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Old 12-20-2008, 04:56 AM  
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Default Re: ACT Jester's Cap immunity timer

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Originally Posted by Uyaem View Post
Anyone else's EQ2 crashing 5% of the time when you JCap somebody with that mod enabled? It's not random, crashed thrice right after capping someone, and I practically never crash and haven't since I uninstalled the mod

Yup. Once in the afternoon, twice back to back during raid. I cant risk getting LD during raids so I have removed the mod. Interestingly tho, one of our dirges used it all night and no problem...

i have a very very basic understanding of coding (some of the stuff in this thread is gobble-de-gook to me) so I cant even offer any sort of feedback as to why its happening. I will be putting it back in when its fixed. it was much easier to follow, and took up less screenspace than the ACT version and I loved the warning 'bong' when JC immunity had run out on someone.
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Old 12-22-2008, 06:41 AM  
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Default Re: ACT Jester's Cap immunity timer

Since the mod reads the icons in your "maintained buffs"-window, if I had to guess, I'd say it's because of the varying number of icons in there. An untimely loss of a buff might cause an overflow, which would also explain why it's only crashing sometimes.
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Old 12-22-2008, 07:24 AM  
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Default Re: ACT Jester's Cap immunity timer

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Originally Posted by Uyaem View Post
Since the mod reads the icons in your "maintained buffs"-window, if I had to guess, I'd say it's because of the varying number of icons in there. An untimely loss of a buff might cause an overflow, which would also explain why it's only crashing sometimes.
Hmm i thought it just read spell text.
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Old 12-31-2008, 08:19 AM  
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Default Re: ACT Jester's Cap immunity timer

Any news on the buff immunity mod from eq2interface and the crash problem? Anyone using it and still having problems?
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Old 01-04-2009, 08:12 AM  
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Default Re: ACT Jester's Cap immunity timer

I've been having trouble with crashing with the JCap/Grav UI mod, so I trashed it, like many of you have done, and I went back to suffering with the old way of doing things. I had been playing with the DetrimentalCallMacro plugin for ACT for a while to give me more awareness about Thet-em-aua's curses... Anyway, long story short, it solved an old JCap problem when it finally occurred to me how to abuse it to a troub's advantage.

Since we have flavor text on Jester's, we have an emote we can capture as a detrimental effect that can then be broadcast to any channel.

That probably doesn't sound as cool as it is at first pass, but here's what it can do: You can have a long macro list with all the people you want to cap and then tell the raid (or group) who just got the cap -- and it will always be accurate since it only reacts when the spell actually lands on the target.

Here's how to do it:
1. Download and add the latest version of DetrimentalCallMacro.cs to ACT
2. Set it up like this (keeping in mind that capitalization is important):

3. Modify flavor text as you see fit.
4. Create a JCap macro chain with everyone you want to cap in it.
5. Create another macro with the contents: /do_file_commands detriment.txt

To use it requires two buttons, which some may not like very much. I have it on two G15 keys because I'm lazy. Anywho, you hit your macro chain, ACT beeps at you, and then you hit your /do_file commands macro.

So, if you have a macro with something like:

... and you hit it, but Bobby is immune and Jane is out of range, it will land on John, ACT will beep, and when you hit your /do_file_commands macro, it will broadcast to the raid:

You say to the raid party, ">>> John <<< has Jester's Cap."

One final note: Keep in mind that this won't work if you don't have the Shadow AA enhanced Jester's. (Thanks for pointing that out. Cexi.)

Is it not nifty?

Now to see if I can con Aditu into allowing the export to be "tell {0}" instead of having to go to a channel.

<edit>

Aditu pointed out something obvious that I missed. Here's the setup for tells:
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Last edited by Sparks; 01-05-2009 at 06:06 PM.
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Old 01-05-2009, 11:22 AM  
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Default Re: ACT Jester's Cap immunity timer

Sounds like a lot of work. But whatever works.
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Old 01-05-2009, 02:12 PM  
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Default Re: ACT Jester's Cap immunity timer

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Sounds like a lot of work.
Very much agree..

