Bj Movement Aom Feedback Thread

bjcasey

ISX Specialist
Please provide feedback on the Altar of Malice Movement scripts here. Be specific. Telling me it isn't working doesn't help things get fixed. In fact, I'll ignore your feedback if you are vague.

I'm interesting in knowing if you feel that a specific fight can be modified to be easier on lesser geared groups. I will sometimes create multiple setups for a single encounter to cater to all gear levels.

Thanks for your help!
 

Sunomi

Senior Member
I'm im Zavith'loa: The Hidden Caldera at the moment.
Notes: I manually set each toon to Group 1 (I'm honestly not sure if this is correct as I've never used the group "x" option before)
First name: Honu
My dirge is the only toon that moved behind the named (run two scouts). Which basically means he ate dirt the entire fight.

Second name: Pterotrainer
Same issue with dirge only as he moved behind the mob and my other scout did not. I noticed that on my brigand the check box to move behind was unchecked after running the script.

The next encounter I will default back to the standard group roles and see if there's a difference.

Third name: Council
Worked pretty well. I had to bring in a second tank to OT the name (your group may vary). I ended up having to manually move my MT to the Augur (priest) as he wasn't moving when camped and ranged. My scout when move behind the priest pull aggro and eat dirt. After I moved the tank to where the Augur was standing he burned down.

Fourth name: Priest
Perfect.

Fifth named: Effigy
Worked pretty well. I noticed the first few jousts the named wasn't quite out of the lava until my tank turned to the adds. Eventually the named would then step out and the stacks would reduce back to 2 and everything was smooth from there.

Thanks for the coding BJ!
 
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bjcasey

ISX Specialist
I'm im Zavith'loa: The Hidden Caldera at the moment.
Notes: I manually set each toon to Group 1 (I'm honestly not sure if this is correct as I've never used the group "x" option before)
First name: Honu
My dirge is the only toon that moved behind the named (run two scouts). Which basically means he ate dirt the entire fight.

Second name: Pterotrainer
Same issue with dirge only as he moved behind the mob and my other scout did not. I noticed that on my brigand the check box to move behind was unchecked after running the script.

The next encounter I will default back to the standard group roles and see if there's a difference.
Can I ask why you set everyone to the Fighter Group Role?
I was told this morning that Honu needs to have everyone in front to avoid a rear attack. I'll make changes to his script tonight.
 

Sunomi

Senior Member
Sorry BJ, I wasn't sure how the group role feature worked as I never really used it last expansion. I changed it back to the default roles.
 

bjcasey

ISX Specialist
Sorry BJ, I wasn't sure how the group role feature worked as I never really used it last expansion. I changed it back to the default roles.
Typically you won't change things unless you run an "unconventional" group setup or you want someone specific to be the MA (I code it/use my enchanter).
 

bjcasey

ISX Specialist
Third name: Council
Worked pretty well. I had to bring in a second tank to OT the name (your group may vary). I ended up having to manually move my MT to the Augur (priest) as he wasn't moving when camped and ranged. My scout when move behind the priest pull aggro and eat dirt. After I moved the tank to where the Augur was standing he burned down.

I hate how SOE keeps putting in mobs that need to be split tanked in a single group instance. It's very annoying trying to keep aggro off of the tank. Your idea of a second tank is a nice option and with group roles you can easily do this with two tanks. GR1 does not move to the Augur because it is perma rooted and GR1 is supposed to be tanking the fighter mob that memwipes.

Fifth named: Effigy
Worked pretty well. I noticed the first few jousts the named wasn't quite out of the lava until my tank turned to the adds. Eventually the named would then step out and the stacks would reduce back to 2 and everything was smooth from there.

I'll move the joust point just a tad further away from the lava.

Thanks for the coding BJ!

You are welcome and thanks for the feedback. It was clear and detailed. I want to make these encounters work really well.
My comments are in green.
 

