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Problem - PullerPetTank not moving far enough

LurkMcGurk

BANNED
Joined
Jul 1, 2015
RedCents
9,632¢
I am using a mage to pullerpettank and he goes out and gets mobs to bring back but often times the pet will go to attack the mob and it will not give enough space for the mage to not hold the attention of the mob and get hit. kiss seems to attempt to get out of the way by turning left walking two feet forward, and then turning right and walking another two or three feet. The toon will see he is being hit and try to move, twice but it fails for me consistently because if it is unable to get out of the way of the attacker it will not continue to try and move and will sit there and die. If the puller would just take a few extra steps to ensure that he isn't being attacked this would alleviate a tremendous amount of headache i've been having. At lower levels it didn't matter that the puller would stand there and get beaten, but at mid to higher levels, the mage simply cannot stand there through a fight. unless im doing something wrong. I have included the ini file for anyone who wants to take a look. i'm sure this is me being stupid but i'm a failry new kiss user so maybe i've missed some obvious stuff.

Rich (BB code):
[General]
KissAssistVer=8.2.5
Role=PullerPetTank
CampRadius=30
CampRadiusExceed=400
ReturnToCamp=0
ChaseAssist=0
ChaseDistance=25
MedOn=0
MedStart=15
MedCombat=1
LootOn=0
RezAcceptOn=0
AcceptInvitesOn=1
GroupWatchOn=0
EQBCOn=0
IRCOn=0
MiscGem=8
HoTTOn=0
CampfireOn=0
[SpellSet]
LoadSpellSet=0
SpellSetName=KissAssist
[Buffs]
BuffsOn=0
Buffs1=NULL
Buffs2=NULL
Buffs3=NULL
Buffs4=NULL
Buffs5=NULL
Buffs6=NULL
Buffs7=NULL
Buffs8=NULL
Buffs9=NULL
Buffs10=NULL
Buffs11=NULL
Buffs12=NULL
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=NULL
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
RebuffOn=1
CheckBuffsTimer=20
[Melee]
AssistAt=95
MeleeOn=0
FaceMobOn=0
MeleeDistance=75
StickHow=snaproll
AutoFireOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell1=NULL
GoMSpell2=NULL
[AE]
AEOn=0
AERadius=50
AE1=NULL
AE2=NULL
AE3=NULL
AE4=NULL
AE5=NULL
[DPS]
DPSOn=1
DPSSkip=20
DPSInterval=2
DPS1=burst of flame|10|once
DPS2=NULL
DPS3=NULL
DPS4=NULL
DPS5=NULL
DPS6=NULL
DPS7=NULL
DPS8=NULL
DPS9=NULL
DPS10=NULL
DPS11=NULL
DPS12=NULL
DPS13=NULL
DPS14=NULL
DPS15=NULL
[Aggro]
AggroOn=0
Aggro1=NULL
Aggro2=NULL
Aggro3=NULL
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=0
Heals1=NULL
Heals2=NULL
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
[Pet]
PetOn=1
PetSpell=lesser summoning: earth
PetFocus=NULL
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffs1=NULL
PetBuffs2=burnout
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetCombatOn=1
PetToysOn=0
PetToys1=NULL
PetToys2=NULL
PetToys3=NULL
PetToys4=NULL
PetToys5=NULL
PetToys6=NULL
PetToysGave=NULL
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
[Burn]
BurnText=Decepticons Attack
BurnAllNamed=0
Burn1=NULL
Burn2=NULL
Burn3=NULL
Burn4=NULL
Burn5=NULL
Burn6=NULL
Burn7=NULL
Burn8=NULL
Burn9=NULL
Burn10=NULL
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
[Pull]
PullWith=burst of flame
MaxRadius=750
MaxZRange=400
PullWait=0
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92
 
It sounds like the mob may be running fast enough to get to you before the mage can send the pet in?? I think that all of the code calculations expect that you have run speed AAs. Try getting SoW buff and see if that helps. If it does, just add the potion to your buffs section.
 
you're probably right. I was hoping that there was a quick way to redefine the distance that the toon will attempt to move away from the mob when it's being attacked. it seems like it's a static distance so i assume it's defined somewhere in the kissassist logic. I'll try sow but was hoping to avoid having to sit my dru next to my group for sows.
 
thanks for that as i was unaware of that command but the issue with pulling with the pet is that i'd rather the puller leave the pet at camp, use a spell to pull, and bring it to the camp. but if using the pet to pull is the best solution that will have to do! thanks for the help it's much appreciated.
 
