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Problem - Puller Ignoring Nameds

Joined
Mar 19, 2018
RedCents
2,023¢
Having a problem with my puller. He simply ignores nameds when using KA Puller mode (monk).

Nothing set to ignore in the zone in kissassist_info.ini, pulls every other mob just fine. But he will completely ignore any named that pops, only way he'll nab em is if they happen to come with another mob.

Who knows what might be up with this?

Ini (not likely to be helpful, but here it is):

INI:
[General]
KissAssistVer=11.005
Role=puller
CampRadius=45
CampRadiusExceed=2000
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=5
MedCombat=0
LootOn=0
RezAcceptOn=1|90
AcceptInvitesOn=1
GroupWatchOn=2
EQBCOn=1
IRCOn=0
CampfireOn=0
CharInfo=Monk|115|GOLD
DefaultUI=TRUE
DPSMeter=1
ScatterOn=0
XTSlot=0
TheWinTitle=NULL
GemStuckHelp=Sometimes the spellgems get stuck in a foreverloop, casting a altability that has a cast time will unstick it, this is a eq bug.
GemStuckAbility=NULL
HoTTOn=0
Scatter=0
MoveCloserIfNoLOS=0
GroupWatchCheck=FALSE
DanNetOn=0
DanNetDelay=20
[Buffs]
BuffsOn=1
BuffsSize=4
Buffs1=Master's Aura|Aura
Buffs2=NULL
Buffs3=Swift Tails' Chant|End|99
Buffs4=Heavenly Glorious Void Soulforge Tunic
RebuffOn=1
CheckBuffsTimer=20
PowerSource=NULL
BuffsCOn=0

[Melee]
AssistAt=2
MeleeOn=1
FaceMobOn=1
MeleeDistance=200
StickHow=behindonce
AutoFireOn=0
UseMQ2Melee=1
DismountDuringFights=0
TargetSwitchingOn=0
[GMail]
GMailHelp=Events currently support - Dead,Drag,GM,Level,Named,Leftgroup,Tells
GMailOn=0
GMailSize=0
[AE]
AEOn=0
AESize=0
AERadius=50
[DPS]
DPSOn=2
DPSSize=1
DPSSkip=1
DPSInterval=0
DPS1=Two-Finger Wasp Touch|99|mash
DebuffAllOn=0
[Aggro]
AggroOn=0
AggroSize=5
Aggro1=Shaded Step|99|>
AggroCond1=FALSE
Aggro2=Silent Strikes|70|>
Aggro3=NULL
Aggro4=NULL
Aggro5=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
HealsSize=2
Heals1=Infusion of Thunder|100|Cond10
Heals2=Ton Po's Stance|100|Cond10
XTarHeal=0
XTarHealList=NULL
HealGroupPetsOn=0
[Cures]
CuresOn=0
CuresSize=0
[Burn]
BurnSize=7
BurnText=Burn Now
BurnAllNamed=0
Burn1=Heel of Zagali
Burn2=Fundament: First Spire of the Sensei
Burn3=Infusion of Thunder
BurnCon3=!${Me.Song[Fierce Eye].ID} && !${Me.Song[Vehement Rage].ID}
Burn4=Destructive Force
Burn5=Tiger's Poise
Burn6=Ton Po's Stance
Burn7=${InvSlot[Chest].Item.Name}
UseTribute=0
[Pull]
MaxRadius=1000
MaxZRange=400
PullMeleeStick=0
PullWith=Distant Strike
************
PullWait=1
PullRoleToggle=0
************
ChainPull=1
ChainPullHP=50
ChainPullPause=0
************
UseWayPointZ=0
PullRadiusToUse=90
PullArcWidth=0
PullPause=0
PullLevel=0|0
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=0
CampOnDeath=0
ClickBacktoCamp=1
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
[KConditions]
ConOn=0
CondSize=11
cond1=!${Me.ActiveDisc.ID}
cond2=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Ironfist Discipline]}
cond3=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Ironfist Discipline]} && !${Me.CombatAbilityReady[Heel of Zagali]}
cond4=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Ironfist Discipline]} && !${Me.CombatAbilityReady[Heel of Zagali]} && !${Me.CombatAbilityReady[Terrorpalm Discipline]}
Cond5=${Me.PctHPs} < 75
Cond6=${Me.Feigning}
cond7=!${Me.Song[Infusion of Thunder VI].ID}
cond8=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Ironfist Discipline]} && !${Me.CombatAbilityReady[Heel of Zagali]} && !${Me.CombatAbilityReady[Terrorpalm Discipline]} && !${Me.CombatAbilityReady[Speed Focus Discipline]}
cond9=!${Me.ActiveDisc.ID} && !${Me.CombatAbilityReady[Ironfist Discipline]} && !${Me.CombatAbilityReady[Heel of Zagali]} && !${Me.CombatAbilityReady[Terrorpalm Discipline]} && !${Me.CombatAbilityReady[Speed Focus Discipline]} && !${Me.CombatAbilityReady[Eye of the Storm]}
cond10=${Me.PctEndurance} < 100
cond11=${Me.Combat} && (${Target.PctHPs} <= 99) && !${Me.Song[Vehement Rage VI]}
[Bandolier]
BandolierOn=0
BandolierCOn=0
BandolierSize=2
BandolierPull=1HS
Bandolier1=NULL
BandolierCond1=FALSE
Bandolier2=NULL
BandolierCond2=FALSE
[OhShit]
OhShitOn=0
OhShitCOn=0
OhShitSize=2
OhShit1=NULL
OhShitCond1=FALSE
OhShit2=NULL
OhShitCond2=FALSE
[KissError]
LastCMD:=/endmacro
ErrorDateTime:=02/29/2020 20:34:45
ErrorMsg:=Unable to add macro line.
DataError:=NULL
SyntaxError:=NULL
RunningTime:=1828721
BuildDate:=20200229
CurrentUI:=Default
 
