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MQ2Mage

Plugin - MQ2Mage (3 Viewers) 3.1.52471.11

Playing around with hunter tank mode today doing some farming with my mage i noticed multiple instances where the mage would stop moving, no target and autoattack on. they would remain unmoving until attack was turned off, at that point they would return to normal behavior.
yup.

some tanking updates are in the next patch.
 
I have unloaded, reloaded, unloaded MQ2, unloaded plugin, then unloaded MQ2, then restarted MQ2 and then loaded MQ2Mage, unloaded everything, closed the account, reloaded account w/MQ2, connected to bccmd and load MQ2Mage and every single time ...it loads MQ2Mage (does it on others at times as well) and it is still loading in the MQ2 Chat Window. Which, as you know, doesn't allow me to change any settings. Please HELP!!! :confused::confused::confused:
 
I have unloaded, reloaded, unloaded MQ2, unloaded plugin, then unloaded MQ2, then restarted MQ2 and then loaded MQ2Mage, unloaded everything, closed the account, reloaded account w/MQ2, connected to bccmd and load MQ2Mage and every single time ...it loads MQ2Mage (does it on others at times as well) and it is still loading in the MQ2 Chat Window. Which, as you know, doesn't allow me to change any settings. Please HELP!!! :confused::confused::confused:
mq2mage doesn't care about your mq2chatwnd. if our chat window is loaded, we output there - if our chat window isn't loaded we output to your mq2 output, either mq2chatwnd or mq2chat (regular chat output box)

if mq2chatwnd is loaded, mq2chatwnd is still going to be there, outputting mq2 chat window things - the alternative it mq2chat, where you just have other mq2 outputting to your regular chat windows - but i don't recommend this as it will become confusing for you quickly.

if for some reason you *dont* want mq2chatwnd you can /plugin mq2chatwnd unload but i don't recommend this at all.

(re-reading over your message it doesn't look like you were actually asking about mq2chatwnd - just that you can't get the mage window to load.

If you're having trouble loading the mq2mage window - it is pretty straightforward, once the plugin is loaded, you /mag show. if it gives you a message about zerkerwnd.xml is not available, it will instruct you that you need to reload your UI with a /loadskin default or, how you can reload with a /reloadui. This video link below goes over the usage, loading, unloading, reloading, etc of the window.

you have other cwtn plugins - they all use the same library for the window generation and operation. > here < is the CWTN ui window if you wanted a refresher on how it operates. If you wanted a full refresher on everything there is the > getting started with the cwtn plugins <.

you can change any of the mq2mage settings with the appropriate slash command as gone over in the various information stuff linked above as well as the MQ2Mage Commands Tab. So, if for some reason, you still were unable to load the window, then you can still change any of the settings with the slash commands
 
mq2mage doesn't care about your mq2chatwnd.

if mq2chatwnd is loaded, mq2chatwnd is still going to be there, outputting mq2 chat window things - the alternative it mq2chat, where you just have other mq2 outputting to your regular chat windows - but i don't recommend this as it will become confusing for you quickly.
Maybe I said what my issue is incorrectly. What I am saying is when I load MQ2Mage, it is not opening in it's own window as it should. It is opening in the MQ2 window which, as you know, will not allow me to get to any of the tabs to change settings. Does that make more sense? Normally, it will pop up in it's own window with 4 tabs so I can change settings ...that is not what's happening. Hopefully, I got my issue across better this time. I can send a screen shot if you need me too!
 

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Maybe I said what my issue is incorrectly. What I am saying is when I load MQ2Mage, it is not opening in it's own window as it should. It is opening in the MQ2 window which, as you know, will not allow me to get to any of the tabs to change settings. Does that make more sense? Normally, it will pop up in it's own window with 4 tabs so I can change settings ...that is not what's happening. Hopefully, I got my issue across better this time. I can send a screen shot if you need me too!
i edited my post after i moved your post to the correct location. Please re-read

If you're having trouble loading the mq2mage window - it is pretty straightforward.

once the plugin is loaded, you /mag show.

if it gives you a message about zerkerwnd.xml is not available, it will instruct you that you need to reload your UI with a /loadskin default or, how you can reload with a /reloadui.