North101

Well-Known Member
Brokenskull bay..Barnacle..is the campspot supposed to be far back near the dock? I send the setup and my zerk fucks off in the water to get chowed on by the shark :) Can't see anything on my end but doesn't mean I havene't screwed something up :)

North
 

bjcasey

ISX Specialist
Brokenskull bay..Barnacle..is the campspot supposed to be far back near the dock? I send the setup and my zerk fucks off in the water to get chowed on by the shark :) Can't see anything on my end but doesn't mean I havene't screwed something up :)

North
No. It's supposed to be at the top his ramp. I'll fix it.
 

bjcasey

ISX Specialist
Bilgewater Falls and Hidden Caldera have had some fixes done to their scripts to correct the reported issues. Lost Caverns has had some encounter code added. Let me know how the changes work out please.
 

Sunomi

Senior Member
For Beastmaster in Lost Cavens, OFollow didn't start when the tank starting moving around in when loading the script. A simple press of OFollow on MCP and magic.
For TRex: worked perfectly although it appears this is setup for a caster group. With melee ranged dps it took a loooong time to burn him down before I decided to manually move my two scouts behind him to step it up a bit.

And a FYI for anyone else, you were hear a callout via your sound so make sure you have it up and you will need to manually cure the person who's got the right curse. At least, that's what I'm assuming is setup for this script as it did not "auto" cure for me.
 
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bjcasey

ISX Specialist
For Beastmaster in Lost Cavens, OFollow didn't start when the tank starting moving around in when loading the script. A simple press of OFollow on MCP and magic.

Not OFollowing was an oversight. I've added an OFollow to the setup.

For TRex: worked perfectly although it appears this is setup for a caster group. With melee ranged dps it took a loooong time to burn him down before I decided to manually move my two scouts behind him to step it up a bit.

I run a melee group. Is the T-Rex the last named or the dino with Beastmaster? If it's the beastmaster dino, I have already added a move behind for everyone after Beastmaster dies. It will go out with the next patch.

And a FYI for anyone else, you were hear a callout via your sound so make sure you have it up and you will need to manually cure the person who's got the right curse. At least, that's what I'm assuming is setup for this script as it did not "auto" cure for me.

Can you elaborate more on this? Are you talking about the last named and it not curing curse properly?
Responses are in green.
 

Mugglewump

Active Member
I was coming here to mention that last night on the Beastmaster - after he died - the dino continued to do his charge (he used to stop doing it) and as everyone was standing in front of him they would die. Sounds like you have already made a change for that, so kudos! :)

I wasn't able to get the T-Rex (Mo'ina -last named) with the script last night. It goes really well until the curse fires off and then it doesn't appear to get cured automatically (someone calls out that they have it but nothing happens to cure it). I suspect that is what Sunomi is talking about. I didn't even think to check it until late - just figured since it was called that it was working - but now I see that it wasn't curing. I run a hybrid group - Ranger/Coercer/Dirge/Mystic/Inq/Guard.. so not really true melee or caster. It did seem to take a really long time to do much damage to the named.
 

bjcasey

ISX Specialist
I was coming here to mention that last night on the Beastmaster - after he died - the dino continued to do his charge (he used to stop doing it) and as everyone was standing in front of him they would die. Sounds like you have already made a change for that, so kudos! :)

I wasn't able to get the T-Rex (Mo'ina -last named) with the script last night. It goes really well until the curse fires off and then it doesn't appear to get cured automatically (someone calls out that they have it but nothing happens to cure it). I suspect that is what Sunomi is talking about. I didn't even think to check it until late - just figured since it was called that it was working - but now I see that it wasn't curing. I run a hybrid group - Ranger/Coercer/Dirge/Mystic/Inq/Guard.. so not really true melee or caster. It did seem to take a really long time to do much damage to the named.
Thanks for the clarification. I'll go check to see if it is curing the curse properly. That fight is annoying for positioning due to the restriction on being about 10m from your group members.
 

bjcasey

ISX Specialist
Thanks for the clarification. I'll go check to see if it is curing the curse properly. That fight is annoying for positioning due to the restriction on being about 10m from your group members.
This has been fixed and is now available with Patch # 96.
 

smiker

Well-Known Member
Moiana encounter don't work. It say "Moiana can't be found."

