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VSOH - Advanced Crafting Bot v1.1 : VGExtreme Programs

Posted: April 11th, 2008
mormodra
I just wanted to put in a note that in Vista x64 I am still unable to use the bot in x64. I dont turn in circles like i used to when i used it, but now I have the issue that it just wont type in the program so I am unable to automatically get workorders or buy supplies... Hopefully someone can look into this, im not sure if it a problem with this script or the VGextreme itself. Other than that the bot still works like a dream on my old system that is xp.
Posted: April 13th, 2008
Total Posts:77 Joined:2007
valmir wrote: Oh by the way, any news on your next release, still hoping that it has the option to repair gear after 5 turn ins on crafting isles and the obvious fix to the cancel check while crafting (although my ghetto fix works fine for now).
Go into the AdvancedCraftingBot1.0.vbs script near the end , and find the following lines:

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        intMatch = InStr(chatLines(i), "You do not have enough action points")
        if (intMatch > 0) AND (Crafting_State = 3) then
                                    if debugState then debugLog "Match insufficient AP " end if
            pressHotkey(idFinish(2))        'will try 0 point finisher if error is from a comp on step 4
            DoSleep(2500)
            Mouse.LMouseClick CC_X, CC_Y, 1, 1
Replace this line:
Mouse.LMouseClick CC_X, CC_Y, 1, 1

With this:
VGSendCommand "/refinecancel"

It should look like this:

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        intMatch = InStr(chatLines(i), "You do not have enough action points")
        if (intMatch > 0) AND (Crafting_State = 3) then
                                    if debugState then debugLog "Match insufficient AP " end if
            pressHotkey(idFinish(2))        'will try 0 point finisher if error is from a comp on step 4
            DoSleep(2500)
            VGSendCommand "/refinecancel"
That will fix the problem with canceling recipies. As for the repair function, I added it to my bot a while ago. However, because it requires some Constants to be added to acbuserdata along with the code itself, I will let beergeek take care of that on his next release.

BTW. Great work on 1.0 beergeek. The ability to ignore WO types is nice.


Last edited by mythicskunk on April 14th, 2008, 7:26 pm, edited 2 times in total.
Posted: April 14th, 2008
Total Posts:55 Joined:2005
Guys, I thought I would link this here to get the most attention / traffic, please look at this link and show your support :mrgreen:

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Posted: April 15th, 2008
Total Posts:55 Joined:2005
Can anyone confirm that the patch today (April 15th) did something to the offsets again? for some reason post server down my complications are not reading correct and so clicking in the wrong places as though its saying I only have 1 or 2 remedies.

If not I will send you the usual requested data beergeek, just thought I would ask to see if anyone else has this issue first.
Posted: April 15th, 2008
beergeek
valmir wrote:Can anyone confirm that the patch today (April 15th) did something to the offsets again? for some reason post server down my complications are not reading correct and so clicking in the wrong places as though its saying I only have 1 or 2 remedies.

If not I will send you the usual requested data beergeek, just thought I would ask to see if anyone else has this issue first.
My offsets are broken, which provide skill and level to the bot. The skill ones determine how many comp remedies you have, which is why it's clicking in the wrong place. The vgextreme offsets are fine... I'm not sure what wyvernx does differently that makes them more robust, unless he found the code that assigns the base address(es) itself. I'll get to them as soon as I get a chance.

Also, the next release (yeah, soon(tm)), I put a new section at the bottom of acbuserdata so you can override broken offsets in future patches. It will prohibit autobalancing of skills, but if you're already 50 and no longer leveling, it won't matter.

Lastly, thank you for the kind words in the post you linked above :)
Posted: April 16th, 2008
Total Posts:55 Joined:2005
ok ty beergeek, I thought it would have been a broken offset from either you or wyvernx.

My only concern is its been 24hrs and still no hotfix from you, no slacking allowed !! lol jk matey.

Irronically I was using my smith lastnight to make some more runes with no problems to speak of as such, just hitting the wrong complication, it is my tailor where its totally messed up, oh well got to love their coding haha.
Also, the next release (yeah, soon(tm))
I will be waiting for it (tm) lol

Keep up the good work and np about the nomination, you deserve it.
Posted: April 16th, 2008
beergeek
valmir wrote:ok ty beergeek, I thought it would have been a broken offset from either you or wyvernx.

