon is at 80, so I’m thinking it’s my values I have all wonky. I try to do duration as highest because i like the ticks it gives and if dude keeps falling, the ticks help. Flawed thinking maybe, but is my thought. Here are my settings:

Clersettings.png

Feedback, criticism, laughter, all accepted. Thank you!
 
On riz tlp, what heal values are you all using? I find I constantly tinker with it, which is kinda the point of the hot swap ui for on the go changes needed, but I’m looking for a solid foundation to just roll with.

Part of my tinkering is that I can’t figure out why my values sometimes throw out a remedy, or divine light, or word of restoration when only one toon is at 80, so I’m thinking it’s my values I have all wonky. I try to do duration as highest because i like the ticks it gives and if dude keeps falling, the ticks help. Flawed thinking maybe, but is my thought. Here are my settings:

View attachment 26638

Feedback, criticism, laughter, all accepted. Thank you!
well healsheals are for all your single target heals that are heals category and heals subcategory
quickheal are for all your heal category and quickheal sub category

Here you can see Ethereal Remedy is Cat: Heals and Subcat: Quick Heal
1608142889122.png
Here you can see Remedy is Cat: Heals Subcat: heals
1608142945115.png

The group heal stuff is internally set, so not adjustable at this time.

eq didn't really broaden the heal types until later on when you get things like:
intervention/contravention which are heals misc
the dicho/dissi/composite line is healsheals but we handle seperately
promised line which are heals delayed called PromHeal in settings
 
Thanks, Sic! General concepts I'm good on, what I'm seeing on riz is that remedy, divine light (and word of resto as well but as you said, different thing) have heals/heals.

11.png
Right now the plugin loads both of these. Remedy slot 1, DL slot 5 using the settings I included above. I could use BYOS and toss off remedy to just simplify to only using DL, but then I just started wondering what other people use for all of their heal values, to see if I'm on the right path, or there are better suggestions on heal values to use. Do others use duration heal as highest and move healsheals down, or the opposite? Should I move my quickheal value up so it uses remedy then (if thats whats triggering it). So my post was just more so curious what others use for their values on riz tlp. Thanks!
 
Thanks, Sic! General concepts I'm good on, what I'm seeing on riz is that remedy, divine light (and word of resto as well but as you said, different thing) have heals/heals.

View attachment 26641
Right now the plugin loads both of these. Remedy slot 1, DL slot 5 using the settings I included above. I could use BYOS and toss off remedy to just simplify to only using DL, but then I just started wondering what other people use for all of their heal values, to see if I'm on the right path, or there are better suggestions on heal values to use. Do others use duration heal as highest and move healsheals down, or the opposite? Should I move my quickheal value up so it uses remedy then (if thats whats triggering it). So my post was just more so curious what others use for their values on riz tlp. Thanks!
yeah all good - I wasn't trying to correct you or anything - just wanted to give some insight on that stuff since at lower lvl there are several of the health values that aren't actually usable because they don't exist yet

lot probably depends on your mana and mana efficiency concerns - if tossing a hot is worthwhile you can put that at a higher value so you get that residual duration healing, it checks for the buff so its not going to recast it if the tank has it (don't forget tank has to be a local tank on cwtnbuffs for us to see their buffs). and then use your other heals later on in the health.

unfortunately we currently don't have a way to sit yo butt back down during combat (aggro information isn't available until many expansions later), so i could see value in just keeping a lower heal threshold value so you stay seated before standing up in combat - so kind of of a balance between this and the duration heal

in non-byos mode we check remedy before light.

now i didn't notice this unti you mentioned it (so thanks for that) - "Remedy" is actually heals/heals even tho it should, by all accounts be a heals/quickheal ---- so your "remedy" spell in non-byos mode is going to use those quickheal values because the "remedy" group we have check against that quickhealMA and quickhealNotMA and in byos mode it is going to use the healsheals value --- there's some under-the-hood reasons why those are different and important - but this might explain why you are seeing something that doesn't make sense.

Hopefully that helps
 
Do the tlp servers still have the ability to right click and mem spells from categories or did they take that out because that server isn't up to the point in expacs to have it? Might explain why the quick heals are showing the sub cat as heal over there?
 
Do the tlp servers still have the ability to right click and mem spells from categories or did they take that out because that server isn't up to the point in expacs to have it? Might explain why the quick heals are showing the sub cat as heal over there?
nah my screenie was live - i think "Remedy" just is always been heals/heals lol its actually not in the quick heals drop down either
 
Oooh....yeah, wasn't thinking about it being a super old spell! Silly tlp servers....tried that once and by the time we were raiding VP I had to quit or become an alcoholic :P
 
So is there a way to set it to try and res someone two times then not try after that? Lots of times folks afk after dying and the cleric is chain casting
rez. Maybe for raid mode at least? )
 
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Plugin - MQ2Cleric

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