Quest creator doesn't work with commands like "MCP Command" "Special" "All", it use "Special" only in the character you execute command.
 

bjcasey

ISX Specialist
Moiana encounter don't work. It say "Moiana can't be found."

Quest creator doesn't work with commands like "MCP Command" "Special" "All", it use "Special" only in the character you execute command.
Moiana: Did you use the setup during the ring event or after the dino had become active?

Quest Creator: I'll take a look at it.
 

smiker

Well-Known Member
Sorry, my mistake, forget my last post.

I use the setup during the Mo'iana fight, in other words, with Mo'iana up and still doesn't work.
 
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Lorgalis

Well-Known Member
I have noticed that in Zavith'loa: The Hidden Caldera (Heroic), at least in the first fight (Defender Honu), the script disables 'move behind' (I assume so that it can control the jousting). Once the fight is over it does not appear to re-enable 'move behind' on the characters that had it enabled. Not sure if this is the only fight this happens in, just the only one I can remember at the moment. Will try to make notes of others if they exist, as I go through them.
 

bjcasey

ISX Specialist
I have noticed that in Zavith'loa: The Hidden Caldera (Heroic), at least in the first fight (Defender Honu), the script disables 'move behind' (I assume so that it can control the jousting). Once the fight is over it does not appear to re-enable 'move behind' on the characters that had it enabled. Not sure if this is the only fight this happens in, just the only one I can remember at the moment. Will try to make notes of others if they exist, as I go through them.
The second named you mean? I don't usually save the settings you have configured before changing them. There would be a lot of variables to consider if I did that.
 

Lorgalis

Well-Known Member
It may be the 2nd, yeah. hard to remember, haha.
And "Ahhh" re the saved variables. It's not a big deal, just a minor annoyance to have to set them back all the time.
I really don't know spit about coding, so I have no concept of what's required to do stuff, other than lots of coffee and typing :p
 

mishissa

Active Member
The new camp spot for The Mountain in Lost Caverns doesn't seem to be far enough away, blunt retaliation is still hitting half my group and wiping them out, the original joust spot worked better before the latest patch.
 

appleuser

Well-Known Member
The new camp spot for The Mountain in Lost Caverns doesn't seem to be far enough away, blunt retaliation is still hitting half my group and wiping them out, the original joust spot worked better before the latest patch.
Ditto this, my group members died repeatedly during this fight today, was reasonably stable before. I have heard that Blunt Retaliation is interruptible but haven't had a chance to test yet.

OK, ran it again just now. As far as I can see it can't be interrupted. Joust spot seemed to work much better than before.

Would it be possible to campspot the tank so he runs back to the rock? I was getting bounced around and having to manually run him back there.
 
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bjcasey

ISX Specialist
Ditto this, my group members died repeatedly during this fight today, was reasonably stable before. I have heard that Blunt Retaliation is interruptible but haven't had a chance to test yet.

OK, ran it again just now. As far as I can see it can't be interrupted. Joust spot seemed to work much better than before.

Would it be possible to campspot the tank so he runs back to the rock? I was getting bounced around and having to manually run him back there.
I'm going to move the joust spot a bit further away again. Getting hit seems to depend on how he positioned himself when he comes in.

The tank is campspotted at the rock. You can get bounced out of the rock and stunned for a few seconds, but you will eventually run back. If this isn't the case then something else was going on. Check the console for messages.
 

bowbies

Active Member
I'm going to move the joust spot a bit further away again. Getting hit seems to depend on how he positioned himself when he comes in.

