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V2.8 – 10/30/05
** DISCUSSION GROUP **
1) New INI Variables Added
a) Changed how the COLOR Levels in the [FightMonsters] section work
i) What level of Heroics do we fight
ii) 1 mean only fight normals or below (^ and below)
iii) 2 means fight (^^) ups or below
iv) 3 means fight (^^^) ups or below
v) 4 means fight it all!
vi) Of course it is ignored if the FightCOLOR is set to FALSE
b) GroupPercentPower (Integer 0-100)
i) How much % power your entire GROUP needs to have before you will begin battle
c) AssistSTR (Char/Special Char)
i) Assist - if not set, will use "/assist", but using a key is MUCH better, less text to the log
ii) Found under -> Options/Controls/Command Keys/Assist
d) TargetPreviousSTR (Char/Special Char)
i) Target Previous Mob - if not set, will not use it, but less intelligence in targeting
ii) Found under -> Options/Controls/Targeting Keys/Select Previous Target
iii) ** After adding this and experimenting for many hours, found it didn’t work as well as I needed, so leaving it in here as a new variable in case I get it working, but currently NOTHING is using this in script in 2.8
e) CloseGameWindowSTR (Char/Special Char)
i) Close Game Windows - if not set, will use "/close_top_window", but using a key is MUCH better, less text to the log. Cleans up junk windows EXCEPT the Confirmation for new LORE/NO TRADE items where if you hit escape on the window, it just opens another message makes a mess of the screen
ii) Found under -> Options/Controls/Command Keys/Close Game Windows
f) ConfirmLootX, ConfirmLootY (INTEGER)
i) The game will now CONFIRM a LORE or NO TRADE looting, and I have found no way to modify the UI to allow an ENTER or ESCAPE to handle this, so the ONLY way right now is to find the YES button and record it. You have to do this even if you are using the Modified UI. If you don't have this set right, you will find lots of confirmation windows on the screen after running for awhile. Since you have to click the YES button... where is the button? How do you find this? Kill something until you can loot it AND it is NO TRADE or LORE, bring the loot window up, loot it. 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 YES button, write down the X, Y coords and put them in here.
g) UseThisCharLevel (BOOLEAN)
i) Use this Character for Level setting. This is used because of a bug that the level of a char that is mentoring shows up as their original level, not their mentored level, so for an OFFENSIVEBOT, it sees things as gray as the level is computed wrong. If set to TRUE, the level of THIS bot is used to compute the level of mobs, if set to FALSE, will do normal logic of using the highest char in the group to define the mob con colors
h) TurnFactor1, TurnFactor2 (FLOAT)
i) These are for how fast you turn, set in the Options/Controls/Keyboard Settings/Keyboard Turn Sensitivity. In general, I have found if you have the slider all the way to the left, set TurnFactor1 to 0.09 and TurnFactor2 to 0.14. If you have the slider all the way to the right set TurnFactor1 to 0.15 and TurnFactor2 to 0.23. If you are over or under turning a LOT, use TestMode 21 to let the program set them for you. Turning is NEVER perfect, so don't expect it to be.
2) REMOVED INI Variables
a) NONE in 2.8 have been removed
3) The two BIGGEST changes in 2.8 are a fully rewritten fight engine and how ASSISTs work
a) I took a lot of time with how targets are obtained and how you get your next target. There was a lot of times you would not be in melee mode, and should be, choose the wrong target and pulled a new group for the next mob, etc. While it isn’t perfect, it is very good right now. Did things like strafe when trying to pull a mob with Range and can’t see it (behind something). Lots of little tweaks I don’t have time to document, but overall make it much better to fight with – TONS of hours sitting in front of it and watching the behavior, tweaking and watching.
b) Totally rewrote ASSIST logic for both OFFENSIVE and BUFFBOT. Has been tested a ton and should be MUCH better than before. The core change was based on feedback from people using the scripts saying that the BUFFBOT must go into attack mode and try to hit the mob to get procs and other benefits. This forced me to rethink how to assist. It works like a champ now, though I’m sure someone might find something odd, so please let me know what circumstance causes it.
4) After a fight, and check for adds, the bot will hit Escape() so it ensures he is out of fight mode as the bot sometimes will not exit fight mode normally, especially if a BUFFBOT
5) When you are using a range to attack working better so it puts you back into Melee fight mode when the range attack is done
6) Changed the levels of the mobs to match the new release with DoF – much cleaner now
7) Fixed it when a BUFFBOT was jumped or assisted, it wasn’t doing InitialCombat - now it does properly. Does not do this in OFFENSIVE mode as the InitialCombat is used to pull and who wants to pull out a bow when something is on top of you.
8) CURRENTLY isAttacking EQ2Service() isn’t working – so you can’t tell if you are mob stealing anymore as encounters might not be locked with the latest load
a) Quick fix – I added a check to see if a mob was 100% or not before going after it. This should work most the time to not kill steal, but I can’t guarantee it.
9) Now that mobDifficulty is working, changed the INI file a bit, so look at the help for figuring out how to setup the right levels to fight for each color
a) Added more code to the MobClass that will prevent you from choosing a con that is too high on the Difficulty and going after it, only to find it’s too high – it will now not even chase it
10) Fixed SearchForNames as the /waypoint changed from XYZ to XZY… it will now do a proper waypoint to the mob found… if anyone has any good ideas on what I can enhance this to use it for, please let me know!
11) Added a Group Power check INI variable to allow for the main OFFENSIVE bot to wait until the group is ready before pulling – see new variable at top
12) Fixed the ignores of poison. Essence shift and Bloody Ritual as attacks. If anyone finds anymore to ignore, let me know
13) Added logic so if you are using an ammo type weapon for pulling, and out of ammo, it will log out after you are done fighting
14) Added a TurnFactor1/2 to allow the program to adjust for if you have the bot set to turn faster. I would highly recommend doing this as it makes overall turning much faster. Go to “Options/Controls/Keyboard Settings/Keyboard Turn Sensitivity” and push the slide bar to the RIGHT for max turning speed. You will notice the biggest difference when you do a 180 to run back to the starting point after pulling.
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