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RGMercs - Lua Edition!

RGMercs RGMercs - Lua Edition! (1 Viewer) 2754

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Been using this awhile now! So happy to see it come so far! You guys are great and thank you so much for the work!
 
Bard: UseInsult may could be extended in a manner that somehow you can choose, how often it will be used within an dps-cycle?
The Insult is a main source of adps as it triggers the groupbuff adding uge damage to all.
Its backdraw is the hight consumption of mana.
In kissassist I created a 12 song melody included as much insults as I can in order to be able to run approx. 20 minutes befor the bard runs oom.
This varies from bard to bard, depending on manapool, manareg and available mage-lollies.
A parameter like “HowManyInsultsPerCycke” or alike would allow to adopt to the actual intension of the user.
It could range from “insult-dot-dot-dot-dot” Over “insult-dot-dot-insult-dot-dot” upto “insult-dot-insult-dot….” for burns (which may would need to mem 2 nukes because it has cooldown).
As the bard likely shall sing warmarch and aria in its dps rotation, the possibillity to nuke 1-3 times per cycle should be able without adding the higher complexity to choose, if we should mem the second nuke.

I have seen my bards mana hovering around 100%, which led me to the conclusion, that actually he uses insult once per dps-cycle.
 
I haven't gotten to a position where I can use this yet. Can someone tell me if Bards will sit or have the option to sit to regen mana during rest periods? I know that the whole song thing makes this inconvenient, but an option to sit instead would be good. I like using my Bards to pull. But with groupwatch settings, once the Bard gets low enough on mana, he will just stop pulling with RGMercs macro. Hoping there is a change with the Lua version to allow Bard sitting.
 
2 questions. 1. Is there some kind of way to send commands out the entire group, either to pause rgmercs, or set entire group to camp? (similiar to buttonmaster) 2. Any kind of central command group GUI?
 
Couple items for Bard and I may possibly be missing them.

1: Selos AA does not seem to cast when buff is gone. Should rebuff anytime it drops if the AA is selected. I am having to manually cast it.
2: I cannot seem to remove a clicky once added. I tried x ing but nothing happens. Can drop a new item to replace but cannot figure out how to remove.
3: Would be nice to be able to select the songs to use from your lineup. To either add them or remove them from a twist for downtime, fight time or burn time. based on the views it feels like I am missing something with being able to do this.
4: an option not to twist anything when out of combat without pausing.


Again ... some of these may have options I cannot find or have seen yet and/or just overlooking them.
 
Couple items for Bard and I may possibly be missing them.

1: Selos AA does not seem to cast when buff is gone. Should rebuff anytime it drops if the AA is selected. I am having to manually cast it.
2: I cannot seem to remove a clicky once added. I tried x ing but nothing happens. Can drop a new item to replace but cannot figure out how to remove.
3: Would be nice to be able to select the songs to use from your lineup. To either add them or remove them from a twist for downtime, fight time or burn time. based on the views it feels like I am missing something with being able to do this.
4: an option not to twist anything when out of combat without pausing.


Again ... some of these may have options I cannot find or have seen yet and/or just overlooking them.
You can search options in the main panel all options are shown
 
Few things ive noticed happening - Paladin , Shaman or druid will battle rez , bard sometimes isnt meleeing and ranger sometimes looses chaseon
 
Few things ive noticed happening - Paladin , Shaman or druid will battle rez , bard sometimes isnt meleeing and ranger sometimes looses chaseon
I'd like to know how to repro the ranger issue. And is the battle rez - this could be a bug actually. I explicitly check for not downtime and only do rezes in battle. So I think I just need to reverse that. Is battle rez ever desirable?
 
Tried this tonight and really blown away by the amount of work you guys have put in. Simply amazing.

Cant wait to see how it evolves but really looking great so far.

Not sure how much feedback you want right off the bat - but i did have issues with the wizard only casting about 3 spells out of the 19 in the rotation (Had a red exclamation mark against them even though they were memmed.), and I did have the bard stopped chasing the MA after getting a rez.
 
