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Question - Some thoughts and bugs from a KA user

Joined
Sep 25, 2017
RedCents
3,230¢
So I've been using KA for a while now, forced to after the bot.mac from Bugs was abandoned one last time. It served me well but now KA is my way of 5 boxing and I'm quite happy with it. For the most part. A few things I've noticed or have issues with and would like to address.

I readily acknowledge that some of these problems may be due to my own ignorance. But I won't learn if I don't ask.

-By all means, the Bot feature I miss the most is the follow/stop and moveup commands. They did just what the names implied. Follow made 4 toons stick to my warrior and follow him, stop made them stop, and moveup made them come running if he'd moved a short distance, great for DH HAs. Someone said these features can be done with eqbc but I don't know bc and it just would be a LOT easier done in macro, no?

-KA is really bad at moving toons. If I set my 4 bots to follow the tank and run across Lcea, for example, I guarantee you none of them will make it. They will all stop to cast a spell and because they did so, they don't resume following. And of course they break invis. KA needs a check. Am I moving? Then DON'T CAST.

-When a caster is medding, have fun moving him. They constantly try to sit. It can be funny to watch a wizard floating as he tries to sit and then pops back up to run, only to try and sit again. It's also a dead giveaway to a macro running if someone sees me.

-Why do I leave KA running when moving? Because I've been jumped too many times and can't count on it starting up in time. Now multiply that times four, throw in aging reflexes, and getting jumped with the macros off can be real bad for me. KA has about a 10 second start up and then it seems to want to think about things. I've had my cleric start going through his buff routine when I'm in the middle of a fight rather than go right for the heals. So if I am moving the toons a short distance it is easier to leave it running

-My enchanter, despite being told to get her ass in gear by the high 90s, often doesn't begin the tash/slow process until the mob is around 87%. I checked. I have the right numbers.

-The mage still will not turn into water elemental form. He also doesn't use Servant of Ro during burns. I have to start both manually.

-The cleric frequently lets the tank HP drop to the 40s despite 4 heal spells that should have kicked in much sooner. And then there are times when he starts spamming heals on toons at 99% health.

-I would really like the ability to send commands to the group from the tank. I did this years ago with some real primitive macros I made where I used doevents. RC would make the cleric cast radiant cure. Evac would make the wizard evac the group. Crack made the chanter cast crack, etc. Is there a way to do this with KA?

All help is appreciated.
 
/buffgroup was added last version. There was also a /trackme aliases that was added, that could be used like your /moveup command.

/camphere and /chase are old commands that are used to help with moving your group around. There is a new command being added, /stayhere.

The problem with kiss and invis, is kiss checks at the top of all routines, that could break invis, and exits the routine, but if your in the middle of one of those routines, and you invis your group from another character, then most likely kiss will break invis. Clerics will break invis to heal if there are any mobs showing in the xtarget window and a group member needs a heal.
 
I can tell you that my cleric stops to heal all the time. I don't start a heal until 90%, at least in the ini settings, yet he will start spam healing toons at 95%. The cleric is the hardest one to move while the macro is running. He constantly wants to stop and heal even when they are all in the high 90s, and the only reason HPs dropped is because he moved away and had aura running.

I wouldn't mind shutting off the macro to move if it restarted faster and wouldn't go into buff mode first. When my tank is in a fight and at 70% he does not need Anticipated Interposition.
 
Don't /end the macro ... use /mqpause on and /mqpause off

There is zero delay picking up where you left off when you use those commands instead of /end and /mac

The only thing you'll need to be aware of is sometimes the toons like to run back to where you had started kiss if you didn't do a /removecamp or whatever the command is first. I have a hotkey ... let me login to check...
 
I've been using
/bca //stick id ${Me.ID} 5 uw

Is that about as good as it gets for following? I find my characters often got stuck when I was running them through a house.

You can use /afollow ... that runs your toons following in the exact path you took to get to a place. It uses MQ2advpath
 
I'd recommend also making a button:


/pause 5, /target <Tank Name>
/nav target


On your whole team. Then when you press the button everyone will run to the tank in the zone (assuming you have a mesh loaded). This is great since sometimes afollow randomly just stops working
 
I'd recommend also making a button:


/pause 5, /target <Tank Name>
/nav target


On your whole team. Then when you press the button everyone will run to the tank in the zone (assuming you have a mesh loaded). This is great since sometimes afollow randomly just stops working

If your tank is set as the main assist,

/nav id ${Group.MainAssist.ID}
 
Or /bcg //nav id ${Me.ID} I have that hotkeyed but I also have a hotkey for /bcg //moveto loc ${Me.Y} ${Me.X} for when im in a zone where I dont have a mesh then for when the mesh is messed up I also have a stop nav /bcg //nav stop .
 
Or /bcg //nav id ${Me.ID} I have that hotkeyed but I also have a hotkey for /bcg //moveto loc ${Me.Y} ${Me.X} for when im in a zone where I dont have a mesh then for when the mesh is messed up I also have a stop nav /bcg //nav stop .

This why we created the /trackme alias. The /trackme alias takes 3 params. /trackme StickOff UseNavOnly IgnoreDistance. The /trackme routine also does some additional checking from casters, If a caster is in the middle of casting something, then the routine /echos a message letting you know that character was busy and won't move. Also regardless of who issues the command, the last character you set to be chased is who you will run to.

The first param StickOff, once you reach your destination will turn /stick off.

The Second Param UseNavOnly, is self explanatory, but keep in mind, if not used will use MoveUtils to move you.

The Third Param IgnoreDistance, will allow you to run up to a distance of 100000 units from your current camp location. Basically across any zone.

This routine also manages several other things, like setting your camp location to your arrival location, setting ChaseAssist, ReturnToCamp, ChaseDistance, and CampRadiusExceed back to their original values.

This routine could be used to do much, much more with a few tweaks. The routine itself was created to move the group from spot to spot without having to pause the macro. /bcg //trackme 1 1 1 would run your group, using navigation, to whom you set as WhoToChase(/chaseme), and not stick, while ignoring how far away they were before taking off.
 
I don't have a fancy trackme command in my version but it has a feature built in that will just nav to the group leader if it detects it got left behind... (if /chase is on) I never ever have to worry about where my guys are, they do their job and they stay put when I send them a /bcg //camphere on And they follow me when I send them a /bcg //chase on

It really shouldn't be harder than that...
If u have to do special stuff while invis send everyone a /bcga //mqp on
 
Question - Some thoughts and bugs from a KA user

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