Denthan's Melee Krambot 1.2 Feedback

Denthan

Active Member
Denthan's Krambot 1.3 Feedback

1.3 Adds Xeon's Port UI and a Sprint button.

You must put all files in the proper places.
Krambot.iss needs to be in Scripts
Any XML file(s) need to be in Scripts\XML
Antiadd and Moveto need to be in Scripts\Common


Please post bugs, comments, requests here.


I am not Kram but as my skills improve I will do what I can to improve Krambot. I do not have the skill to add more Waypoints. If you have this type of skill and time to help come to the IRC and we can talk.

Feel free to check IRC for me I am on often and can work on changes and have you test them.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Common items you will need to change in Krambot


You will find these setting near the top.
Code:
	;Pulling Variables (Adjustable)
		;this setting tells the character how far he can go from a waypoint before he must return to it. 7500 = 75m
	variable int AllowedRoaming=7500
		;this setting tells the character how far he can look from where he is standing now for something to pull. 80 = 80m
	variable int PullDistance=80
		;this setting tell the character how close he can be before agroing or how close two mobs can be to pull without agroing. 13 = 13m
	variable int MobAgroRange=13
Code:
;If you do not want to use ConCheck, uncomment the top if statement and comment or remove the bottom if statement
;	if "!${Me.Target.ID(exists)} || !${Me.Target.HaveLineOfSightTo} && ${PullAttempts}>2"
	if "!${Me.Target.ID(exists)} || !${Me.Target.HaveLineOfSightTo} && ${PullAttempts}>2 || ${Me.TargetAsEncounter.Difficulty}>${ConCheck}"
I do not suggest changing the next item but someone asked about it. If you find the spots where this is used you can increase the wait command to make the character walk backward more. However this may also cause you to walk backward out of your max pulling range if you are not careful.
Code:
					VG:ExecBinding[movebackward]	
					call MeCasting
					wait 3
					VG:ExecBinding[movebackward,release]
The next items are found at the bottom of the script.

Code:
/*=============================CHANGE THE VARIABLES BELOW================================
*So basically there are a ton of variables that each class brings to the table
*Look closely at EVERY ability listed below and change the info in the brackets [] to match your ablities
*If you dont have an ability, change the value to "null" or "0" zero. If something is TRUE or FALSE it must be spelled in ALL-CAPS!!
*If you lack an entire line of abilities (such as dots) then set the HowManyXXX variable to 0

	;Dots
;List how many DoTs you will use and the names. DoTs are some type of ability that leaves an icon on the target and dose damage or debuff over time
	HowManyDoTs:Set[2]
	DoT1:Set[Feet of the Fire Dragon III]
	DoT2:Set[Ashen Hand V]
	DoT3:Set[null]
	DoT4:Set[null]
	DoT5:Set[null]
	DoT6:Set[null]
	DoT7:Set[null]

	;Nukes
;List how many Nukes you will use and the names. Nukes can be any direct damage ability, they usually are used from a distance but not always
	HowManyNukes:Set[0]
	Nuke1:Set[null]
	Nuke2:Set[null]
	Nuke3:Set[null]
	Nuke4:Set[null]
	Nuke5:Set[null]
	Nuke6:Set[null]
	Nuke7:Set[null]
	
	;Melee Attacks
;List how many Melee Attacks you will use and the names. Melee Attacks are typically direct damage with a weapon or hands within 5m of the target.
	HowManyMelee:Set[3]
	Melee1:Set[Six Dragons Strike IV]
	Melee2:Set[Dragon's Rage II]
	Melee3:Set[Cloud Dragon Ruse I]
	Melee4:Set[Crescent Kick V]
	Melee5:Set[Boundless Fist V]
	Melee6:Set[null]
	Melee7:Set[null]
	
