v2.5 05/30/05 is Finally RELEASED - Find in Download area of EQ2
http://www.xunleashed.com/dload.php?act ... ile_id=168
Lot of new stuff in v2.5 and a lot cleaner for solo Hunter bots.
Please read the details below.
1) New INI Variables Added
a) HealOthersSTR (Boolean)
i) Set to TRUE if you want to heal everyone is the group. Set to FALSE if you just want to HEAL yourself. What this can be used for is if you are a Monk and use Mend, it only works on you, so set it to FALSE so it doesn't try to trigger a mend when other people need a heal. Another reason would be if you had multiple bots in a group and some you only wanted to heal themselves
b) MaxTargettingDistance (Numeric)
i) Used to determine how close you need to be before you start combat. Depends on what you are using in InitialCombatSequence and what the range is. Might need some experimentation to get it right If the bot keeps stopping too far away to engage, make this smaller. If you set it to 0, it will run right up to a mob before attacking (thought if the mob is aggro, it will jump you first and the bot will stop then and there and start fighting)
c) NonAttackableObjects (String)
i) You do not need to put anything in this list, the script will create and update the INI as it finds objects that are not attackable. The purpose it to keep the bot from trying to "consider" these objects each time it targets them - since the bot can see the name, it will compare and just quickly skip them. It is also used in the retrieval of valid mob targets - sometimes things come up that are not attackable, but have a level that fits into your fighting range, but comparing to this list, they will not be a valid target the bot will try to run to
d) UsingModifiedLootUI (Boolean)
i) If you are using modified loot UI eq2ui_inventory_loot.xml that allows for the ENTER key to Loot All, then set this to TRUE. You can IGNORE LootX,Y in this case as they will not be used. If you are NOT using the modified UI, set to FALSE and make sure the LootX,Y are setup to click the loot All button
e) HealSequence2STR (Sequence)
i) This is a second level of healing if you want to cast a different set of heals when health is even lower than the one above. Examples of uses are for a Monk, you can put your MEND in the HealSequenceSTR and set HealPercentSTR=75, then set this heal as Feigh Death and HealPercent2STR=15. Other uses could be for Reactive heals in the one above, and direct heals in this one... if it is not set, the regular heals above will always be cast
f) HealPercent2STR (Numeric)
i) The trigger to cast the HealSequence2STR above
g) MinHealCheckForPlayers (Numeric)
i) This is a check made when people manually ask for a heal, if their heal is above this number, then the bot respond saying they are not getting a heal. Is is good for when a person spams heals to the bot, the bot will ignore the heal requests once you are healed above this number, thus conserving mana. DEFAULT: 90
2) Removed INI Variable: MaxShots. It was a hold over from the DAOC days when I had to have a RangeAttack() and DoMelee - not needed it’s gone! For that matter, the whole RangeAttack() code is gone, was just junking things up.
3) Removed INI Variable: ConserveMana. Hold over from DAOC – with new Sequences, doesn’t make sense.
4) Removed INI Variable: MouseToggleSTR. Since I now use the LEFT/RIGHT keys to turn, don’t need this anymore
5) New logic to turn using LEFT/RIGHT keys vs. the mouse and mouse toggle. Very smooth turning, very little “jiggle”.
6) Removed the hack that I put in to stafe left/right on a mob target to try to force facing them. Just make sure your view options are set to “View Relative” and “Enable Combat Auto Face Avatar”
7) Changed the level >41 Green target from 4 to 6 - thanks psirusmojo
8) Changed the loot from BEFORE Recover() to AFTER you are recovered. Reason is you can open a box and die from it before you were fully healed, or using the Trigger Default key, if you target a mob, it will attack it, and you might not have been ready for it.
9) New code for looting, will look for things to loot, go to them and loot them. Works with multiple targets & chests. Will only try once per loot item, but I’ve found that 99% of the time it gets it!
10) Added a new modified UI for looting using Enter to loot instead of trying to click on the button. If the loot window didn’t move at times, would be no problem, but I’ve found that it just comes up in a random spot at times, messing up the logic.
a) Highly recommend that you use the modified Loot UI. It will allow for a loot with the ENTER key only, don’t need to click on a button. This file is found EQ2MegaBot directory called “eq2ui_inventory_loot.xml”. The easiest thing to do is to copy it to an existing UI you are using, such as EQ2MAP. Just copy this file in the active UI you are using and restart the game. You should test it to ensure the ENTER is doing LOOT ALL before running the script. If you are not using any modified UI, I’m not going to get into the details of how to do it, so I would suggest installed EQ2MAP as it is awesome!
11) Fixed a bug where the BUFFBOT was mistakenly thinking a fight was over, and could cause them to go back into fight mode and mess things up. I’m using a more complex regexp to do this – now very accurate
12) Fixed looking for YELLED FOR HELP. Now it will properly see if any group member yells for help, send escape to untarget the mob, hit your sprint key, and go out of fight mode so they don’t go nuts while you are trying to run. You have to remember to put them back into fight mode when you start fighting again with the FightBackSTR command
13) Added new logic to look for ALL GROUP MEMBERS, not just masters for starting a fight (and their pets of course). Before only valid masters would trigger a start to a fight. Now if anyone in your current group enters battle (or their pets), the buffbot will start it’s fight/heal process. Valid Masters can still only give commands to the bot to respond to.
14) The bot will now start using 6 locs per second (LPS) as its default, which is a normal run for the bot. If you are using SOW or any other speed buff, it will see that after a few runs and readjust the LPS. You will notice this as the first few runs you may OVERSHOOT the target, turn around and come back. As it goes on, and the LPS is set correctly, you will stop overshooting things and start hitting them dead on.
a) You may notice this with looting at first too. If you loot the first few things and keep overshooting them, wait until a run cycle which will set the LPS correct. Please give me feedback on this to make sure it is working for everyone. You can see your MAX LPS on the status window now, so you know when it is above 6, it is starting to catch up with your run speed.
15) Added an additional check for if the mob is engaged AFTER you run to it. This will help with trying to attack a mob that is not engaged, you run to it, it is now engaged, but you just stand there and try to attack, but can’t.
16) Changed the targeting logic around so it does a much better job of not trying to run to things outside of your RandomRunRange + MaxTargettingDistance. It will also do a better job of finding mobs in the area before trying to move.
17) Updated the install docs at the top to be a little clearer and give links to things you need to install
18) Added a new line to the status window for details on mob currently targeted. Very handy for setting the MaxTargettingDistance variable as you can now check to see how far things are you can use for your initial PULL spell and set it more accurately
19) Updated LogOut() Logic so if you do a normal LogOut() (from either a request or the max script timer) it does a “/camp”, but if you are dead it does a “/quit” as the camp doesn’t work when you are dead.
20) Added logic so that when the message comes up “You are too busy to loot right now”, it knows the loot window is already open and drop out of the mouse click loop and loots
21) Changed how healing works if you are soloing… since you can heal through the mob you are fighting, if you are a HUNTER bot and soloing, the heals will just be cast on the mob and reflect back on you, works much better.
a) The bot knows you are in solo mode as it doesn’t see anyone in the group – and a flag will come up next to your name saying (solo) so you know this logic is kicking in properly
22) Added the second level heal which can be used for multiple purposes, see new INI vars at the top of list
23) Fixed a problem with BeforeCompbatSequence not being able to finish being cast before TargetMonster() would kick in and send an Escape, thus messing up the last sequence.
24) In general – a lot cleaner SOLO HUNTER BOT play. Spent a lot of time watching and optimizing the solo hunter play so now I find that I can stay alive as a solo bot a lot better, even with multiple mobs
Enjoy!