This video link below goes over the usage, loading, unloading, reloading, etc of the window.

you have other cwtn plugins - they all use the same library for the window generation and operation. > here < is the CWTN ui window if you wanted a refresher on how it operates. If you wanted a full refresher on everything there is the > getting started with the cwtn plugins <.

you can change any of the mq2mage settings with the appropriate slash command as gone over in the various information stuff linked above as well as the MQ2Mage Commands Tab. So, if for some reason, you still were unable to load the window, then you can still change any of the settings with the slash commands.

I would also ensure you don't have any locked files in your release folder, or any files being "held hostage" by anything like sync software or antivirus. your mq2mage.ini (just mq2mage.ini, not mq2mage_toonname.ini) holds if you want Show=1 or not. so if you have this file locked with a 0 in there, it isn't going to show it when you load the plugin.
 
i edited my post after i moved your post to the correct location. Please re-read

If you're having trouble loading the mq2mage window - it is pretty straightforward.

once the plugin is loaded, you /mag show.

if it gives you a message about zerkerwnd.xml is not available, it will instruct you that you need to reload your UI with a /loadskin default or, how you can reload with a /reloadui.

This video link below goes over the usage, loading, unloading, reloading, etc of the window.

you have other cwtn plugins - they all use the same library for the window generation and operation. > here < is the CWTN ui window if you wanted a refresher on how it operates. If you wanted a full refresher on everything there is the > getting started with the cwtn plugins <.

you can change any of the mq2mage settings with the appropriate slash command as gone over in the various information stuff linked above as well as the MQ2Mage Commands Tab. So, if for some reason, you still were unable to load the window, then you can still change any of the settings with the slash commands
I got it my friend. Thanks again for your help as always. Peace!!!
 
I got it my friend. Thanks again for your help as always. Peace!!!
so is it now working?

I would also ensure you don't have any locked files in your release folder, or any files being "held hostage" by anything like sync software or antivirus. your mq2mage.ini (just mq2mage.ini, not mq2mage_toonname.ini) holds if you want Show=1 or not. so if you have this file locked with a 0 in there, it isn't going to show it when you load the plugin.
 
so is it now working?

I would also ensure you don't have any locked files in your release folder, or any files being "held hostage" by anything like sync software or antivirus. your mq2mage.ini (just mq2mage.ini, not mq2mage_toonname.ini) holds if you want Show=1 or not. so if you have this file locked with a 0 in there, it isn't going to show it when you load the plugin.
Yes, I typed /mag show and it gave me the error msg as you said it might. I typed in /loadskin default and when it reset, I typed in /mag show again and the window popped up like it is suppose to. Thanks again.
 
I am using a home grown version of KA for my wiz and mag, but i downloaded the CWTN plugin for mag as i love these plugins. One option in my home grown version of the wiz/mag is the ability to toggle off nuke types. Aka, when I'm in Plane of Fire, i type /fire, and my toons stop casting anything fire related. I think that would be a pretty easy toggle to add in to the mq2mag plugin, toggles for magic nuke, fire nuke, etc. When you uncheck, they simply don't cast that resistance type. Is that something you could put in?

Also, in TLP, for nuking, all the mag does is chain cast his biggest bolt nuke. However, level 65 nuke is more mana efficient, regardless of less dmg per nuke (less aggro too). Is there a way, or can there be a way, to use different nukes? Rains are very mana efficient and are not casted in any way that i can tell, even with byos tagged on.

The CWTN cleric plugin will summon you a hammer if you do not have one equipped. Can the mag do the same for their focus gear? Could help out for the new mag's that aren't geared yet.

Lastly, I don't recall seeing, but does the mag hand out pet gear minus weapons' like the haste belt? If not, can it hand out pet gear?
 
