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RGMercs Pull Module Revamp (2 Viewers)

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Please try to keep questions/comments/feedback here for a few days. Cheers.

Pull Modes
  • Added and renamed pull modes for clarity: Pull to Camp, Chain to Camp, Area Hunt, Roaming Hunt (formerly Hunt with "Hunt From Player" enabled), Circuit Hunt (formerly Farm), and Fight To.
  • Camp and hunt modes can travel to a chosen location first: set a spot and the puller will travel there, set up, and begin pulling.
  • Fight To: travel to a chosen target or location, fighting anything that aggros along the way.

Pull Locations
  • Farm Waypoints are now Pull Locations: named, per-zone entries with enable toggles.
    • Existing waypoints convert automatically on first load.
  • Each location can be set as the camp destination, hunt origin, or Fight To destination with one click.
  • MyPaths integration has been adjusted, import into Pull Locations is on a point-by-point basis.
  • Import from the database is possible to access points made by other RGMercs peers.
Peer Movement and Vitals
  • Pull now places itself in the proper movement mode when started.
    • Optionally, it will do the same for Mercs Peers in the same group/raid/zone.
  • It is possible to change objectives while pulling; setting a new camp loc while camped means "move my camp".
  • Group Watch and Peer Watch are now a single Vitals Watch setting: Off, Group/Raid (anyone), or Zone Peers (Mercs Peers only). Added Pull Move Ability Support
  • We will attempt to keep up any move buffs listed in the "Pull Move Abilities" while pulling.
    • Currently, the default bard configs contain entries for the Selo's AA and the standard RunBuffSong.

Commands
  • Commands have been adjusted, please refer to the command list.

Misc
  • Camp survives death so pulling can resume after a rez; camps are instance-aware. The "Stop Pulling After Death" setting is now fully functional.
  • Adjusted the status panel to display context/mode specific info.
  • Made adjustments for how we set autotarget to the pull target for consistency and edge-case handling.
 
Seems to be working pretty good after 10 minutes of testing. The new pull window was a little hard to wrap my brain around because there's no "set group camp here" button so I "used current location" and then ran off with the bard manually and my group started chasing me 🤣. Once I got it figured out, the new options are actually pretty massive, especially for zones that I have pre-determined camp spots. Will report anything further I find and I appreciate you and the team for the constant improvements!
 
Yeah the options box for "Manage my group movement stuff" and the transition over to "Pull automatically does the chase/camp thing i need it to do where i told it to start from" is going to throw some people off i'm sure, i totally expect that. Massive is a goodword for the number of options. I was hoping the sentence structure helps people adjust, and i think that once people start digging into it, the convenience will be unparalled.

Even FightTo makes it to where I've cut down my manual movement moving from named to named in half, without ever storing a point. I'm starting to build points out for my own use now.
 
I did have an issue yesterday where I turned off pulls and then moved my group to the far north mobs in sola and then set my pulls again. Next thing I know my bard is running all the way back to bartender area (previous camp spot) and training himself when I turned pulling back on. I gotta get used to the new pull mechanics and remember to "use my loc" when I readjust in the same zone.
 
I did have an issue yesterday where I turned off pulls and then moved my group to the far north mobs in sola and then set my pulls again. Next thing I know my bard is running all the way back to bartender area (previous camp spot) and training himself when I turned pulling back on. I gotta get used to the new pull mechanics and remember to "use my loc" when I readjust in the same zone.
I think the alternative here would be to clear the spot out when you disable pulls... But even that has some issues.
Let me chew on this one.
 
what is the command to break camp for the group? I miss having that button visible right under start/stop pulling.
You can check the command list in-game or (edit)I think there is a FAQ.

Depends on if you want to chase or just turn the camp off.

