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EQ2 UltraBot 2.x Hunter, Buff and Harvest bot, Discussion : EverQuest 2 Premium Discussions - Page 13

Posted: February 6th, 2006, 6:09 am
 
slam666

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I know there is some little bugs and what I need is that people report them to me as soon as possible so I can fix them.

With a bot that do so many thing its hard to fully test everything, the possibilities are endless, so I apologize for any little bugs and like I said, tell me the bugs and I will fix them ASAP.

Thanks to everyone that help with testing Ultrabot and make it a better script.

Also if you have suggestion let me know.

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Posted: February 6th, 2006, 7:19 am
 
slam666

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In Gui-ini-editor I forgot to add the waypoints part :(
will fix that asap.

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Posted: February 6th, 2006, 8:25 am
 
slam666

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Ok I posted a new version 2.2. Use the ub-ini-editor.exe to update your char.ini, I added the waypoint in this version and added some default value, so just load your char.ini, check if anything missing then save it.

I also removed version 2.0 and 2.1, if anyone need it just PM me.

Thanks.

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Posted: February 6th, 2006, 8:53 am
 
slam666

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Here is a default.ini with everything in it and some default value. Also added some comment for new variables.


You do not have the required permissions to view the files attached to this post.


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Posted: February 6th, 2006, 9:17 am
 
wyvernx

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slam666, in your default.ini file you still have the line:

; 99 - This is a goodie, set a ini variable TestSTR in section [Test] and put what you want to search mob or object
; If it find what you looking for it will display in the status windows with the location.
; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much
; specific as possible because it will only display the first one it find.



Please edit it to remove the [test] text so that the teststr will function, it will fail if that [test] is in there because it will not be able to fine the testSTR variable.



Also, can you explain a little on how to use multiple spell strings? Ie if I want to have on my combat1 str, so that it hits the heroic icon and then a spell, followed by a second spell, how should I code that? I ask, because if I just put 2 quick bar shortcuts in there back toback it doesnt hit the heroic. This is what i had, and it would not work:

qb1,heroic,0,1s,1s,qb1,spell1,6,3s,4s

It would cast the spell1, but it would not initialize the heroic.


Finally, the only default that I really had to enter to get it working was the HavePet. So if you could add atleast that one, it would be great.


More as I find it....


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Posted: February 6th, 2006, 9:40 am
 
wyvernx

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PS, is there a way to cast a qb and have it target a player first? Ie i want to cast a spell on specific members (ie buffs) and keep them up. They are not group buffs and the player must be targeted. Is there a way to do this yet?

my suggestion would be to add a new type to the str parser. Ie (and i havnt looked at your code yet), but I'm going to assume that you look for the first parsed text for the "type" of command. ie, qb1, qb2, qb3, etc. And if it finds those it then parses it how it should (ie look for 4 more peices) then go to the next.

If that is the case, i suggest adding one for:

t1,t2, t3, t4.. t6. Etc so you can target members
Prob one for tl for target leader too and probably tm for target mob.

anyway when i could use in my buff string something like:

t2,qb2,tank buff,1,4s,30s

etc.

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Posted: February 6th, 2006, 11:06 am
 
slam666

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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
PS, is there a way to cast a qb and have it target a player first? Ie i want to cast a spell on specific members (ie buffs) and keep them up. They are not group buffs and the player must be targeted. Is there a way to do this yet?

my suggestion would be to add a new type to the str parser. Ie (and i havnt looked at your code yet), but I'm going to assume that you look for the first parsed text for the "type" of command. ie, qb1, qb2, qb3, etc. And if it finds those it then parses it how it should (ie look for 4 more peices) then go to the next.

If that is the case, i suggest adding one for:

t1,t2, t3, t4.. t6. Etc so you can target members
Prob one for tl for target leader too and probably tm for target mob.

anyway when i could use in my buff string something like:

t2,qb2,tank buff,1,4s,30s

etc.


Yes I am working on it. I need that for some spells I use myself.

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Posted: February 6th, 2006, 11:12 am
 
slam666

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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
slam666, in your default.ini file you still have the line:

; 99 - This is a goodie, set a ini variable TestSTR in section [Test] and put what you want to search mob or object
; If it find what you looking for it will display in the status windows with the location.
; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much
; specific as possible because it will only display the first one it find.



Please edit it to remove the [test] text so that the teststr will function, it will fail if that [test] is in there because it will not be able to fine the testSTR variable.



