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EQ2MegaBot v2.6 - Buff Bot AND HUNTER BOT! Discussion Thread : EverQuest 2 Premium Discussions - Page 5

Posted: August 6th, 2005, 7:00 am
 
richyrich
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scottwi314 wrote:
Things are going good it was the q instead of f...
I missed that in the ini, i just focused on my second and ported most stuff for the 2.5 ini.

As far as looting goes i changed the settings on how it loots in the script set the mouse range bigger so it goes over more of the screen. Works well most of the time. you have to play with to get just right.

thanks rich man, if i could only get a bot to run harclave for me i would love it

thanks for q thing i can't remember your name sorry i smoke crack


Yeah, the problem with the looting grid is if you make it too big, you can pick up things wandering by on the edges of the screen as the Default action key on a mob is to attack it... plus the bigger the grid is, the slow the overall action is. Personally I only miss about 1 out of 20 loots, and never a chest, but it must be the angle I keep the camera at.

I'll tweak it a bit in 2.7 to make the grid bigger and a tighter pattern and see if that helps.


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Posted: August 6th, 2005, 7:19 am
 
richyrich
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darkforce39 wrote:
I use just about every script / plugin that is available on this site (getting my moneys worth!) and I can definately say this is one of my favorites. I play a level 40ish Guardian and was having some trouble getting the pulling to work the way I wanted. After some tweaking and taking away the bow and going with the "Anger" taunt everything is working great. It ran for about 8 hours yesterday without any assistance from me.

I Have a few suggestions if your interested, don't konw if they can be fixed, but figured I'd give my 2 copper.

1) Looting work pretty well if I use the Loot.xml and angle my head down so I'm at about a 45degree angle looking down. If I don't do this about 50% of the loot is not retrieved, because the mouse clicks will stop just above or just to the left or right of what I want to loot. Would it be possible for the bot to change view angels when looting (looking up or down)? Or would it be possible to increase the range the mouse clicks cover vertically / horizontally?

2) Since I'm a Guardian I don't have any long range pulls except maybe Anger if you can call it long range. Because of this I pretty much have to be in the mobs nuts to pull it. This is fine for non-aggro mobs, but aggro ones will 9 out of 10 times jump me. This obviously stops the run back to safe spot routine. Which is actually ok, no biggy stand there and kill mob fine by me. But after the mob is dead, the bot doesn't always seem to return back to the safe spot. Instead he looks for new mobs to fight from the new location and not the original safe spot. Is it possible to have the bot always try to return back to the safe spot after the encounter is over? An alternative would be to use the new location, but to use the location of the original safespot when determing the distance of new mobs to fight. For example my original safespot was 140,0,180 the bot looks for mobs to pull and finds one 20 locs away. Bot moves to new location, fights mobs (stays there because of above reason). Now the bot looks for more mobs. Instead of using the new location to calculate distance checks, the bot will still use the original loc. Heh, I must admit this could be the way it works already, but to me it seems my bot drifts slowly further and further away from my "Golden Safespot"

3) Frequently I will turn the bot on "SameSpot" mode and give him some arrows and let him pull mobs to him. This works prety well if i'm only going to have the bot for a short time or I"m going to monitor the bot while doing something else. When I do this, I usually place the bot next to a mountain or something else that provides safe back cover. I recommend adding a INI variable that will prevent the bot from looking around 360 degrees, but limit the scan to 180 degrees. That way the bot doesn't search for mobs behind him, where obviously only a mountain is. This would also help the bot look more lifelike. I'm also curious, if the turning is actually necessary or if it was designed to make the bot look more life like to begin with. Perhaps you could add a INI to limit or stop the turning all together. To me it looks funny if you seem some char turning in circles over and over looking for mobs (assuming no mobs are up to fight at that moment). Maybe you have the turning configured so that you will not get "can't see targe messages", which is understandable. But couldn't you do the distance checks without turning? then after finding a valid mob to fight (within range, and level reqs) you then turn to fight mob?