My only concern is its been 24hrs and still no hotfix from you, no slacking allowed !! lol jk matey.
Offsets fixed, patch file linked in OP.

I know you were kidding with the slacking comment, but i've actually been working on several things. In addition to the diplo bot I started and the continuous work on the craft bot, I've been seriously delving into the UltraBot, which for Vanguard was broken on release. It was excellent for EQ2 and I'd like to see it working in VG. You know what they say... if you want to get a job done, gotta do it yourself. Daunting task, however. Not only is it not my code, but it's about 17,000 lines long (as a comparison, the craft bot is a little over 3000 lines)
Posted: April 17th, 2008
Total Posts:55 Joined:2005
Beergeek wrote:I know you were kidding with the slacking comment, but i've actually been working on several things. In addition to the diplo bot I started and the continuous work on the craft bot, I've been seriously delving into the UltraBot, which for Vanguard was broken on release. It was excellent for EQ2 and I'd like to see it working in VG. You know what they say... if you want to get a job done, gotta do it yourself. Daunting task, however. Not only is it not my code, but it's about 17,000 lines long (as a comparison, the craft bot is a little over 3000 lines)
Ouch thats a monster task, keep up the good work there as I had noticed that you were posting on the thread. Not really sure what it does and or does not do but if you get bored I have an idea for a very simple script I used to use in eq1 for boxing.

In short I would have a cleric parked close and just send it a tell with a key word /tell <insert> Heal and it would cast a heal on me, any chance you can put something like that together?

The main topics were obviously heals, hots, buffs etc.
Posted: April 17th, 2008
rmyers70
officers wrote:hmm...okay...so i got the setup figured out or so i thought...

However, when I got the waypoints entered, and pasted them to the acbinit, it comes back with a type mismatch pointing at the first waypoint array.

If this helps in debugging it...i used format 5 of your WP creator, 3 waypoints to get from A to B...

Dim WPrefTabToRefTM(0,2)
WPumToFinTab(0,0) = 32643: WPumToFinTab(0,1) = -45741: WPumToFinTab(0,2) = 0
WPumToFinTab(1,0) = 32662: WPumToFinTab(1,1) = -46341: WPumToFinTab(1,2) = 0
WPumToFinTab(2,0) = 33067: WPumToFinTab(2,1) = -48712: WPumToFinTab(2,2) = 0

any idea where i went wrong?
I quoted this cause it is in referance to, what I think is the same problum, just didn't understand the solution. When I run my script, it instantly comes back with a
Error: Line:235, Char: 0 :: Subscript out of range: '[number: 1]'
and this is the area it comes to when it ends
'Waypoints from refining table to refining taskmaster
Dim WPrefTabToRefTM(0,2)
WPrefTabToRefTM(0,0) = 9442: WPrefTabToRefTM(0,1) = 47388: WPrefTabToRefTM(0,2) = 0
WPrefTabToRefTM(1,0) = 9305: WPrefTabToRefTM(1,1) = 47590: WPrefTabToRefTM(1,2) = 0
'Waypoints from finishing table to finishing taskmaster
Dim WPfinTabToFinTm(0,2)
WPfinTabToFinTm(0,0) = 9313: WPfinTabToFinTm(0,1) = 47090: WPfinTabToFinTm(0,2) = 0
WPfinTabToFinTm(1,0) = 7702: WPfinTabToFinTm(1,1) = 46747: WPfinTabToFinTm(1,2) = 0

'Waypoints from finishing taskmaster to refining taskmaster
Dim WPfinTMtoRefTM(0,2)
WPfinTMtoRefTM(0,0) = 7702: WPfinTMtoRefTM(0,1) = 46747: WPfinTMtoRefTM(0,2) = 0
WPfinTMtoRefTM(1,0) = 9118: WPfinTMtoRefTM(1,1) = 47671: WPfinTMtoRefTM(1,2) = 0

'Waypoints from refining taskmaster to finishing taskmaster
Dim WPrefTMToFinTM(0,2)
WPrefTMToFinTM(0,0) = 9118: WPrefTMToFinTM(0,1) = 47671: WPrefTMToFinTM(0,2) = 0
WPrefTMToFinTM(1,0) = 7625: WPrefTMToFinTM(1,1) = 46699: WPrefTMToFinTM(1,2) = 0