The tank is campspotted at the rock. You can get bounced out of the rock and stunned for a few seconds, but you will eventually run back. If this isn't the case then something else was going on. Check the console for messages.
If you run around that room and kill all the iposudons or w/e they are you will no longer be bounced around except when the named uses super colider. Only down side is you lose the achievement. So if being knocked around is a real problem just kill all those adds. Before you pull.
 

bjcasey

ISX Specialist
Ditto this, my group members died repeatedly during this fight today, was reasonably stable before. I have heard that Blunt Retaliation is interruptible but haven't had a chance to test yet.

OK, ran it again just now. As far as I can see it can't be interrupted. Joust spot seemed to work much better than before.

Would it be possible to campspot the tank so he runs back to the rock? I was getting bounced around and having to manually run him back there.
Patch # 98 is now live and I have changed the joust camp spot back to it's original location.
 

Lorgalis

Well-Known Member
Did SoE change the Lavacrafter fight in Caldera in the last couple of days? I get ravaged in this fight every time now. The Lavacrafter comes for my tank (slowly) no matter what. And once he gets there, his abilities stack up till "boom"!
Had no issues with this fight previously.
 

bjcasey

ISX Specialist
Did SoE change the Lavacrafter fight in Caldera in the last couple of days? I get ravaged in this fight every time now. The Lavacrafter comes for my tank (slowly) no matter what. And once he gets there, his abilities stack up till "boom"!
Had no issues with this fight previously.
Have you tried within the last couple of hours? Do you run a dirge in your group?
 

Lorgalis

Well-Known Member
I do have a Dirge, with Magnetic note (didn't have note before, has it now specifically for this fight, after reading your notes).
What a bloody mess, heh. I CAN beat it with my "A" team, but I still have to manually run the tank all over the place to stay away from the Lavacrafter. He WILL chase down my tank, no matter what. And it's still a mess.
My B team (not poorly geared, but not as good as the A team) gets plastered over and over again. I cannot keep the Lavacrafter off the tank on either team unless I move the tank further away. Of course, then he is out of heal range.
 

bjcasey

ISX Specialist
Hmm, okay. What is your group makeup? I guess I'll need to start turning off hate buffs next.
 

Lorgalis

Well-Known Member
"A" team is SK, Dirge, Coercer, Mystic, Inquis, Brig
"B" Team is the same except Zerker and Swashy instead of SK/Brig
 

larrydoyle

Senior Member
I don't know about others, but the latest change to have the group run around after her is a much worse strategy. Compared to other mobs, she does not hit that much harder when she ports, and having healers moving when adds are up (plus the random knockback off the ledges or movement hangups) is a much less stable fight. If you really want to keep that in the script, could we have two versions (the old one, and the new one)? As it is, I have to disable all the scripting for this fight now, and I never failed before just by rotating blocks when adds are up.
 

bjcasey

ISX Specialist
This fight is still a work in progress and is closer to what the actual strategy is. She will one shot the group after her port if you are not close to her. This one shot can be aoe blocked. Not every group will have an aoe block present so I must code how the fight is supposed to be done. I'll be making a tank and spank version in a future patch.
 

Mugglewump

Active Member
I ran the Council fight last night and can confirm that something is amiss. I run Guard, Dirge, Coercer, Mystic, Inq and Ranger. The Lavacrafter locks on to the tank no matter what and does a slow walk over until it is close enough to put the mark on him and then DEAD! I tried a bunch of stuff last night - even stopped the tank from doing anything after the initial pull of the Warrior and had EVERYONE else attacking the Lavacrafter and though he would occassionally stop to whack on someone else he would always (within about 3 second) re-orient on the tank and put the mark on him. I don't run Magnetic Note but even if I did it doesn't last nearly long enough to keep the Lavacrafter locked down. Should the tank maybe be on the Lavacrafter and someone else holding the Warrior instead? I don't know much about the fight yet but the current script doesn't seem to be doing it.
 