There were more things I had thought of yesterday but i'm at work doing this from memory.

Overall this is a fantastic bot and I will be using it for quite some time to come. Great Work!!!


Good feedback - glad you like the script.

For #1, looting. I don't want to play with camera angle as you can really get into trouble as you can't "read" the angle, so things could start getting wacky. I did make the grid a bit bigger to hopefully help out - let me know if it works

For #2, this is fixed in 2.7, the bot will now pull to safe spot even if they are jumped.

For #3, Samespot uses the TargetKey to find mobs and check their distance, so turning is a key thing to targetting mobs. Right now it will stay the same as it works for most situations. If it really drives you nuts, let me know and I'll look at options for turn deg.

Rich


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Posted: August 7th, 2005, 11:18 am
 
loraik
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Rich could we get an option to assign waypoints for it to follow? Like it starts at a point then runs to a waypoint we setup in the .ini ONLY looks for targets there in a defined radius and pulls from that spot then once all mobs have been cleared in that point it moves to the next point. Maybe have an option for when it gets to a defined waypoint it goes into pause or set it to retrace the waypoints (re-enter waypoints in .ini file backwards) and fights its way back.

My reasoning is we could then map dungeons or instances (i.e. Harclave) and stop before the cliff without worry of going over it and also map long tunnel instances for 2-3 person bot groups.

Loraik


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Posted: August 7th, 2005, 12:01 pm
 
richyrich
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It's in the works, but going to take awhile to finish, heading on vacation for 2 weeks, I will release 2.7 before I go as there is some good stuff in there.

Rich


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Posted: August 7th, 2005, 2:44 pm
 
maxx2310
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I have problem with script stopping after first combat has finished in the Status window says Recovering, yet my health and power are 100%
Code:
; For Function keys, use F1-F12 and it IS case sensative
; Other Special Keys (Must match the spelling and case exactly)
; BACKSPACE, SPACE, PGUP, PGDOWN, END, HOME, LEFTARROW, RIGHTARROW, DOWNARROW, UPARROW,
; INSERT, DEL, NUMLOCK, SCROLL, LBUTTON, RBUTTON, MBUTTON, PAUSE, PRINT, MULTIPLY, ADD, SUBTRACT, TAB
; Any items you don't set, use ~ as the value

[Version]
INIVersion=2.6

; TestMode to help debug various issues
; 0    - OFF - Normal mode to run the script in
; 1    - GetPixelColor test reading the Health/Power/End bars and moving the mouse to visually see them
; 2    - Test NeverSit INI (doing a bunch of Sit/Stands...)
; 3   - Test new QuickBar logic using SHIFT-# by going through each bar 1 second pause
; 4   - If using a new skin that hasn't had the colors coded, choose this mode and it will give you the colors
;       you need to use in your EQ2MEGABOT.INI file.  Then share them on the forum site for others! :-)
; 5   - Test out reading INI file for window locations - encoded in EQ2, so harder to do
; 6    - Test a bunch of EQ2 functions to verify they are working - debugging only
; 7   - Show all window locations to verify it is reading the INI properly - Do
; 8   - Test new Combat Sequences built into EQ2MegaBot
; 9   - Turn Testing
; 10  - Run Speed LPS testing
; 11    - Run Loc Points Testing
; 12    - Automatically create an xy file for your screen resolution - takes some time to create it... be patient
; 13  - Loot testing
; 14   - Turn testing - Deg per sec
; 15  - Turn() function testing
; 16  - Test new RunToLoc() functionality tracking a spawnID
; 17  - Test Mob Difficulty - have to use F12 to break out of this one
; 18  - Test New ignoreMob() Functionality
; 20  - Use this mode to find the distance of mobs for you pull spells

TestMode=0

[BasicCharSetup]
; What Role is that character in during this scripting
; OFFENSIVE, BUFFBOT
; OFFENSIVE - You fight as a primary fighter - look for things to fight and get the job done
; BUFFBOT   - You are there to tag along with a OFFENSIVE bot or real player and respond to commands. 
;  You will fight back if attacked (and not respond to commands until done fighting)
CharRole=OFFENSIVE

