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MQ2Rogue

Plugin - MQ2Rogue (1 Viewer) 3.1.52471.11

@ChatWithThisName lately my rogue, whenever i have more then 1 mob incoming he will not assist the MA but will attack one of the other mobs......also when i have a named incoming and MA is on the named he will just attack one of the adds. Tank is assigned MA in eq. Any idea what is causing this?
 
No idea. The plugin is designed to assist the MA with his target if it goes under the health threshold, and stay on that mob until it's dead. If the tank is getting the mob below the AssistAt percentage and then switching targets then the plugin is working as intended. It might be nessesary to adjust at what percentage of health the rogue assists at.
 
View attachment 17064
@vivviv reported this issue and the correction has been made. Change will be made available on next live patch tentatively as I plan to try and find a spot for Shrouding Speed Discipline. Currently I'm not 100% on when to use it, so let me know your thoughts!
@VorpalChicken could use some advice on this one.

I keep shrouding speed for named as it's a 20 min reuse
 
Added writing buffs to the KissAssist_Buffs.ini file just now for MQ2Rogue so that players who are also using KissAssist will have their toons using MQ2Rogue also showing up to the buffs file for rebuffing.
 
So I've checked based on user feedback. Everything in forums I've seen suggest using Twisted Chance over Shrouding Speed Disc. Which is the way it was technically currently setup. I'm not sure why Shrouding Speed Disc was setup separate from Twisted Chance, so I'll be removing it unless I can show a parse that justifies ignoring everything on the forums ever written about using twisted chance over shrouding speed. (Sorry Vorpal lol)

For some reason i had it listed as Timer0 - Which is why I thought it wasn't on the same timer as Twisted Chance
 
Had a funny (not) moment this morning pre-patch. Rogue aggro'd a room by accident during combat (I camped too close, my bad) which caused a near wipe. The rogue and tank died, so my wiz evac routine kicked in. All good. HOWEVER, the rogue was rez'd (fine) and immediately shouted LEEEEEEEEROY JENKINS!, ran to the mob it was originally attacking and attempted to solo the entire room. Obviously this didn't work out too well for the rogue. This time I manually did "/rog mode 0" before accepting the rez, so when rez'd she didn't go kamikaze again.

The evac point was pretty close to the fight/camp point, but definitely outside the camp radius.

I think on death it might be worth setting the rog mode to manual, reset the target, OR perhaps do a check on re-spawning to see if the rogue is now out of the camp radius of where it died (or at least the mob it was attacking when it died).
 
When you evac, I presume you zone? I could try watch for the "Loading...Please Wait" message or something, and reset the camp location to your current location.

Currently that happens when you change zones, IE: port to a different zone, die and return to bind, etc.

But that's just comparing your current zone to the zone you were in when you started /zerk mode assist

Some testing will need to be done. But I'm sure I can work it out.
 
Version improved to 1.2
Resetting camp location anytime you zone, including evacs.
Now handling being summoned if not in combat, to reset camp location to the new location of your character.
Removed code that would never be reached in SetGameState
MQ2Melee is now forced to stay unloaded. Added a message to let the user know why MQ2Melee is being force unloaded.

These changes will be available on next update of MQ2
 
Version improved to 1.2
Resetting camp location anytime you zone, including evacs.
Now handling being summoned if not in combat, to reset camp location to the new location of your character.
Removed code that would never be reached in SetGameState
MQ2Melee is now forced to stay unloaded. Added a message to let the user know why MQ2Melee is being force unloaded.

These changes will be available on next update of MQ2

Groovy, thanks. My rogue is coming along nicely, only 4 more levels to go (but I am FTP).

Another similar thing- a COH last night had the same effect- she started running back to old camp spot. I guess I should have put her on manual mode first, but it would still be nice to check a camp radius (like KA does), or detect the COH (or both).
 
the previous post mentioned handling being summoned while out of combat (That means call of hero). Once Red updates MQ2 that change will be live.
 