bjcasey

ISX Specialist
I ran the Council fight last night and can confirm that something is amiss. I run Guard, Dirge, Coercer, Mystic, Inq and Ranger. The Lavacrafter locks on to the tank no matter what and does a slow walk over until it is close enough to put the mark on him and then DEAD! I tried a bunch of stuff last night - even stopped the tank from doing anything after the initial pull of the Warrior and had EVERYONE else attacking the Lavacrafter and though he would occassionally stop to whack on someone else he would always (within about 3 second) re-orient on the tank and put the mark on him. I don't run Magnetic Note but even if I did it doesn't last nearly long enough to keep the Lavacrafter locked down. Should the tank maybe be on the Lavacrafter and someone else holding the Warrior instead? I don't know much about the fight yet but the current script doesn't seem to be doing it.
It is your hate transfers pushing hate to your guardian. I'm going to turn off Coercer, Assassin, Swashbuckler, Guardian and Paladin hate transfers for this fight. I'll turn them back on when the script auto-disables.
 

Mugglewump

Active Member
I had actually removed all hate buffs, transfers, hate debuffs on other toons, etc. Nothing I did made the Lavacrafter not lock on to the tank.
 

bjcasey

ISX Specialist
I had actually removed all hate buffs, transfers, hate debuffs on other toons, etc. Nothing I did made the Lavacrafter not lock on to the tank.
Interesting. I haven't seen that problem since I put the bard on to him. I'll try to think of something.
 

Lorgalis

Well-Known Member
I think Proximity may have something to do with it (may be spell range, not sure). When I run it, I can get Lavacrafter to go back on the others if I am paying attention and move the tank further away once he starts his walk to the tank. Have to joust in for healing and such, then joust back out to get Lavacrafter to go back to the group and not the tank. In my experience anyways, thus far.

On another note, I run Effigy in full manual after recent changes. Else it's a 30 min long fight now, lol. (slight exaggeration, but not by much :p). Now that my group stays back and doesn't come in to melee if I use script it's a painfully, brutally long fight. So I'll roll manual and have it done in short order instead :p
 

bjcasey

ISX Specialist
I think Proximity may have something to do with it (may be spell range, not sure). When I run it, I can get Lavacrafter to go back on the others if I am paying attention and move the tank further away once he starts his walk to the tank. Have to joust in for healing and such, then joust back out to get Lavacrafter to go back to the group and not the tank. In my experience anyways, thus far.

On another note, I run Effigy in full manual after recent changes. Else it's a 30 min long fight now, lol. (slight exaggeration, but not by much :p). Now that my group stays back and doesn't come in to melee if I use script it's a painfully, brutally long fight. So I'll roll manual and have it done in short order instead :p
What are you doing that makes it faster? I could change the script.
 

Lorgalis

Well-Known Member
Previously, my melee's would joust in with me and engage the Effigy. They'd be standing in the lava to do it, but the damage is so minimal from the lava it doesn't matter.
Last night, the script kept turning off 'move to melee' and 'move behind' on everyone but the tank in that fight, so my team would stand outside the lava area and just ranged the whole time. I could joust them in, but they'd run right back out again. Camp spotted, I'm assuming. Made for much lower DPS for me. So I just ended the script and ran it manually so they would stick with the mob and burn him down.

Maybe it was a one off glitch if the script is not designed to do this behavior. I'll run the zone again tonight and see.
 

bjcasey

ISX Specialist
Previously, my melee's would joust in with me and engage the Effigy. They'd be standing in the lava to do it, but the damage is so minimal from the lava it doesn't matter.
Last night, the script kept turning off 'move to melee' and 'move behind' on everyone but the tank in that fight, so my team would stand outside the lava area and just ranged the whole time. I could joust them in, but they'd run right back out again. Camp spotted, I'm assuming. Made for much lower DPS for me. So I just ended the script and ran it manually so they would stick with the mob and burn him down.

Maybe it was a one off glitch if the script is not designed to do this behavior. I'll run the zone again tonight and see.
It will turn off move behind once at the start, but if you turn it back on it will stay on. I've messed with having it leave scouts jousted in, but didn't see a big improvement in kill time. Sometimes you pull the Augur and it heals the mobs around it. That will increase your kill time.
 