PullerPetTank role was designed with pet being the puller from inception... while other methods of pulling are still viable... it is not encouraged by this role.

As far as the mage not getting away from mob... but just moving a few feet turning.. then a few feet... that would only be handled under the GotHit event. And all it tries to do is move X paces away from the attacking mob.. as it directly tells your pet to attack that mob to gain agro./get it off your ass.

You have no pettoys (weapons/armor) defined for the pet..... define weapons at least... make the pet gain agro better and do more damage.

Things to consider that effect this...

1) YOUR run speed... if its a fast mob and you have no run speed modifier aa's .. or are WALKING sinstead of running.. this all effects the time it takes to move X paces from mob...

2) Pet's run speed... ( pet have velocity spell buff on it???? ) it sure as heck should if its gonna pull or needed to engage mob faster to save your ass. But i realize your a newbie mage... with NO buffs defiined.. and a low level nuke defined.

The role works... as intended... you can not change the engage distance of pet.. that is hard coded as a % of the mobs distance and calculated versus camp radius/distance... but pulling with PET will save you in this case because you are not getting initial agro from the pull.. and the pet will engage it once it brings it back to a engageable (calculated %) distance from camp.
 
Thanks for this awesome explanation of the inner workings. This is exactly the information I was looking for. I was hoping I would be able to easily change the GotHit event to increase the distance he will move if getting hit but if that is a pain i'll just do what you've suggested and have it pull with pet. The reason I wanted to have him pull with a spell is because when I send the puller out to pull and he sends his pet in on the pull, the mob is significantly too far for the rest of the team to engage it and so the puller will call his pet back. This is a great feature and am impressed that the bot will know that the mob is too far away, the only issue is that sometimes the mobs will root or do significant dmg to the pet before it has a chance to get to the camp and receive help from the rest of the group. The pet often dies and i will then have to reset all of the macros on the other toons to now assist the pullers new pet. I realize this is very specific and maybe I'm being nitpicky about this, but I figure that I can't be the only person trying to have a mage pull to a group of mages lol.
 
Thanks for this awesome explanation of the inner workings. This is exactly the information I was looking for. I was hoping I would be able to easily change the GotHit event to increase the distance he will move if getting hit but if that is a pain i'll just do what you've suggested and have it pull with pet. The reason I wanted to have him pull with a spell is because when I send the puller out to pull and he sends his pet in on the pull, the mob is significantly too far for the rest of the team to engage it and so the puller will call his pet back. This is a great feature and am impressed that the bot will know that the mob is too far away, the only issue is that sometimes the mobs will root or do significant dmg to the pet before it has a chance to get to the camp and receive help from the rest of the group. The pet often dies and i will then have to reset all of the macros on the other toons to now assist the pullers new pet. I realize this is very specific and maybe I'm being nitpicky about this, but I figure that I can't be the only person trying to have a mage pull to a group of mages lol.

The pet will bring the mob back into campradius when he pulls.... its not an issue..... for the assisting toons
 
lol I broke down and started sitting my clr/dru at the group now so he gets more lovins than he needs :p
 
This is the line in kissassist.mac that moves you character when you get hit:
Rich (BB code):
/if (${Math.Distance[${Me.Y},${Me.X}:${Target.Y},${Target.X}]}<=${GotHitDistChk}) /moveto loc ${Target.Y} ${Math.Calc[${Target.X}-20]}
As you can see, it always just moves you 20 units east. Which works fine unless the mob your fighting is to your east, then you just move behind it.
What I do is change it to 30 or 40 depending on how much room I have to move around.
 
Could do something like this. If you wanted to make sure you always ran away from your target.

Rich (BB code):
/if (${Math.Distance[${Me.Y},${Me.X}:${Target.Y},${Target.X}]}<=${GotHitDistChk}) {
   /if (${Math.Distance[${Me.Y},${Math.Calc[${Me.X}-20]}:${Me.Y},${Me.X}]}<${Math.Distance[${Me.Y},${Math.Calc[${Me.X}-20]}:${Target.Y},${Target.X}]}) {
      /moveto loc ${Target.Y} ${Math.Calc[${Target.X}-20]}
   } else {
      /moveto loc ${Target.Y} ${Math.Calc[${Target.X}+20]}
   }
}
 
I ended up doing what Fobic suggested when maskoi mentoined the gothit event. That seems to be working fine for me and thanks for the help!
 
Problem - PullerPetTank not moving far enough

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