EQ2MegaBot’ v2.4 Released - Buff Bot AND HUNTER BOT!
Posted: April 30th, 2005, 4:36 am
v2.4 04/30/05 is Finally RELEASED - Find in Download area of EQ2
Yes, those of you who have been waiting for the Hunter Bot, it is finally here - but please read the details below.
1. New INI Variables Added
a. LootX, LootY (Numeric)
i. 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
b. PerMobCombatSequenceSTR
i. Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the InitialCombat 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:
1. QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
2. Removed the INI Variable: WaitUntilHit. It was a hold over from the DAOC days when I had to have a RangeAttack() and DoMelee() as you had to pull then hand to hand with different styles… not needed it’s gone!
3. Removed the INI WaitTimeForHeal as the buffbot will heal the offensive bot automatically now when needed, so no reason to ask for it anymore.
4. For all those waiting patiently, the HUNTER BOT v1.0 is now here! It is not what I would call full featured, but it works fairly well. A lot of little things to overcome still, but I’m sure I’ll get a lot of good feedback from everyone. Since this is the first released version, and the complexities of making a good, full features hunter bot are pretty in depth, please don’t get frustrated with the bot My suggestion is to NEVER leave it running by itself for long in this version. The goal of this release is to get a first version out to everyone to test and give feedback on what works and what doesn’t. Please don’t just send me back saying doesn’t work right, recreate what it was doing and give me as much DETAIL as possible. Will need your INI file and log file if it’s something I need to check into. With DAOC, after the first version, it got much cleaner with everyone’s feedback, so let’s do the same things here.
5. For setup of the HUNTERBOT, I would leave most of the INI variables alone as they are pretty much set they way you want them.
a. You need to set CharRole=OFFSENSIVE
b. Set StopFightingPowerSTR=0
i. For Offensive Bots, set to 0, you want to fight until you are out of power, right?
c. Go to the bottom of the INI and set what you want to fight. I would start with Green & Blues.
d. Play with RandomRunRange=10. This is the radius, in seconds running, of how far you want to roam to find things. It isn’t perfect as a con may pull you further at times, but eventually you will go back to near your starting point. Keeps you from wandering too far away. A smaller numbers keeps you close by of course. A big number and you will wander far.
6. I’ve made a lot of comments about how useful a hunter bot in EQ2 is going to be as a solo (or not useful). I tried to solo my character using this and got killed a few times. It wasn’t that the bot wasn’t working, it is just that you pull things that are groups that are too tough and you get killed. I paired my hunter bot up with my healer buff bot and had a killer combo. Went through 1.5 levels pretty easily. Hardest part again was finding a good place to hunt. Best place is where very few things are agro, but that is hard to find in EQ2. Please post places if you find them. For those characters who can solo as tanks, this might be the most useful. For all others, I would suggest doing it with a buff bot (ie. 2 computers, running XU) – it is a great combo.
7. Things it does pretty good right now
a. It will find next mob using what you asked it to fight, if it’s too far away, will run closer, and then to InitialCombat.
b. It handles multiples just fine, switching to the next one, does PerMob each time as it should
c. Handles a pet as long as you put for the Pet to attack as a key during the PerMob. If not, the pet will start attack if you have it set to defend you.
d. It will go into Recover() each time a fight is over (all multiple mobs dead) and get Power/health back per your INI settings and try to loot.
e. Randomly it will run back near your start point to make sure you don’t wander too far
f. Rinse – repeat – works.
g. Other things work just like in BuffBot mode. It will fight back it affacked at anytime. It will keep your Buffs up that you setup.