I am not keen enought to state I would like to help, as my abilities are insufficient.
But I got curious and started to read the source-code … patchday ;)

Question:
does the order within “DPSDynamic” define the priority of the abilities like: when dps-cycle is issued, the abillities/songs are checked in the order they are listed within “DPSDynamic” to check if they need and can be recast?
If so, does this “DPSDynamic” allow more than one copy of same ability in different positions in the list?

If so, this would be sufficient for me to fiddle around with my idea of multiple insults per dpscycle.
The result could be either my request above to be able to find a stable way to insert multiple insults per cycle may be worth some ressources orelse my parses done with my “dirty-hand fiddeling” may show, that the requested modification is not worth the ressources, as I can not prove it will make an as big of a difference as I think it shall do.

IMG_0425.png
So no ressources of the good guys may be spend on my idea of multiple insults per cycle unless I can prove it’s worth to think about it.

I am not good enought to create useful code for this gigantic project, but maybe I am good enought to at first prove, if my idea is valid and maybe lateron I maybe get sufficient knowledge to do some kind of “prove of concept” for ideas from others as well, before ressources of the real experts are dedicated to this ideas.

I am really impressed. The more I understand the structure of the project the more I understand how many energy already must have been spend to get the project to the stage it is now.
 
Tried this tonight and really blown away by the amount of work you guys have put in. Simply amazing.

Cant wait to see how it evolves but really looking great so far.

Not sure how much feedback you want right off the bat - but i did have issues with the wizard only casting about 3 spells out of the 19 in the rotation (Had a red exclamation mark against them even though they were memmed.), and I did have the bard stopped chasing the MA after getting a rez.
This is great thanks!

Few comments -

1) Death will turn off chase. If this isn't the preferred behavior we can change it but it seemed to make sense to me.
2) Can you check in the wiz_class_config and look at the cond = function for the spells with a red ! and see if the conditions make sense? or can you post the spell names here and we can verify the logic is right.
 
I am not keen enought to state I would like to help, as my abilities are insufficient.
But I got curious and started to read the source-code … patchday ;)

Question:
does the order within “DPSDynamic” define the priority of the abilities like: when dps-cycle is issued, the abillities/songs are checked in the order they are listed within “DPSDynamic” to check if they need and can be recast?
If so, does this “DPSDynamic” allow more than one copy of same ability in different positions in the list?

If so, this would be sufficient for me to fiddle around with my idea of multiple insults per dpscycle.
The result could be either my request above to be able to find a stable way to insert multiple insults per cycle may be worth some ressources orelse my parses done with my “dirty-hand fiddeling” may show, that the requested modification is not worth the ressources, as I can not prove it will make an as big of a difference as I think it shall do.

View attachment 57605
So no ressources of the good guys may be spend on my idea of multiple insults per cycle unless I can prove it’s worth to think about it.

I am not good enought to create useful code for this gigantic project, but maybe I am good enought to at first prove, if my idea is valid and maybe lateron I maybe get sufficient knowledge to do some kind of “prove of concept” for ideas from others as well, before ressources of the real experts are dedicated to this ideas.

I am really impressed. The more I understand the structure of the project the more I understand how many energy already must have been spend to get the project to the stage it is now.
Rotations have 1 of 2 modes: 1) execute all 1 by 1 , 2) execute 1 per frame (a frame is a complete run of everything the Lua does in a single iteration of it's main loop.

There is a 2.5 to the above which is things marked with "doFullRotation" which I will have to look at more closely as it was added by the person doing bards and only used by bards but I believe that it basically starts the rotation over from step 1 each time - there might be a bug here I need to review it more closely.

Rotations are arrays which means they can have the same thing in them over and over if you want, but our frames run fast enough that this shouldn't be required unless something very specific is happening.
 
I'd like to know how to repro the ranger issue. And is the battle rez - this could be a bug actually. I explicitly check for not downtime and only do rezes in battle. So I think I just need to reverse that. Is battle rez ever desirable?
battle rez is desirable yes.

and im starting to think the chaseon issue is a lag issue on my end cause it works sometimes and then i think my isp starts lagging towards end of day and i start having some issues or its video lag issues

Rotations have 1 of 2 modes: 1) execute all 1 by 1 , 2) execute 1 per frame (a frame is a complete run of everything the lua does in a single iteration of it's main loop.

