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- 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
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- Improved logic to ensure Achievement awarded before moving on
- Should actually watch for achievement awarding before moving on
- Noticed a new timing issue getting achievement.
- Bumped delay for this quick fix
- Will add smarter logic to wait for actual achievement when time
- Added support for Key of Fire and Mission of Fire
- Added limited porting ability (for now)
- At completion of the last key quest of a set, if checked will use either Zurica or Northern Desert Outlook Device to port back to North Ro
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- At start of each key quest, if checked - will use Gate AA to get back central before navigating to next.
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- More capabilities will be added in the near future.
- Corrected a few issues if running missions while truly solo (no merc, even)
Note: Problems with Picks
- Added delays before dropping task
- Thanks again, @burdsjm
- Addresses timing issue not awarding achievements
- Removed special movement code in response to improved Nro/Everfrost meshes
- Updated Key of Frost movement in Everfrost
- Most issues around getting in, around, and out of ice hole should be identified
- If script can't do something, it'll beep twice and display text e.g. "Cannot get out of ice"
- In this case, just move the character where required and script should auto-continue
Been having lots of issues with the group zoning OUT of missions into different picks.
The script theoretically could continue - but I haven't gotten /dquery or other mechanisms to identify this working yet.
Will continue to address. Until then, just /pick the offending character(s)
- Key of Frost: Classes with a summoned pet will not need to go into the Fishing Hole in Everfrost
- Navigation in SW corner of Everfrost hacked a little until navmesh is improved
- Character still can't get OUT of the SW corner, but quest should now be completed successfully
- Corrected invalid zone name: "anniversarytower"
- Added missions for all key quests
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- Can run all back-to-back and MOSTLY will do them all.
- Handles swapping to top-level containers automatically
- Missions:
- Repaired Key Of Frost: Has issues getting into/out of Ice Hole and to far SW corner. Will need help at those points. This one still a bit of a mess.
- Navigation Issues:
- Some navmesh issues to resolve or code round. Haven't done yet.
- /travelto from tower to South Ro will loop back into tower. Need to pause and manually scoot
- /travelto from South Ro to tower will get hung up on teleport pad. Need to manually scoot
- The most recent /travelto is tracked via a button. If that travel is ever interrupted (or due to needing manual intervention), the button can be pressed to "get back to traveling"
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- Quick fix to break on group not engaging after zoning into missions
- Oasis of the Jungle fully functional
- Group attacks the barrels by default
- Optional to instead move to a corner and wait for them to self-destruct. This takes 1 minute per barrel - so 3 minutes total
- Option at bottom of main Missions page
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Unrelated information on the mission if you ever have to run this manually
Barrels have the same names and positions and unlock in the same order every time:
Additionally, there is a visual clue as the currently active barrel is a less brown, more reddish color.
- an_explosive_barrel00 - West corner
- an_explosive_barrel01 - South corner
- an_explosive_barrel02 - East corner
If you choose not to engage, the AE is only 80', so just scoot next to the gorilla or far East corner and you're out of range
- Group zoning into missions should be much better. (Still more work to do)
- Clicking [x] in window corner will stop script
- Missions
- Forest: Properly handles "crazed arboreans"
- Sky: More consistent Step 2 (Kill Guardian)
- Jungle: Final Ape Improved, but still buggy. (Not sure me or EQ)
- Mission Timers will now more properly show "Replay" over "Request", if exist.
- Some not-live settings exist in the UI. Will complete or remove
- "Set Quest Runner"
- Mission Settings: "Use Levitation"
- Added Boxr support
- First time run, if MQ2Boxr loaded, will enable that and disable others
- Can be manually modified anytime under Settings
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- Some missions improved script
- Sands: Better handles Nomad, Skeleton and Croc stages
- Forests: Improved centurion and skeleton phases
- Jungle: Still pauses during barrel. Boss a bit better
- Had issue if boss isn't engaged quick enough, he activates but doesn't trigger the quest step. Have to drop quest. Will work on.
- Options to run missions unavailable when not in a Tower zone
- Added Actions to UI
- Will tweak further but really helps me, and maybe others
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- [Run] - Same "Run Mission" as previous
- [Go] - Runs group to that floor
- [Req.] - Requests that mission
- [Go to level 1] at top of screen
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- Runs to level 1