; YOUR EQ2 Directory - always have trailing \
EQ2Dir=C:\Program Files\Sony\EverQuest II\

; Name of the EQ2 Server you are playing on.
EQ2Server=XXX

[Commands]
; ====================================================
; = Commands to control your BUFF BOT
; ====================================================

; You will want to CUSTOMIZE these to be specific to you so everyone isn't saying the same commands

; When a VALID MASTER sends this string, the "GroupBuffSequenceSTR" below is performed on them
BuffMeSTR=hit me up

; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them
HealMeSTR=Heal me please

; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them
GroupHealSTR=group heal

; When a VALID MASTER sends this string, the bot will target the MASTER and start their "CombatSequence1STR"
; which will make them fight back
; After the kill is done, the bot will go right back into listen for request mode, so if you are fighting
; multiple targets, send the command again to make them help you again
AssistMeSTR=help me please

; When a VALID MASTER sends this string, the bot will go into STAND DOWN mode, which means you do not
; fight back when attacked.  You will still respond to the Assist command.  Used to keep a bot from attacking
; when attacked and you didn't want them to fight back and blowing though their mana
; Right now it doesn't work while they are already fighting, but will in the next release
StandDownSTR=stand down

; When a VALID MASTER sends this string, the bot will go into FIGHT BACK mode, which means the bot will
; defend itself if attacked and fight back
FightBackSTR=fight back

; When a VALID MASTER sends this string, the bot will follow you
FollowMeSTR=tag along with me

; When a VALID MASTER sends this string, the bot will stop follow you
StopFollowingSTR=do not follow

; When a VALID MASTER sends this string, the bot will LOG OUT to char screen
LogOutSTR=log out please

; When a VALID MASTER sends this string, the bot will tell you what mode he is in
StatusSTR=what are you doing

; When a VALID MASTER sends this string, the bot will tell you what loc he is at
; Not finished yet for EQ2
LocRequestSTR=where are you

; Tell the bot to heal themselves
HealYourselfSTR=Give yourself some lovin

; Useless in EQ2 - but still there for fun
SitDownSTR=drop it down

; Useless in EQ2 - but still there for fun
StandUpSTR=stand on up

; Not implemented yet, so ignore for now
ResMeSTR=bring me back

[QuickBarSetup]
; This is the same setup for:
;          BeforeCombatSequence1STR, InitialCombatSequence1STRA, PerMobCombatSequenceSTR, CombatSequence1STR,
;         AfterCombatSequence1STR, HealSequenceSTR, BuffSequenceSTR, GroupBuffSequenceSTR
;
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
; Example: qb1,Weaken,1,1s,5s,Dust Blast,2,2s,2s
; This would mean on QuickBar1, cast Weaken which is on Key 1, it takes 3 seconds to cast, 5 seconds to recast
;    Then (still on QB1), cast Dust Blast, which is on Key 2, it takes 2 seconds to cast and 2 seconds to recast
;
; The Name is the name of the spell on the KEY you are casting.  It is ONLY used for debugging as it will display
; what spell it is casting in the debug window and you can visually see if that is the spell being cast
; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are
; going off.  You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss!

; BEFORE Combat Seq - a sequence done ONCE before a fight takes place (buffing up, pre-heals etc.)
; This will not take place if you are jumped as there is no before fight
; This sequence will automatically target the BOT before casting...
; Not sure what type of char will use this, but you never know... I used it to do a Cut Throat before the fight
; which was pretty funny looking
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
BeforeCombatSequence1STR=qb1,pull2,3,0s,888s

; INITIAL Combat Seq - a sequence done ONCE at the opening of a fight, or when requested by partner to ASSIST them
; This is a good place to put things things you want to START during combat and use the Response Strings
; below to keep active as they finish.
; Examples are reactive heals, wards, etc.
; These will take place even if you are jumped
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
;InitialCombatSequence1STR=qb1,Ward,9,2s,6s
InitialCombatSequence1STR=qb1,pull,4,1s,10s

