• You've discovered RedGuides 📕 an EverQuest multi-boxing community 🛡️🧙🗡️. We want you to play several EQ characters at once, come join us and say hello! 👋
  • IS THIS SITE UGLY? Change the look. To dismiss this notice, click the X --->
  • There is a suspension/ban wave happening, we're still gathering information. Please keep regular discussion to Suspension MegaThread and please consider submitting a Suspension report to RG.
Resource icon

Quest / Event LS Final Fugue AutomationScript 1.9

Download now:  Join us with Level 2 access or earn your way in with  RedCents.
  • If UseBandoliers is enabled, reverts to Main (non-Stun) at end of run
  • Will perform a CWTN /resetcamp when engaged with Hunters
    • Optional, defaults to true
    • ResetCampAtHunters=true

I have not noticed a difference when running with this flag, so please let me know if anyone does.
  • Zoning into quest should work better
    • Will only wait for instance spin-up as necessary
    • Bard still sometimes doesn't zone. This doesn't appear to be script-specific.
  • Cleaned up Hex/Warlord wave; targeting & prioritization
  • Hunters targeting has improved
    • Sometimes still doesn't target Hunters.
Still on the to-do list:
  • Correct hunter targeting
  • Correct archer targeting
  • New config option to not wait for Hunters at 3rd stage
    • Defaults to true - no changes from current behavior
    • First run will add to config file
    • WaitBeforeEngagingHunters=true
  • Bandoliers explicitly reverted to Standard at completion of event or exiting zone
    • Some situations existed where a char was left on the "Stun" bando
  • Initial Archer Fight Should Now Include Whole Group
    • Group is instructed to /target and /attack archers
  • DanNet commands are now all restricted to group
  • Entering quest zone before it is ready should initiate a wait and retry
  • Mini-bosses will engage more regularly
    • Previous distances were set too short
  • Minor clean-ups
  • Added comment helping clarify that changes to configs requires INI file updates

@Rare Spawn Didn't add Casting stuns - have the code if it is valuable. As you mention, does require user setting that char up properly to utilize.
  • If not already so, will request mission and move to quest zone.
    • Waits for entire group to zone in before continuing - so issue if someone sitting in group for TA.
    • Also for this stage, recommended that requestor not be shrunk and to have levi on due to current mesh.
  • On startup, initiates the following. A bit of spam, but let me know if it's a problem or we need changes
    • Chase on (Kissassist)
    • Mode Chase (cwtn)
    • Mode SicTank (cwtn)
  • Now delays move to hunters by 30 seconds. Still sometimes 1 or 2 hunters scoots towards group but much better.
  • Chest-open phase now working


Current TODO or suggestion list:
  • Archer killing starts when they spawn, rather than first stun.
    • This is coded but has one issue. Ran outta time. Will address
  • (Optional) break archer into multiple trips for lower-DPS groups
  • Add Hunters to ignore list when not needed.
    • Haven't seen this cause a problem, even with small engagements
  • (Optionl) Allow enchanter, paladin, and whomever else to stun via spells
  • Tank will stay back a step to give some space to fight
  • Waits 5 seconds before engaging hunters
    • Engages 1 first, then final 2
  • Correctly handle the death of Captain Kar
    • (Thanks, Sic)
The macro will now successfully end on completion.

I have not actually tested the "Open Chest" step. Will do that next run.
Back
Top