INI Configuration
Version 12.001 INI configuration name/value pairs are unchanged. A sprinkling of new options are provided. They are presented in order as you would typically find them in an INI.
You may want to read [Melee] first, which has the most important improvements, as well as [Pull]. Also of note, all timers are in seconds.
[General]
Role=Offtank / PetOfftank (new roles)
This type behaves as a tank would but with taunt off unless its necessary. First, if the main tank dies, then the offtank makes itself tank and announces it to the group. After the main tank is rezzed and recovered, it reinstates itself as main tank and the offtank resumes its original role. Second, if RescueChars (see [Melee]) is enabled, the offtank will engage any loose mobs.
GroupWatch
After a few seconds of inactivity, characters will seat themselves to med and stand when at 100%. You may also force med by using the /allsit command which uses GroupWatch to stop at 100. They will buff and do what's necessary while medding because their is no cooldown.
GroupMedStart=1...
GroupMedStop=...100
GroupWatch now has it's own stop and start thresholds apart from the character's. The puller pay's close attention to these values across the group when GroupWatch=1. Individual characters may opt to med on their own accord.
[KVars]
You may use ${Vars[1..n]} to replace any part of the INI. A simple use is to define a summoned item that is needed throughout the INI, such as Conds, DPS, etc. Spells, buffs, whatever you'd like. You can even get super fancy to include AKA variables.
[Spells]
You may use ${Gem[1..n]} in your INI. This is very handy if you always use the same gem for a spell series, and need to use it in several places.
HotSwapGem=1..13
Spell wranglers can now mem a spell on the fly, even in battle, and cast it. The hotswapgem is not re-memmed. The new command /dothis "spell or ability or item etc" makes use of this feature.
CheckStuckGem=0/1/2 (0: Disabled, 1: Warning (default), 2: Origin method)
This is one of the more beloved features of KA. Yes, it's still a real bug. But, rather than stomp on your key press, such as Lesson of the Devoted.... which forces you to /mqpause, it instead can send a warning, or do nothing. H/T to Sic for broadcasting if a gem may be stuck, handy if running lots of characters...
[Buffs]
ProvideCoth=0/1
A mage may opt to take requests for Call of the Hero / Heroes. Commands /cothme and /cothgroup broadcast and any mages that have enabled this feature will respond. Note that mages without Call of the Heroes will call the group one member at a time. You can embed these commands within the INI by using command:
ProvideModRods=0/1
When enabled, a mage will listen for modrod requests and make them on the fly in combat or at any time.
RequestModRods=0
Strictly speaking, this is not a setting. It is provided for use within Conditions as a switch. Another capability, discussed in [Cond] gives you the ability to tell if a mage is in group which you can use to determine whether to request them. To request modrods in the INI, e.g. command:/bcaa //modrodsplz|Cond1, where Cond1=!${FindItemCount[Summoned: Radiant Modulation Shard]} && ${RequestModRods}. Defining Vars[x]=Summoned: Radiant Modulation Shard, is really handy.
BuffOnJoin=0/1
When a character joins the group, buffs will be applied to the character from any that have this enabled.
[Melee]
OKToGetHit=0/1
AKA has built upon GotHit, and characters can respond in helpful ways. First, decide whether your character should be getting hit. Tanks should get hit. Clerics not. If a character is configured to get hit (1), then it won't complain about it. A character that is not ok (0), will broadcast a message requesting help. That character will have established which mob is attacking and report it.
RescueCharsOn=0/1
I have all of my characters set to 1. Characters will immediately acquire the target and decide what to do about it. Tanks, offtanks, pettanks, petofftanks will directly intervene. By default, offtank types will have taunt off. When a request for help is received, taunt is turned on and they will get the mob off you. After battle, offtanks turn taunt off. Pets are your friend. Sensibly, if your tank is on a named, it will stay on the named. Always a good idea to have a petofftank or offtank, though any character with a pet will use it to help another character.
MoveWhenHit=0/1
The delicate flower that is getting walloped will attempt to move away from the mob in 3 ways, depending on battle condition and group composition. First, it will move just a bit away from the mob by backing up. Second, if you have a camp, it will run back. Third, it will try to skirt around the mob.
MoveIfCantSee=0/1
Your character can reposition itself to acquire line of sight. As a result, it can move out of the camp to get to the mob. It can move side to side, or move towards the mob, depending on whether its an appropriate distance relative to the MA.
MoveIfOOR=0/1
If you can't hit the mob with your ability or spell or whatnot, your character can move within range as long as it's not outside it's own MeleeDistance.
DropInvisMAAssist=0/1
Set to 1 If you want your characters to drop invis when the MA calls a target. This is very handy when you want to move your group into position before attacking. When set to 0, your characters will remain invisible even if another char aggros or your MA calls a target. Related to invisibility, your characters will idle and not cast. If you are trying to do something and can't figure out why nothing is happening, sometimes a helpful reminder will be given.