	;In-combat buffs
;List how many Combat Buffs you will use and the names. Combat Buffs are cast on yourself while in combat.
	HowManyInCombatBuffs:Set[4]
	;If CombatBuff1 is active, the other buffs will not fire so use CombatBuff1 for quick buff that would get over written or make it null.
	CombatBuff1:Set[Jin Surge IV]
	CombatBuff2:Set[Iron Hand IV]
	;If CombatBuff3 is active, CombatBuff4 will not fire and visversa, so use CombatBuff3 and CombatBuff4 for alternating buffs.
	CombatBuff3:Set[Secret of Celerity]
	CombatBuff4:Set[Secret of Flames IV]
	CombatBuff5:Set[Secret of Ice III]
	CombatBuff6:Set[null]
	
	;Chains
;List how many Chains you will use and the names. Chains are abilities that are activated by a critical hit and can be activated in sequence for a increased affect
	HowManyChains:Set[7]
	Chain1:Set[Thousand Fists III]
	Chain2:Set[Gouging Dragon Claw I]
	Chain3:Set[Flying Kick IV]
	Chain4:Set[Thundering Fists II]
	Chain5:Set[Kick fo the Heavens II]
	Chain6:Set[Quivering Palm III]
	Chain7:Set[Stinging Backfist V]
	Chain8:Set[null]
	
	;Finishers
;List how many Finishers you will use and the names. Finishers do not have to be a finishing move, 
;it is just an ability that will be spammed when the target is close to death in order to hasten its death
	HowManyFinishers:Set[3]
	Finisher1:Set[Six Dragons Strike III]
	Finisher2:Set[Crescent Kick V]
	Finisher3:Set[Ranged Attack]

;Added by Denthan
	;Forms
;Set if you use Forms, there names and at what point you will change from AttackForm to DefForm
	;If you use Forms Set to TRUE else set to FALSE
	DoWeHaveForms:Set[TRUE]
	;AttackForm should be a Combat or Defensive Form (Even if only one Form is used, it will go back if you are knocked out of your Form)
	AttackForm:Set[Magnificent Storm Dragon]
	;NeutralForm should be a resting and/or healing Form (Used with Meditation and/or Eating)
	NeutralForm:Set[Dragon Stance]
	DefForm:Set[Eternal Stone Dragon]
	;Change to DefForm at what % of Health
	ChangeFormAt:Set[0]

	;Buffs (buffs with timers, no toggles here)
;List how many Buffs you will use and the names. Buffs are cast on yourself after healing and/or during meditation
	HowManyBuffs:Set[2]
	Buff1:Set[Sun Dragon's Corona]
	Buff2:Set[Aum Liat]
	Buff3:Set[null]
	Buff4:Set[null]
	Buff5:Set[null]
	Buff6:Set[null]
	Buff7:Set[null]
	Buff8:Set[null]
	Buff9:Set[null]
	Buff10:Set[null]
	
	;Toggle Buffs (ones that dont have a time limit)
;List how many Buffs you will use and the names.
	HowManyToggleBuffs:Set[0]
	ToggleBuff1:Set[null]
	ToggleBuff2:Set[null]
	ToggleBuff3:Set[null]
	ToggleBuff4:Set[null]
	ToggleBuff5:Set[null]

;This is typically a heal that is used as a last ditch effort to save yourself
	;Do we have an emergency heal? whats the name? what % do I cast it at?
	DoWeHaveEmergHeal:Set[TRUE]
	EmergHeal:Set[Racial Ability: Spirit of Jin]
	EmergHealAt:Set[40]

;This is typically a heal that is used when your health is very low
	;Do we have a big heal? Whats it's name? What % do I cast it at?
	DoWeHaveBigHeal:Set[FALSE]
	BigHeal:Set[null]
	BigHealAt:Set[20]
	
;This is typically a heal that is used for moderate healing
	;Do we have a medium heal? Whats it's name? What % do I cast it at?
	DoWeHaveMediumHeal:Set[TRUE]
	MediumHeal:Set[Ignore Pain IV]
	MediumHealAt:Set[50]

;This is typically a heal that is used when you have very light damage to your health
	;Do we have a small heal? Whats it's name? What % do I cast it at?
	DoWeHaveSmlHeal:Set[False]
	SmlHeal:Set[null]
	SmlHealAt:Set[0]

	;Do we have a medding heal? (This heal will be cast between pulls if you're less than required hp)
	DoWeHaveMeddingHeal:Set[FALSE]
	MeddingHeal:Set[null]