Mugglewump

Active Member
It is your hate transfers pushing hate to your guardian. I'm going to turn off Coercer, Assassin, Swashbuckler, Guardian and Paladin hate transfers for this fight. I'll turn them back on when the script auto-disables.
Last night I tried again and turned everything off manually. It went MUCH better but ultimately it still failed - the Coercer seemed to be the one holding aggro on the Lavacrafter and would eventually become overwhelmed and die - which would, instead of aggro'ing one of the scouts, cause him to come after the tank and much carnage ensued.

I think I will try it manually tonight. Tank on Warrior, Ranger on Lavacrafter with Magnetic Note being cast on him (if that works), Coercer set to fight Augur the whole time - Dirge will be helping on Lavacrafter to hopefully be fallback aggro and the healers healing. Is there anything in the above layout that definitely won't work? I'm wondering if there is a reason that you don't normally have a DPS dedicated to burning down the Augur.
 

bjcasey

ISX Specialist
The DPS does burn down the Augur first. GR1 (Fighter) targets the Warrior, GR6 (Bard) targets the Lavacrafter, GR4 (Chanter) is the MA for GR2 and GR3 (Both Priests). The kill order is Augur, Lavacrafter, Warrior. Is your coercer casting sever hate or something? I've run it a few more times and my tank never gains aggro on the Lavacrafter now.
 
so went in to Ossuary malice today and tried the BJ scrip's due to seeing them in patch notes and well none of them worked for me. Was wondering if anyone else was having the same thing or if it was just on my end? in fact I had to turn off bj movement due to it messing me up on jousts and such
 

Mugglewump

Active Member
The DPS does burn down the Augur first. GR1 (Fighter) targets the Warrior, GR6 (Bard) targets the Lavacrafter, GR4 (Chanter) is the MA for GR2 and GR3 (Both Priests). The kill order is Augur, Lavacrafter, Warrior. Is your coercer casting sever hate or something? I've run it a few more times and my tank never gains aggro on the Lavacrafter now.
I don't believe he is casting Sever Hate - but I'll have to check. I do know that the Coercer targets the Augur - but only when the Lavacrafter is below 97 percent health, so in my case the Augur is living a lot longer than he would be if there were dedicated DPS on him. I'm guessing there is a reason that you are doing it that way, but I'll have to see via trial and error. ;)
 

bjcasey

ISX Specialist
so went in to Ossuary malice today and tried the BJ scrip's due to seeing them in patch notes and well none of them worked for me. Was wondering if anyone else was having the same thing or if it was just on my end? in fact I had to turn off bj movement due to it messing me up on jousts and such
Can you be more specific please? None of that info is useful at all.
 
ok, first name I clear to campspot in the center where he paths and hit BJmovement, the ui poped up I clicked the first named Pheris and pulled name. when he did the port to cubby group just sat there and did nothing, second name cleared room went to center of circle campspot team hit BJMovement and clicked Verish he did his pillar and none of the team jousted, when I tried to hit north my team would move a sec and then come back to center and then blow up. tried to campspot and then typ /g set up for BJ Verish but same thing. so I ended BJ movement and was able to joust out on my own. going to third named now
 

bjcasey

ISX Specialist
ok, first name I clear to campspot in the center where he paths and hit BJmovement, the ui poped up I clicked the first named Pheris and pulled name. when he did the port to cubby group just sat there and did nothing, second name cleared room went to center of circle campspot team hit BJMovement and clicked Verish he did his pillar and none of the team jousted, when I tried to hit north my team would move a sec and then come back to center and then blow up. tried to campspot and then typ /g set up for BJ Verish but same thing. so I ended BJ movement and was able to joust out on my own. going to third named now
Is your tank moving at all? What do you have your group roles set to?
 
tank is doing nothing other than to run back to spot when I was trying to joiust, as for roles all of them are set as per BJmovement tab, it is like nothing is working, I reladed everything twice, ogre and even camped out and reloaded isx
 
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Tantroth

Well-Known Member
I'm having the same issue, along with a couple of my buddies, with Pheris. Ended up just dragging the group with me, worked out fairly ok. I'll do the fight again once I get online, and I'll take a look at the console. I hadn't thought to check there since it was fairly late for me.

