Discussion in 'Scripts (LavishScript)' started by Xeon, May 14, 2007.

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  1. Xeon

    Xeon Active Member

    Messages:
    469
    Download/Release Thread

    This is the comments, problems and feedback thread for KBot

    Post here so I have one place to ignore :D
    Last edited: May 16, 2007
  2. irascible

    irascible Active Member

    Messages:
    14
    When I opened portUI and tried to close it, it won't close and gives me an error.

    (embedded):2 Atom00000137() ui -unload Port.xml
  3. Cr4zyb4rd

    Cr4zyb4rd Active Member

    Messages:
    181
    I bought some new shoes, but they don't match the dress I was going to wear.
  4. djvj

    djvj Active Member

    Messages:
    113
    Cannot add pets attacks into the window.
  5. CrazyJosh1

    CrazyJosh1 Active Member

    Messages:
    48
    none of my abilities show up in the ability dropdown thingy.

    Lv50 Monk.

    ** originally posted this in wrong thread sorry. please delete other one**
  6. Xeon

    Xeon Active Member

    Messages:
    469
    I had a typo in the UI xml. Fixed.... you'll need to re-download the .zip
  7. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    Pretty amazing so far :)

    One thing;

    Cleric Ability, Gift of Ardor (all ranges) is missing from combat buffs section...well all sections that I can see
  8. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    1. Gift of Ardor missing from combat buffs

    2. Aegis of Blades missing from combat/nukes list

    3. Seems to lose target during pull phase a lot - this happens A LOT...it keeps clearing the target half way throughcasting the pull spell

    4. Very uneven movement between waypoints

    5. Does not heal anywhere near where the % are set for me....I have 1st heal set at 80% and usually fires at 60 or so

    6. auto waypoints do not work as far as I can tell, they get stored inside the file but the bot itself never picks them up, maunal works however.
  9. djvj

    djvj Active Member

    Messages:
    113
    If you don't see abilities listed to choose from, you need to save xeon's code (to an iss file in scripts dir) at the bottom from here http://www.isxgames.com/forums/showthread.php?t=1022

    When you run that, it saves a text file with all your abilities for your class that you have at your level.
    Find your spell that's not showing up and list the few lines of info about that spell here.
  10. Xeon

    Xeon Active Member

    Messages:
    469
    It sounds like you forgot the check the 'Auto-Mapping' box when you ran around and made all your waypoints.

    Clear all your waypoints, click that checkbox and run around setting waypoints.
  11. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    I got autonav to work but I had to make wp 1 manually then make the last wp manually then it tied all the rest in between them...weird I know anyway I got that part sorted and will get the missing spells for cleric done soon too been busy with work.

    The most annoying thing though to be honest is when it goes to pull it keeps clearing the targets mid nuke, then targetting another random mob (not inside aggro distance of the 1st) then after about 5 or 6 retargets it casts and runs like a dream until next pull hehe. It says in debug mode...nonaggro found target, but the mob is aggro, just partially underground and some of them are invis, could this be causing the issue?

    All in all I like it a lot I am just wondering if anyone else has these issues or it is something I screwed up in the setup.

    Update: Still clears targets all the time..I tried turning off add checking and a whole slew of different setting combos but it still does all of the above. Going to play around with it a bit tonight
    Last edited: May 16, 2007
  12. triumph

    triumph Active Member

    Messages:
    12
    Problem with eating food when resting

    When my rest point is reached. it will eat food one time. then after that. when it is time to rest again. he just sits. no food eating.

    Also, can you add eat food when energy is low? i know casters would love that part.
  13. Xeon

    Xeon Active Member

    Messages:
    469
    Yes, there is something wrong with the Pull code, I'm trying to track it down now.

    EDIT: Just noticed the "partially underground and some of them are invis" part of your post.

    Yes, that might be causing that to happen. One of the checks is for Line Of Sight to the target (so if it's underground or Invis, it might not be able to "see' it). If it doesn't have LoS, it then tries to find another mob to fight.
    Last edited: May 16, 2007
  14. Xeon

    Xeon Active Member

    Messages:
    469
    I've updated the code to fix a problem with Pull code and re-targeting.

    Also, auto-map is now always on, so just set your waypoints and hit start :D
  15. cheasley

    cheasley Active Member

    Messages:
    18
    Great script Xeon, solo's very well for a Blood Mage!

    With your pull code, would it be possible for the bot to just target and cast and let the mob come to it? Looks a little more natural. The issue with closing sometimes ends up with the bot passing the mob and doing a 180 once or twice until full figured out. I played with melee range, and sprint speed to fix it a little.
  16. Xeon

    Xeon Active Member

    Messages:
    469
    Just add your Pull attack as a "Ranged" attack and check the Use Ranged attacks checkbox. It will let the mob close to you then.
  17. cpuuser123

    cpuuser123 Active Member

    Messages:
    2
    Hey Xeon,

    I got the "cant find VGSkin.xml" error when lanching. I tried both KBotUI and port .xml by renaming them in the interface folder. Now I got the window to pop up but it is miscolored and with no buttons, making it very hard to read. Any suggestions?
  18. Xeon

    Xeon Active Member

    Messages:
    469
    You'll need to get the VGSkin.exe file this thread:

    http://www.isxgames.com/forums/showthread.php?t=821
  19. cpuuser123

    cpuuser123 Active Member

    Messages:
    2
    Thanks man, that sure did it. Now let me see how this program works...