I am using a home grown version of KA for my wiz and mag, but i downloaded the CWTN plugin for mag as i love these plugins. One option in my home grown version of the wiz/mag is the ability to toggle off nuke types. Aka, when I'm in Plane of Fire, i type /fire, and my toons stop casting anything fire related. I think that would be a pretty easy toggle to add in to the mq2mag plugin, toggles for magic nuke, fire nuke, etc. When you uncheck, they simply don't cast that resistance type. Is that something you could put in?

Also, in TLP, for nuking, all the mag does is chain cast his biggest bolt nuke. However, level 65 nuke is more mana efficient, regardless of less dmg per nuke (less aggro too). Is there a way, or can there be a way, to use different nukes? Rains are very mana efficient and are not casted in any way that i can tell, even with byos tagged on.

The CWTN cleric plugin will summon you a hammer if you do not have one equipped. Can the mag do the same for their focus gear? Could help out for the new mag's that aren't geared yet.

Lastly, I don't recall seeing, but does the mag hand out pet gear minus weapons' like the haste belt? If not, can it hand out pet gear?
We don't have any type-specific lineups, but you can byos and loadup what spells you wanted to use if it differs from the loadup that we load.

/mag BYOS true/false/on/off/0/1 - "bring your own spells and handle your own buffs".

BYOS still requires a BYOS spell to be one that the plugin reports it is using when you load the plugin. meaning, if you load "mage spell of doom" but the plugin never said "Mage: Mage Spell of Doom Rk. II (694269)" then it isn't something we're going to use. so outside of any line where we are storing more than 1 of that specific spell (BoltOf and SpearOF, then memoring a lower version of it, that no longer matches what the plugin says it will use, will not get used.

For example. we do not have any of the mage rain lines added, once you get to a lvl that has beams, you can use beams if you had UseAoE turned on.

No, unfortunately at this time, and very possibly to remain that way, we will not be summoning other stuff outside of the pet weapons

from the FAQ:

Q. I want to summon other stuff, not just weapons?
A. We currently only summon pet weapons and things like modrods, paradox, and item clickies. We don't summon armor, jewlery, muzzles, etc.
 
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Yes, BYOS is the only way to not cast a specific line of spells, but that is not fluid and not automated like the plugin already is. yes, i can do BYOS, but then i also have to mem every other spell that could be cast during combat over a few hours of gameplay, and leave them memmed all the time or else they will never get casted. for example, if my pet dies, i have BYOS on, and i don't have a pet spell memmed, then a new pet will not get summoned. I know how to do what i want now, but is is clunky. Adding a toggle to "use magic nuke" and "use fire nuke" would be ideal, then it woudl just piggy on what is already developed, it just wouldn't cast whatever resistance type you have turned off. The spell lineup already mems the spells, you can leave them memmed, just don't cast them. so, i'm not looking for specific spell lineups, i'm looking ot not cast a resistance type from the spells that are already memmed at the toggle of a button.

to go along with the toggle, a way to get past using the Bolt line to use regular nuke's instead would again just be a toggle, "UseBolt", when tagged at level 65 would chain cast Firebolt of Tallon, which is the highest level bolt. when it is untagged, it would replace the bolt spell with a regular nuke, in this case, Sun Vortex. Bolt is a more efficient spell, and i understand why it is being used, but it is a LoS spell, high aggro, and when you have elemental gauntlets, Sun Vortex becomes much more mana efficient. This is just real world examples that, yes, is solved by BYOS, but like I mentioned above, BYOS basically removes a huge chunk of the awesomness of these plugings. The "turn on and forget" aspect. Pet dies? auto summon, auto give weapons. DS fall off? auto cast. Need mod rod? auto cast. None of those spells are automatically memmed with the spell lineup from the plugin, but they all have to be memmed 24/7 with BYSO if you want to use them.

Regarding Rains vs Beams - could you treat Rains as Beams? Meaning, when use AoE is on, and you have rains memmed, could the plugin use said rain then?
 