There is a 2.5 to the above which is things marked with "doFullRotation" which I will have to look at more closely as it was added by the person doing bards and only used by bards but I believe that it basically starts the rotation over from step 1 each time - there might be a bug here I need to review it more closely.

Rotations are arrays which means they can have the same thing in them over and over if you want, but our frames run fast enough that this shouldn't be required unless something very specific is happening.
BYOS option would be highly desirable.
 
Rotations have 1 of 2 modes: 1) execute all 1 by 1 , 2) execute 1 per frame (a frame is a complete run of everything the lua does in a single iteration of it's main loop.

There is a 2.5 to the above which is things marked with "doFullRotation" which I will have to look at more closely as it was added by the person doing bards and only used by bards but I believe that it basically starts the rotation over from step 1 each time - there might be a bug here I need to review it more closely.

Rotations are arrays which means they can have the same thing in them over and over if you want, but our frames run fast enough that this shouldn't be required unless something very specific is happening.
Question for 2) execute 1 per frame: does the cycle search from first to last in the order of the array created to find the one which will be executed in the actual frame? That way one could see this array as a priotity-driven list, where one could state: the more up in array the higher is the likehood it will be executed if all conditions are met?

If that is the case, it would be “just” about to find the optimum order within the array and no need to have one entry more than once.
 
battle rez is desirable yes.

and im starting to think the chaseon issue is a lag issue on my end cause it works sometimes and then i think my isp starts lagging towards end of day and i start having some issues or its video lag issues


BYOS option would be highly desirable.
Once you understand the configuration and what happens behind the scene, something like an “automatic BYOS” is included.
(Almost?) all possible useful spells are listed in the internal data. By enabeling/disabeling from the possibile kind of operations you want to be used, the system looks for the best spell you have at hand to perform this operation and creates the list of spells to mem by itself.

Or the other way around: if you know what spells you want to be memmed, you just enable the functonallity within the configuration ui and disable the others and your BYOS is done, included the senseful use of all of them in combat and ooc and even out of group if you like.
 
Is battle rez ever desirable?
100% desirable. It is one of the more useful things IMO.

Might I make a global suggestion here? I would suggest keeping all of the RGmercs options on the table from the macro, while improving and adding other functions. Some of us use RGMercs for very RGMercs reasons. It would be best not to remove those reasons.
 
Is there a command to reset a char to default?
orelse which files i should delete to recreate the default.
After I disabled the runspeed-buff the ae-mezz song was memmed from gem 13 to gem 1, where the selos song has been.
The ooc-cycle still cast gem1 as if selos is still there, which got me wiped some times now, while attempting to do some quests.
 
Rotations have 1 of 2 modes: 1) execute all 1 by 1 , 2) execute 1 per frame (a frame is a complete run of everything the lua does in a single iteration of it's main loop.

Rotations are arrays which means they can have the same thing in them over and over if you want, but our frames run fast enough that this shouldn't be required unless something very specific is happening.

battle rez is desirable yes.

and im starting to think the chaseon issue is a lag issue on my end cause it works sometimes and then i think my isp starts lagging towards end of day and i start having some issues or its video lag issues


BYOS option would be highly desirable.
I have never used CWTN plugins can someone TL;DR how BYOS works?
 
100% desirable. It is one of the more useful things IMO.

Might I make a global suggestion here? I would suggest keeping all of the RGmercs options on the table from the macro, while improving and adding other functions. Some of us use RGMercs for very RGMercs reasons. It would be best not to remove those reasons.
They *should* all exist unless something was amazingly dumb but I brought over all the previous settings for the most part. You can do "/rgl set show" to see all the settings.
 