8. The following are some of the main things I need to overcome in the HUNTER bot, so anyone with suggestions, please chime in:
a. It current loots, but looting is a tough thing in EQ2 as it is very visual based. While there are loot commands in EQ2, they don’t seem to do anything. Right now, when you are done a fight, the bot will try to use the GetSTR (which should be set to Trigger Default Action) in a box pattern around where your char should be if zoomed out. This will cause the loot box to pop up if something is lootable, then using the new LootX/Y INI variables, it will click the button. It works… most the time. If you fight multiples, then you might not loot some as they are off to the side. If it dies too far away, no loot. Sometimes the loot box isn’t where it was the last time, and that is pain, nothing I can do about that. So the final word is, it will loot 80% of the time. Any suggestions on this, please send em on.
b. Still working on more intelligent logic for when you get stuck on things.
c. Still working on more intelligent logic for when you can’t see things.
d. I need everyone’s help is determining if my CON COLORS are right. I used the stuff the people posted to WyvernX to get the con colors in the radar setup properly, but if you find you set it to attack Green and Blues and you are going after Whites/Yellows, please send me your INI file as I need to see your level and what level the con was to make sure my code is right. Here is the code right now – what this mean is if you are level 25, then a Blue is 1-2 levels lower than you, a Green is 3-5 levels lower than you, white is even as always, Yellow is 1-3 level greater than you, Orange is 4-5 levels greater than you. Each level has a split somewhere, and this is what was posted, so I use it and it seems to work.
if (CharLevel >= 41) then
MinGreen=4
MinBlue=3
MaxYellow=4
MaxOrange=6
CharLevelRange = 5
else
if (CharLevel >= 31) then
MinGreen=5
MinBlue=2
MaxYellow=3
MaxOrange=5
CharLevelRange = 4
else
if (CharLevel >= 21) then
MinGreen=4
MinBlue=2
MaxYellow=3
MaxOrange=4
CharLevelRange = 3
else
if (CharLevel >= 11) then
MinGreen=4
MinBlue=2
MaxYellow=2
MaxOrange=4
CharLevelRange = 2
else
' JUST Placeholders - need to verify these
MinGreen=4
MinBlue=2
MaxYellow=2
MaxOrange=4
CharLevelRange = 1
end if
end if
end if
end if
e. Have fun with it! Give feedback! Thanks!
Yes, those of you who have been waiting for the Hunter Bot, it is finally here - but please read the details below.
1. New INI Variables Added
a. LootX, LootY (Numeric)
i. 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
b. PerMobCombatSequenceSTR
i. Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the InitialCombat 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:
1. QUICKBAR,Name,KEY,CastTime,ReCastTime,Name,KEY,CastTime,RecastTime,...
2. Removed the INI Variable: WaitUntilHit. It was a hold over from the DAOC days when I had to have a RangeAttack() and DoMelee() as you had to pull then hand to hand with different styles… not needed it’s gone!
3. Removed the INI WaitTimeForHeal as the buffbot will heal the offensive bot automatically now when needed, so no reason to ask for it anymore.
4. For all those waiting patiently, the HUNTER BOT v1.0 is now here! It is not what I would call full featured, but it works fairly well. A lot of little things to overcome still, but I’m sure I’ll get a lot of good feedback from everyone. Since this is the first released version, and the complexities of making a good, full features hunter bot are pretty in depth, please don’t get frustrated with the bot My suggestion is to NEVER leave it running by itself for long in this version. The goal of this release is to get a first version out to everyone to test and give feedback on what works and what doesn’t. Please don’t just send me back saying doesn’t work right, recreate what it was doing and give me as much DETAIL as possible. Will need your INI file and log file if it’s something I need to check into. With DAOC, after the first version, it got much cleaner with everyone’s feedback, so let’s do the same things here.
5. For setup of the HUNTERBOT, I would leave most of the INI variables alone as they are pretty much set they way you want them.
a. You need to set CharRole=OFFSENSIVE
b. Set StopFightingPowerSTR=0
i. For Offensive Bots, set to 0, you want to fight until you are out of power, right?
c. Go to the bottom of the INI and set what you want to fight. I would start with Green & Blues.
d. Play with RandomRunRange=10. This is the radius, in seconds running, of how far you want to roam to find things. It isn’t perfect as a con may pull you further at times, but eventually you will go back to near your starting point. Keeps you from wandering too far away. A smaller numbers keeps you close by of course. A big number and you will wander far.