; Per MOB Combat Seq - a sequence done ONCE per Mob.  This happens if you are fighting multiple mobs, the
; InitialCompbat above will only happen once, the PerMob will happen at the beginning of each mob.
; Good for DOT, DeBuffs, etc.
; If you have a pet, put your pet attack on a QB and use this to send the pet after the target - works well
; These will take place even if you are jumped
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
PerMobCombatSequence1STR=qb1,pull,4,1s,10s

; Combat Seq - a sequence done OVER and OVER during the main fight
; Used for all attacks - Direct Damage, Kick, Taunt, etc.
; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below
; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
CombatSequence1STR=qb1,taunt1,-,1s,30s,Kick,5,1s,10s,Uppercut,6,1s,30s,Quad,7,1s,30s,kick2,8,1s,15s,bobweave,9,2s,60s,charge,0,1s,30s,taunt2,=,1s,8s

; Combat Seq - a sequence done AFTER the fight is over
; Not sure what it will be used for yet, but in here just in case!
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
AfterCombatSequence1STR=~

; In EQ2, healing is different, so give options for heals
; Put all your direct heals here, it will do them in order if they are all ready.
; Always put your BEST/FAST heals first, then your weaker heals.
; The way it works is, if the timer is up for the first (best) heals, it will always cast them first
; If not ready, it will keep going down the list until a heal that can be cast is ready
; If you ask for a heal and your health is > 90%, the bot will tell you you don't need a heal.  This was put in
; so valuable power isn't wasted if you mash the heal key 5x during a fight, you will get your heals till you are
; > 90%, then it ignored the rest
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
HealSequenceSTR=~
; What Health percent do you or your group mates have to be before you will auto heal them
HealPercentSTR=75

; 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
HealSequence2STR=qb2,Ignore pain,8,1s,90s

; What Health percent do you or your group mates have to be before you will auto heal them using Seq2
HealPercent2STR=20

; Set to TRUE if you want to AUTOMATICALLY heal everyone is the group. 
; Set to FALSE if you just want to HEAL yourself when needed (ie. below HealPercentSTR
; 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
; If a person ASKS for a heal, you will still respond, just not automatically heal them when needed
; New in 2.5
HealOthersSTR=TRUE

; 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
MinHealCheckForPlayers=90

; At what POWER % do you stop fighting back and just be available for heals (so you don't blow all your power)
; What it will stop doing is the CombatSequenceSTR.  All AUTO heals, AUTO group heals ResponseSequenceSTR and
; CombatResponseSequenceSTR are still active as you want to still respond to events, just not burn up power
; Set to 0 if you just want the bot to blast forever
; For Offensive Bots, set to 0, you want to fight until you are out of power, right?
StopFightingPowerSTR=1

; Put all your GROUP heals here, it will do them in order
; If the bot sees more then 1 person hurt, it will choose a group heal instead of a single person heal to try to
; get everyone healed up.  If you don't have a group heal, then it will continue to use single heals
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
GroupHealSequenceSTR=~

; This is the buff sequence for YOU when you first start the script, and after each wears off
; The timing is a little different then the Heal or Combat sequence as you want to put the recast
; time as the time the buff lasts so it knows when to recast it.  If a buff lasts 15 mins, you would put
; 900s so it recast every 15 mins.  If it lasts 12 hours, just put some large number.
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
BuffSequenceSTR=qb2,Intimidating Orders,7,2s,600s

; Buff that you cast on another player when they ask for it using commands at top
; Treat the setup just like Heal and Combat where the recast is the actual recast so you can be ready
; to cast them again on another player
; format is:
; QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
GroupBuffSequenceSTR=~