Also, can you explain a little on how to use multiple spell strings? Ie if I want to have on my combat1 str, so that it hits the heroic icon and then a spell, followed by a second spell, how should I code that? I ask, because if I just put 2 quick bar shortcuts in there back toback it doesnt hit the heroic. This is what i had, and it would not work:

qb1,heroic,0,1s,1s,qb1,spell1,6,3s,4s

It would cast the spell1, but it would not initialize the heroic.


Finally, the only default that I really had to enter to get it working was the HavePet. So if you could add atleast that one, it would be great.


More as I find it....


I dont understand the part about test, I am using it and its working fine, you need a section [TEST] and TestSTR in it. Like it is in default.ini
The Testmode=99 dont do anything except loading the mob list (over and over) and checking if the testSTR is found in any mob name, then it will display the location and make a sound. I used it mainly to find quest object in zone that spawn at different spot.

for the spells, you put them one after the others.
For heroic I cast the start heroic spell first then I cast the other spells, one thing is if your spell fail to connect then your heroic wont work. But I would say it work like 90% of the time for me.


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Posted: February 6th, 2006, 11:33 am
 
austinlh2
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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Also, can you explain a little on how to use multiple spell strings? Ie if I want to have on my combat1 str, so that it hits the heroic icon and then a spell, followed by a second spell, how should I code that? I ask, because if I just put 2 quick bar shortcuts in there back toback it doesnt hit the heroic. This is what i had, and it would not work:

qb1,heroic,0,1s,1s,qb1,spell1,6,3s,4s

It would cast the spell1, but it would not initialize the heroic.


As for the qb1,heroic,0,1s,1s,qb1,spell1,6,3s,4s you need to lead with a spell or range weapon to initiate combat before the HO icon will begin the HO, other than that it looks correct. Also I would set your heroic cast time to 0s instead of 1s. There is no need for a cast time delay there as there is a slight delay in the script already.

I would use CombatResponseSequenceSTR= to look for the Heroic Opp second step and have it trigger whichever of the 3 it see's in the chat log. Been using this method for a while and I have yet to miss any HO's.

Here is an example of my CombatResponseSequenceSTR=
CombatResponseSequenceSTR=You triggered a starter chain,qb1,Klicnik's Bite,7,2s,3s,NONE,You triggered Arcane Fury,qb1,Klicnik's Bite,7,2s,3s,NONE,You triggered Arcane Storm,qb1,Harden,8,3s,30s,NONE,You triggered Arcane Enlightenment,qb1,Fiery Doom,1,8s,30s,NONE

On a side note... Could you add pet protect me to the pet pulling. Sometimes on incoming I'll get jumped by a roamer and it would be nice to have pet go for this mob before clicking pet protect self. Could have it pet protect me right after the pet back off trigger and this would work fine.

If anyone else has come up with some creative ideas with the INI please PM me. I'd like to take a look.


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Posted: February 6th, 2006, 12:14 pm
 
loraik
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(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))):
On a side note... Could you add pet protect me to the pet pulling. Sometimes on incoming I'll get jumped by a roamer and it would be nice to have pet go for this mob before clicking pet protect self. Could have it pet protect me right after the pet back off trigger and this would work fine.



The problem with this is even if you added this function your pet would then continue on to it's original target after the mob that jumped you was dead and "could" train you with a ton of agro mobs depending how far the mob wondered off in the time it took you to kill the add. It really depends on the area and type of mobs your pulling but def. wouldn't work 100% of the time as intended.

Loraik


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Posted: February 6th, 2006, 2:01 pm
 
austinlh2
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loraik (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
The problem with this is even if you added this function your pet would then continue on to it's original target after the mob that jumped you was dead and "could" train you with a ton of agro mobs depending how far the mob wondered off in the time it took you to kill the add. It really depends on the area and type of mobs your pulling but def. wouldn't work 100% of the time as intended.