Yes, BYOS is the only way to not cast a specific line of spells, but that is not fluid and not automated like the plugin already is. yes, i can do BYOS, but then i also have to mem every other spell that could be cast during combat over a few hours of gameplay, and leave them memmed all the time or else they will never get casted. for example, if my pet dies, i have BYOS on, and i don't have a pet spell memmed, then a new pet will not get summoned. I know how to do what i want now, but is is clunky. Adding a toggle to "use magic nuke" and "use fire nuke" would be ideal, then it woudl just piggy on what is already developed, it just wouldn't cast whatever resistance type you have turned off. The spell lineup already mems the spells, you can leave them memmed, just don't cast them. so, i'm not looking for specific spell lineups, i'm looking ot not cast a resistance type from the spells that are already memmed at the toggle of a button.

to go along with the toggle, a way to get past using the Bolt line to use regular nuke's instead would again just be a toggle, "UseBolt", when tagged at level 65 would chain cast Firebolt of Tallon, which is the highest level bolt. when it is untagged, it would replace the bolt spell with a regular nuke, in this case, Sun Vortex. Bolt is a more efficient spell, and i understand why it is being used, but it is a LoS spell, high aggro, and when you have elemental gauntlets, Sun Vortex becomes much more mana efficient. This is just real world examples that, yes, is solved by BYOS, but like I mentioned above, BYOS basically removes a huge chunk of the awesomness of these plugings. The "turn on and forget" aspect. Pet dies? auto summon, auto give weapons. DS fall off? auto cast. Need mod rod? auto cast. None of those spells are automatically memmed with the spell lineup from the plugin, but they all have to be memmed 24/7 with BYSO if you want to use them.

Regarding Rains vs Beams - could you treat Rains as Beams? Meaning, when use AoE is on, and you have rains memmed, could the plugin use said rain then?
no, I'm sorry, we don't plan on doing the usefire/useice etc - if we *had* something like that, it would change the loadout, not the usage of the spells for byos

no, I'm sorry, we don't plan on having a usebolt toggle

no, I'm sorry, rains are intentionally left out
 
Yes, BYOS is the only way to not cast a specific line of spells, but that is not fluid and not automated like the plugin already is. yes, i can do BYOS, but then i also have to mem every other spell that could be cast during combat over a few hours of gameplay, and leave them memmed all the time or else they will never get casted. for example, if my pet dies, i have BYOS on, and i don't have a pet spell memmed, then a new pet will not get summoned. I know how to do what i want now, but is is clunky. Adding a toggle to "use magic nuke" and "use fire nuke" would be ideal, then it woudl just piggy on what is already developed, it just wouldn't cast whatever resistance type you have turned off. The spell lineup already mems the spells, you can leave them memmed, just don't cast them. so, i'm not looking for specific spell lineups, i'm looking ot not cast a resistance type from the spells that are already memmed at the toggle of a button.

to go along with the toggle, a way to get past using the Bolt line to use regular nuke's instead would again just be a toggle, "UseBolt", when tagged at level 65 would chain cast Firebolt of Tallon, which is the highest level bolt. when it is untagged, it would replace the bolt spell with a regular nuke, in this case, Sun Vortex. Bolt is a more efficient spell, and i understand why it is being used, but it is a LoS spell, high aggro, and when you have elemental gauntlets, Sun Vortex becomes much more mana efficient. This is just real world examples that, yes, is solved by BYOS, but like I mentioned above, BYOS basically removes a huge chunk of the awesomness of these plugings. The "turn on and forget" aspect. Pet dies? auto summon, auto give weapons. DS fall off? auto cast. Need mod rod? auto cast. None of those spells are automatically memmed with the spell lineup from the plugin, but they all have to be memmed 24/7 with BYSO if you want to use them.

Regarding Rains vs Beams - could you treat Rains as Beams? Meaning, when use AoE is on, and you have rains memmed, could the plugin use said rain then?
Hmmm...think of this perhaps a bit differently. I'll use wood working as an example since it's a hobby of mine...CTWN plugs are your table saw in the sense that you can do 80-90% of your wood working on it. Sometimes...you need to use other tools like a Miter Saw or a Jointer...for those instance you can set-up a social key that unloads the CWTN plug-in and loads your VV/KA macro...when you're done, set-up a second social that unload's your VV/KA and reloads CWTN.
 