[DPS]
DPSSkip=0
This setting is the devil. The basic concept is that your character stops dpsing at a certain percentage of mob health, ostensibly to conserve mana(?). By default, KA set this to 20. If you are starting level 1 characters this presents a perplexing problem... why did dps stop and that skelly is still hitting me... New characters will have this set to 0. It may be deprecated unless people make a case supporting it.
DPSRateStartDelay=10
DPSRateReduction=5
DPSRateIncrease=5
These settings allow the group to balance aggro with respect to the tank's aggro generation. When a battle begins, the delay begins at 10. Each dps round reduces the delay (subtracts DPSRateIncrease) which speeds up dps. If the character aggros and gets hit, the delay is increased (adds DPSRateReduction) to slow down attacks. Combat smooths out to a rate at which tank can hold aggro without it being stolen. For example, your wizard is nuking heavy on a mob and takes aggro. The wizard reduces its cast rate each time it calls for help. After a short time its dps rate ramps back up. This is used in concert with OkToGetHit. A character that is OkToGetHit will not reduce its dps rate.
[Aggro]
MitigateDebuff=null
MitigateSlow=null
When RescueChars is enabled, classes that can cast a debuff, or slow, can intercede. Not yet implemented is MitigateAction
[Heals]
PetHealsOnly=1
PetHealInterval=1
Previously, pet wranglers that could heal their own pets would also spend time traversing the PC heal system. Now they can just focus on the pet, as well as control the frequency with which they heal. A pet wrangler can interrupt dps to efficiently heal its pet when CastingInteruptOn is enabled (see [Spells]).
[Cures]
CheckCuresTimer=1
Cures have their own timer now and are detangled from heals.
[Pet]
PetShrunkSize=0
When a pet is shrunk its size is stored in the INI. This circumvents the problem of perpetual re-shrinking if you should swap pets, or stop and start AKA. A reasonable size cut-off was provided, but it didn't suffice for illusions. When a pet is changed or dies, it is shrunk twice and that's that.
PetPullDistance=100
When using your pet to pull (which is a really good thing, by the way), you can specify how far from you the pet will move. Previously it was limited to PetAttackDistance. You may now pull a mob 200 units away, but fight it at 100.
CheckPetBuffsTimer=5
Pet wranglers can check their pet buffs on their own timer.
BattleSummonPet=1
During battle, your mighty pet may fall. If your suspended pet is also dead, your pet wrangler can quickly summon a new one. It is recommended you reserve a gem for your pet of choice, but, with this option it will make use of your HotSwapGem if necessary.
PetSuspend=1
Use of PetSuspend is highly recommended. Your character will smoothly swap pets, have time for them to get buffed and get them equipped.
ReclaimEnergyMethod=NULL
SacrificialPetSpell=NULL
Characters that can reclaim can quickly generate mana. A 115 mage can use these settings:
ReclaimEnergyMethod=Staff of Elemental Mastery: Fire (or Earth)
SacrificialPetSpell=Monster Summoning XIII
and within the INI , e.g. Buff1=command:/reclaim|Cond1, where Cond1=${Me.Buff[Resurrection Sickness].ID} or some mana threshold. If you have an active pet, it is reclaimed, then monster summoning is performed via hotswapgem. Rinse repeat until FOM. Afterwards your char will make a new replacement pet.
GivePetToyBags=0/1
PetLineOfSightOn=0/1
PetTauntOn=0/1
PetAllowTaunt=0/1
RequestPetToys=0/1
ProvidePetToys=0/1
[Merc]
MercAttackDistance=100
Everyone's favorite scape goat is now a bit more sensible. Mercs are called back (passive) if they are out of sight or go out of range unless the mob is fleeing. While you want the mercs to stay relatively close to the group during a fight, sometimes the mob starts to flee. The mercs are relaxed and they can follow the mob until it's dealt with. A master that is configured to move if out of LOS or OOR may opt to move to the mob rather than pull the merc, and thus the mob, back to camp.
[Pull]
PullLevel=0|0
You may now set a lowerbound or upperbound irrespective of the other. E.g. 10|0 means pull mobs that are level 10 and higher. 10|20 means pull mobs between levels 10 and 20. 0|118 means pull mobs up to level 118. Previously you always had to specify both. Also, the pull routine will no longer update PullLevel when you level.
PullManual=0/1
If you set to 1, you may now /pull mobs. You do not need to define a separate puller that continuously pulls. It will target the nearest valid mob and engage it.
PullEscapeMethod=null
PullCampAdvanceHelp=Puller calls the group to them and continues pulling from the new camp
PullCampAdvanceOn=0
PullCampDistFromCamp=150
PullCampDistToMob=150
[KConditions]
There are no direct changes to the Conditions system. There instead are variables exposed that you may take advantage of.