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You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋
I absolutely love this entire script! Thank you for putting it together. Is there any plan to add partial names to the ban list like you did for priorities?
i love the program... the one thing i really like is the list of stuff you want to kill. i do ask if you can make it so that if you are doing the priority list that if anyone in the group catches aggro from another mob on the way to have it so it will stop to kill the aggro mob then pick back up on the list. i think it will stop if it aggros the hunter but not anyone in the group.
well i guess its doing it now so maybe it was just being stubborn.....
i love the program... the one thing i really like is the list of stuff you want to kill. i do ask if you can make it so that if you are doing the priority list that if anyone in the group catches aggro from another mob on the way to have it so it will stop to kill the aggro mob then pick back up on the list. i think it will stop if it aggros the hunter but not anyone in the group.
well i guess its doing it now so maybe it was just being stubborn.....
The aggro mob has to be inside the xtarget engage range, you can set the XTar engage radius on the Misc tab higher if you want. If you are running too fast you can sometimes get ahead of them too far to engage.
The aggro mob has to be inside the xtarget engage range, you can set the XTar engage radius on the Misc tab higher if you want. If you are running too fast you can sometimes get ahead of them too far to engage.
I am running multihunter to farm some TS drops, and have been getting an error. This is while running it with the below settings, and having one entry in the priority list
-'Hunt Only Priorities' should no longer get confused and stop hunting
-Added partial name matching for both priority and ignore lists
-De-convergence of multiple hunters should work a little better
-Should now use pets correctly
-Now auto-bans unreachable mobs after 6 failures (occurs if they roam out of meshed areas into unreachable spots)
-Several stability updates to guard against nil crashes from disappearing mobs
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