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Problem - Won't Rez if corpse is in the same zone

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Feb 22, 2014
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The cleric or druid will not rez if the toon is in the same zone as corpse. I have noticed that the cleric will rez if the toon is not in zone, or is in hover. As soon as the toon comes back to the zone (campfires back or is bound in the same zone) the cleric will not rez. This is problematic because the cleric never rezzes his own corpse.
 
Are these toons in your group?

If not Kiss will only attempt to rez if they are in your guild, fellowship or on the Kiss defined xtartget under heals.

Kiss does not care if the toon is in the zone or not only if they have have a corpse.
 
Yes in the group, in the fellowship, and in most cases in the guild. This happens on the Test and Live server.

- - - Updated - - -

Thanks to ctaylor22 who sent this fix for me and it's working great:

Rich (BB code):
   | Does Group Member have a corpse?
    /for i 1 to ${Group}
        /if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS RezCheck ${BattleRezTimer${i}}==0 && ${Spawn[${Group.Member[${i}].CleanName} corpse].Distance}<${RezRadius} ${Spawn[${Group.Member[${i}].CleanName} corpse].Deity.ID}  || !${Cast.Ready[${AutoRezWith}]}
        /if (!${Spawn[${Group.Member[${i}].CleanName} pccorpse].ID}  || !${Cast.Ready[${AutoRezWith}]}) /goto :NextChar
        | Check for group member corpses and battle rez
        /if (${BattleRezTimer${i}}==0 && ${Spawn[${Group.Member[${i}].CleanName} corpse].Distance}<${RezRadius}) {
            /squelch /tar id ${Spawn[${Group.Member[${i}].CleanName} corpse].ID}
            /delay 10 ${Target.ID}
            /if (${Target.Distance}<100) {
                /if (${Target.Distance}>${CampRadius} && !${Target.CleanName.Find[${MainAssist}]}) /corpse
                /delay 10
                /call CastWhat "${AutoRezWith}" ${Target.ID}
                /if (${Macro.Return.Equal[CAST_SUCCESS]}) {
                    /call BroadCast ${IRCOn} ${EQBCOn} o "BATTLE REZZED =>> ${Group.Member[${i}]} <<="
                    /varset BattleRezTimer${i} 3m
                    /if (${AutoRezWith.Find[Call of]}) /varset BattleRezTimer${i} 6m
                } else {
                    /if (${Group.Member[${i}].Name.NotEqual[${MainAssist}]}) /varset BattleRezTimer${i} 1m
                }
            }
        }
        :NextChar
    /next I
 
Yes in the group, in the fellowship, and in most cases in the guild. This happens on the Test and Live server.

- - - Updated - - -

Thanks to ctaylor22 who sent this fix for me and it's working great:

Rich (BB code):
   | Does Group Member have a corpse?
    /for i 1 to ${Group}
        /if (${DebugHeal} || ${DebugAll}) /echo DEBUGHEALS RezCheck ${BattleRezTimer${i}}==0 && ${Spawn[${Group.Member[${i}].CleanName} corpse].Distance}<${RezRadius} ${Spawn[${Group.Member[${i}].CleanName} corpse].Deity.ID}  || !${Cast.Ready[${AutoRezWith}]}
        /if (!${Spawn[${Group.Member[${i}].CleanName} pccorpse].ID}  || !${Cast.Ready[${AutoRezWith}]}) /goto :NextChar
        | Check for group member corpses and battle rez
        /if (${BattleRezTimer${i}}==0 && ${Spawn[${Group.Member[${i}].CleanName} corpse].Distance}<${RezRadius}) {
            /squelch /tar id ${Spawn[${Group.Member[${i}].CleanName} corpse].ID}
            /delay 10 ${Target.ID}
            /if (${Target.Distance}<100) {
                /if (${Target.Distance}>${CampRadius} && !${Target.CleanName.Find[${MainAssist}]}) /corpse
                /delay 10
                /call CastWhat "${AutoRezWith}" ${Target.ID}
                /if (${Macro.Return.Equal[CAST_SUCCESS]}) {
                    /call BroadCast ${IRCOn} ${EQBCOn} o "BATTLE REZZED =>> ${Group.Member[${i}]} <<="
                    /varset BattleRezTimer${i} 3m
                    /if (${AutoRezWith.Find[Call of]}) /varset BattleRezTimer${i} 6m
                } else {
                    /if (${Group.Member[${i}].Name.NotEqual[${MainAssist}]}) /varset BattleRezTimer${i} 1m
                }
            }
        }
        :NextChar
    /next I

That change was already made and posted to resolve the BattleRezTimer0 issue... it removes self from the group watch and lets it be handled by the code above it for self rezes.

However.. i need to look at if the corpse ID is the same for the person's ID ... if is... then the existing self rez method would still cause issues.. cause it goes to target the corpses id.

If the self toon is in the same zone.. that might allow it to target the person and not the corpse if the id's between them is the same... just gotta check it.

self rezes would fail if the corpse id and self id are the same.. and you are withing 50 feet of your corpse.

Group member rezes target the group members name's corpse ... self rez target's via the rezid....


Rich (BB code):
    | Do I have a Corpse
    /varset RezMeID ${Spawn[corpse ${Me} radius ${RezRadius} zradius 50].ID}
    /if (${RezMeID} && ${OOCRezTimer${RezMeID}}==0 && ${Cast.Ready[${AutoRezWith}]}) {
    /if (!${Defined[OOCRezTimer${RezMeID}]}) /declare OOCRezTimer${RezMeID} timer outer 1m
        /target id ${RezMeID}
        /delay 10 ${Target.ID}
        /if (${Target.Distance}>${CampRadius}) /corpse
        /delay 10
        /call  CastWhat "${AutoRezWith}" ${Target.ID}
        /if (${Macro.Return.Equal[CAST_SUCCESS]}) /varset OOCRezTimer${RezMeID} 3m
    }

- - - Updated - - -

Ok.. took a death and compared id of self and self corpse.. they are different.. which only makes sense... they would have to be.. can't have same id for more than 1 object in zone. So long story short.. everything should work fine now after the change to member count in group rez section.

- - - Updated - - -

FIXED: Issue being closed at this time, fix in place.

Will not lock this issue for a few more days, to allow user replies.
 
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Problem - Won't Rez if corpse is in the same zone
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