    Ohh man... ohh man... this program is AWESOME!!! This is like the next VGglider. One little suggestion. Anyway to add a parameter that will eat if below 50% mana? Damn Shamans...
  20. cheasley

    cheasley Active Member

    Messages:
    18
    I'm in the office today, so I'll give that a try Xeon. One other bug to report that I didn't mention yesterday. After running the bot for a while, it wouldn't accept Pause. The 2 times it happened was during navigation I think.

    KBot and VGCraftbot are now my sole source for VG Automation, thanks!
  21. adakos

    adakos Active Member

    Messages:
    53
    Last i heard this doesnt support JIN for monks/disciples (unless i have an old version)

    could you add something like this to the use abilities section , which decided when/how to cast?

    Code (Text):
    if ${Me.Ability[${AbilityName}].EnduranceCost}<${Me.Endurance} && ${Me.Ability[${AbilityName}].JinCost}<=${Me.Stat[Adventuring,Jin]} && ${Me.Ability[${AbilityName}].EnergyCost}<=${Me.Energy}&&${Me.Ability[${AbilityName}].IsReady}
    {
    Do whatever your attack code is
    }
  22. Xeon

    Xeon Active Member

    Messages:
    469
    Also, if you have no ranged attacks/pulls, you'll need to set the Pull Attack Distance to the same as your Melee Combat Distance on the Combat->Setup tab.
  23. Xeon

    Xeon Active Member

    Messages:
    469
    Ok, re-download and it should now support Jin
  24. naimean

    naimean Active Member

    Messages:
    11
    i play a dk and theres no shadowstep in the abilities or spell list, and the big combo for a dk is teh shadowstep harrow combo
  25. Xeon

    Xeon Active Member

    Messages:
    469
    You'll need to run the script from this thread:

    http://www.isxgames.com/forums/showpost.php?p=6837&postcount=3

    And post or send the output to me so I can see how that ability is classified.
  26. naimean