I dont really see why anyone would go into so much trouble to create a Jcap macro..

I have 3 different ones.

1 for myself
1 for last tell
and 1 for a Necro we have in the guild (The Necro one could be spares as there is always a tell, but I like to change the text in that one )
This way, I am 100 % sure I only give JCap to someone who will really benefit for it, and I wont "waste" the time it would have take to Jcap someone who would not really need it, but just finds it nice to have.

And yes, I do get tells a lot, so its not like I never use it..
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Old 01-05-2009, 05:23 PM  
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Default Re: ACT Jester's Cap immunity timer

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Originally Posted by Sparks View Post
One final note: Keep in mind that this won't work if you don't have the Shadow AA enhanced Jester's.
Talking about the log message? It have been there since October...
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Old 01-05-2009, 05:38 PM  
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Default Re: ACT Jester's Cap immunity timer

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Originally Posted by Dants View Post
Sounds like a lot of work. But whatever works.
Don't get me wrong about the whole thing -- it is over complicated and I still use individual target macros (probably because I'm too set in my ways to change). People have been asking for a long time about a way to send tells to the person that Jester's lands on without using something like isxeq2, and the above does it.

Quote:
Originally Posted by Gosta Dirk View Post
This way, I am 100 % sure I only give JCap to someone who will really benefit for it, and I wont "waste" the time it would have take to Jcap someone who would not really need it, but just finds it nice to have.
I used to be staunchly in this camp, but with the added 15% cast speed, having JCap sit idle for any amount of time seems like a sin.

For ideal situations on infinite length fights (cast 1 recast 30 duration 30):
Code:
time  target    cast  recast  duration
0:00  self      0.85  15      30
0:16  player1   0.85  15      30
0:32  player2   1     30      30
1:03  player3   1     30      30
1:34  player4   1     30      30
2:05  self ...
5 player rotation that takes 125 seconds to complete and restart. So players have 30 seconds of 15% cast speed every 125 seconds which works out to ~3.75% cast speed for 5 players over time.

Add in AA recast reducers, harmonization and a drum and you end up with something like (cast 1 recast 25 duration 36):
Code:
time target    cast  recast  duration
0:00 self      0.85  15      36
0:16 player1   0.85  15      36
0:32 player2   0.85  15      36
0:48 player3   1     25      36
1:14 player4   1     25      36
1:40 player5   1     25      36
2:06 self ...
6 player rotation that takes 126 seconds to complete and restart. So players have 36 seconds of 15% cast speed every 126 seconds which works out to ~4.28% cast speed for 6 players over time.

Granted that's an ideal and even then it's not a game changing amount of cast speed, but it isn't insignificant either; letting it sit unused seems more of a waste then using it even if it doesn't exactly gel with individual's long recast abilities. If they know they're going to get capped every ~2 minutes and that they'll have 36 seconds to complete casting ubernuke42, then they should be able to figure out when it's most beneficial to cast it without having to rely on rt macros.

If they really care about it and are too lazy to look at their own recast mod when they're with a troub who doesn't send tells/raid/whatever messages, then they should be running ACT with a trigger that matches "You feel inspired by the Jester\." which will let them know the second that Jester's lands on them so they can handle it appropriately.

And that's my dime on the subject. I know people disagree.

<edit>
Quote:
Originally Posted by Cexi View Post
Talking about the log message? It have been there since October...
You're absolutely correct. Early October in fact. My mind was hung on it being related to shadow AAs for some bizarre reason. Thanks!
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Last edited by Sparks; 01-05-2009 at 06:01 PM.
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Old 01-06-2009, 02:51 AM  
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Default Re: ACT Jester's Cap immunity timer

I see your point, and maybe when I get my slack ass in gear to get the enhanced JCap I will do something else again, but for now, I will continue with what I have done so far..
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