;Added by Denthan
	;Do we use medition? (Meditation will occure between pulls if you're less than required hp)
;Meditation is used by Monks and Disciples
	DoWeHaveMeditation:Set[TRUE]
;Denthan, I use Meditation if I am not afk or not worried about agro allowing high Jin and faster kills
	WeMeditate:Set[Meditation]
;Denthan, I use ${FeignDeath} if I am worried about agro but at the cost of low Jin
;	WeMeditate:Set[Feign Death II]

	;Feign Death
;Feign Death is an attempt to fool an agressor into thinking you are dead so they will stop attacking you.
	DoWeHaveFD:Set[TRUE]
	FeignDeath:Set[Feign Death II]
	FeignDeathAt:Set[30]
;Detnthan, I have added code && (${Me.TargetHealth}>${FightOnAt}) so that if the fight is close I will not FD. Lower to Feign even if close 
	FightOnAt:Set[20]
	
	;Pet
	DoWeHavePet:Set[FALSE]
	PetSpellName:Set[null]
	PetHeal:Set[null]
	PetHealAt:Set[40]
	
	;Pet buffs
	DoWeHavePetBuffs:Set[FALSE]
	PetBuff1:Set[null]
	PetBuff2:Set[null]
	PetBuff3:Set[null]
	PetBuff4:Set[null]
	PetBuff5:Set[null]	
		
	;Pull spell/ability (can be any spell or ranged attack, uses this to pull, duh)
	PullAbility:Set[Ranged Attack]
	
	;Pull Followup, this ability will be performed after the initial pull. Rangers should set this to your ranged chain
	PullFollowup:Set[Ashen Hand V]
	
	;Pull Backup, this is the last effort to pull a mob. If for some reason your first two pull abilties failed
	PullBackup:Set[Six Dragons Strike III]
	
;Added by Denthan
;Do you use Food and if so what is the name
	EatForHealth:Set[TRUE]
;	Or
	EatForEnergy:Set[FALSE]
	;will eat if 	your Energy is less-than RequiredEnergy
;	YourFood:Set[Shiny Red Apple]
	YourFood:Set[Block of Cheese]
;	YourFood:Set[Loaf of Honey Bread]
;	YourFood:Set[Hard Boiled Egg]
	EatForHlthAt:Set[75]
	;will eat if less than this variable

	;Set the required amounts of HP, End, Energy, Jin and Max Range. You'll med/heal to these amounts between fights (must be a number, not null)
	RequiredHP:Set[99]
	RequiredEndurance:Set[75]
	RequiredEnergy:Set[0]
;Added by Denthan, Check Jin for Monks and Disciples (set to zero if you are not one of these classes
	RequiredJin:Set[0]
	;Below put your Max Pull Range minus 3. Exp: my monks MaxPullRange is 20-3=17 (because you may walk backward out of pulling range)
	MaxPullRange:Set[17]

	;Set of min and max level mob to pull. Current set to pull anything thats Green to Blue.
	MinLevel:Set[${Me.Level}-3]	
	MaxLevel:Set[${Me.Level}+3]
;Denthan, Con Check. How many DOTs on the PC are you willing to fight. Suggest 2 for solo
	ConCheck:Set[2]
	;Addchecking, setting this to FALSE will make the script skip all add checking routines.
	AddChecking:Set[TRUE]
	
;Currently does not work
	;PullMobsToBaseCamp, setting this to TRUE will return to starting point wtih the mob ur pulling every time. Default is FALSE
	PullMobsToBaseCamp:Set[FALSE]

	;TotallyAFK abilities, set these things if you'll be totally afk.
	TotallyAFK:Set[FALSE]
	AFKAbility:Set[Meditation]
	AFKNote:Set[Working between kills, might not be very responsive.]
	
	;Harvest type, what type of item do you want to harvest if harvesting is turned on from the UI (list below not all-inclusive)
;	HarvestType:Set[Plant]
	HarvestType:Set[Dry]
;	HarvestType2:Set[Stone]

Thanks,
Denthan

You can find the 1.3x zip file here
 
Last edited:

adakos

Active Member
so far so good. Testing it with my paladin & Monk to see how it works with both.
Like with Farmer Bob's bot, there are class-specific files which are created to store skill/attack information.