Loraik


Actually I think you are misunderstanding what I meant... AFTER mob is incoming from the pet pull IE after pet hits mob and bot tells pet to come back, click pet protect me first. Then click pet protect self as it already does in the script. That would get pet going after mob on me while he is heading back to pull spot. Once the mob on me is dead he would go after whatever is beating on him. I actually had this working very well in previous versions of this bot using the following string:
InitialCombatSequence1STR=qb1,Pet Attack,2,3s,0s,qb1,Pet Back Off,1,0s,0s,qb5,Pet Protect Me,1,2s,0s,qb5,Pet Protect Self,2,0s,0s

The only disadvantage to doing it this way is that you have to be pretty precise with timing the time it takes your pet to get to mob and how long it takes him to get back. And if you are jumped before pet hits the original mob he was after you will have to wait until he is heading back before pet goes after him, which is fine so that he wont run after the first mob after the one that jumps you dies. So for pet attack given a max pull range of 25 (25 seems to be the ideal number for mobs that root since pet doesn't always end up on the closest side of the mob, there are also some other circumstances that make this ideal.) I set the time it takes to get to mob to 3s. That gives pet enough time to get to mob and hit them once, giving about a 1/2 second leeway for mob wander away before clicking pet back off. Pet back off requires no time since we want it to click pet protect self immediately after pet back off. Pet protect me has 2s cast time so that it waits 2 seconds before clicking pet protect self to give it time to get mad at any mobs that are attacking me while he is coming back. And finally pet protect self is set to 0s so that I begins the combat sequence as soon as it is pressed and mob engages first mob that hits him.

Before pet pulling was added to 2.2 I used the above mentioned method to sucessfully pet pull for about 40 levels and has been refined quite a bit to get it to this point. Now the above example with the times is considering using a non range casting pet IE fire pet. If using fire pet max pull range can be set to 55.

I do like the new pet pulling method better though as it is a bit more precise for pulls less than the max range IE Close quarters. I hope this explains a bit better what I was asking for.


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Posted: February 6th, 2006, 2:23 pm
 
austinlh2
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wyvernx (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))):
Also, can you explain a little on how to use multiple spell strings? Ie if I want to have on my combat1 str, so that it hits the heroic icon and then a spell, followed by a second spell, how should I code that? I ask, because if I just put 2 quick bar shortcuts in there back toback it doesnt hit the heroic. This is what i had, and it would not work:

qb1,heroic,0,1s,1s,qb1,spell1,6,3s,4s

It would cast the spell1, but it would not initialize the heroic.


Figure'd I'd mention this as well... It will speed up the combat sequence cycle about half a second or so... (doesn't seem like much but it adds up) Instead of having the casting sequence click the HO ability icon, make a macro and name it something like HO Cycle, On the first line put /useability nameofyourhoabilitytriggerhere then on the next line put /useability nameofspelltostarthohere for example...

Macro name - HO Cycle
First Line - /useability Arcane Augur
Second Line - /useability Snapping Mandibles

CombatSequence1STR=qb1,Pyrotechnic,4,3s,45s,qb1,HO Cycle,6,2s,3s,qb1,Calcify,8,3s,30s,qb1,Snapping Mandibles,7,2s,3s,qb1,Fiery Doom,9,1s,8s

HO Cycle is set to cast time of 2s and recast time of 3s to match Snapping Mandibles since the HO is instant it does not need one and if the HO is not ready it will not get stuck on it. After HO Cycle I used the second most common finisher for the HO (Calcify) since the initial trigger for the HO is waiting for refresh and it is the most common HO finisher. After Calcify I use Snapping Mandibles again since it is the most common HO trigger and is refreshed by this time. Finally I use Fiery Doom since it is the third and least common HO finisher. I use other spells as well in this combat sequence but they have been removed to keep it simple for an example.


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Posted: February 6th, 2006, 3:35 pm
 
seveneleven
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Amazing release SLamm thank you! Not sure if I missed it but I only found a spot for loot x,y in the GUI .ini no spot for confirm loot. I did it manually, not sure if I didnt see it or if it isnt there.


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Posted: February 6th, 2006, 3:38 pm
 
wyvernx

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slam666, all i'm talking about is the [] in that line.

Your code is a pseudo getprofilestring reader. So in your code it looks for the string [test] to find a section. THe problem with this is that it finds that string first, so it will never query the real [test] section!!!

Does that make sense?

All i'm saying is to replace the line with:


; 99 - This is a goodie, set a ini variable TestSTR in section Test and put what you want to search mob or object
; If it find what you looking for it will display in the status windows with the location.
; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much
; specific as possible because it will only display the first one it find.




Notice the [] are now missing from that line. That is the fix i'm talking about.

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Posted: February 6th, 2006, 3:39 pm
 
wyvernx

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PS. You should update the script for when harvesting to use the "F" key or whatever is defined in the GetSTR to harvest. There is no need to use quickbar keys to harvest.

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