; The following RESPONSE sequences are setup a bit differently as they are for a different purpose
; This is the same setup for:
;          ResponseSequenceSTR, CombatResponseSequenceSTR
;
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell
; format is:
; StringToSearchFor,QUICKBAR,Name,KEY,CastTime,ReCastTime,TargetType...
;
; Valid Target Types: MASTER, YOURSELF, TARGET, NONE
; MASTER means to cast on whoever sent the request
; YOURSELF means, well, cast on YOU!
; TARGET means to cast on current target, which is usually whoever you are Assisting as you keep them targetted
; NONE means there is no need to target anyone to cast this spell, just cast it!
; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted,
;       since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will
;        cast on yourself by default
;
; Example: scare em off,qb6,Phantasm,8,1s,900s,MASTER,hits a Bloodskull,qb9,Orc Master Strike,3,2s,60s,TARGET
; This would mean when you see "scare em off" from a valid MASTER, change to QuickBar6, cast Phantasm,
; which is on Key 8, it takes 1 second to cast and 900 seconds to recast.  Also, it would look for
; "hits a Bloodskill" and if seen, change to QuickBar9, cast Orc Master Strike, which is on Key 3, it takes
; 2 seconds to cast and 60 secods for recast
;
; The Name is the name of the spell on the KEY you are casting.  It is ONLY used for debugging as it will display
; what spell it is casting in the debug window and you can visually see if that is the spell being cast
; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are
; going off.  You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss!
;
; These are both VERY powerful as now you can write your own triggers
; It can be used for simple MASTER commands you want to write, or more sophisticated rules such as responses
; to multi-stage heroic events.  You can also use it to do things such as when to cast a MASTER spell. 
; If you see you are attacking a certain type of creature, (ie Orcs, skels, zombies),
; put it in CombatResponseSequenceSTR and it will only do these when it sees text that you are attacking them.
; You can think of all kinds of things to do in here.  Watch for Spectral Ward wearing off and recast it, setup
; MASTER's asking you for SOW, or a cure or a group heal, etc.  Be creative and SHARE your ideas on how you are
; using this so others can think of ideas.

; These are looked for at any time, always active whether in or out of a fight
ResponseSequenceSTR=SOW Please,qb5,SOW Request,1,4s,15s,MASTER,i am sick,qb1,Cure Noxious,9,1s,8s,MASTER

; These are looked at ONLY during combat - for things like keep your ward on your while fighting,
; Master speels, etc.
; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted,
;       since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will
;        cast on yourself by default
CombatResponseSequenceSTR=hits a Bloodskull,qb3,Orc Master Strike,2,2s,60s,TARGET,hits a skel,qb3,Skeleton Master Strike,3,2s,60s,TARGET

[OtherMappedKeys]
; ====================================================
; =Other Mapped Keys ================================
; ====================================================
; These are other mapped keys you must configure not on Quick Bars (Can ONLY be lower case!!!)

; In EQ2 - this is set to target Self
; Found under -> Options/Controls/Targeting Keys/Select Self
; Default is usually F1
TargetFriendlySTR=F1

; Attack Key mapping
; Found under -> Options/Controls/Command Keys/Auto Attack
; Default is usually not set - so set it!
AttackSTR=`

; Found under -> Options/Controls/Command Keys/Consider
; Default is usually not set - so set it!
ConsiderSTR=v

; Target Monsters
; Found under -> Options/Controls/Targeting Keys/Select Next PC
; Default is usually TAB
TargetMonsterSTR=TAB

; In Keyboard setup - used to loot
; Found under -> Options/Controls/Command Keys/Trigger Default Action
GetSTR=f

; Run Lock - toggles run on and off - default is Insert
; Found under -> Options/Controls/Movement Keys/Auto Run(toggle)
; If you hit INSERT in the options menu in game, it shows is <NUMPAD 0>, but you can still set as INSERT in this
; script and it works fine
RunLockSTR=NUMLOCK

; Key to Exit Script
ExitScriptSTR=MBUTTON

; Key to Pause/UnPause Script
PauseToggleSTR=NUMLOCK

; Sprint QB & Key - Used when a member of the party yells for help, you want the bot to Sprint and follow you
; at full speed to try to get away
SprintQB=1
SprintSTR==