Has anyone had any luck with getting their chest item to fire via addclicky burn?
I've tried having it equipped, and in inventory, no luck in either.
Putting it in as "offensive" it works just fine, although that isn't a great solution, since it should be kicking off with the big burn (Frenzied,3rd,RF) rather than just whenever it cycles.

Code:
[General]
Debugging=false
PluginMode=1
CampRadius=75
AutoAssistAt=99
StickHow=snaproll !front 10 moveback uw
BurnIfMoreThan=5
BurnAllNamed=true
BurnAlways=true
UseAlliance=true
ForceAlliance=false
UseAOE=false
AOECount=2
UseIntimidate=true
UseStick=true
AutoStandOnFeign=true
AutoStandOnDuck=true
UseHideSneak=true


[Clickies]

Clicky0=Veiled Victorious Horizon Shadowscale Coat|Burn
Clicky1=Rage of Rolfron|Burn
Clicky2=Blood Drinker's Coating|Burn
Clicky3=Dragonshade Mask|Offensive
Clicky4=Necromantic Dragon Bone|Offensive
Clicky5=Miniature Horn of Unity|Burn
Clicky6=Rune of Tallon|Burn
Clicky7=Crestra's Empowered Elegant Earring|Downtime
Clicky8=Violet Conch of the Tempest|Downtime
Clicky9=Venomous Raptor Familiar|Downtime
Clicky10=Vanishing Point|Downtime
Clicky11=Draconic Poison|Downtime
Clicky12=Frostrift Chestplate|Offensive
 
Corpse Recovery, hmm. I shall consider it. No promises though. Will require testing and such.

For the question about the chestplate burn, is it only the chestplate that fails to fire?
 
Looking at it, it appears that none of the items listed as burn are firing. I just didn't notice since I don't have a GINA trigger for them. I tried changing the burnifmorethan entry to 2, to see if that was an issue, still no go.
 
Just downloaded the new version, and it spams dirty fighting non-stop when envenomed blades is on the target. It isn't doing anything else but spam dirty fighting even though envenomed blades blocks dirty fighting. Not sure if this is something I can fix on my end, but that's what's going on for me now. This was not an issue in previous versions. My envenomed blades aa is maxed, but my dirty fighting aa's are not. Not sure if that matters, but I'm just trying to give as much info as I can.
 
Thanks for the report @Wassamassaw will look at it now and see what's going on.

Update: Dirty Fighting was added in previous update. Will check with stacking issues and see if both can be used, and if not sort out best option and try to get an update out to fix this issue as this makes it unusable if it's stuck spamming an ability.

1561354219985.png

A couple of other things were added and I will look to ensure they don't conflict.

Issue confirmed as being problematic and consistent with your report - Put a check for the buff "Envenomed Blades" before it's use as the cooldown time on Envenomed Blades is longer than it's buff duration. Dirty Fighting by default lasts 1 minute, and Envenomed Blades lasts 3 minutes and 36 seconds. With buff time lengthened I'm showing Envonomed Blades at over 5 minutes, so assuming nothing else conflicts with these two buffs I should be able to rotate them out.

My Apologies for missing this during testing. Likely one of the two was down when I checked it. Will get an update out ASAP
 
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@davewilson Thanks for the report with the burns. Others have mentioned it and I hadn't been able to sort it out (happening on MQ2BerZerker as well since they share the routine) Working on a fix to release with the fix for Dirty Fighting. Hopefully have it sorted soon and I'll ping redbot to try and rush out an update.

Update: Rogue's burn clickies have been sorted. Will be in the update soon as I can get it built.
 
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I am trying to use a Rogue to assist outside of a group, I was using an empty kissmacro with only assist/follow/camp logic and Berzerker/Rogue plugin at manual mode. Now after the forced removal of MQ2Melee it doesn't work anymore
Any solutions?
 
Burn items are working swell now!

Current bugs I've found:

Plugin is spamming "Lie in Wait"(timer 7) on invalid targets (it only affects up to 110.)

