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    a. Do not replace your voice with an LLM. This goes for your posts and your scripts. Drafting and editing with a tool is fine, but don't take you out of what you share.
    b. Do not replace your EQ character's voice with an LLM. We don't want scripts that speak over /ooc, /shout or other public channels. This has been an unwritten rule that's kept casino scripts off the site for decades, but we're now compelled to make it clear: keep automated communication private.

    Why Does RG Review Scripts?
    Nearly every LLM-written Lua script we see is making your character do impossible things, and rarely in a way that's beneficial to you. We've seen heavy server hammering, /target over impossible distances when /nav spawn would passively accomplish the same thing, a spawn search that fires 20+ times per second, and other pointless actions that are likely annoying GMs.

    You are welcome to use LLMs as a tool to structure, draft, and edit your work, but please read critically before hitting /lua run

Question - MQ2Nav pulling

When you use mq2nav to pull it stops tries to pull moves closer tries to pull except why is it even stopping if you do not have Line of Sight to pull ? Anyway to change it so it wont stop and try and pull until ${Target.LineOfSight} is true ?

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never mind did it myself.
 
Did something come of this? Similar issue when puller is targeting, it's targeting behind walls and can't pull anything.. Navigation is loaded and heshed for the current zone. Not real sure how to set "Pull" spots.
 
Looks like to me you could do something like this and it should work.

Rich (BB code):
                    :DistanceCheck
                        /delay 5
                        /if (${PullTimer}==0) /goto :NavPullRelease
                        /if (${Navigation.MeshLoaded} && ${Target.Distance}>${PullRange} && ${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
                        /if (${Navigation.MeshLoaded} && ${Target.Distance}>${PullDist} && !${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
                        /if (${Target.Distance}>${PullDist} && !${Target.LineOfSight} && ((!${AggroTargetID} && !${ChainPull}) || (!${Me.XTarget[${XTSlot2}].ID} && ${Me.XTarget[${XTSlot}].ID}!=${Target.ID} && ${ChainPull}))) /goto :DistanceCheck
 
I just added ${Target.LineOfSight} in the /nav stop line when it goes to pull.

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:NavPullRelease
/if (${Navigation.Active} && ${Target.LineOfSight}) /nav stop
 
Thanks guys, anything to make this great macro even better puts a smile on my face :)

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I've been running this for a few hours now. Character pulling is a lot smoother, however:

The puller will end up face pulling a lot more often with this change when it moves around rocks and what not. Maybe set set a minimum pull range based on spells range selected to pull, maybe half or quarter? Forcing mq2nav to stop if character too close.

- - - Updated - - -

I've been running this for a few hours now. Character pulling is a lot smoother, however:

The puller will end up face pulling a lot more often with this change when it moves around rocks and what not. Maybe set set a minimum pull range based on spells range selected to pull, maybe half or quarter? Forcing mq2nav to stop if character too close.
 
Question - MQ2Nav pulling

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