    naimean Active Member

    Messages:
    11
    Incoming wall of text

    =============ALL Abilities Dump================
    Name: Ranged Attack
    Type: Ranged Attack
    Target: Offensive
    Range: 25
    Name: Sprint
    Type: Spell
    Target: Self
    Range: 5
    Name: Torch
    Type: Spell
    Target: None
    Range: 5
    Name: Auto Attack
    Type: Combat Art
    Target: Self
    Range: 5
    Name: Recall
    Type: Spell
    Target: Self
    Range: 5
    Name: Vexing Strike I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Devour Strength I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Torture I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Malice I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Dark Ward I
    Type: Spell
    Target: Self
    Range: 5
    Name: Wrack I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Frighten I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Provoke I
    Type: Battle Cry
    Target: Offensive
    Range: 5
    Name: Bleak Foeman I
    Type: Defensive Maneuver
    Target: Self
    Range: 5
    Name: Harrow I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Scourge I
    Type: Combat Art
    Target: Defensive
    Range: 10
    Name: Word of Doom: Althen
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Symbol of Suffering I
    Type: Spell
    Target: Self
    Range: 5
    Name: Vengeance I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Abyssal Chains I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Ravaging Darkness I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Phantasmal Blade I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Seething Hatred I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Symbol of Despair I
    Type: Spell
    Target: Self
    Range: 5
    Name: Black Wind I
    Type: Spell
    Target: Offensive
    Range: 10
    Name: Slay I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Nexus of Hatred
    Type: Spell
    Target: Ally
    Range: 10
    Name: Vile Strike I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Despoil I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Scythe of Doom III
    Type: Combat Art
    Target: Offensive
    Range: 10
    Name: Devour Mind I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Cull I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Symbol of Wrath I
    Type: Spell
    Target: Self
    Range: 5
    Name: Ominous Fate I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Terror Incarnate
    Type: Spell
    Target: Self
    Range: 5
    Name: Ruin I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Incite I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Inflame I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Shield of Fear I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Dark Bastion I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Curse of the Vampire
    Type: Spell
    Target: Self
    Range: 5
    Name: Dreadful Visage I
    Type: Spell
    Target: Self
    Range: 5
    Name: Shadow Step
    Type: Spell
    Target: Offensive
    Range: 35
    Name: Abyssal Chains II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Black Wind II
    Type: Spell
    Target: Offensive
    Range: 10
    Name: Bleak Foeman II
    Type: Defensive Maneuver
    Target: Self
    Range: 5
    Name: Bleak Foeman III
    Type: Defensive Maneuver
    Target: Self
    Range: 5
    Name: Dark Ward II
    Type: Spell
    Target: Self
    Range: 5
    Name: Devour Strength II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Devour Strength III
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Devour Strength IV
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Dreadful Visage II
    Type: Spell
    Target: Self
    Range: 5
    Name: Frighten II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Harrow II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Harrow III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Harrow IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Incite II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Incite III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Inflame II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Malice II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Malice III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Malice IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Malice V
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Phantasmal Blade II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Provoke II
    Type: Battle Cry
    Target: Offensive
    Range: 5
    Name: Provoke III
    Type: Battle Cry
    Target: Offensive
    Range: 5
    Name: Provoke IV
    Type: Battle Cry
    Target: Offensive
    Range: 5
    Name: Ravaging Darkness II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Ravaging Darkness III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Ruin II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Ruin III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Scourge II
    Type: Combat Art
    Target: Ally
    Range: 10
    Name: Scourge III
    Type: Combat Art
    Target: Ally
    Range: 10
    Name: Scythe of Doom IV
    Type: Combat Art
    Target: Offensive
    Range: 10
    Name: Seething Hatred II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Shield of Fear II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Slay II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Symbol of Despair II
    Type: Spell
    Target: Self
    Range: 5
    Name: Symbol of Despair III
    Type: Spell
    Target: Self
    Range: 5
    Name: Symbol of Suffering II
    Type: Spell
    Target: Self
    Range: 5
    Name: Symbol of Suffering III
    Type: Spell
    Target: Self
    Range: 5
    Name: Torture II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Torture III
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Torture IV
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Torture V
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Vengeance II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vengeance III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vengeance IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vexing Strike II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vexing Strike III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vexing Strike IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Vexing Strike V
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Word of Doom: Amarthic
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Word of Doom: Ceim Dor
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Wrack II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Wrack III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Wrack IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Dreadful Countenance I
    Type: Battle Cry
    Target: None
    Range: 5
    Name: Dreadful Countenance II
