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MQ2Rogue

Plugin - MQ2Rogue (4 Viewers) 3.1.52471.11

is there a way i can get my rogue to fight at max melee range
yes - it appears your entire guild is asking at the moment.

change your stickhow dropdowns in your mq2rogue_dudebro.ini

you can change those stick hows to any stickhow you would like to use you like - they're just defaulted to some options - these are the only things you have to edit in your mq2monk_dude.ini

you could do something like 95%% snaproll or anything else you want like behind moveback 15

from the feb 26 update notes:
CWTN Plugins - ALL
- StickHow has been replaced with StickSelection, with StickHow0 - StickHow9 options available.
-- AS ALWAYS the "stickhow" options are only for during an assist mode.
-- The default for "castery" classes has been updated to be more functional for castery classes
-- AS ALWAYS Do not use percent signs in the stickhow listings, unless you double percent it like: 55%%.
--- You will crash otherwise.
-- So if are currently using a custom StickHow you will want to ensure you go and update your StickHow0. Since the StickSelection is 0.
-- There are now (10), yes that many, StickHow0-StickHow9, options you can pre-define in your settings ini.
-- The UI window now has a dropdown for stickselection choice
-- you can also swap with slash command /zerk stickselection 2
 
Is there an option to auto click Assassin's Strike? i see we can auto hide/sneak, any way to auto trigger this disc before engagement?
 
Is there an option to auto click Assassin's Strike? i see we can auto hide/sneak, any way to auto trigger this disc before engagement?
no we don't *currently* have a useopener option for rogue, but i can look into it - no one's ever asked =p - it was likely an early decision since it shares with other timer 9 stuff we do use in combat, and at first we didn't have a way to use an opener
 
Is there an option to auto click Assassin's Strike? i see we can auto hide/sneak, any way to auto trigger this disc before engagement?
(see 1st reply)

but makes sense, the timer 9 ends up with a massive gap for the "fell strike" line

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Pending no objection from cwtn, will be in next update
 
Hi. Just started using this plugin - awesome. Minor nitpick, any way to turn off the automatic sitting between combat?
 
Hi. Just started using this plugin - awesome. Minor nitpick, any way to turn off the automatic sitting between combat?
Howdy @nubcake
yes - if you don't want to return to camp and sit down, you should consider using vorpal mode - which only sits if your ma does - you won't do any returning anywhere or sitting down, but still assist your ma
or if you want to follow your tank, be in chase mode


INI:
Mode:
/rog mode - Manual|Assist|Chase|Vorpal 0|1|2|3|4|5|6|7
Has access to all of the CWTN plugin "Modes"
Mode 0 - Manual --- Manual
Mode 1 - Assist --- assist your MA and returns to camp
Mode 2 - ChaseAssist --- chasses and assists your MA
Mode 3 - Vorpal Mode (Assist but no camp or chase)
Mode 4 - Tank --- tank stuff
Mode 5 - PullerTank --- pull and then tank
Mode 6 - Puller Assist pull and then assist MA
Mode 7 - SicTank Mode --- sets a camp, and does tank stuff, but doesn't return/sit down
Mode 8 - HunterTank Mode - roams around killing stuff

Definitely make sure to check out > Getting Started With CWTN Plugins <
 
Redbot updated MQ2Rogue with a new update entry:

5/10/2021

- Turns out MQ2Rogue never checked downtime clickies, or reflxes in between pulls in a pulling mode.
-- Fix't :tm:
- Added timer 9 "opener" as an option with /rog useopener.
-- this is more useful in the 25 to mid 80s range than for high level, as it shared timer 9.
-- for this to actually fire you should be using /rog usehidesneak on.
--- it won't prevent you from getting into combat if you are not hide/sneaking, but it will not fire (and try to)...

Read the rest of this update entry...
 
Does Mq2Rogue still support campfires? I've been getting odd reactions (placing and then destroying over and over again) with my rogue. Not a big worry, but curious if anything has changed with the code or if it's all me.

And just to say it - life changing plugin, I've got most of them now (even started an sk because of your plugin) and they make the game a different world, removes stress, allows me to do more, really can't tell you how much I appreciate these additions to the game. 20+ years as a solo/molo rogue who'd sometimes pull along another account and fake group - and now I'm running six toons and can kill dragons, get real gear, and actually see and do things in the game I never could before. Thank you!
 
Does Mq2Rogue still support campfires? I've been getting odd reactions (placing and then destroying over and over again) with my rogue. Not a big worry, but curious if anything has changed with the code or if it's all me.

And just to say it - life changing plugin, I've got most of them now (even started an sk because of your plugin) and they make the game a different world, removes stress, allows me to do more, really can't tell you how much I appreciate these additions to the game. 20+ years as a solo/molo rogue who'd sometimes pull along another account and fake group - and now I'm running six toons and can kill dragons, get real gear, and actually see and do things in the game I never could before. Thank you!
Yes all the cwtn plugins can place a campfire, we don't, however port back.

No changes have been made.

Are you sure two people aren't fighting over it at the same time? Or have a react or macro on another toon destroying it?