Is there a command to reset a char to default?
orelse which files i should delete to recreate the default.
After I disabled the runspeed-buff the ae-mezz song was memmed from gem 13 to gem 1, where the selos song has been.
The ooc-cycle still cast gem1 as if selos is still there, which got me wiped some times now, while attempting to do some quests.
1) No but it could be added we know what the dfeaults are.
2) you can delete config/RGMercs/PCConfigs to force it
 
They *should* all exist unless something was amazingly dumb but I brought over all the previous settings for the most part. You can do "/rgl set show" to see all the settings.
Thank you for explaining this. I am glad you have kept function from the macro. I have yet the time to even log on lately. So, once work clears up a bit, I will be giving this a go.

Another question I have is, are configs somehow tracked for every character? Meaning, if I want different behaviors for say two different shadow knights, will the Lua keep tabs on this by character name? Or is it keeping track by class only?
 
I have never used CWTN plugins can someone TL;DR how BYOS works?
BYOS = bring your own spells.
These plugins have a defined spellset for each stance.
If you like to mem different spells, you can activate the option BYOS and mem a Spellset of your liking.

How I unterstand rgmercs so far, you can mem the soells you like by selecting in the configuration which abilities you char shall use.
That way there exist already a way to selecg which spells shall be memmed.

If my description is not precise, maybe someone will chime in.
 
Thank you for explaining this. I am glad you have kept function from the macro. I have yet the time to even log on lately. So, once work clears up a bit, I will be giving this a go.

Another question I have is, are configs somehow tracked for every character? Meaning, if I want different behaviors for say two different shadow knights, will the LUA keep tabs on this by character name? Or is it keeping track by class only?
As far as I understood for each char there is created a set of files containing the settings for it. So different chars of same class can use different configurations.
 
As far as I understood for each char there is created a set of files containing the settings for it. So different chars of same class can use different configurations.
Excellent. Thank you for letting me know. I know that I should just wait until I get to log some play time again. But, I am mentally preparing myself for it ahead of time.
 
@Derple One thing I have recently dealt with in the macro was the fact that release on death and campfire use options didn't work most of the time. For instance, I would have my healer set on these. So if he died, he would instantly release to bind, and then use insignia to fire back to the group. Very useful. But wasn't working sometimes. Not sure if you already addressed this in the Lua. But it was worth mentioning.
 
BYOS = bring your own spells.
These plugins have a defined spellset for each stance.
If you like to mem different spells, you can activate the option BYOS and mem a Spellset of your liking.

How I unterstand rgmercs so far, you can mem the soells you like by selecting in the configuration which abilities you char shall use.
That way there exist already a way to selecg which spells shall be memmed.

If my description is not precise, maybe someone will chime in.
Also, from what i understand, the CWTN line, while you can BYoS, it still needs logic built in to handle "how and when".. so if your a 120 wizard, and memorize "disarm trap".. it wont know why you wanted it, just that you wanted it.

What this means (i think) is that the logic would have to be added to RGmercs to make those choices, and that might be a TON of effort? :confused:
 
Some feedback, but this is super promising and VERY easy to use.

No way that I can see to edit / change combat stickhow settings, i like to use "loose" rather than behind commands etc. Bard is going into melee, starting to sing a song then backing up and when the song finished stepping back into melee, repeat.

Bard is pausing a full 1.5-2 seconds between songs, essentially cutting usable song count from 6-8 to like, 4. Not sure if its possible to speed this up over time with logic processing refinement. Regular RGmercs handles this a bit faster currently.

Also bard is not casting crescendo song even though it is showing in the rotation list, the marker never changes from the red ! so its not being cast at any point.

EDIT to this: bard is not using crescendo OUTSIDE of combat, but is happily using it very early in the rotation during combat.

No idea how hard this would be, but a way to drag songs/spell or move the order from in the UI would give the user a lot of flexibility. Currently if i want to use dot songs AND insult nukes, it will never make it to the insult nuke because its in the rotation AFTER the dots, when in reality it should be listed first.
 
Question for 2) execute 1 per frame: does the cycle search from first to last in the order of the array created to find the one which will be executed in the actual frame? That way one could see this array as a priotity-driven list, where one could state: the more up in array the higher is the likehood it will be executed if all conditions are met?