    Type: Battle Cry
    Target: None
    Range: 5
    Name: Dreadful Countenance III
    Type: Battle Cry
    Target: None
    Range: 5
    Name: Dreadful Countenance IV
    Type: Battle Cry
    Target: None
    Range: 5
    Name: Shadowy Veil
    Type: Spell
    Target: Self
    Range: 5
    Name: Racial Ability: Fortitude of Torsheim
    Type: Spell
    Target: Self
    Range: 5
    Name: Scythe of Doom II
    Type: Combat Art
    Target: Offensive
    Range: 10
    Name: Scythe of Doom I
    Type: Combat Art
    Target: Offensive
    Range: 10
    Name: Racial Inheritance: Ingenious Lumberjack
    Type: Spell
    Target: Self
    Range: 25
    Name: Racial Inheritance: Large Race
    Type: Spell
    Target: Self
    Range: 5
    Name: Using Weaknesses
    Type: Informational
    Target: Offensive
    Range: 0
    Name: Despoil II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Recall to House
    Type: Spell
    Target: Self
    Range: 5
    Name: Retaliate I
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Retaliate II
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Retaliate III
    Type: Combat Art
    Target: Offensive
    Range: 5
    Name: Retaliate IV
    Type: Combat Art
    Target: Offensive
    Range: 5
    =============Self Buff Spells================
    Name: Sprint
    Name: Recall
    Name: Dark Ward I
    Name: Symbol of Suffering I
    Name: Symbol of Despair I
    Name: Symbol of Wrath I
    Name: Terror Incarnate
    Name: Curse of the Vampire
    Name: Dreadful Visage I
    Name: Dark Ward II
    Name: Dreadful Visage II
    Name: Symbol of Despair II
    Name: Symbol of Despair III
    Name: Symbol of Suffering II
    Name: Symbol of Suffering III
    Name: Shadowy Veil
    Name: Racial Ability: Fortitude of Torsheim
    Name: Racial Inheritance: Ingenious Lumberjack
    Name: Racial Inheritance: Large Race
    Name: Recall to House
    =============Other Buff Abilities================
    Name: Scourge I
    Name: Nexus of Hatred
    Name: Scourge II
    Name: Scourge III
    =============Combat Abilities================
    Name: Ranged Attack
    Name: Auto Attack
    Name: Vexing Strike I
    Name: Devour Strength I
    Name: Torture I
    Name: Malice I
    Name: Wrack I
    Name: Frighten I
    Name: Provoke I
    Name: Harrow I
    Name: Scourge I
    Name: Word of Doom: Althen
    Name: Vengeance I
    Name: Abyssal Chains I
    Name: Ravaging Darkness I
    Name: Phantasmal Blade I
    Name: Seething Hatred I
    Name: Black Wind I
    Name: Slay I
    Name: Nexus of Hatred
    Name: Vile Strike I
    Name: Despoil I
    Name: Scythe of Doom III
    Name: Devour Mind I
    Name: Cull I
    Name: Ominous Fate I
    Name: Ruin I
    Name: Incite I
    Name: Inflame I
    Name: Shield of Fear I
    Name: Dark Bastion I
    Name: Abyssal Chains II
    Name: Black Wind II
    Name: Devour Strength II
    Name: Devour Strength III
    Name: Devour Strength IV
    Name: Frighten II
    Name: Harrow II
    Name: Harrow III
    Name: Harrow IV
    Name: Incite II
    Name: Incite III
    Name: Inflame II
    Name: Malice II
    Name: Malice III
    Name: Malice IV
    Name: Malice V
    Name: Phantasmal Blade II
    Name: Provoke II
    Name: Provoke III
    Name: Provoke IV
    Name: Ravaging Darkness II
    Name: Ravaging Darkness III
    Name: Ruin II
    Name: Ruin III
    Name: Scourge II
    Name: Scourge III
    Name: Scythe of Doom IV
    Name: Seething Hatred II
    Name: Shield of Fear II
    Name: Slay II
    Name: Torture II
    Name: Torture III
    Name: Torture IV
    Name: Torture V
    Name: Vengeance II
    Name: Vengeance III
    Name: Vengeance IV
    Name: Vexing Strike II
    Name: Vexing Strike III
    Name: Vexing Strike IV
    Name: Vexing Strike V
    Name: Word of Doom: Amarthic
    Name: Word of Doom: Ceim Dor
    Name: Wrack II
    Name: Wrack III
    Name: Wrack IV
    Name: Dreadful Countenance II
    Name: Dreadful Countenance III
    Name: Dreadful Countenance IV
    Name: Scythe of Doom II
    Name: Scythe of Doom I
    Name: Despoil II
    Name: Retaliate I
    Name: Retaliate II
    Name: Retaliate III
    Name: Retaliate IV
    =============Melee Attacks================
    Name: Auto Attack
    Name: Vexing Strike I
    Name: Malice I
    Name: Wrack I
    Name: Harrow I
    Name: Scourge I
    Name: Vengeance I
    Name: Ravaging Darkness I
    Name: Phantasmal Blade I
    Name: Seething Hatred I
    Name: Slay I
    Name: Vile Strike I
    Name: Scythe of Doom III
    Name: Ruin I
    Name: Incite I
    Name: Inflame I
    Name: Shield of Fear I
    Name: Dark Bastion I
    Name: Harrow II
    Name: Harrow III
    Name: Harrow IV
    Name: Incite II
    Name: Incite III
    Name: Inflame II
    Name: Malice II
    Name: Malice III
    Name: Malice IV
    Name: Malice V
    Name: Phantasmal Blade II
    Name: Ravaging Darkness II
    Name: Ravaging Darkness III
    Name: Ruin II
    Name: Ruin III
    Name: Scourge II
    Name: Scourge III
    Name: Scythe of Doom IV
    Name: Seething Hatred II
    Name: Shield of Fear II
    Name: Slay II
    Name: Vengeance II
    Name: Vengeance III
    Name: Vengeance IV
    Name: Vexing Strike II
    Name: Vexing Strike III
    Name: Vexing Strike IV
    Name: Vexing Strike V
    Name: Wrack II
    Name: Wrack III
    Name: Wrack IV
    Name: Scythe of Doom II
    Name: Scythe of Doom I
    Name: Retaliate I
    Name: Retaliate II
    Name: Retaliate III
    Name: Retaliate IV
    =============Ranged Attacks================
    Name: Ranged Attack
    =============Spell Attacks================
    Name: Devour Strength I
    Name: Torture I
    Name: Frighten I
    Name: Word of Doom: Althen
    Name: Abyssal Chains I
    Name: Black Wind I
    Name: Nexus of Hatred
    Name: Despoil I
    Name: Devour Mind I
    Name: Cull I
    Name: Ominous Fate I
    Name: Abyssal Chains II
    Name: Black Wind II
    Name: Devour Strength II
    Name: Devour Strength III
    Name: Devour Strength IV
    Name: Frighten II
    Name: Torture II
    Name: Torture III
    Name: Torture IV
    Name: Torture V
    Name: Word of Doom: Amarthic
    Name: Word of Doom: Ceim Dor
    Name: Despoil II
    =============Chains================
    Name: Wrack I
    Name: Vile Strike I
    Name: Ruin I
    Name: Incite I
    Name: Inflame I
    Name: Shield of Fear I
    Name: Dark Bastion I
    Name: Incite II
    Name: Incite III
    Name: Inflame II
    Name: Ruin II
    Name: Ruin III
    Name: Shield of Fear II
    Name: Wrack II
    Name: Wrack III
    Name: Wrack IV
    =============Counters================
    Name: Vengeance I
    Name: Vengeance II
    Name: Vengeance III
    Name: Vengeance IV
    Name: Retaliate I
    Name: Retaliate II
    Name: Retaliate III
    Name: Retaliate IV
    =============Rescues================
    Name: Scourge I
    Name: Nexus of Hatred
    Name: Scourge II
    Name: Scourge III
  27. Xeon