I was thinking of adding similar buttons in movement tab.
I doubt those ones will be returning to pull.
 
what is the command to break camp for the group? I miss having that button visible right under start/stop pulling.
I did have an issue yesterday where I turned off pulls and then moved my group to the far north mobs in sola and then set my pulls again. Next thing I know my bard is running all the way back to bartender area (previous camp spot) and training himself when I turned pulling back on. I gotta get used to the new pull mechanics and remember to "use my loc" when I readjust in the same zone.

While I understand that the buttons in the pull module were convenient, they were just really in the wrong place and the UI is already busy enough.

I've greatly improved the buttons in the movement tab, and the setting to control peer movement is also mirrored there.

I personally use hotkeys and still recommend them, but this should be a nice alternative.

1784075713051.png
 
@Algar thanks for adding those QOL features.

For setting up hotkeys, I looked through the FAQ, but how do I broadcast /rgl campon/off to all peers?
Up to you.
Plenty of people use Dannet, and it's already started by RGMercs for some fallback things, so here is a list...


You said "all" which is /dgae, but you could also scope to group, raid, whatever you'd like.

I recommend the minimum possible scope if you're ever going to be running more than one group at once doing different things.
 
is it possible to "pull with" a custom spell? instead of using traditional puller / face pull, auto attack, etc, could it be possible to add a custom field we fill in with exact spell name? just a thought. i have my druid pulling a lower level zone while pally tanks, etc. instead of having him face pull, maybe pull with a snare or something he has currently memmed
 
is it possible to "pull with" a custom spell? instead of using traditional puller / face pull, auto attack, etc, could it be possible to add a custom field we fill in with exact spell name? just a thought. i have my druid pulling a lower level zone while pally tanks, etc. instead of having him face pull, maybe pull with a snare or something he has currently memmed
Yes, add it to your config.
If its a popular ability you believe many people would use, bring it up, and maybe we can add it to the default config.
 
Yes, add it to your config.
If its a popular ability you believe many people would use, bring it up, and maybe we can add it to the default config.
Is there an instruction page that would tell me how to add the custom spell to my config file?

The only defaults are kick, attack, or sonic disturbance or boastful bellow,... I'm pulling in the water and the bard won't use X,Y coords, so he swims to the shark, but is on the bottom and kick / attack never lands because shark is too far above him... If i use either spell option, both of those spells use end, so he runs out of end after 10 minutes and the auto melody i don't want to play is playing so it won't let him set and get stam back, so he never moves again.

Would love for him to either be able to swim up or down to the targets level, or use a non stamina eating spell.
 
I would like to see this added as an option for pulling as well, as some of the default options for certain classes are very limited.
Yes, add it to your config.
If its a popular ability you believe many people would use, bring it up, and maybe we can add it to the default config.

Is there an instruction page that would tell me how to add the custom spell to my config file?

The only defaults are kick, attack, or sonic disturbance or boastful bellow,... I'm pulling in the water and the bard won't use X,Y coords, so he swims to the shark, but is on the bottom and kick / attack never lands because shark is too far above him... If i use either spell option, both of those spells use end, so he runs out of end after 10 minutes and the auto melody i don't want to play is playing so it won't let him set and get stam back, so he never moves again.

Would love for him to either be able to swim up or down to the targets level, or use a non stamina eating spell.
Otherwise hit us up in discord if you need more assistance.
 
Yes, add it to your config.
If its a popular ability you believe many people would use, bring it up, and maybe we can add it to the default config.


Otherwise hit us up in discord if you need more assistance.
Yeesh, way over my head. Thanks though...

Surely there is some way to change the songs the bard loads and plays without having to involve AI scripting or coding in a language?

It genuinely cannot be that hard.
 
Yeesh, way over my head. Thanks though...

Surely there is some way to change the songs the bard loads and plays without having to involve AI scripting or coding in a language?

It genuinely cannot be that hard.
I thought you were asking about pull abils. For changing songs, that stuff is generally in the settings in-game...
Please keep this thread focused on the pull module revamp.

Edit: Have you considered using a throwing weapon? I can look into the z-axis issues.
 
RGMercs Pull Module Revamp

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