; Manually have the bot find all Master's again - because people can zone, create pet's, etc and not all create
; a trigger event to find everyone's spawnID again, if you see people are missing in the Health window, then
; manually force the bot to reread everyone - doesn't take long.  If someone isn't in the healh window, they
; will not be able to issue commands and not be being watched for health to be healed
GetAllMastersSTR=DEL

; You keys mapped to Left/Right turning.
TurnLeftSTR=a
TurnRightSTR=d

[FightingVariables]
; ====================================================
; =Fighting Variables ===============================
; ====================================================
; These are other Variables you need to configure based on how you want to fight

; Do you fight Back if you are in BUFFBOT mode if you are attacked
; By default, you will always fight back if you are in offensive mode
FightBack=TRUE

; Who is your fighting BOT partner - may be the same as heal, but usually a live person
; The name IS case sensitive, so match it exactly or the target will not work
; This is used for the default FOLLOW, who to "talk" to, etc.
FightPartner=~

; Who is your healing BOT partner - may be the same as FightPartner
; The name IS case sensitive, so match it exactly or the target will not work
; The way this works is THIS bot will ask for a heal from the "HealPartner" bot
; Used if you have 2 bots and this one can't heal, so when needed, it will ask the other
; Set to ~ if you don't have 2 bots setup like this
HealPartner=xxx

; Number of Hours until the game auto quits & Logs out - 0 mean unlimited
QuitTimer=5

; 0-100 - how much % health you want to have before you begin a battle.   
; You will stay in Recover mode until you hit this %
; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem
PercentHealth=90

; 0-100 - how much % power you want to have before you begin a battle.   
PercentPower=1

; Separate with commas, no spaces between entries
; These are the ONLY people who you will respond to for commands
; The name IS case sensitive, so match it exactly or the target will not work
ValidMasters=xxx,player2,player3,player4

; Separate with commas, no spaces between entries
; Used to SEARCH for any mobs - not fully implemented yet
SearchForNames=Salvador Smith,Mary Cuttingham

; ================================================================================================
; ================================================================================================
; = The commands from here to the end are for OFFENSIVE bot only
; ================================================================================================
; ================================================================================================

; 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)
MaxTargettingDistance=16

; Used to pull mobs back to a safe spot.  Right now, the safe spot is defined as your starting loc when you
; start the script.  The way it works is the bot will find a mob to fight, go after it, do your InitialCombatSequence
; first item only, turn and run back to safe spot and fight. 
; If you turn this option on and the InitialCombatSequence isn’t set, it will ignore the option as you have no set pulling mechanism. 
; Good in tough areas where you don't want to dig
; youself in too deep fighting.
; If RandomRunMode below is set to SAMESPOT, this is ignored
PullToSafeSpot=TRUE

; How many kills (it takes +/- 20 %) before we pause for a few mins to look like a real person taking a break?
; Default of 25 is a good number, but up to you!
; Not used for BUFFBOT
PauseAfterThisManyKills=25

; If set to True, randomly after each kill (1 in 3 shot) does some random turn/movement to make it look like
; a person playing... use to help "fool" real people if you are in a populated area scripting
DoLookAlive=FALSE

; If set to TRUE, then well try target monsters via using mouse clicks...
; If set to FALSE, just use Target Closets Monster and then move and try again
; Not used for BUFFBOT
UseMouseScreenTarget=FALSE
; Either WIDE, NARROW, ONCENTER
; If UseMouseScreentarget is set, then do you do a wide mouse sweep or
; narrow - depends on how large the area is you are targetting to fight
; Created when RandomRunMode is SAMESPOT to make camping area easier - not as useful in EQ2
; New option is ONCENTER, which will center on a monster close by and do a single line bottom to top mouse click
; to try to target the monster
; Not used for BUFFBOT
MouseTargetRange=ONCENTER