    Xeon Active Member

    Messages:
    469
    Well it seems it's not getting labled as IsOffensive, so I've added an extra check which should include it.

    Try re-downloading the .zip file and see if it shows up for you now.
  28. naimean

    naimean Active Member

    Messages:
    11
    is there any way you could put shadow step and cull under the melee abilities window?

    cull as a nuke is cast way too often and is not mana efficient at all, and if it was under melee i could make it low priority.

    and shadowstep because i cant get it to combo with harrow when they're in the 2 seperate sections
  29. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    Currently this only shows up in Fast Heal Tab, would be nice to have it show up in Combat Spells.


    Name: Gift of Ardor III
    Type: Spell
    Target: 11
    Range: 25
  30. jelsea

    jelsea Active Member

    Messages:
    44
    Xeon can ya make a minor change in the script so that it fully heals the char before it trys to rest, or it cast heals to the char is at its %health setting.
  31. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    I am at work at the moment...just wanted to make a few quick observations.
    I downloaded the new version with the pull changes and autonav always on.
    This version unlike the last has a few issues, well it does for me :p


    1. Auto Nav points disappear after I unload ISX or crash out of the game.

    2. Even using auto mapping and having random waypoints unticked I still get the bot running back and forth between 3 or 4 waypoints about 6 times then it will finally move forward...this sometimes draws unwanted attention

    3. Any mobs that aggro me, say respawns or roamers that come into aggro range, do not get picked up by the bot...well 95% of the time I just stand there and kill the 1st mob that it pulled using the pull spell, then die by the other one or two unless I jump in and heal myself. Its like the bot does not acknowledge the targets or the damage said targets do to me.

    4. If it does acknowledge a second target it takes about 10-15seconds to change targets from the corpse to the new mob.


    I had edited the older revision and had it working pretty well but thought I would try out this version, stupid me, i didn't save my own version hehehe. I guess I will have a fiddle with it and see what I can find out tonight when I get home.

    Thanks for all the effort you put into this...it has great potential and the UI makes things so much easier!
  32. Xeon

    Xeon Active Member

    Messages:
    469
    Try the 3.1 release as it has some bug fixes related to that and movement.
  33. mycroft

    mycroft Script Author: MyPrices

    Messages:
    601
    Nice script

    Really nice script.

    A few questions though..

    Despoil on my Bloodmage , it's listed as offensive....but I'd really like to use it as a heal spell in combat (it's a lifetap heal) is this possible.

    Name: Despoil I
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Despoil II
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Despoil III
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Despoil IV
    Type: Spell
    Target: Offensive
    Range: 25
    Name: Despoil V
    Type: Spell
    Target: Offensive
    Range: 25


    When I initially run kbot it creates a folder called c:\program , windows moans about it on startup , is it meant to do this?
  34. Xeon

    Xeon Active Member

    Messages:
    469
    Nope

    Bah! Forgot to quote the mkdir command.

    If you re-download the v3.1 zip it's now fixed in there.
  35. kaxon

    kaxon Active Member

    Messages:
    4
    Xeon Im impress of such a amazing work you have done, so much code in nice.

    Thank you for the nice Bot.

    Necro had same problem Health Leach(Drain Life I) heal by Leaching from Others.

    mycroft
    Used text editor like Notepad, open KBot.iss , search for this code, when deleted the code line, save as "KBot.iss" with the " <--quote otherwise if dont it will save as KBot.txt :-(

    In the original(code) need to removed this code line at the beginin:
    !${Me.Ability[${i}].IsOffensive} && !${Me.Ability[${i}].TargetType.Equal[Offensive]} &&
    Code (Text):
    if [COLOR="Red"]!${Me.Ability[${i}].IsOffensive} && !${Me.Ability[${i}].TargetType.Equal[Offensive]} &&[/COLOR] !${Me.Ability[${i}].Type.Equal[Combat Art]} && !${Me.Ability[${i}].IsChain} && !${Me.Ability[${i}].IsCounter} && !${Me.Ability[${i}].IsRescue}
    {
        ;;; Heal Tab
        if ${Me.Ability[${i}].Type.Equal[Spell]}
        {
            ;Spell and Defensive
            UIElement[SmallHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[BigHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[FastHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[PetCombo@Pets@ExtraTabs@ExtraFrame@Extra@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[PetHealCombo@Pets@ExtraTabs@ExtraFrame@Extra@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[MeditationCombo@Rest@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
        }
    }
    working code
    Code (Text):
    if  !${Me.Ability[${i}].Type.Equal[Combat Art]} && !${Me.Ability[${i}].IsChain} && !${Me.Ability[${i}].IsCounter} && !${Me.Ability[${i}].IsRescue}
    {
        ;;; Heal Tab
        if ${Me.Ability[${i}].Type.Equal[Spell]}
        {
            ;Spell and Defensive
            UIElement[SmallHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[BigHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[FastHealCombo@Heal@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[PetCombo@Pets@ExtraTabs@ExtraFrame@Extra@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[PetHealCombo@Pets@ExtraTabs@ExtraFrame@Extra@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
            UIElement[MeditationCombo@Rest@SettingTabs@SettingFrame@Setting@KBot@KBot]:AddItem[${Me.Ability[${i}].Name}]
        }
    }
    my necro had
    Name: Drain Life I
    Type: Spell
    Target: Offensive
    Range: 25

    as Offensive too, didnt show in Heal % , after removed Offensive from code, it show and heal when Health % reach.

    Hope help.

    Thank you Xeon forn great Script.

    kaxon
    Last edited: May 21, 2007
  36. Tamorus

    Tamorus Well-Known Member

    Messages:
    51
    I must be doing something wrong.....I loaded the new script and....