'Waypoints from refining taskmaster to crafting utility merchant - only necessary if buyUtilities = True
Dim WPrefTmToUM(0,2)
'Elionia isle
WPrefTmToUM(0,0) = 9082: WPrefTmToUM(0,1) = 47770: WPrefTmToUM(0,2) = 0
WPrefTmToUM(1,0) = 7950: WPrefTmToUM(1,1) = 48152: WPrefTmToUM(1,2) = 0
if you can give me referance to how to fix it, such as showing a exsample of the proper lines. I'm a hardware guy, not software. It's all greek to me when I read half this stuff.
BTW, going to attach my userdata file just incase. It is set up on Traboh Island, the easiest place I could find to set up a script.

Thanks in advanced,
RM


Attachments:
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User Data File for Traboh Island.
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Posted: April 17th, 2008
beergeek
rmyers70 wrote:I quoted this cause it is in referance to, what I think is the same problum, just didn't understand the solution. When I run my script, it instantly comes back with a
Error: Line:235, Char: 0 :: Subscript out of range: '[number: 1]'
and this is the area it comes to when it ends
'Waypoints from refining table to refining taskmaster
Dim WPrefTabToRefTM(0,2)
WPrefTabToRefTM(0,0) = 9442: WPrefTabToRefTM(0,1) = 47388: WPrefTabToRefTM(0,2) = 0
WPrefTabToRefTM(1,0) = 9305: WPrefTabToRefTM(1,1) = 47590: WPrefTabToRefTM(1,2) = 0
'Waypoints from finishing table to finishing taskmaster
Dim WPfinTabToFinTm(0,2)
WPfinTabToFinTm(0,0) = 9313: WPfinTabToFinTm(0,1) = 47090: WPfinTabToFinTm(0,2) = 0
WPfinTabToFinTm(1,0) = 7702: WPfinTabToFinTm(1,1) = 46747: WPfinTabToFinTm(1,2) = 0

'Waypoints from finishing taskmaster to refining taskmaster
Dim WPfinTMtoRefTM(0,2)
WPfinTMtoRefTM(0,0) = 7702: WPfinTMtoRefTM(0,1) = 46747: WPfinTMtoRefTM(0,2) = 0
WPfinTMtoRefTM(1,0) = 9118: WPfinTMtoRefTM(1,1) = 47671: WPfinTMtoRefTM(1,2) = 0

'Waypoints from refining taskmaster to finishing taskmaster
Dim WPrefTMToFinTM(0,2)
WPrefTMToFinTM(0,0) = 9118: WPrefTMToFinTM(0,1) = 47671: WPrefTMToFinTM(0,2) = 0
WPrefTMToFinTM(1,0) = 7625: WPrefTMToFinTM(1,1) = 46699: WPrefTMToFinTM(1,2) = 0

'Waypoints from refining taskmaster to crafting utility merchant - only necessary if buyUtilities = True
Dim WPrefTmToUM(0,2)
'Elionia isle
WPrefTmToUM(0,0) = 9082: WPrefTmToUM(0,1) = 47770: WPrefTmToUM(0,2) = 0
WPrefTmToUM(1,0) = 7950: WPrefTmToUM(1,1) = 48152: WPrefTmToUM(1,2) = 0
if you can give me referance to how to fix it, such as showing a exsample of the proper lines. I'm a hardware guy, not software. It's all greek to me when I read half this stuff.
BTW, going to attach my userdata file just incase. It is set up on Traboh Island, the easiest place I could find to set up a script.

Thanks in advanced,
RM
Easy. You actually quoted the exact problem from another. First, though, I'd recommend you edit your post and remove chunk names. You can PM that stuff to me, but no need to advertise where you're botting :)

For the problem: Notice that before each of the elements of the waypoint array (like WPrefTabToTM), there is a Dim statement preceding that section. That DIM statemetn must contain the exact dimensions, or size, of the array. The second number in the parenthesis will always be 2, but the first one will vary depending on the number of waypoints you have. So, in your example, you have:

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Dim WPrefTabToRefTM(0,2)
WPrefTabToRefTM(0,0) = 9442: WPrefTabToRefTM(0,1) = 47388: WPrefTabToRefTM(0,2) = 0
[b]WPrefTabToRefTM(1,0) = 9305: WPrefTabToRefTM(1,1) = 47590: WPrefTabToRefTM(1,2) = 0
The first line is the DIM statement, and the second and third lines are one waypoint each (x coordinate, y coordinate and a special code for the navigation routine). In the first waypoint, the first number in parenthesis is 0 because it's the first element with a zero-based index (i.e., counting starts from zero, not one). In the second waypoint, you see the first number in parenthesis is 1. Additional waypoints follow that same pattern counting up.