; RandomRunMode: SAMESPOT, RANDOMSQUARE, RANDOMPOINTS, CLOSESTSCON
; If SAMESPOT, just fight in the same place - good for camps
; RANDOMSQUARE is really just a test mode, so don't use it :-)
; If RANDOMPOINTS, then it will just choose a random points in a circle radius defined below
; If CLOSESTSCON, then it will go towards the closests monster if you have it set to fight them
; Not used for BUFFBOT
RandomRunMode=SAMESPOT

; *** Big chagne from all version before v2.6 ***
; Set in LOC POINTS now - was the only thing in seconds with distance, so made it consistent with everything
; When RandomRunMode=RANDOMPOINTS or CLOSESTCON, this sets the maximum radius you want to run around
; Imagine a circle drawn around you with the radius how far you can run, that is your
; hunting ground.  When monsters are spread out, I set this to a high number (maybe 60).  When things are
; packed in tight, or there or tougher cons that I don't want to engage, I set it lower (10-15) so my hunting
; circle stays tight.
; When RandomRunMode=RANDOMSQUARE, this sets the size of the square (not used much) - this is a test mode anyway
; Other modes it is just ignored
; Not used for BUFFBOT
RandomRunRange=15

; Number of SECONDS used as a BASE number for when you stop at each CHECKPOINT (no matter the mode) and
; look for a con using the target closet key.  If you don't set it or set it to zero, it will do 2-8 seconds
; at each location.  If you set it to 1, it will do 1. If you set it to > 1, then it will do the number +- 50%
; Not used for BUFFBOT
LookForMonsterTime=5

; If, for some reason, you NEVER want to loot anything, set this to TRUE
; Most people will set it to FALSE as you want to loot!
; Not used for BUFFBOT
NeverLoot=TRUE

; When you reach your loot weight limit (ie. you are being encumbered) stop looting if set to TRUE.
; If set to FALSE, will loot until all slots are full and stacks are full... and you might not be able to move!
; Not used for BUFFBOT
StopLootingWhenFull=FALSE

; Loot X,Y - since you have to click the loot button... where is the button?  How do you find this? 
; Simple: Kill something until you can loot it, bring the loot window up. 
; Now run the built in GetPixelColorDemo.vbs that came with XU, and it will show X, Y coords of the mouse. 
; Go to them middle of the button, write down the X, Y coords and put them in here.
LootX=544
LootY=544

; 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
UsingModifiedLootUI=TRUE

; 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
NonAttackableObjects=a Bit of Flotsam

[FightMonsters]
; ====================================================
; = Color Con Monsters to Fight & Herioc ops =========
; ====================================================
; Do we Fight this con?
FightGray=FALSE
; What level of Heroics  do we fight
; 0 mean only fight normals or below
; 1 means fight single ups (^) or below
; 2 means fight double ups (^^) or below
; 3 means fight it all!
; Of course it is ignored if the FightCOLOR is set to FALSE
FightGrayLevel=3

FightGreen=TRUE
FightGreenLevel=3

FightBlue=TRUE
FightBlueLevel=2

FightWhite=TRUE
FightWhiteLevel=1

FightYellow=TRUE
FightYellowLevel=1

FightOrange=TRUE
FightOrangeLevel=1

FightRed=TRUE
FightRedLevel=1


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Posted: August 7th, 2005, 3:07 pm
 
richyrich
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The INI looks fine, something odd is going on.

I'm going to need to see a full log file to see what is going on. You can either PM it to me or email to richyrich@toadmail.com

Only from that can I see what the logic "thinks" it is waiting for.

Rich


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Posted: August 7th, 2005, 3:35 pm
 
maxx2310
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slight overlook not sure yet though cant log in as the servers are down

BeforeCombatSequence1STR=qb1,pull2,3,0s,888s

8/7/2005 6:32:43 PM: TimerCheck(Cast Timer) Timer: 1.0 CurTimer: 57.7 TimerUp=True
8/7/2005 6:32:43 PM: TimerCheck(Action Recast Timer: pull2) Timer: 888.0 CurTimer: 193.8 TimerUp=False

sorry to bother ya!:)

hopefully that is the problem


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Posted: August 7th, 2005, 4:25 pm
 
nammit
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Thanks Richyrich

Great job on 2.6 cant wait for 2.7


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Posted: August 7th, 2005, 4:29 pm
 
richyrich
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maxx2310 wrote:
slight overlook not sure yet though cant log in as the servers are down