    I cannot get autonav to work at all it says it load Navigation Connector Script 3117

    but then I click start and it says to set waypoints....I tried about 4 times...even tried with manual waypoints and it just ran through the cycle once then stood at the last waypoint humping the air....I cannot get it to work at all :(
  37. Dorf

    Dorf Active Member

    Messages:
    3
    Just loaded this up for the first time today, and have a whole slew of problems. Not sure if it's something on my initial setup, or the new version:

    1) It's having serious problems finding the waypoints. Keeps giving a Autobox is NULL! in the debug, or something along those lines. Finally got it to run a single hunting path, until it got to the end and started an infinite loop with what looks like the main function of the script. *Corpsecheck, ect* Never ran to the next waypoint after that.

    2) In debug, keeps giving the "Changed Chunks - Ending Script" text. Looks like it runs through the main function. Has the different routines listed, though under roaming it has: Roaming error, Move to PathLocX is ZERO

    3) It's enabling afterburner as soon as I hit start. I hit the sprint button and it goes back to normal speed, but the one time I got it to run the path, it targeted a mob and went straight to afterburner.

    4) The one time the nav worked, it kept targetting and then untargetting the mob, over and over again. Runs up to the mob (afterburner speed), then sits there for a few until the mob wanders off without attacking. At a predetermined distance (or time?) it afterburns it's way over to the mob again, spamming the target/untarget.

    I'm a .net guy here, and not a very good one at that. I can however muddle my way through most of the time to identify the problems and fix them myself. With all of this though, I have no idea where to start. Any help would be appreciated.
  38. Xeon

    Xeon Active Member

    Messages:
    469
    That is really bad... Do NOT cross chunk boundaries while running this script. In fact don't even set waypoints that are CLOSE to chunk boundaries, as sometimes it will target stuff over the line and then...boom, bad things happen.


    As to all the other stuff, I'm sure you'll figure it out eventually :evil:
  39. Dorf

    Dorf Active Member

    Messages:
    3
    That's just evil Xeon! :p

    I'm nowhere near a chunk line, but I'll tinker around with it and see what I can find. Great job on the VGCraftbot by the way, by far one of the best crafting scripts I've seen.
  40. naimean

    naimean Active Member

    Messages:
    11
    Name: Provoke IV
    Type: Battle Cry
    Target: Offensive
    Range: 5

    and

    Name: Dreadful Visage II
    Type: Spell
    Target: Self
    Range: 5

    arent listed anywhere in my spells. definitely need provoke under melee if possible because i use it alot
  41. Xeon

    Xeon Active Member

    Messages:
    469
    Type: Battle Cry

    WHT is that?
  42. Smyrk

    Smyrk Active Member

    Messages:
    107
    Taken from 10 Ton Hammer...
    I think provoke is specifically a dread knight taunt skill...
  43. mycroft

    mycroft Script Author: MyPrices

    Messages:
    601
    On my Bloodmage alt , I have a dot that costs 0 energy to cast but uses a blood union point.

    I want to change the following part of the script to allow 0 energy dots/nukes to be cast...(code below shows what I want to change it to)

    Will this cause problems elsewhere ?

    Code (Text):
    ; ********************************************************
    ; ** Find out if we have anough XXX to use this ability **
    ; ********************************************************
    function:bool CheckAbilCost(string abilString)
    {
        ; First find out what this Ability uses, then check for correct amount
        if ${Me.Ability[${abilString}].EnergyCost} >= 0
        {
            if ${Me.Energy} > ${Me.Ability[${abilString}].EnergyCost}
                return TRUE
            else
                return FALSE
        }

        if ${Me.Ability[${abilString}].EnduranceCost} >= 0
        {
            if  ${Me.Endurance} > ${Me.Ability[${abilString}].EnduranceCost}
                return TRUE
            else
                return FALSE
        }

        if ${Me.Ability[${abilString}].JinCost(exists)} && ${Me.Ability[${abilString}].JinCost} >= 0
        {
            if ${Me.Stat[Adventuring,Jin]} > ${Me.Ability[${abilString}].JinCost}
                return TRUE
            else
                return FALSE
        }
    }
     
    Last edited: May 27, 2007
  44. Batman69

    Batman69 Active Member

    Messages:
    4
    Ty soooo much great great bot! CANT WAIT FOR NEXT RELEASE (BTW is there another skin because iam using farmer bot vgskin.xml... and the words ARE DARK red... cant read them barely....


    suggestions.. mabey having it so like if at a certain percent HP you heal UNTIL above a %

    also i am not sure if this is already on here but make way points for your corpse/tombstone..

    also there is a BUG like if you are resting and u target something while resting you char will to get up first it just keeps clicking attk which you cant attk while resting... so you are just sitting there... stuck basically..

    Also what is afterburn?