Hmmm...think of this perhaps a bit differently. I'll use wood working as an example since it's a hobby of mine...CTWN plugs are your table saw in the sense that you can do 80-90% of your wood working on it. Sometimes...you need to use other tools like a Miter Saw or a Jointer...for those instance you can set-up a social key that unloads the CWTN plug-in and loads your VV/KA macro...when you're done, set-up a second social that unload's your VV/KA and reloads CWTN.
we very specifically don't look to offer granular specificity like you mentioned. @mb4xy3 has posted in several threads (like a whack-a-mole, today) with very specific needs for very individual situations that we don't plan on trying to accomodate.

if you're looking to have granular control over something, another tool would be better suited for the job. It would get incredibly bloated and confusing if every plugin had 500 toggles on them for things that don't apply in the majority of situations.

It is not that we don't read and consider everything - we're just very specific on adding things while trying to keep in mind bloat, creep, maintainability etc.

the good majority of suggestions that folks ask for, are things already considered and either "on our radar" or "not gonna happen" already. sometimes a suggestion will come in that makes great sense, and we'll add that.

Mage has a pretty healthy amount of updates coming for today's patch.
Code:
MQ2Mage
        - Will no longer hand out +Hate/Aggro pet weapons.
        -- this may change in the future for if we're tanking, or another pet class is the MA but not at this time.
        - PetHeal is now a value you can adjust with /mag petheal #
        -- the previous values would heal your pet differently if it was the target of the mob you're fighting, or just taking dmg
        --- now it will all be based off of your petheal value, so adjust the value to how you would like to use it.
        -- PetHeal value is purely for your "PetHeal", mend companion etc is still handled internally.
        - Added ShockCombo usage.
        - Moving VeilDS to our Misc Gem slot (8).
        - Gem6 if we're tanking will be petblock, otherwise Shock.
        - We will now cast DSSingle on tank-class pets.
        - Added Shield of the Elements.
        -- Will trigger at 30% health or lower (no requirement for mobs on xtarget)
        -- Might need a toggle?
        - Added Heart of Froststone.
        -- Will trigger at 30% health or lower with mobs on xtarget
        -- Might need a toggle?
        - Will now use Firebound/Paradox while burning even if you have twincast.
        - Fixed a missing UseSwarmPet check for a swarm pet usage.
        - Fixed issue trying to hand pet weapons to the lvl 55 druid "boo-boo" pet
        -- This pet only has a right arm, and thus, can only take 1 weapon.
        - Will now use GoM to cast your Dicho/Dissi/Composite companion.
        - Corrected issue where Firebound wouldn't fire if you were in a tanking mode.
        - Enhancements for pet tanking while you have usemelee off.
        - Servant of Ro will now match all usage of Host of the Elements.
        -- There were times when lower level you would use HotE, but not SoR, which is now corrected.
 
The situations i am posting are just for examples of a very popular situation. There are a plethora of reasons to use Sun Vortex over Bolt of Tallon for example, many, many reasons, not specific to me or my situation, but more specific to TLP in general.

And, there are so many cases where you don't want to cast fire, or you don't want to cast magic due to mob's resists. Again, this is not specific to me, it is general usage. Chain casting Firebolt of Tallon on a Rhag in SSRA is going to net you 0 damage. Experiencing in Plane of Fire with fire nukes is going to net you 0 dmg. BYOS is not a very good solution to bypass as BYOS removes all of the plugin's auto buffing automation, and auto pet summoning, and auto pet weapon giving, etc.

These are issues / situations not specific to me is all I'm saying, and they are not granular, they are global to a multitude of situations. Maybe mob resists is not an issue on live for any mob in any zone, but it definitely is on TLP, and that is dependent on zone, on mob, etc.
 
Side question - what toggle is Servant of Ro? I have to manually add that in on my burn hotkeys now cause i'm not toggling something correctly.
 
The situations i am posting are just for examples of a very popular situation. There are a plethora of reasons to use Sun Vortex over Bolt of Tallon for example, many, many reasons, not specific to me or my situation, but more specific to TLP in general.

