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Question - Warrior Leash to Camphere?

Chibz

Well-known member
Joined
Nov 22, 2018
RedCents
953¢
I was wondering if there is a way to "leash" the warrior tank to his camphere spot while tanking mobs? The problem I am having is that with mob push and my warrior /stickhow set at moveback 45% he keeps getting further from the camp during combat. The warrior returns fine after combat, but I would like him to stay closer to the camp. Additionally, he runs out to the mob too far in my opinion to engage. I am using the warrior to pull and he comes back to camp fine, then runs back out to engage. My campradius is set to 10.
 
I believe that only one moveutils can be active at a time, I may be wrong, so if your in combat it will keep stuck to the mob or stuck to a set location while out of combat. Without digging into kisscode not sure if they are calling a camphere (moveutils function) and then modifing a leash flex range modified by the combatradius. In your moveutils ini file under the make camp setting change ReturnHaveTarget to =TRUE and that should return you to your camp when you have a target.
 
It is hard coded into kiss for the tank to return to camp if he ever gets farther than 75 units from his camp location. But you have to have ReturnToCamp turned on.
 
Thanks CTaylor22, ReturnToCamp=1. Can you tell me how to find this setting so I can try reducing it?
 
in the CheckForCombat routine, look for this code:

5th line down, change the 75 to the distance you want.

Code:
            /call CheckForAdds CheckForCombat
            /if (${Select[${Role},tank,pullertank]}) {
                | If tank is assisting puller and in chase mode
                /if (${WhoToChase.NotEqual[${Me}]} && ${ChaseAssist}) /call DoWeChase
                /if (${ReturnToCamp} && ((!${MobCount} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>15) || (${MobCount}==1 && ${AggroTargetID} && ${Math.Distance[${CampYLoc},${CampXLoc}]}>75))) /call DoWeMove 1 checkforcombat
                /if (${MobCount} && ${AggroTargetID}) /continue
                /if (${BuffsOn}) {
                    /for GlobalIndex 1 to ${BuffsSize}
                        /if (${Buffs[${GlobalIndex}].Arg[2,|].NotEqual[end]}) /break
                        /if (${Me.PctEndurance}<=${Buffs[${GlobalIndex}].Arg[3,|]} && (${Me.CombatAbilityReady[${Buffs[${GlobalIndex}].Arg[1,|]}]} || ${Me.AltAbilityReady[${Buffs[${GlobalIndex}].Arg[1,|]}]})) /call CheckEndurance "${Buffs[${GlobalIndex}].Arg[1,|]}" ${Buffs[${GlobalIndex}].Arg[3,|]} ${Buffs[${GlobalIndex}].Arg[4,|]}
                    /next GlobalIndex
                }   
                /if (${DebugCombat}) /echo \atDEBUG CheckForCombat MobCount: ${MobCount} AggroTargetID: ${AggroTargetID} ChainPull: ${ChainPull} ${SkipCombat} \agLine#: ${Macro.CurLine}
                /if (${TankTimer}) /continue
            }

Just keep in mind, the tank will not return unless he is down to just 1 mob. if there is 3 mobs in camp he will kill the first 2 before checking if he is too far from camp, before returning with the last mob.
 
Thanks! I did a "Find" 75 and that was the line I was looking at so your confirmation is greatly appreciated! I assume after each update I will have to edit again?

Is it safe t change (${MobCount}==1 to(${MobCount}>=1 ?
 
You can just remove the:

${MobCount}==1 &&

from the line, be careful not to remove the opening ( in front of the above code.
 
This seems to be working better. The warrior comes back to camphere spot after each mob dies. I would have liked to see warrior come back to camphere in the middle of the fight if he was getting pushed too far away, but I can't confirm if that is working yet. Another thing I did was turn off bard Selo's buff which seems to reduce the amount of "bouncing" around that I was seeing so fights seem tighter spaced now. I may consider setting warrior to "walk" and see if that helps also.
 
Is there a way to alter this for DPS as well? I am not savvy enough to find it in the file as it applies to the non-tank roles and am finding my assisting characters staying farther out at times.

Perhaps i could add "assist" to this /if : /if (${Select[${Role},tank,pullertank]})

Such as, /if (${Select[${Role},tank,pullertank,assist]}), worried something might blow up or some other strange side effects will occur.

Thanks a bunch for the info here!
 
Is there a way to alter this for DPS as well? I am not savvy enough to find it in the file as it applies to the non-tank roles and am finding my assisting characters staying farther out at times.

Perhaps i could add "assist" to this /if : /if (${Select[${Role},tank,pullertank]})

Such as, /if (${Select[${Role},tank,pullertank,assist]}), worried something might blow up or some other strange side effects will occur.

Thanks a bunch for the info here!


There is a separate spot for the non-tank roles.

Look down at the bottom of the routine, and you will see this code:

Code:
        /if (${ReturnToCamp} && ${Math.Distance[${CampYLoc},${CampXLoc}]} > 15) {
            /if (${MainAssist.NotEqual[${Me}]}) /delay ${Math.Calc[${Math.Rand[1]}+1]}s
            /if (${MobCount}<=0) /call DoWeMove 0 checkforcombat
        }

Same thing goes for the > 15 here, change it to what you want. Now your characters will only move back to camp if there are NO mobs in camp, but you will want to change the:

/if (${MobCount}<=0) /call DoWeMove 0 checkforcombat

to this:

/if (${MobCount}<=0) /call DoWeMove 1 checkforcombat

The 1 will force DoWeMove to move them closer to their camp location regardless of how close or far they are from camp.
 
Question - Warrior Leash to Camphere?

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