I'll test it later, but haven't heard anyone else mention any issues

Cwtn and I appreciate your kind words, we put our all into these plugins
 
Yes all the cwtn plugins can place a campfire, we don't, however port back.

No changes have been made.

Are you sure two people aren't fighting over it at the same time? Or have a react or macro on another toon destroying it?


It's probably on my side, I just need to figure out what I changed or added that confuses my character - I'll check to make sure no one else is trying to put down the fire, the 'fighting' idea could definitely explain it.

Thanks for the reply, I figured it was worth asking since I've been looking and not finding a reason - but now I know to keep looking! =)
 
It's probably on my side, I just need to figure out what I changed or added that confuses my character - I'll check to make sure no one else is trying to put down the fire, the 'fighting' idea could definitely explain it.

Thanks for the reply, I figured it was worth asking since I've been looking and not finding a reason - but now I know to keep looking! =)
by chance do you recall if this was inside an instance?

it looks like mq2 might be reporting bad information for Campfire when we're in an instance - mule is gonna take a look at it
 
Yes! That totally would explain it.

I noticed it first after killing Zlandicar in that mission (when we were in the instanced copy of Dragonnecropolis) - My first thought was it had something to do with how he ends the fight and you don't kill him / he goes invincible - I thought that weirdness of aggro / things not resolving might have confused something. But no matter how I cleared aggro or what I took care of, it was still happening -- and then I noticed it happening away from him and so I stopped thinking that was it. I never thought about it being an instanced versus a regular zone though, that totally fits for explaining the rare other times I've seen it happen outside of Zlandicar...

It was driving me nuts that I'd reset and reload things (after looting and leaving the mission) and it seemed fine for hours then it'd pop up as an issue again later after things had been good for ever....

That makes perfect sense - thank you so much.
 
Yes! That totally would explain it.

I noticed it first after killing Zlandicar in that mission (when we were in the instanced copy of Dragonnecropolis) - My first thought was it had something to do with how he ends the fight and you don't kill him / he goes invincible - I thought that weirdness of aggro / things not resolving might have confused something. But no matter how I cleared aggro or what I took care of, it was still happening -- and then I noticed it happening away from him and so I stopped thinking that was it. I never thought about it being an instanced versus a regular zone though, that totally fits for explaining the rare other times I've seen it happen outside of Zlandicar...

It was driving me nuts that I'd reset and reload things (after looting and leaving the mission) and it seemed fine for hours then it'd pop up as an issue again later after things had been good for ever....

That makes perfect sense - thank you so much.
we'll have a workaround in tomorrow's patch should fix it until the broader issue is resolved.

Thanks for reporting it!
 
Still loving it. Vorpal mode is great, thanks Sic. One minor nitpick, when hide/sneak is on and I'm mounted, it just spams "you can't hide while mounted" infinitely until I either dismount or turn off auto hide.

Any consideration for adding weapon switching intelligence? I'm on TLP juggling things like avatar weapon swaps, high damage piercer BS swaps, etc. React works well enough but it seems like something that might be better handled by this one day
 
Still loving it. Vorpal mode is great, thanks Sic. One minor nitpick, when hide/sneak is on and I'm mounted, it just spams "you can't hide while mounted" infinitely until I either dismount or turn off auto hide.

Any consideration for adding weapon switching intelligence? I'm on TLP juggling things like avatar weapon swaps, high damage piercer BS swaps, etc. React works well enough but it seems like something that might be better handled by this one day
No weapon switching add. Too many folks need want too many different things. Use mq2react to customize what you want to swap to and when. There would end up being 100 thousand things added to rogue that most people wouldn't need want
 
Is there a super-secret way to get AutoCorpseGrab to work? I've never once had the rogue go grab a corpse for me.
 
Is there a super-secret way to get AutoCorpseGrab to work? I've never once had the rogue go grab a corpse for me.
Q. Why doesn't the rogue autoCorpseGrab, it is turned on?
A. if you don't have a camp, AutoCorpseGrab is off, you have xtargets, the distance is less than your camp radius, they are closer than 80 feet, or there isn't a path that exists it fails

Here is the video mark where i explain it.

 
Q. Why doesn't the rogue autoCorpseGrab, it is turned on?
A. if you don't have a camp, AutoCorpseGrab is off, you have xtargets, the distance is less than your camp radius, they are closer than 80 feet, or there isn't a path that exists it fails

Here is the video mark where i explain it.


Okay thanks. I do have a camp, AutoCorpseDrag is on, I don't use xtar, and my tank is usually snared and dies way more than 80 feet from camp.
 
Okay thanks. I do have a camp, AutoCorpseDrag is on, I don't use xtar, and my tank is usually snared and dies way more than 80 feet from camp.
well, you should have xtarget set to auto-hater. if we have mobs on xtarget we don't do it
 
Looks like it spams /corpse on the corpse retrieval, why not use /corpsedrag instead? sometimes my rogue out runs the drag maybe because of selos? even though he seems to stop periodically on a retrieval.
 
