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KissAssist

Combat Assist KissAssist 12.002.037

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Minor fix where debug message was displaying an invalid variable. This only occurred if you had both group and Xtarget healing turned on.
Hope everyone is enjoying the Holidays. Revision 036 had some issues, but no one let me know, so if any issues arise with this revision please let me know.

Last revision I added a function to try and locate a navigation path if /nav failed to find a path. The process basically runs the character in a small circle while using the /nav command to try and help with finding the start of a navigation path. I fixed the syntax error that was causing the routine to fail.
This Revision I added:

Code to the Mash routine for the EMU. /disc commands should now work.

Changed the Healing interrupt to do an additional check for interrupting. The check use to be skipped, if the heal was triggered because the targets HP got below 65%. The test now does an additional check for the targets HP being above 98%. This fixed an issue where the cleric started to cast a heal, but before the heal landed on the target, the targets HP got above 98%(Druid/Shaman heal Landed first).

For those of you who would like to prioritize mobs for pulling. Thank @B_I_G__D_A_D_D_Y he requested the functionality and did the majority of the testing.

So what is it and how does it work?
We ended up labeling this functionality Pull/Mob Ranking. This allows you to mark the mobs in the MobsToPull list as priority mobs to check for pulling first.
Note: This functionality is off by default and must be turned on. Instructions given below on how to turn on and off.

Here are some examples:

To start with I will use the below MobsToPull list as the BASE list.
MobsToPull=Sergeant Korsh,#Sergeant Korsh,a Rallosian tactician,General Orrak,#General Orrak,a Rallosian highlance,Grenn Rustblade,#Grenn Rustblade,a Rallosian swiftblade

While Pull Ranking is OFF the above list will be used as normal and only search for mobs in the list to pull.

Now if you want to prioritize specific mobs to check for first, then you just add a ":" at the end of the mobs name.
MobsToPull=Sergeant Korsh:,#Sergeant Korsh:,a Rallosian tactician,General Orrak:,#General Orrak:,a Rallosian highlance,Grenn Rustblade:,#Grenn Rustblade:,a Rallosian swiftblade

When Pull Ranking is OFF.
The above BASE list will be used as normal and only search for mobs in the list to pull.

When Pull Ranking is on.
Using the above example(With ":"). The pull routine will search for "Sergeant Korsh,#Sergeant Korsh,General Orrak,#General Orrak,Grenn Rustblade,#Grenn Rustblade" first and then search for "a Rallosian tactician,a Rallosian highlance". At this point NO other mobs are searched for.

What if all the mobs in the list are marked as priority mobs?

When Pull Ranking is OFF.
The BASE List is used in the pull search.

When Pull Ranking is ON.
The Mobs with a ":" are searched for first and after the list is exhausted, then all mobs in the area are pulled.

Another explanation would be to Pull all the mobs on the list first and after that start pulling trash mobs until a mob on the list respawns.

We added a command for turning on and off this functionality:

/setpullranking 0/1/on/off

0/off turns ranking OFF and 1/on turns ranking ON.
Use Examples:
/setpullranking 0 - Turns Pull Ranking off
/setpullranking off - Turns Pull Ranking off
/setpullranking 1 - Turns Pull Ranking on
/setpullranking on - Turns Pull Ranking on
Note: This command is not a toggle and requires the argument.

Pull ranking is off by default and has to be turned on. This is so you are given a chance to clear the area of mobs before searching for the priority mobs.
Another thing to note when turning on and off pull ranking. The change is not immediate, but queued. So if you are in the middle of a pull and want to turn on/off pull ranking. You can issue the command, but a flag is set, and after you leave the pull routine and loop back through the Main Loop. That is when the change is made.

Just another bit of information. When pulling a ranked mob, if you grab aggro from another mob on your way to the target. The pull routine functions the same as always and returns you back to camp with the aggroed mob in tow.

If you have any issues. Please report them, so I can make corrections. Myself and others who test the new changes are not always able to trigger situations that would fully test every change.

Happy Hunting!
First we added a new combat entry tag to force/control the delay on recasting AA's and Spell book spells. So keep in mind this only works for AA and spell book spell combat entries. This new tag was added to allow a longer wait time than provided by the Spell.Duration.TotalSeconds TLO.Member. When using Debuffs that have a fulmination, that is triggered when the debuff wears off requires prolonging the delay timers used by KA. This new tag gives you more control over those delays.

The new tag is DAMod= and this is how it is used:

DPS1=Boastful Bellow|99|DAMod=25 This would set the delay to wait 25 seconds after it is cast.

