I'm new to Kiss Assists and trying to use conditionals in an intelligent manner. What i'm curious about is what conditions are checked within Kiss's Buff routine. I have searched to find a list of the checks that are made and haven't found it yet. Through a bit of experimentation I have found that kiss checks:
{Me.Invis}
{Me.Moving}
before trying to cast a spell, or disc. I haven't tried insta cast buffs which should cast OK if you're moving, but not while invis. But how about things like...
(${Spell[Spell Name].Stacks[1]} 'Dose it stack
or
${Window[CombatAbilityWnd].Child[CAW_CombatEffectLabel].Text.NotEqual[No Effect]} 'Is there a combat ability already running
In a post from yesterday EQMule (Thank you sir!) alluded to the fact that Kiss checks abilities and spell timers to determine if an ability or spell can be cast/used, but I'm hoping there is a list of all the checks made internally, so that I know which checks I need to include in my conditions.
Below are a few conditionals I am playing with and even in these i'm not sure if I've removed enough of the original checks I had in them.
Do I need to use, ${Me.CompatAbilityReady[Breather]} or does Kiss check to make sure the ability is ready before trying to cast? EQMule answered this one. "No." Thank you!
Does Kiss check for Rk. versions and use the highest available or do I need to specify Rk. III?
EQMule strongly suggested that I don't use !${If[${Me.Song[Field Protector].ID},TRUE,FALSE]}, but I don't want to spam the cast attempt if Kiss doesn't check first.
Do I need to check available mana / endurance prior to casting i.e. ${Me.CurrentEndurance}>${Spell[Flash of Anger].EnduranceCost} or does Kiss do this as well?
If I have missed a list of the internal checks made please feel free to point me in the right direction. Thank you in advance. This is all a bit new to me and I do appreciate the help.
{Me.Invis}
{Me.Moving}
before trying to cast a spell, or disc. I haven't tried insta cast buffs which should cast OK if you're moving, but not while invis. But how about things like...
(${Spell[Spell Name].Stacks[1]} 'Dose it stack
or
${Window[CombatAbilityWnd].Child[CAW_CombatEffectLabel].Text.NotEqual[No Effect]} 'Is there a combat ability already running
In a post from yesterday EQMule (Thank you sir!) alluded to the fact that Kiss checks abilities and spell timers to determine if an ability or spell can be cast/used, but I'm hoping there is a list of all the checks made internally, so that I know which checks I need to include in my conditions.
Below are a few conditionals I am playing with and even in these i'm not sure if I've removed enough of the original checks I had in them.
Rich (BB code):
[Buffs]
BuffsCOn=1
Buffs1=Champion's Aura|Aura
BuffsCond1=${Me.PctEndurance}>1 && !${Me.Moving}
Buffs2=Breather|End|21
BuffsCond2=${Me.CombatAbilityReady[Breather]} && ${SpawnCount[npc radius 50 zradius 10]}==0
Buffs3=Field Protector|Me
BuffsCond3=${Me.XTarget}>2 && !${If[${Me.Song[Field Protector].ID},TRUE,FALSE]}
Buffs4=Commanding Voice|Me
BuffsCond4=${Me.XTarget}>2 && !${If[${Me.Song[Commanding Voice].ID},TRUE,FALSE]}
Do I need to use, ${Me.CompatAbilityReady[Breather]} or does Kiss check to make sure the ability is ready before trying to cast? EQMule answered this one. "No." Thank you!
Does Kiss check for Rk. versions and use the highest available or do I need to specify Rk. III?
EQMule strongly suggested that I don't use !${If[${Me.Song[Field Protector].ID},TRUE,FALSE]}, but I don't want to spam the cast attempt if Kiss doesn't check first.
Do I need to check available mana / endurance prior to casting i.e. ${Me.CurrentEndurance}>${Spell[Flash of Anger].EnduranceCost} or does Kiss do this as well?
If I have missed a list of the internal checks made please feel free to point me in the right direction. Thank you in advance. This is all a bit new to me and I do appreciate the help.
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