Looks like it spams /corpse on the corpse retrieval, why not use /corpsedrag instead? sometimes my rogue out runs the drag maybe because of selos? even though he seems to stop periodically on a retrieval.
we intentionally use /corpse and not /corpsedrag in case someone else tries to /corpse it - like when it would get in range of your healer and your healer goes to /corpse it for a rez
 
Just started using Startopener but i get spammed with not been hidden long enough... also have exelsburn turned on, Rogue is also Puller assist and is set to Puller in group. Use hide sneak is also turned on. Zone is Drunder on TLP. Everything seems to be just whacky since grinding here. Not attacking half the time either, i know had issue with camp radius and placements... rogue was farther back than the tank and both had same camp radius so tank was further out than the Rogues radius. Anything else I can look as right now rogues DPS is the worse of the group. Also is there a setting to change the pullwith?
 
Just started using Startopener but i get spammed with not been hidden long enough... also have exelsburn turned on, Rogue is also Puller assist and is set to Puller in group. Use hide sneak is also turned on. Zone is Drunder on TLP. Everything seems to be just whacky since grinding here. Not attacking half the time either, i know had issue with camp radius and placements... rogue was farther back than the tank and both had same camp radius so tank was further out than the Rogues radius. Anything else I can look as right now rogues DPS is the worse of the group. Also is there a setting to change the pullwith?
use opener is the best we can do, there is no char information that says "we were hidden long enough to do the thing" - so we use our best guess to do so - you will obviously want to ensure you have usehidesneak turned on for this.

no, there isn't an option to change pull with - you could add a pull clicky if you had one.

rogues aren't usually used for pulling =p

re: camps and placement - sounds like you need to adjust your campsettings - and probably tag your puller as puller in your group window.
 
rogues aren't usually used for pulling =p

As you already know i am an unusual fellow, rogues used to be one of the best pullers back in the day, top 3 or 4... unfortualely this one having probs with, is the only CWTN and haven;t delved in to the INI Settings for setting another puller hot key for quick setup, guess might be time look into it.
 
I can add throw stone, but why don't you use a throwing item which would be better range than throw stone.

I am a slacker like the MQ2 window keeps reminding me of about epics... probably should go camp the summoning shuriken or throwing knife pouch... and i to cheap to buy them 🤣🤣🤣
 
has anybody else ran into either of these issues?

1. i changed my stick to accommodate for ae ramp which i changed it to snaproll behind 99%% moveback uw ... since that i have noticed moth my monk and rogue have not being consistently using their combat skills kick, bs etc etc. would this an as intended type scenario or am i missing something.

2. i recently noticed when i call for burn using /rogue BurnNow which i broadcast via eqbc the rogue will not run his regular burn routine... i have been using same hotkey and it used to work infact it calls my mq2monk and rest of mu characters burn just fine... I obviously have burn always off and burn named off as well..... was wondering if this is happening to anybody else or do some more digging where i am going wrong.
 
1. yes we use a range check of 15 for regular combat skills to try and use them

2. no changes have been made to burnnow operation
 
so i can basically only have my rogue at max stick of 15 otherwise wont work as intended... even if max melee range is a larger distance
 
so i can basically only have my rogue at max stick of 15 otherwise wont work as intended... even if max melee range is a larger distance
well the mq2 information that we have for skills doesn't include any information for the *actual* maximum range of an ability, so 15 is a safe "catch all". if the skill mgr had that information available we'd use it. they're not like "spells" like just about everything else is - AAs, item abilities, etc, where we have access to the full information for that *thing* itself.

Was one of the first questions i had when i started working with cwtn - and i actually had to ask him to re-explain today because i couldn't recall specifically why - just that it is because it is.
 
had no idea just figured if they are in melee range then be buisness as usual. thanks for the info and responses.
 
I know monks max melee range is NOT the range they can use their abilities like kick / strikes. It’s considerably closer. Learned that outside of MQ on coirnav.
 
1. i changed my stick to accommodate for ae ramp which i changed it to snaproll behind 99%% moveback uw ... since that i have noticed moth my monk and rogue have not being consistently using their combat skills kick, bs etc etc. would this an as intended type scenario or am i missing something.
Set those things to autoskill in the EQ client and then you'll use it automatically whenever you have autoattack on.

Always being at 15 range from a mob that has an oversized model really sucks because you're always up it's ass even when you could be much further back. Makes it v obvious it's a bot.
 
Set those things to autoskill in the EQ client and then you'll use it automatically whenever you have autoattack on.

Always being at 15 range from a mob that has an oversized model really sucks because you're always up it's ass even when you could be much further back. Makes it v obvious it's a bot.
Even with auto skill if you are to far away your special attacks will not fire because of range. Normal melee will work with out issue. Melee works but you will get messages for your abilities saying you are to far away.

that is if they follow the same rules as monks flying kick and tail rake etc.
 
Even with auto skill if you are to far away your special attacks will not fire because of range. Normal melee will work with out issue. Melee works but you will get messages for your abilities saying you are to far away.

that is if they follow the same rules as monks flying kick and tail rake etc.
ok. I guess I don't see why it's an mq2rogue issue then. The original post stated that mq2rogue wasn't using something that he thought that it should be using.
 
is there a way to toggle elbowstrike off? this is interfering with assassin's strike for TLP because they share a timer
 
Plugin - MQ2Rogue

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