And, there are so many cases where you don't want to cast fire, or you don't want to cast magic due to mob's resists. Again, this is not specific to me, it is general usage. Chain casting Firebolt of Tallon on a Rhag in SSRA is going to net you 0 damage. Experiencing in Plane of Fire with fire nukes is going to net you 0 dmg. BYOS is not a very good solution to bypass as BYOS removes all of the plugin's auto buffing automation, and auto pet summoning, and auto pet weapon giving, etc.

These are issues / situations not specific to me is all I'm saying, and they are not granular, they are global to a multitude of situations. Maybe mob resists is not an issue on live for any mob in any zone, but it definitely is on TLP, and that is dependent on zone, on mob, etc.
as mentioned *if* we did do something with a fire loadout vs something else, it would be loadouts and not usage.
as mentioned its not like "we never considered these things" or "absolutely hate everyone so we should just make a sub-par product because ftg" or "we're lazy".

at this time, we don't have any plans of adding different spell loadouts that specificy fire/ice/wind/water/heart/captain planet - but it is something that is possible, especially as we move into mq2wizard.

but as stated. at this time. there is no plan on doing this.
 
Side question - what toggle is Servant of Ro? I have to manually add that in on my burn hotkeys now cause i'm not toggling something correctly.
if you don't want to use swarmpets you can toggle off the usage of swarmpets with a /mag useswarmpet off

/mag UseSwarmPet true/false/on/off/0/1 - Use Swarm Pets


it is part of using swarm pets or not which includes "Servant of Ro", "Host of the Elements", "SwarmPet", minion and servant have both a requirement of useswarmpet and their individual usage - the reason they have individual toggle is because some folks would opt not to use them as they're summoned items that are pet swarm clickies.
 
Having the toggle on uses Host of Elements, but does not use Servant of Ro, that is what I'm trying to say. It is as if the plugin doesn't treat Servant of Ro as a swarm pet, or isn't coded to use it at all.
 
Having the toggle on uses Host of Elements, but does not use Servant of Ro, that is what I'm trying to say. It is as if the plugin doesn't treat Servant of Ro as a swarm pet, or isn't coded to use it at all.
this is likely because of the usage of servant of ro being tied to improved twincast burn, where host of the elements is not. this update should correct that as well.
but yes, useswarmpet is required for both host of elements and servant of ro

added:
Code:
- Servant of Ro will now match all usage of Host of the Elements.
-- There were times when lower level you would use HotE, but not SoR, which is now corrected.
 
Mag tries to spam give weapons to charmed pets in a raid. Charmed pet says i have no need for item
since we already check that a mob has weapons or not, i don't think (without tracking responses, which is far less than ideal), there is a way to handle that. You will have to turn off usepetweapons.

what charmed mob specifically? maybe they don't have hands
 
any thoughts on it conitually memming/rememming exothermic veil? LIKE It remembering what was there....call of the heroes...demems that goes to veil rinse repeat.
 
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any thoughts on it conitually memming/rememming exothermic veil? LIKE It remembering what was there....call of the heroes...demems that goes to veil rinse repeat.
we don't memorize call of the heroes, so that is not possible. sounds like you are running a macro or have some other means that is re-memorizing something we don't memorize

VeilDS is in the last thing that gets placed in that gem slot - it is the misc gem slot used for buffing. it only gets put in that slot if you have useveilDS turned on. if you turn off UseVeilDS the last thing it would memorize would be Firebound, and it would only memorize it when it needs to cast it as it is in the chain of "what buffs and misc things do i need to cast" before memorizing and keeping VeilDS in that slot. This slot is used for petsummon, burnout, petaura, shielding, phantom armor, bodyguard, the DDPetHeal buff (chaotic bestowal and such), DSGroup/DSSingle, Rampart, Self Mod-Rod, Paradox, Minion, Servant, ShieldOfFate, Firebound, and VeilDS. We do not memorize call of the heroes in this slot, nor any other slot

if you want to use a custom spell load out, you will have to /mag byos on otherwise you are going to unmemorize anything that isn't what is supposed to be memorized, for stuff that is.