If that is the case, it would be “just” about to find the optimum order within the array and no need to have one entry more than once.
yes it goes from top to bottom and resets to position 1 after each combat cycle finishes (aka during downtime) you can see this happen if you open the UI there is a green dot that shows which step it is doing.
 
Thank you for explaining this. I am glad you have kept function from the macro. I have yet the time to even log on lately. So, once work clears up a bit, I will be giving this a go.

Another question I have is, are configs somehow tracked for every character? Meaning, if I want different behaviors for say two different shadow knights, will the LUA keep tabs on this by character name? Or is it keeping track by class only?
Each character has thier own config for every module. This keeps them relatively small and compartmentalized and easy to look at.
 
BYOS = bring your own spells.
These plugins have a defined spellset for each stance.
If you like to mem different spells, you can activate the option BYOS and mem a Spellset of your liking.

How I unterstand rgmercs so far, you can mem the soells you like by selecting in the configuration which abilities you char shall use.
That way there exist already a way to selecg which spells shall be memmed.

If my description is not precise, maybe someone will chime in.
RGMercs will also allow you to just create you own loadout or even your own configuration for the class by putting it in config/RGMercs/class_configs. if we get someone who loves documentation in here to write a WIKI it would definitely explain how to do this there. I hate writing docs though so it wont be me.
 
Also, from what i understand, the CWTN line, while you can BYoS, it still needs logic built in to handle "how and when".. so if your a 120 wizard, and memorize "disarm trap".. it wont know why you wanted it, just that you wanted it.

What this means (i think) is that the logic would have to be added to RGmercs to make those choices, and that might be a TON of effort? :confused:
You can write your own logic. I will call it BYOC. Bring your own Config. See my post above for details. You can test it easily by putting a file into that directory and changing the author and version and it should show up in game when you restart.
 
Some feedback, but this is super promising and VERY easy to use.

No way that I can see to edit / change combat stickhow settings, i like to use "loose" rather than behind commands etc. Bard is going into melee, starting to sing a song then backing up and when the song finished stepping back into melee, repeat.

Bard is pausing a full 1.5-2 seconds between songs, essentially cutting usable song count from 6-8 to like, 4. Not sure if its possible to speed this up over time with logic processing refinement. Regular RGmercs handles this a bit faster currently.

Also bard is not casting crescendo song even though it is showing in the rotation list, the marker never changes from the red ! so its not being cast at any point.

EDIT to this: bard is not using crescendo OUTSIDE of combat, but is happily using it very early in the rotation during combat.

No idea how hard this would be, but a way to drag songs/spell or move the order from in the UI would give the user a lot of flexibility. Currently if i want to use dot songs AND insult nukes, it will never make it to the insult nuke because its in the rotation AFTER the dots, when in reality it should be listed first.
search for StickHow in main config panel - make sure you have "Advanced options" on.
 
Some feedback, but this is super promising and VERY easy to use.

No way that I can see to edit / change combat stickhow settings, i like to use "loose" rather than behind commands etc. Bard is going into melee, starting to sing a song then backing up and when the song finished stepping back into melee, repeat.

Bard is pausing a full 1.5-2 seconds between songs, essentially cutting usable song count from 6-8 to like, 4. Not sure if its possible to speed this up over time with logic processing refinement. Regular RGmercs handles this a bit faster currently.

Also bard is not casting crescendo song even though it is showing in the rotation list, the marker never changes from the red ! so its not being cast at any point.

EDIT to this: bard is not using crescendo OUTSIDE of combat, but is happily using it very early in the rotation during combat.

No idea how hard this would be, but a way to drag songs/spell or move the order from in the UI would give the user a lot of flexibility. Currently if i want to use dot songs AND insult nukes, it will never make it to the insult nuke because its in the rotation AFTER the dots, when in reality it should be listed first.
For the bard stuff feel free to play around and modify it and submit a PR. I didn't write the bard config and I dont know a ton about bards.
 
RGMercs RGMercs - Lua Edition!
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