Try deleting your zone info entry for that zone and letting it build one from scratch. That might fix it.
 
If you put stuff in mobs to pull, it will only pull those, and in order. Worth checking that, too, since if the nameds are at the end of the list they may never get pulled.
 
No dice on those (I don't use anything in mobs to pull). When I use CWTN's plugin to pull on a different toon, it pulls fine. But KA has been ignoring nameds for me across multiple ToV zones. Haven't tested it elsewhere.
 
Post your KissAssist_Info for a couple ToV zones. Are they just default?

This sounds a lot like PullLevel setting, where named are yellow cons or 116+ and getting skipped, though I see you're running =0|0 on that. Maybe the "*****" lines are messing up your pull section?

Try:
PullLevel=80|120
 
Yep almost everything in there is default. Tried taking out the **** lines, tried PullLevel, no change.

INI:
[The Tower of Frozen Shadow]
MezImmune=List up to 10 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToPull=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or ALL for all mobs
MobsToIgnore=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToBurn=List up to 10 mobs. Use full names i.e. Beget Cube,Helias,Raze or NULL
PullPath=Place holder for path file. Not yet impletmented.
[The Eastern Wastes_I]
MezImmune=List up to 10 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToPull=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or ALL for all mobs
MobsToIgnore=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToBurn=List up to 10 mobs. Use full names i.e. Beget Cube,Helias,Raze or NULL
PullPath=Place holder for path file. Not yet impletmented.
[Kael Drakkel_I]
MezImmune=List up to 10 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToPull=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or ALL for all mobs
MobsToIgnore=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToBurn=List up to 10 mobs. Use full names i.e. Beget Cube,Helias,Raze or NULL
PullPath=Place holder for path file. Not yet impletmented.
[velketortwo]
MezImmune=List up to 10 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToPull=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or ALL for all mobs
MobsToIgnore=List up to 25 mobs. Use full names i.e. a green snake,a blue tiger,a wide eye ooze or NULL
MobsToBurn=List up to 10 mobs. Use full names i.e. Beget Cube,Helias,Raze or NULL
PullPath=Place holder for path file. Not yet impletmented.
 
@ycleptjah on an unrelated note... why aren’t you using breather for end?
 
Weirdest bug. Can you stop pulls by completely lowering PullLevel? Just checking that KA is reading the setting.

PullLevel=10|20
 
@eqtrader74 yep, that stops pulls just fine. I first noticed this in GD with Bloodmaw, now in Kael since there are tons of those mobs that KA recognizes as nameds (i.e. Lieutenant XXXX). He will run right through them on the way to non-nameds, I have no idea why. MQ2Nav loaded up fine, navmesh good, nothing ignored. CWTN's plugins pull the "Nameds" just fine.
 
You are chain pulling. Kiss will not pull a named if you have mobs in camp; It will just continue to pull normal mobs. If the camp is clear then it will pull named. I had to alter the code a bit to stop this feature myself. I see its value for safety but it delays any named being pulled optimally.
 
You are chain pulling. Kiss will not pull a named if you have mobs in camp; It will just continue to pull normal mobs. If the camp is clear then it will pull named. I had to alter the code a bit to stop this feature myself. I see its value for safety but it delays any named being pulled optimally.
Thats a good find, did not know that!
giphy.gif
 
Problem - Puller Ignoring Nameds

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