    ALSO How in the world do you turn sprint OFF when you start bot...
    Last edited: May 28, 2007
  45. cheasley

    cheasley Active Member

    Messages:
    18
    I've been using the 3.1 release a bunch, and the pathing is much better. I'm still experiencing issues with the Pause button. If I press pause during combat or while roaming, the bot continues to move regardless of the actual keyboard commands I give. It will allow me to steer but I have run in a circle for at least 30-45 seconds until it stops or I have to exit Vanguard and restart.
  46. Xeon

    Xeon Active Member

    Messages:
    469
    You donate the pleasure and I'll fix harvesting :D
  47. jelsea

    jelsea Active Member

    Messages:
    44
    Great update Xeon, I love this bot. The path is working great though it does seems to have minor problems in hilly areas but it aways seems to find a round-about way around that problem. There is a couple problems probally related to blood mages. It has a really hard time changeing focus's, this is probally because the focus change isn't instant and if your doing something else while you try to change your focus it won't let you change, also when your in your bloodform (Focus of Gelenia) every 5 secs the form icons go through a reset cause you take dammage every 5 secs so if it trys to change forms during that reset, the form change will fail. So hopefully there is a way in the script that it can tell if a form change was successful and if not it will try the form change again.

    Some of the bloodmage powers use blood union pts, so maybe when we select our attacks that we can select special attack powers that will trigger when you have the amount of pts that you would like the attack to trigger at.

    Also can ya add a option for staff powers, or other weapon powers that are triggered by using the items secondary power.

    Ive also noticed that the meditation don't seem to work if your health rest % is lower then your Mana rest %.
    Last edited: May 31, 2007
  48. jelsea

    jelsea Active Member

    Messages:
    44
    Is it possible to add the Dark Elfs Racial pet's buff to the Pets attack list, that way we can sum our pet every 15mins and then get the pets buff, and remove pet after buff if option is checked.
  49. jelsea

    jelsea Active Member

    Messages:
    44
    Anyone else have the problem of when the bot is walking its path it will sometimes get caught between two waypoints and then it says in the console "Invalid arguments min distance must be less then max" This seems to happen when it trys to target somethign that is too far away, but the red select circle is still on the target but there is no target window then the bot gets stuck in that loop. Im able to manually fix this by hitting the Tab button so it will forcefuly select the target or click on the target myself.


    Update***
    Ok looks like I solved this problem. In the Mob list you need to make sure that you select each mob name even if the names are duplicates. I guess the duplicate mob names mean differn't levels for the same mob name. So I guess the prob was the bot was trying to attack a mob with a differn't level name then what was in the Mob list, witch would cause it to loop.
    Last edited: May 31, 2007
  50. dazed0119

    dazed0119 Active Member

    Messages:
    95
    SO how do you set it up to play bard songs?

    Also Where does the debug info go? I clicked the box, but I dont see any debug info anywhere
  51. Xeon

    Xeon Active Member

    Messages:
    469
    Bard songs? WTF are those?

    Debug should go to your console (hit the ` key)
  52. dazed0119

    dazed0119 Active Member

    Messages:
    95
    LOL seriously? you dont know what they are?
  53. Jres

    Jres Active Member

    Messages:
    3
    I've been thinking about how to make it play bard songs.. ive come to the conclusion that the easiest way would be to make macros that play songs and put them on the hotbar somewhere.. for example combat song goes to hotbar button 9 and my healing song for downtime goes to 0.

    The reason i decided to use macros was so i could equip my lute when i play me heal song and equip my daggers when my combat song is on.. thats pretty easy to do. The only problem is i dont know where in the script i would put these in.. i read somewhere that there is a press command that would do it.. if i could only figure out where in the script to put the command.
  54. bohika

    bohika Active Member

    Messages:
    25
    Group resting code...
    Code (Text):
    function:bool ShouldWeRest()
    {
        call DebugIt ". ShouldWeRest: Checking..."
        variable int g = 1
        if ${Me.HealthPct} < ${restHealthPct} || ${Me.EndurancePct} < ${restEndurancePct} || (${Me.EnergyPct} < ${restEnergyPct} && !${Me.Class.Equal[Monk]}) || ${Me.Stat["Adventuring","Jin"]} < ${RequiredJin}
        {
            call DebugIt ". ShouldWeRest: Resting for our own regen."
            return TRUE
        }
       
        while ${Group[${g}](exists)}
        {
            if ${Group[${g}].Health} < ${restHealthPct} || ${Group[${g}].Endurance} < ${restEndurancePct} || (${Group[${g}].Energy} < ${restEnergyPct} && !${Group[${g}].Class.Equal[Monk]})
            {
                call DebugIt ". ShouldWeRest: Resting for group regen."
                return TRUE
            }
            g:Inc[1]
        }
        return FALSE
    }
    replace code as indicated here

    Code (Text):
           
    ; Rest up for next fight?
    ;if ${Me.HealthPct} < ${restHealthPct} || ${Me.EndurancePct} < ${restEndurancePct} || ${Me.EnergyPct} < ${restEnergyPct} || ${Me.Stat["Adventuring","Jin"]} < ${RequiredJin}
    call ShouldWeRest
    if ${Return}
     
    and here
    Code (Text):

    if ${doUseFood}
    call UseFoodsDrinks

    ;if ${Me.HealthPct} < ${restHealthPct} || ${Me.EndurancePct} < ${restEndurancePct} || ${Me.EnergyPct} < ${restEnergyPct} || ${Me.Stat["Adventuring","Jin"]} < ${RequiredJin}
    call ShouldWeRest
    if ${Return}
    {
     