From the FAQ:
Q. I don't like the spell lineup.
A. You can "Bring your own spells" with /mag byos on. Like the other CWTN plugins *most* of the spells still have to be spells that the plugin says you have and can use, you can just adjust your spell lineup with byos.

Q. What is BYOS.
A. BYOS allows you to bring your own spell lineup. This setting also assumes you want to handle your own buffs, since we don't memorize or mess around with your spell gems in any capacity. We will still cast our AA type buffs, but we will not memorize or cast other buffs like we normally would. BYOS also requires the spells to be spells that the plugin knows about - things that get reported upon the plugin loading are the spells it knows about.
 
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we don't memorize call of the heroes, so that is not possible. sounds like you are running a macro or have some other means that is re-memorizing something we don't memorize

VeilDS is in the last thing that gets placed in that gem slot - it is the misc gem slot used for buffing. it only gets put in that slot if you have useveilDS turned on. if you turn off UseVeilDS the last thing it would memorize would be Firebound, and it would only memorize it when it needs to cast it as it is in the chain of "what buffs and misc things do i need to cast" before memorizing and keeping VeilDS in that slot. This slot is used for petsummon, burnout, petaura, shielding, phantom armor, bodyguard, the DDPetHeal buff (chaotic bestowal and such), DSGroup/DSSingle, Rampart, Self Mod-Rod, Paradox, Minion, Servant, ShieldOfFate, Firebound, and VeilDS. We do not memorize call of the heroes in this slot, nor any other slot

if you want to use a custom spell load out, you will have to /mag byos on otherwise you are going to unmemorize anything that isn't what is supposed to be memorized, for stuff that is.

From the FAQ:
Q. I don't like the spell lineup.
A. You can "Bring your own spells" with /mag byos on. Like the other CWTN plugins *most* of the spells still have to be spells that the plugin says you have and can use, you can just adjust your spell lineup with byos.

Q. What is BYOS.
A. BYOS allows you to bring your own spell lineup. This setting also assumes you want to handle your own buffs, since we don't memorize or mess around with your spell gems in any capacity. We will still cast our AA type buffs, but we will not memorize or cast other buffs like we normally would. BYOS also requires the spells to be spells that the plugin knows about - things that get reported upon the plugin loading are the spells it knows about.
i am fine with your lineup, its about the same as m ine couple of variations. YES CoH was in my prior one with KA....but loading MQ2MAGE would unload KA would it not? so please tell me what is up here..I promise I am not making this up....will mem veil demem it look for COH and rinse reapeat.....do I have to manually do something with KA then?
 
i am fine with your lineup, its about the same as m ine couple of variations. YES CoH was in my prior one with KA....but loading MQ2MAGE would unload KA would it not? so please tell me what is up here..I promise I am not making this up....will mem veil demem it look for COH and rinse reapeat.....do I have to manually do something with KA then?
no, mq2mage does not /end your macro. you should /end your macro if you are running one, and definitely should not try and use another combat automation on top of mq2mage as you can and will (as you are now) experience conflicting behavior.

if you can show me where your mq2mage window says that it is memorizing call of the heroes i'll video record me doing a backflip.
 
I ll keep u posted...this round had KA completely unloaded....and for safe keeping unmemmed my spells seems stable atm...thanks for boucing ideas here thought it would end...but thats just me in dps mode when it unloads mq2melee
 
I ll keep u posted...this round had KA completely unloaded....and for safe keeping unmemmed my spells seems stable atm...thanks for boucing ideas here thought it would end...but thats just me in dps mode when it unloads mq2melee
nope, we don't end any macros and any behavior that mq2mage is doing would be output in your mq2mage window prefaced with the [MQ2Mage]:: thing
 
Stole this macro from a post on the forums instead of the group spell now (if you want credit let me know I'll edit this). It takes a little longer but no messing with mq2mage byos stuff to do a group coth.