"Secret Blade" (timer 20) is not firing when it refreshes since one of the last few updates, not sure which.

Routine is currently missing "Shadows Flanking" a class AA that increases your whole group's damage from rear arc by 5%.
 
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@davewilson sounds good. I'll look at those things now.

Update: I've added level restrictions to the StunStrike series of abilities. IE: Lie in Wait, Surprise Attack, Beset, Accost, Assail, Ambush, and Waylay as all of those abilities had level restrictions for the target. Originally I had assumed that it would just fail to apply the stun effect, but it appears that it just doesn't work at all if they exceed the level. So your report of the Lie in Wait had me look at all the other abilities in the series and seen they all had level restrictions, so all had those restrictions added.

Update: I was unable to reproduce "Secret Blade" not refreshing when ready. It does refresh for me, so i cannot troubleshoot this issue.

Shadow's Flanking is currently listed in the code to fire. If it's not firing, then I'm unsure why. I don't currently have this AA for testing. Will get 60 AA's and buy a rank before I can test.
 
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How does this fire off epics is there a setting for it? can I set multiple burn settings (as in different enemies in range like Kiss)?
How does offense fire off? the beginning of any battle or combat start?
 
Epic should fire anytime it's available to be clicked.
You'll need to be more specific with "offense"

If you're referring to offensive abilities, then yes, when you turn on attack (or the plugin does based on which mode you are in) it will begin the combat routine.
 
thanks! I was wondering about clicky that are tagged offensive. How is the offensive tag compared to burn. Does it fire off in any combat situation. And Burn does it have a priority routine or does it just check if there is 5 or more mobs and fire off whatever is available?

oh and thank you for this plugin! I like the easy add clicky mode very much
 
I am playing on emu and 2 things keep happening. 1 I spam cast a clicky even though the buff is up on me and 2 I hide during combat but it never stops attacking so its not really evading but just trying to hide which it returns the error can not hide during combat
 
Is it possible to add a toggle to automatically go back to mode 0 on death? It really sucks to have the rogue eat a second death after a wipe because I either wasn't rezzed yet and couldn't stop them, or I forgot. For some reason it doesn't happen as much with the zerker, but the rogue will always get rezzed and charge off to whatever killed us and get deaded again.
 
I recently started my own EMU server for testing, soon as I have a way to build specifically for EMU so that I can see any potential issues in advance of testing I'll be able to troubleshoot issues specific to EMU. Sorry I just saw your message @runicNomad

It is possible. Though, the rogue shouldn't be doing it anymore than the berzerker, as they both use the same logic, so I find that part of the issue interesting. Unless for some reason when you die the rogue still has attack on, and when they get rezzed the attack remains as on and thus they path to the mob using the information for if attack is turned on. I would need to do some testing for this issue to validate a justification for switching modes after death as I could see this potentially causing more issues than it fixes.

Also, I'll look into adding a NavEnd() function call to stop navigation if it's active when a user changes modes to avoid setting to manual and the character continuing to run a path that was given to them by another mode. IE: Switching from assist to manual, and the toon was enroute to a destination already, it would stop nav as soon as the mode changes so that the user will have a better chance to "catch them in time" as you say.
 
Yeah attack is on when they die. What's weird is that they can be battle rezzed and not reassist most of the time. But about 7 of 10 times on a wipe, they are razzed and they will charge in and get dead. They also run off after an evac occasionally as well.
 
well, I have a heroic rogue... but it will use fourth wind, but it never sits down to med endurance.
 
mornings :-)

sometimes (I guess its when fighting bigger sized mobs) my rogue wont use backstab and I need to manual move him a bit closer to the mob. Than he will fire backstab again.

I discovered this while doing wending ways trial and fighting the nameds there.

Im not 100% sure but I guess the problem is the distance rogue --> mob because as I said when I move him closer to the mob hes backstabing again.

Any way to I can tell MQ2Rogue to be closer to the mob? (MQ2melee is unloaded of course).
 
Plugin - MQ2Rogue

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