All you have to do is copy the first number in parenthesis from the last waypoint into the DIM statement. So, the above example should read:

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Dim WPrefTabToRefTM(1,2)
WPrefTabToRefTM(0,0) = 9442: WPrefTabToRefTM(0,1) = 47388: WPrefTabToRefTM(0,2) = 0
[b]WPrefTabToRefTM(1,0) = 9305: WPrefTabToRefTM(1,1) = 47590: WPrefTabToRefTM(1,2) = 0
I also had this in the troubleshooting section of the OP, but figured I'd elaborate more for the less technical :)
Posted: April 17th, 2008
beergeek
valmir wrote:Ouch thats a monster task, keep up the good work there as I had noticed that you were posting on the thread. Not really sure what it does and or does not do but if you get bored I have an idea for a very simple script I used to use in eq1 for boxing.

In short I would have a cleric parked close and just send it a tell with a key word /tell <insert> Heal and it would cast a heal on me, any chance you can put something like that together?

The main topics were obviously heals, hots, buffs etc.
That's one of the functions of the UltraBot, but it's far more sophisticated and will do much more (when it works). It can do the following (not a complete list):

- act as a simple buffbot that will follow you and respond to commands
- act as a buffbot that will actively watch healthbars in the group, heal when necessary and buff when necessary
- assist you in killing mobs, with programmable settings to stop casting offensive spells if mana is getting low and it's primary task is to heal
- use pets
- act as a hunter bot to hunt on its own complete with waypoint navigation
- allow multiple bots to work together (such as one hunter bot and one to five follower buffbots that respond to commands automatically given by the hunter)
- harvest (although no attempts have been made to convert these functions to VG)
- allow multiple leaders who can issue commands
- prioritizes actions (like heals before nukes)
- ultrabot not specific to certain classes

Problem is the UltraBot was written for EQ2, where it's fully supported by the author. The vanguard port was done somewhat quickly and no substantive changes were made to accomodate VG's different game mechanics. Also, slam666's heavy use of classes, RegExp and event-driven logic tell me he's an expert programmer where I am merely a self-taught amateur. Working on it is daunting because not only do I have to read code that I did not write, but I have to learn along the way to understand the more advanced structures used.

If it can get running, though, it will be the last word in VG adventuring bots.
Posted: April 17th, 2008
Total Posts:55 Joined:2005
Very nice... as always you know you have my full support in what you do and if anyone in our community can (VG) you can do this. I hope that it all gets up and running at some point but at the same time I understand that there will be a learning curve for you... if you get it up and running Im sure you will find your way onto the staff lol.
Posted: April 29th, 2008
beergeek
New version release in original post. Unless some serious bugs crop up, this will likely be the last update until version 2.0 release. Crafting functionality is pretty much done here. V2 will mostly be user-friendliness and convenience.
Posted: April 30th, 2008
Total Posts:55 Joined:2005
Very nice changes, downloading it now to give it a quick try.

Thank you Beergeek for all you continue to do for our community.
Posted: April 30th, 2008
Total Posts:55 Joined:2005
Found a really odd thing that I had happen with the new version...

when it buys utills it repairs a dream then right after /haggle it comes into an error with the acbincludes where it does the sub about the inventory, the error is where you have:

clearbuffer
(sleep 1000)

I checked the last version and it was the same as the new, so rebooted my machine, reinstalled the new version etc and the same thing over and over. After a debug on 9 I noticed everything was opperating fine and for obvious reasons it left no data relating to the issue. I just commented out the clearbuffer ( for anyone else who does this and is not sure what I mean by comment out its when you turn it green by using ' ) and it works as intended again, will leave it running to see if that causes any issues.

Other than that it seems to be a nice update but only testing it on a baby carpenter atm so not sure about the high end functions as of yet, will test it out with some more bricks and runes later this week.
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