6. I’ve made a lot of comments about how useful a hunter bot in EQ2 is going to be as a solo (or not useful). I tried to solo my character using this and got killed a few times. It wasn’t that the bot wasn’t working, it is just that you pull things that are groups that are too tough and you get killed. I paired my hunter bot up with my healer buff bot and had a killer combo. Went through 1.5 levels pretty easily. Hardest part again was finding a good place to hunt. Best place is where very few things are agro, but that is hard to find in EQ2. Please post places if you find them. For those characters who can solo as tanks, this might be the most useful. For all others, I would suggest doing it with a buff bot (ie. 2 computers, running XU) – it is a great combo.
7. Things it does pretty good right now
a. It will find next mob using what you asked it to fight, if it’s too far away, will run closer, and then to InitialCombat.
b. It handles multiples just fine, switching to the next one, does PerMob each time as it should
c. Handles a pet as long as you put for the Pet to attack as a key during the PerMob. If not, the pet will start attack if you have it set to defend you.
d. It will go into Recover() each time a fight is over (all multiple mobs dead) and get Power/health back per your INI settings and try to loot.
e. Randomly it will run back near your start point to make sure you don’t wander too far
f. Rinse – repeat – works.
g. Other things work just like in BuffBot mode. It will fight back it affacked at anytime. It will keep your Buffs up that you setup.
8. The following are some of the main things I need to overcome in the HUNTER bot, so anyone with suggestions, please chime in:
a. It current loots, but looting is a tough thing in EQ2 as it is very visual based. While there are loot commands in EQ2, they don’t seem to do anything. Right now, when you are done a fight, the bot will try to use the GetSTR (which should be set to Trigger Default Action) in a box pattern around where your char should be if zoomed out. This will cause the loot box to pop up if something is lootable, then using the new LootX/Y INI variables, it will click the button. It works… most the time. If you fight multiples, then you might not loot some as they are off to the side. If it dies too far away, no loot. Sometimes the loot box isn’t where it was the last time, and that is pain, nothing I can do about that. So the final word is, it will loot 80% of the time. Any suggestions on this, please send em on.
b. Still working on more intelligent logic for when you get stuck on things.
c. Still working on more intelligent logic for when you can’t see things.
d. I need everyone’s help is determining if my CON COLORS are right. I used the stuff the people posted to WyvernX to get the con colors in the radar setup properly, but if you find you set it to attack Green and Blues and you are going after Whites/Yellows, please send me your INI file as I need to see your level and what level the con was to make sure my code is right. Here is the code right now – what this mean is if you are level 25, then a Blue is 1-2 levels lower than you, a Green is 3-5 levels lower than you, white is even as always, Yellow is 1-3 level greater than you, Orange is 4-5 levels greater than you. Each level has a split somewhere, and this is what was posted, so I use it and it seems to work.
if (CharLevel >= 41) then
MinGreen=4
MinBlue=3
MaxYellow=4
MaxOrange=6
CharLevelRange = 5
else
if (CharLevel >= 31) then
MinGreen=5
MinBlue=2
MaxYellow=3
MaxOrange=5
CharLevelRange = 4
else
if (CharLevel >= 21) then
MinGreen=4
MinBlue=2
MaxYellow=3
MaxOrange=4
CharLevelRange = 3
else
if (CharLevel >= 11) then
MinGreen=4
MinBlue=2
MaxYellow=2
MaxOrange=4
CharLevelRange = 2
else
' JUST Placeholders - need to verify these
MinGreen=4
MinBlue=2
MaxYellow=2
MaxOrange=4
CharLevelRange = 1
end if
end if
end if
end if
e. Have fun with it! Give feedback! Thanks!