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Quest / Event Anniversary Tower Missions: Full Automation 1.25

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  • Additional enhancements to Oasis of Fear mission
  • Better handles variations in quest objectives
  • Fire mission reverted to original "wander and kill for first 8 steps"
  • Tasks aren't dropped until a delay, plus zoning out of instance
    • (and another tiny delay)
NOTE: If you have any mission failures, a screen shot of the mission steps would be handy. Some of these have variants that appear.
  • Updated Key for Fear Floor
    • Quest bugs out if you get ahead of the spider.
      • Script attempts to keep you behind spider at all times
    • Forces /removelev at each step.
      • As @battlenet and others suggested, levitate can impact some of the trigger spots.

Have manually passed the Oasis of Fear mission - but not understood what triggers each step enough to automate.
Any insights would help. But I'll be running.

Seems like
  • "Investigate the Spider's Nest"
    • Move over a loc trigger near middle of room
  • "Destroy the hatching spinechiller egg sacs"
    • One specific sac at a time is active. It is not "..._sac00" in order. Seems random
    • Do twice and kill adds
  • Updates and tweaks for various tasks and missions
  • Oasis of Fire mission appears to have changed - or a variant exists I hadn't seen before
    • Continuing to run and see which it is
  • The following quests bug out on me 50% of the time - at an EQ level, not script
    • Oasis of Sand
    • Oasis of Jungle
    • Oasis of Fire
    • Oasis of Fear
      • Have not successfully gotten key on live, but on test it bugs out
Will continue just running key tasks and missions - unclear what is EQ bugs, variant quest steps, or script issues.
  • Corrected crash when killing mobs during Key Quests
  • /tower [command] [level]
    • examples
      • /tower mission sky
      • /tower mission 6
      • /tower key jungle
      • /tower key 8
    • Command == "mission", "key", or "help"
    • Level. Either
      • Numeric floor to run (2 - 13)
      • Name of floor to run
        • sand, lava, forest, frost, sky, steam, jungle, fire, swamps, fear, void, dragons
    • Equivalent to clicking [Run] button in UI
  • General tweaks and clean-ups that may address some issues seen
  • Missions
    • Pauses automation while acquiring and running to mission.
      • Allows rest of group to properly use teleporters for faster travel
    • Unpauses upon entering instance
      • /dgga /boxr [pause/unpause]
      • Wasn't made into optional setting for 'reasons'.
    • Oasis of Swamps has a chasm in the middle chars can get stuck in. Will need manual navigation out.
    • Oasis of Forests occasionally bugs out on step 2 missing a spawn. Not script fault I can see.
  • Key Quests
    • All appear to be working

Will try to run missions and tasks more frequently on variety of characters to test.
Please continue to inform of any logic breaks.

Attachments

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  • Added Key/Mission of Swamp
    • Released and functional on Test Server
    • Ready for go when available on Live
  • Ensures task is complete before walking away
    • This happens when the last step has a iteration not handled by the code
      • e.g. Oasis of Frost can end with need to kill Basil or Paglan. Only one was set up.
    • Script will report if this occurs- and hold until resolved automatically or manually
      • 1724443082043.png
  • Improved logic to ensure Achievement awarded before moving on
    • Should actually watch for achievement awarding before moving on
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