• Hail, we're RedGuides. We want you to play six (yes, 6!) EverQuest characters at once. We have scripts and a friendly community to help, please join our playstyle and say hello! 👋
  • We've added LLM sections to our Terms & Rules and Resource Rules, for everyone's sanity & in-game safety.
    Read more
    a. Do not replace your voice with an LLM. This goes for your posts and your scripts. Drafting and editing with a tool is fine, but don't take you out of what you share.
    b. Do not replace your EQ character's voice with an LLM. We don't want scripts that speak over /ooc, /shout or other public channels. This has been an unwritten rule that's kept casino scripts off the site for decades, but we're now compelled to make it clear: keep automated communication private.

    Why Does RG Review Scripts?
    Nearly every LLM-written Lua script we see is making your character do impossible things, and rarely in a way that's beneficial to you. We've seen heavy server hammering, /target over impossible distances when /nav spawn would passively accomplish the same thing, a spawn search that fires 20+ times per second, and other pointless actions that are likely annoying GMs.

    You are welcome to use LLMs as a tool to structure, draft, and edit your work, but please read critically before hitting /lua run
RGMercs - Lua Edition!

Combat Assist RGMercs - Lua Edition! 2972

  • SHD(EQM) - also fix bug in Visage cancel.
~AlgarDude
Clicky Module Updates

  • Added support for aura clickies (aura check logic block/condition).
  • Added support for "All Buffable" as a choice for items.
    • It is highly recommended that this is only used when it is not feasible to instead attach the check to a (group buff) rotation.
  • Added the ability to skip trigger spell checks with clickies.
Buff Check Improvements

  • Better handle edge-case blocking and duration window differences.
  • Remove special actions when the caster's buff window is full (underlying MQ issue was solved).
  • Revert rotation entry UI POC (hopefully we can revisit this later).
~AlgarDude
  • Added a large amount of mobs to be treated as "named" by default, to include mission bosses, etc.
  • Named from the EQ Might and Lazarus lists have been curated to only those not present in default.
  • Using the built-in named list remains optional; additionally, adding a "named" mob to your custom list and setting "named" to false will override treatment in that server/zone combination (deconflict in case of shared mob names between emu servers/etc).
  • Executive decision: All zones use shortname, so the "List of Downed Named" may show mission bosses/etc if you are in a zone that may contain them. It would not have been possible to double-check every single full zone name, the default file is over 9000 lines.
~AlgarDude
Added the "Clear Stuck XTargets" setting.If the setting is enabled, we are on emu, we detect a corpse on xtarget, and we are not in combat, we will store non auto-hater xtargets, issue a #clearxtargets command, and restore as needed.

  • Please note that we are unable to restore the xtarget of a target PC if that PC is not in-zone. Those regularly using the xtargets for this purpose may consider disabling the setting.
~AlgarDude
  • Loadouts not involving gem swaps will be instantly applied during combat; any gem swap loadout change will not occur until the next downtime.
  • Spell Loadout is now "smart" and refresh-time ( >30s) aware. We will avoid excessive gem swaps on settings change whenever possible.
    • Reordering of gems occurs on script start, or when directed by a button in the loadout UI or the /rgl reordergems command.
  • Spell Loadouts self-heal during downtime in the event of an interruption.
  • Removed the Last Gem Remem option.
~AlgarDude
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