To kinda clarify what the other guy is saying: I CS-Dft, hit my bjui button, select Pheris click ok. Group runs to the center, I engage her/him/it, they do not cure curse as they are not supposed to. The group moves behind the mob, leaving the tank Campspotted. When Pheris ports, everyone kinda stands there staring at each other, then BOOM he explodes either the whole group or just one person. Rinse and repeat.
 
nospace: execute "LavishScript:ExecuteAtom[BJMovement_onIncomingChatText,15,Set up for BJ...,Xxxxxxx]" (Xxxxxxx my toon name)
Selected Command: Set up for BJ Pheris
10:26:04: BJ Anti AFK
10:31:22: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: []
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [FALSE]
Current Zone [exp11_dun_cathedral_of_bone_heroic] was NOT found. BJ Movement encounter coding does not exist for this zone.
10:31:54: BJ Anti AFK
10:46:58: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: []
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [FALSE]
Current Zone [exp11_dun_cathedral_of_bone_heroic] was NOT found. BJ Movement encounter coding does not exist for this zone.
10:47:05: BJ Anti AFK
Exiting EQ2OgreOnScreenAssistant

nospace: execute "LavishScript:ExecuteAtom[BJMovement_onIncomingChatText,15,Set up for BJ...,xxxxxxx]" (xxxxxxx for my toon name)
Selected Command: Set up for BJ Verish
10:55:26: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: []
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [FALSE]
Current Zone [exp11_dun_cathedral_of_bone_heroic] was NOT found. BJ Movement encounter coding does not exist for this zone.

11:03:49: Entering function ReInitializeZoneEncounterCoding...
CurrentZoneObject Exists? [TRUE] * CurrentZoneObject: []
CurrentZoneObject Not Equal NULL: [TRUE] * CurrentZoneObject Not Equal [Space]: [FALSE]
Current Zone [exp11_dun_cathedral_of_bone_heroic] was NOT found. BJ Movement encounter coding does not exist for this zone.
nospace: execute "relay all bj end movement"


this is what was in the console, sorry took so long to reply.
 
my team didn't even move to the center, just stood where I had campspoted them just outside of his ring, I had to move them in.
 

bjcasey

ISX Specialist
Would you please retry the zone when you get a chance? The first console information shows that the encounter coding didn't exist, but the patch number is correct. I am guessing that it patched on IS1 like it should have, but IS2-6 loaded ISXBJ before IS1 finished patching.
 

larrydoyle

Senior Member
I just tried zone (Ossuary)
First named ... team did moved to cubby first time, but then did not. BTW, you can use Equilibrium on Templar/Inq as a DS, which is up fairly often.
Second named ... my 2 healers, regardless of which position they are in the group, move to the same campspot
 
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bjcasey

ISX Specialist
I just tried zone (Ossuary)
First named ... team did moved to cubby first time, but then did not. BTW, you can use Equilibrium on Templar/Inq as a DS, which is up fairly often.
Second named ... team moves to their positions initially, but then sometimes 2 toons would go to same position afterward, and depending on cast target would cause deaths.
Thanks for the tip about Equilibrium, I'll add that to the death save code.

If people are going to the same location, then you have your group roles configured incorrectly. Open the large OgreBot window, bottom left-ish you will see a BJ Movement button. You can configure your role there. For Verish you need to have GR 1-6.
 

Apop!