  55. Crassocracy

    Crassocracy Active Member

    Messages:
    21
    Bot works great until I get an add then it constantly drops target doing nothing.
  56. Cr4zyb4rd

    Cr4zyb4rd Active Member

    Messages:
    181
    Code (Text):
    VGExecute /playsong "name of my song"
    to play a song, and there's plenty in the extension to give you full control of the compose menu, all documented in both the wiki and the changelog. there's no mystery here.
  57. bohika

    bohika Active Member

    Messages:
    25
    type /targetauto yournamehere

    If that doesn't defensively target you that's the problem. There must be a setting in vg for it. For a temp fix, if you don't have to heal yourself just change default_combat_routine.iss

    Code (Text):
    function CombatHeal()
    {
        return
    like that
    otherwise find/replace

    Pawn[me]:Target

    with

    VGExec /targetd ${Me}
  58. Crassocracy

    Crassocracy Active Member

    Messages:
    21
    Sorry I wasn't specific, the bot keeps the defensive target alright but once I get an add my offensive target juggles between the two. Appears that with every hit the bot goes through it's checks and retargets, add-avoidance checked and unchecked.
  59. ststew

    ststew Active Member

    Messages:
    36
    Anyone having problems when fighting multiple targets? It seems to switch between all of them and taking them down to the same %
  60. jelsea

    jelsea Active Member

    Messages:
    44
    It will do that when your not using all mobs option. If you select the mobs by name make sure you also select the duplicate names. Cause the duplicate names are the same mob just differn't levels.
  61. adakos

    adakos Active Member

    Messages:
    53
    yeah i just noticed it today, weird.
  62. PappaSmurf

    PappaSmurf Active Member

    Messages:
    23
    Xeon, very nice job on KBot. It works VERY well for me on multiple characters and the pathing is very nice.

    I am having one problem though, which is related to the Harvesting. It will find a harvest node, run to the node (tree, plant, ore, etc.), then it appears to clear it's target and continue on with pathing. Watching the debug text and adding in some extra debug outputs, it looks like it looses or clears its target once it gets to the node, instead of harvesting it.

    --PappaSmurf
  63. Jres

    Jres Active Member

    Messages:
    3
    yeah, im getting the multiple mobs issue too. i am using the kill all mobs mode so that cant be it. ill pull one and start fighting as usual then an add will jump in and then the bot just switches back and forth between the two
  64. Xeon

    Xeon Active Member

    Messages:
    469
    Yeah, the switching mobs issue and not harvesting issue are known ones.

    I've sorta fixed them in the dev tree, but I'm going to retire KBot.

    MadHatter has been working on revamping it extensively and I've been helping him put a UI on it, so that will be the bot everyone should use instead.

    Not sure on a release schedule, but sometime this weekend might be possible.
  65. PappaSmurf

    PappaSmurf Active Member

    Messages:
    23
    Xeon, if the harvesting issue fix is in the dev tree then I can pull it down to use while waiting on MadHatters new bot(s). Is there anything that is currently seriously broken in the version in the dev tree that would make it completely not work?

    Which repository is considered to be the dev-tree, Experimental?
    (ie. http://www.isxGames.com/isxScripts/Vanguard (LavishScript)/Experimental)


    -- PappaSmurf
    Last edited: Jun 6, 2007
  66. Xeon

    Xeon Active Member

    Messages:
    469
    http://www.reality.net/svn/vanguard/kbot/

    Is the dev tree... There may be some instances where it get's stuck in a certain state. I haven't spent much time troubleshooting it, so use at your own risk.
  67. PappaSmurf

    PappaSmurf Active Member

    Messages:
    23
    Thanks Xeon.


    -- PappaSmurf
  68. Agnott

    Agnott Active Member

    Messages:
    9
    Love the program.

    One question,

    As a druid, I need to fight bigger mobs at a distance. That being said, is there any way the program can Kite mobs?


    Thanks in advance for any help.
  69. Xeon

    Xeon Active Member

    Messages:
    469
    Nope

    No kiting
  70. CrazyJosh1

    CrazyJosh1 Active Member

    Messages:
    48
    that would require one major badass navigation and anti-add system :( Could be done, but highly doubt any author is going to spend the days needed to code something that complex.
  71. Xeon

    Xeon Active Member

    Messages:
    469
    To do it right yes, it would be quite complex, trying to avoid agro mobs, trees, bushes, cliffs, etc.

    But a very simple kite (move backwards) is easy to do.... in fact the combat script MadHatter is working on has that already.
  72. CrazyJosh1

    CrazyJosh1 Active Member

    Messages:
    48

    Why do something if you are not going to do it right? :)
  73. Xeon

    Xeon Active Member

    Messages:
    469
    Because sometimes something is better than nothing :evil:
  74. CrazyJosh1

    CrazyJosh1 Active Member

    Messages:
    48
    lol. smart ass
  75. sfincter

    sfincter Active Member

    Messages:
    13
    How the hell do I install this, just drop those 4 folders into scripts? There is no install guide for it that I can find. :(
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