DPS1=Boastful Bellow|99|DAMod=+2 This would set the delay to wait for Whatever the spells duration is(Spell.MyDuration.TotalSeconds) plus 2 seconds after it is cast.

DPS1=Boastful Bellow|99|DAMod=-2 This would set the delay to wait for Whatever the spells duration is(Spell.MyDuration.TotalSeconds) minus 2 seconds after it is cast. Not sure what this would be used for, but I added the code all the same.

25, +2, -2 are just examples. You can use any number value you need.

This should also be useful for necros although I haven't had a chance to test it on a necro. Necros have DOT's that give huge damage on the last tick. This mod should allow you to force a longer wait time so the DOT can expire properly.

Made changes to the Combat positioning and Chase routine. I changed the code to be more persistent at finding/starting a path when using navigation.

Bard singing change that should fix the issue with the bard starting over from the start of their TwistWhat or MeleeTwistWhat after mob death. The bard should continuously sing the same list for when in and out of combat.

Added code for druids to try and fix the issue with recasting Growth spells to soon. Was not able to fully test this, but it should work as intended.

The rest is up to you. Thanks for everyone's support and you know what to do. Happy Hunting!
First off Thanks to @Leo and @TRS80 for testing and helping. This fix mainly benefits Mages but there may be others.

Some DPS entries were getting shutdown at the beginning of a fight because EQ is returning a NOT TAKEHOLD message. An example would be the Chaotic Magma and Fusillade of many spells. The DPS spell has a chance to cast a beneficial buff on the caster, but if the buff already existed, you end up getting the NOT TAKEHOLD message. So the issue was not with the interactions on the mob but with the caster.

If anyone notices any other situations where the NOT TAKEHOLD message is dropping entries from your DPS let me know.

Happy Hunting!
There was an issue with Target switching spamming the call to attack. Thanks go out to @LrdDread for the assistance.

DanNetOn second argument was not getting populated properly.

Summon Corpse routine was not using the correct Book spell for summoning level 125 corpses. This should be fixed now.

MeleeTwistWhat was not getting populated properly if the entry in the ini was NOT numeric. If you use Continuous MeleeTwistWhat should populate properly.

Added an Alias /targetswitch the alias will toggle TargetSwitchingOn on and off. You can also provide and on/off argument. /targetswitch on or /targetswitch off to force TargetSwitchingOn on or off.

Added a command /aggroinfo. The command is for helping figure out why characters are not targeting the MAs target when they should be. The macro uses different logic to acquire a target depending if you are in or out of the MA's group. This command will display information that will help in solving the problem. I am sure this command will change and what information is displayed to provide better help in the future.

Thanks to everyone for the help and happy hunting.
Thanks everyone for your support.
Updates for some requested changes.

1. Added more detail to the combat routines debug messages.
2. Removed the check for the "Rain of Fear" expansion from the AggroCheck routine.
3. Added a check for Healers that Melee to reacquire their melee target before leaving the CheckHealth routine.
4. Pet should now switch targets with their Master when using the /switch command(s).
5. Fixed an issue with Heals when turning them off and back on again without restarting the macro.
6. Added "UAS" tag to heals. UAS=Use As Single heal. This can be used to have your healer cast a group heal using the single target heal code.
Example: Heals1=Some Group Heal|95|UAS
7. Made some adjustments to the Chase and Trackmedown code. There should be less pausing and more chasing when using the Trackmedown command. Your mezzer will still prioritize mezzing over chasing so be aware.
8. Added the check for level 125 Summon corps spell. "Death's Proclamation" is now checked for when trying to summon corpses.
9. Cleaned up some old GMail Event code.
Cures now has its own casting Interrupt. It is no longer part of the healing check. Added an additional check for 32(Cure Interrupt)

New Mage Packs are now part of the Pet toys routine.

Add to Ignore routine fixed an issue when trying to add by ID.

Added a change to the Med routine to allow you to skip buffing while medding. Set MedOn=2 to ignore the buff routine.

You can now customize the WinTitle of your EQ windows. See the Startup Commands in the kiss instructions for details on how the use the section
Example: Command2=/noparse /varset WinTitleText ${Me.Name} (Lvl:${Me.Level} ${Zone.ShortName})

WinTitleText will now be used when setting the Window Title when the macro is first started.
This update is just a correction to a syntax error found in the Timer event when using Tribute.
A quick chainpull fix by @battlenet
Posted by: Redbot
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