sinshar wrote:MyVGBot Project i am hoping to have my first release soon. There are still a few errors. i must track down and just need the time and right debug info to catch. But currently i have Done almosyt 200+ hours of scripting time into my project. code, try, code, try, run etc.etc. here are a list of files i have and whats in them. if you cna think of anything i'm missing or should try to add let me know.. Currentlyit works with cleric and Dreadknight I have it 90% done i think for the rest of the classes, since its really just a simply change in the combat routines. and Hotkey setup.
VGSKills Object -- contains all my casting and performing skill/spells code.
-- Maintains when each skill was cast last.
-- Wraps all the casting/skill code into one easy
-- one call to PerformSkill(SkillName) is all it takes it handles the rest
VGCombat -- Currently handles all the combat routines. I have opening moves, Standard combat loop, and finishing loop
MyDebugHud -- A Hud built around Mississippi's HUD object.
-- Shows Number of kills
-- Shows time it took to kill last mob
-- Shows the Current status of the script
-- Showsthe hunting ground your fighting in
-- has Defualt debugging info, and Time the script has been running
MyVGBot -- has modified Version of WyvernX's Routines
-- has my program flow control.
-- all the standard Functions and helper routines to assist in combat and such.
-- has a few routines to handle special situations like Multiple adds, No targets, etc.etc.
To come -- Switch back to an array based targeting system.
-- add a mob list hud
-- Improve on my hostile area code (Some issues with corpses and more then one of them around you)
-- FInd the last couple bugs that get me killed ( Mostly with corpses and multiple adds )
-- Stream line the code and clean it up for 1st realease..
Thats all i can think of right now, but then i just got up. It isn't 100% effective unattended,
Damn, by writing this out i just figured out how to solve my Multiple add's and therecorpse s issue.
I love the idea of the VGSkills object. My only question is, does VG see calls to the buttonpress castspell and command line text commands to cast spells differently? IE... if you press the button to use the skill, is it calling a separate function than using the /castspell "spellname" macro's. I Know in DAOC they were able to catch some botters just by logging the command line calls.