Member
Just been into Ossuary for the first time tonight. Used BJ Scrips, everything worked perfectly first time ! . More gear to farm now!
 
ok did first name and it looked like it was working till the run came up and nobody moved, everyone is configured right under movement so dunno but here is what was in console

nospace: execute "LavishScript:ExecuteAtom[BJMovement_onIncomingChatText,15,Set up for BJ...,Xxxxxx]" (character name)
nospace: execute "relay all bj movement"
15:08:30: BJ Movement Script Started - Release Date: 2014.12.04, Version Number: 1.69
15:08:30: Entering function InitializeZoneEncounterCoding...
Current Zone [exp11_dun_cathedral_of_bone_heroic] was found. There is BJ Movement encounter coding available.
Setting zone object to: [_obexp11_dun_cathedral_of_bone_heroic]
Currently loaded zone object: [_obexp11_dun_cathedral_of_bone_heroic]
nospace: execute "LavishScript:ExecuteAtom[BJMovement_onIncomingChatText,15,Set up for BJ...,Xxxxxx]" (character name)
Selected Command: Set up for BJ Pheris
15:08:36: BJ MOVEMENT NOTE: CLASSES THAT HAVE BEEN CODED INCLUDE: BERSERKER, DEFILER, MYSTIC, FURY, WARDEN, INQUISITOR, TEMPLAR, CHANNELER.
15:08:36: SUBMIT CLASSES AND ABILITIES THAT CAN BE USED TO PREVENT DAMAGE/DEATH ON THE FORUMS.
15:09:31: Waiting for response from mystic...

now here is the thing, all I have in my console now is spam of "Waiting for response from mystic..." and it is still spamming and she has gr3 selected in the BJ tab. So I dunno.
 

bjcasey

ISX Specialist
Ok, perfect. Thanks for the info. I know what is causing that problem.

What classes are you using?
 
zerker, mystic, Inq, coercer, dirge, ranger

just a side not my brother who's computer I set up and all that just ran it and had no issues. His team is, zerk, mystic, warden, coercer, dirge, brig
 

bjcasey

ISX Specialist
zerker, mystic, Inq, coercer, dirge, ranger

just a side not my brother who's computer I set up and all that just ran it and had no issues. His team is, zerk, mystic, warden, coercer, dirge, brig
With the warden in his group, he's going to have an easier time than you. They get 4 fast reuse death/damage prevents. Makes this particular fight very easy.

I have this fixed internally and it will go live with the next patch.
 
got the new patch today, still same message about waiting on the mystic, and it continues even after I killed the first name, had to reload everyone to clear it. went to second name (verish) and reloaded bj movement and it worked fine there
 
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bjcasey

ISX Specialist
got the new patch today, still same message about waiting on the mystic, and it continues even after I killed the first name, had to reload everyone to clear it. went to second name (verish) and reloaded bj movement and it worked fine there
Okay, I'll take another look this week. Can you confirm you are on Patch # 100?
 
13:02:25: BJ Anti AFK
Build date: 2014.12.07, Patch Version: 100

that's what I have, other stuff working so far just not the first guy.
 

bjcasey

ISX Specialist
got the new patch today, still same message about waiting on the mystic, and it continues even after I killed the first name, had to reload everyone to clear it. went to second name (verish) and reloaded bj movement and it worked fine there
13:02:25: BJ Anti AFK
Build date: 2014.12.07, Patch Version: 100

that's what I have, other stuff working so far just not the first guy.
I just ran this zone again and for testing purposes I disabled the bot's awareness of the warden death/damage prevents except for their single target death prevent. This makes them like most of the other healers. My second healer was a defiler. Everything worked fine for me. They cycled their death prevents, continued moving to the bonewall and in all my test cases only waited 1 second for a response from the priest before it was received. When all priests had been exhausted it told me I was screwed and moved on for that round.

08:38:51: Waiting for response from warden...
08:38:51: warden: Pheris_DP_Ready: Not Ready
08:38:51: Waiting for response from defiler...
08:38:52: defiler: Pheris_DP_Ready: Not Ready
08:38:52: WARNING: WardenName is going to die because nobody has a save available.

Are you sure that all sessions were on Patch # 100? If you loaded all sessions with the extension and IS1 was downloading the patch, the other sessions would load it before it was on the latest version.
 
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