BeforeCombatSequence1STR=qb1,pull2,3,0s,888s

8/7/2005 6:32:43 PM: TimerCheck(Cast Timer) Timer: 1.0 CurTimer: 57.7 TimerUp=True
8/7/2005 6:32:43 PM: TimerCheck(Action Recast Timer: pull2) Timer: 888.0 CurTimer: 193.8 TimerUp=False

sorry to bother ya!:)

hopefully that is the problem


Yeah, now I see it :-) The timer would sit and wait 888s from last cast before it would do it again... good catch - hopefully the log showed you where it was waiting...

Rich


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Posted: August 11th, 2005, 10:29 pm
 
plasticphork
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I don't know whats going on here but this is what my log says from eq2_megabot

8/12/2005 1:56:17 AM:
8/12/2005 1:56:17 AM:
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: LOG File Opened: C:\Documents and Settings\mat\Desktop\XU\scripts\EQ2_MEGABOT_LOG2.log
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Script Starting!
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Script Version: 2.6
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Starting EQ2Service

I start it and nothing happens. When its going through the process of loading everything it says EQ2services not loaded. Can someone please help me


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Posted: August 12th, 2005, 4:17 am
 
loraik
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Did you remove the Delete Me line out of the script?

Loraik


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Posted: August 12th, 2005, 5:01 am
 
richyrich
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plasticphork wrote:
I don't know whats going on here but this is what my log says from eq2_megabot

8/12/2005 1:56:17 AM:
8/12/2005 1:56:17 AM:
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: LOG File Opened: C:\Documents and Settings\mat\Desktop\XU\scripts\EQ2_MEGABOT_LOG2.log
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: StartTimer(locTimer) SET: 1.0 seconds
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Script Starting!
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Script Version: 2.6
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *************************************
8/12/2005 1:56:17 AM: *** Starting EQ2Service

I start it and nothing happens. When its going through the process of loading everything it says EQ2services not loaded. Can someone please help me


Since it seems to be locking up on starting the EQ2Service, my first question is EQ2Services from WyvernX loaded and fully tested?

To test it, try to run one of the .vbs files that comes with it, such as the MouseDemo.vbs, which should move your mouse around on the screen. If these simple scripts don't run, you have to get EQ2Service working first.

Rich


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Posted: August 12th, 2005, 8:18 am
 
tault_ebrias
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I have a question on this bot. As far as i got it, you can run it as a buff-/healbot. For example you are playing a tank and the program will control the healer.

But whats about going on afk hunt with two accounts. Lets say you have an enchanter and an assassin. Is there any way to get the two chars fighting through the mobs while being afk?


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Posted: August 12th, 2005, 12:53 pm
 
richyrich
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Tault_ebrias wrote:
I have a question on this bot. As far as i got it, you can run it as a buff-/healbot. For example you are playing a tank and the program will control the healer.

But whats about going on afk hunt with two accounts. Lets say you have an enchanter and an assassin. Is there any way to get the two chars fighting through the mobs while being afk?


Yes there is! I run it in 2 bot mode all the time, keeps them both alive for much longer. Just set one up for OFFENSIVE and set the HealPartner to the BUFFBOT. Set the other one up as BUFFBOT and set the FightPartner up as the OFFENSIVE. Make sure they are grouped before starting the scripts, find a good spot and the offensive bot will take the lead with the buffbot following and refinding them if they get lost. Very efficient and pretty cool to watch.

Tell me how it work for you!

Rich


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Posted: August 12th, 2005, 12:59 pm
 
richyrich
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Actually, no reason to even use HealPartner as it is a hold over from DAOC. Just set FightPartner on both bots to the other bot and you will be set.

I have now removed HealPartner in 2.7!

Rich


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