INI:
#warning
#turbo 80

Sub Main
/declare j int local
/declare cothversion string outer 0.4AA
/echo Loading coth. Version ${cothversion}
:loop
/doevents
/delay 5
/for j 0 to ${Group}
/if (${Spawn[${Group.Member[${j}]}].Distance}>200) {
/target pc ${Group.Member[${j}]}
/alt act 7050
/bc Cothing >>> ${Group.Member[${j}].CleanName}
}
/if (!${Me.Casting.ID} && ${Me.AltAbilityReady[Call of the Hero]}) /next j
/goto :loop
/return
 
Stole this macro from a post on the forums instead of the group spell now (if you want credit let me know I'll edit this). It takes a little longer but no messing with mq2mage byos stuff to do a group coth.

INI:
#warning
#turbo 80

Sub Main
/declare j int local
/declare cothversion string outer 0.4AA
/echo Loading coth. Version ${cothversion}
:loop
/doevents
/delay 5
/for j 0 to ${Group}
/if (${Spawn[${Group.Member[${j}]}].Distance}>200) {
/target pc ${Group.Member[${j}]}
/alt act 7050
/bc Cothing >>> ${Group.Member[${j}].CleanName}
}
/if (!${Me.Casting.ID} && ${Me.AltAbilityReady[Call of the Hero]}) /next j
/goto :loop
/return
be warned - running a macro that is going to do ANY automation with targeting and casting aas or spells is going to cause conflicts.

if you are going to run a macro that is going to do anything you will want to make sure you /mag pause on before doing anything that is automated casting/targeting/AAs/spells etc.
 
be warned - running a macro that is going to do ANY automation with targeting and casting aas or spells is going to cause conflicts.

if you are going to run a macro that is going to do anything you will want to make sure you /mag pause on before doing anything that is automated casting/targeting/AAs/spells etc.
I guess I could pretty it up with an /endm and pause :)
 
wouldn't that coh your puller any time he got 200' away from the mage? I don't get why you would want to do this.
 
wouldn't that coh your puller any time he got 200' away from the mage? I don't get why you would want to do this.
yes, 100%. one of the 100k reasons why i mentioned you should absolutely not just have this running without first pausing or unloading mq2mage.
 
yes, 100%. one of the 100k reasons why i mentioned you should absolutely not just have this running without first pausing or unloading mq2mage.
I don’t run any plugins unless I’m in kill mode. Modify the macro as you need. Just trying to share my stuff.
 
I don’t run any plugins unless I’m in kill mode. Modify the macro as you need. Just trying to share my stuff.
then it wouldn't make sense to post this in the mq2mage thread if this is wholly unrelated to mq2mage =p

we've discussed before that tossing some stuff up without caveats and explanations and "safeguards" results in many people just firing something off thinking they're supposed to, and then getting undesired results because of it.

If you want to make a resource for this, that does this thing and however you want - that is on you - but I'm 100% going to mention these things if you're posting in the mq2_whatever section with that info.

you know this =p
 
Rolling through from 1-115 on one of these in a group. Currently 109.

Only ever encountered a single issue where it tried to give pet weapons to a charmed pet that was unable to receive them so it kept looping and spamming "I have no need for this." It didn't do this behavior during fights however so it was pretty ignorable; may be something that catches a flag from players if too public. (edit: also noticed this has been reported above in this thread)

Wish I had more to say, lol. Otherwise, working great and will do some proper reporting after I've had it running at 115 for a while.
 
Rolling through from 1-115 on one of these in a group. Currently 109.

Only ever encountered a single issue where it tried to give pet weapons to a charmed pet that was unable to receive them so it kept looping and spamming "I have no need for this." It didn't do this behavior during fights however so it was pretty ignorable; may be something that catches a flag from players if too public. (edit: also noticed this has been reported above in this thread)

Wish I had more to say, lol. Otherwise, working great and will do some proper reporting after I've had it running at 115 for a while.
yeah still waiting to hear what mob specifically to see if there is a way to determine that
 
I think it was a geonid in Plane of Valor

Will have to go back and test it to verify, and will do so
cool, if you find more please feel free to be generous with what mobs specifically can't accept weapons - it may be a race of mobs or there may be some other designation we can utilize in determining it
 
Plugin - MQ2Mage

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