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VG Bots - B-Bot 1.3 : VGExtreme Programs

Posted: March 26th, 2007
maglins
Yeah was doing the same thing for me. Would cast invis over and over while waiting for mana to regen. Maybe need to set an invis flag before the do until in the loot macro.

I personally think 2.3 way of attacking isn't so good. I do use a staff and I'm using it's lighting dart VI before every cast with a delay of 100. Is working fantastic with 2.2 not so good with 2.3.

Also I personally don't care for the new waypoint creator. I like to use the radar to find the mobs while doing my waypoints. Now I haven't trid copy and past the waypoint routine into the radar routine yet but if that is possible then I would definitly love it.

I'm going to do some tweaking to it tonight and see if I can't make it work better for me.
Posted: March 26th, 2007
User avatar
Total Posts:25 Joined:2005
@logicbomb

Check to see if you have the Avoid Players option checked. I had that checked and i just ran my waypoints casting invis constantly, assumingly because my area was populated.
Posted: March 26th, 2007
maglins
I know I'm not in a populated area. But I'll uncheck it and see how it runs.
Posted: March 26th, 2007
Total Posts:154 Joined:2006
2.4 added to close the chatlog which can cause problem.
Removed one of invis spells it was casting that was not needed.

The problem with the bot casting invis too often is something that will be fixed soon as there is a way to see if the bot is invis.

Wyvernx said we would get the ability to see what buffs are on a character soon and I can redo the invis stuff.

logicbomb - If you do not have yourself targeted and need a heal this would happen until today.

maglins It might be nice to have the two programs put together.
I never thought of using a item for the opening cast will look into adding that in the next release and an option to turn it on and off.

jelsea I like the idea of an exclude list for tells and will work on getting that in the next release as well.

Ignore the spam in the dubug log about waypoints being over 2000 apart. I was just trying to get something out fast to fix the log problem.

It seems very hard to finish this thing, everyday there is something that needs to be added and my character needs exp:)

I want to redo lots of the code to make it easier to move over to another class and can't seem to get to that either.
Posted: March 26th, 2007
ruthless_one
binafus maybe u need an account to play with? I have an extra account id be more than willing to donate to the cause.

pvt msg me if interested.

Ruthless
Posted: March 27th, 2007
Total Posts:52 Joined:2007
I noticed a minor very rare bug. It seems that if a mob is at 0% life its not actually dead, it will continue to attack you, but the script will not fight back because it keeps seeing the mob at 0% life.
Posted: March 27th, 2007
maglins
Well their is a /abilitiesattached command that shows you every buff that is on your character including what stance you are in. Since you can pharse the log file you can use that to find out if a buff is active or not. crappy thing is that they are all seperated by comma's but It shouldn't be to hard to go from their.

Yeah using my staffs abilitie is nice. It's on a seperate cooldown timer which is around 1.5s. I put a sleep 100 after it so it doesn't interupt with trying to cast spells. Currently it's using lighting dart VI and gives me another 70-80 DPS. Only bad thing is that I can use chains with the bot cause it does count as an action. I haven't been able to find out the command to use an abilitie of a weapon that is equiped. I can use one that is in my inventory but not in my hand.
Posted: March 27th, 2007
User avatar
Total Posts:143 Joined:2005
jelsea wrote:I noticed a minor very rare bug. It seems that if a mob is at 0% life its not actually dead, it will continue to attack you, but the script will not fight back because it keeps seeing the mob at 0% life.
I have been subjected to this bug. My experience was a bit different, I pull the mob and then cast Cyst, the mob then seems to run away really fast and disappears but the bot thinks it is dead and attacks another mob. Meanwhile the original mob is still attacking me out of nowhere, it doesn't take long for my character to die after that.

I petitioned a GM on that one and they restored me back to where I died and returned my armor durability and experience. I flamed him on that one I was PISSED!

It is definately a game bug.
Posted: March 27th, 2007
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Total Posts:374 Joined:2005
sorry double post...


Last edited by kumpel100 on March 27th, 2007, 2:28 pm, edited 1 time in total.
Posted: March 27th, 2007
User avatar
Total Posts:374 Joined:2005
jelsea wrote:I noticed a minor very rare bug. It seems that if a mob is at 0% life its not actually dead, it will continue to attack you, but the script will not fight back because it keeps seeing the mob at 0% life.
i try this for mob check in my own and bloodmage bot and it works 100% of time when i look hows the bot running.

Replace this:

if (strcomp(name,GetTargetName)= 1 or strcomp(name,GetTargetName)= -1 ) then
log.debuglog " mob names are not the same "
MobDead = 1
end if

with this:

if (getTargetHealth = 0 or getTargetId = 0 or strcomp(name,GetTargetName)= -1) then
log.debuglog " Mob DEATH "
MobDead = 1
VGSEndtext "%1" ' Alt Hot Bar 1 Loot macro
Sleep 200
Exit do
end if
Posted: March 27th, 2007
Total Posts:154 Joined:2006
ruthless_one Thanks for the offer I have an extra account now that someone loaned me that quit the game.

I added the an array of GoodPlayers that if you get tells from players in that list the bot will not exit.

Spent my time tonight on the bot with making it easier to port over to other classes, think I came a long way.

It looks like there will only be four functions that will need changing to port it over now and five lines of the main loop.

Commented all the code in the main loop and 2 of the four functions on what would need changing for different classes.

Really did not have enough time to test the stuff I added and would like to finish up commenting the functions for porting the bot over before putting up the next release.
Most likely Friday or so.

Something else I put in tonight was a way to stop the bot without manually exiting.
I have been having a problem that I'm pretty sure is from the script never ending and closing the log stuff down.
Posted: March 28th, 2007
exartus
Hi,

I'm a new NOOB on this, i was able last night for the first to run this scipt, it's working but 2 things i don't understand, why my mage walk always to South West and why he dont fight any monster. I'm able only to fight when i'm aggro and he take several times before he start to fight...



Thanks!
Posted: March 28th, 2007
logicbomb
Exatrus,
You have to setup your own coords. Use the waypoint creator macro to get them.
Posted: March 28th, 2007
exartus
@logicbomb

Thanks, so i need to run WAYPOINT before BM BOT?

So i will check to night....

Thanks again!
Posted: March 28th, 2007
logicbomb
Yeah run it first, follow the instruction for it. Once done you will have created all your waypoints you want. Then it puts them in a notepad that you can copy to the Bloodmage macro.
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