• Hail, we're RedGuides. We want you to play six (yes, 6!) EverQuest characters at once. We have scripts and a friendly community to help, please join our playstyle and say hello! 👋
  • We've added LLM sections to our Terms & Rules and Resource Rules, for everyone's sanity & in-game safety.
    Read more
    a. Do not replace your voice with an LLM. This goes for your posts and your scripts. Drafting and editing with a tool is fine, but don't take you out of what you share.
    b. Do not replace your EQ character's voice with an LLM. We don't want scripts that speak over /ooc, /shout or other public channels. This has been an unwritten rule that's kept casino scripts off the site for decades, but we're now compelled to make it clear: keep automated communication private.

    Why Does RG Review Scripts?
    Nearly every LLM-written Lua script we see is making your character do impossible things, and rarely in a way that's beneficial to you. We've seen heavy server hammering, /target over impossible distances when /nav spawn would passively accomplish the same thing, a spawn search that fires 20+ times per second, and other pointless actions that are likely annoying GMs.

    You are welcome to use LLMs as a tool to structure, draft, and edit your work, but please read critically before hitting /lua run

Problem - Puller Not Detecting Last Mob

TheNJDevil

Member
Hope I'm posting this in the right place as I'm still new around here. Being new I've spent a decent amount of time figuring out KA, leveraging the ini's that are here and just recently felt confident enough to put the puller on KA. What I'm noticing is that the puller will never detect the last add in a multi-mob pull. What I mean by that is, if I pull 2, the last mob the group gets to, the puller just stands there and stares at it, puller doesn't detect it so mob just keeps wailing on the clr. If I pull 3, same thing, the group kills mob #1, successfully goes to mob #2 but when it comes to the last one, the puller just stands there and does nothing. I have to manually target the mob for the group to start working on it.

This is the case no matter which zone I go to. I have no CC, the group I have can handle adds without my intervention, it's just the part of having to manually target that last mob every time the puller pulls 2 or 3.

I have my tank set to MT and MA roles in group and Puller is set to Puller role.

In my toon ini I have the tank with Role=Tank and puller is Role=Puller.

Trying to figure out what I'm doing wrong here, any help is appreciated.
 
When you start your puller, make sure you have the MA/Tank Targeted before starting macro. On your MA/Tank make sure he targets himself before starting the macro. The rest of the group should target the MA before starting the macro. Also make sure your meleeRange on your MA/Tank is large enough to include your groups location.
 
Hey CTaylor22 thank you so much for the help. The one piece I was missing was having the MA/Tank targeting himself, I had him targeting the puller. So happy, thanks!!
 
You mean melee range is the range my MA (Warrior) will find things to hit? Not the Melee range related to how close they get to the mob? Awesome. Having a similar issue.
 
I believe he speaks of campradius which is the area/distance at which toons detect mobs for combat/adds/assisting/etc.
 
I believe he speaks of campradius which is the area/distance at which toons detect mobs for combat/adds/assisting/etc.

You have to consider both CampRadius and MeleeRange, But MeleeRange is the distance, from your camp location, the Tank will look for mobs to target and attack.
 
This fixed a problem I was having with my tank not going after mez'd mobs. He would just stand there because I had melee range at like 20-25 or so because I wanted him on top of the mobs since I was rooting a bit. Changed this to match the mez radius and just started using snare more and it went great! Thanks!
 
Problem - Puller Not Detecting Last Mob

Users who are viewing this thread

Back
Top
Cart