Would it be possible to just take all the variables from the bottom of the script, pop them in a class file, then reference said class file with a simple #include class.file ?

i'll let it run for an hour or so later on tonight or early tomorrow and see how it runs for extended periods of time in areas with water, rocks, trees, hills, etc so we can get an idea of how the targeting and pathing works.

Also, keep up the good work.
 

aChallenged1

Active Member
I'm going to have to study how monks work and see how I can convert that for my Disciple. Both use jin, but there are sure to be differences, such as the fact that so far my jin is used primarily for healing purposes (I'm only lvl 8 so far).
 

Truwenswg

Active Member
Did you change the pathing so that there are more than 3 locations to path to? I am considering using this for my ranger or bard. Will this worth with a ranger or bard since the ranger uses some spells and the bard uses songs.

-Truwen
 

Truwenswg

Active Member
Uploading a working necro script. This was created using a level 26 necromancer so I'm not sure how it will act on a lower level necromancer who may not have all of the spells in this script. I added a couple of things and am going to be working on throwing in some pet commands and chain reactions functions.

At any rate this is the working script.

-Truwen
 

Attachments

M.D.

Active Member
Would like to see a couple other variables added to the UI. My preferences would be Add Checking and Use Food/Drink. Reason being I use these in some camps at not at others but currently have to tab to notepad to change them then re-run the script and set the points again.

Thanks for the great script though, working well for me so far (~3 hrs w/o problems).
 

gp1001

Active Member
When I try and run krambot on my level 5 pally I get the following:

Code:
D. Initializing...
Unparsable in Calculation: 'F'
Could not calculate False
Unparsable in Calculation: 'F'
Could not calculate False
D. Initialized...
 0--------------0------------0 
 |KramBot 1.2b  |by Kram     | NULL, Lvl: NULL
 |______________|____________| Killing range: -3- 2 with 2 of 6 DOTs
 |Move To 1.1   |by Dontdoit | Your current Max Pulling Range is set to 17 meters
 |Anti-Add 1.3  |by Kram     | 
 0--------------0------------0 
 Patrol Point 1 Set!
 (set the other points and click start to begin)
Patrol Point 2 Set!
Patrol Point 3 Set!
Starting Script
NULL, NULL
Kills: 0 (Total XP: 0)
You have no more continues:
G-A-M-E O-V-E-R
 0----------------0
 | Ending KramBot |
 0----------------0
All scripts ended
I went through the script at the end and placed added my limited abilites and placed a null and a 0 where it needed to be. I noticed that if I type echo ${Me.Class} in the console it returns Null

***EDIT

for somereason I have to issue a ext -unload isxvg and then reload it.
I am going to test the bot now, It is echoing my level and class.

OK, scripts works great after I unloaded the extension and reloaded it.
nice bot.
 
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diraven

Active Member
Tested with level 20 DK and script seemed fine.

Would like to see more Patrol Points so I can better cover some places.

I wasn't able to fine a way to use the combination of Shadow Step and then Harrow II (or any other move for that matter). Is there a way to do this that I just missed? In case you don't know. Shadow Step allows me to Teleport behind an enemy. Harrow II is an attack that can only be perfromed from behind. It also offers a lil bit of healing.

Overall it seems to be a nice script.
 

Denthan

Active Member
Would like to see a couple other variables added to the UI. ...Thanks for the great script though, working well for me so far
M.D.
I would love to be able to add them but I have no XML skill. If I could I would add as many as 10 waypoints, a way to turn food on/off select the food type inclucing an other option where you could state the name of the food, be able to adjust the Max Pull Range on the fly, toggles for Feign Death and Meditation and much more, sadly I would have to have Kram or someone else adjust the UI. However I am hoping to get help on those but feel free (anyone) if you have that skill make the changes and send me a copy and I will add it to the next release. I am glad you are happy with it in its current form too.

I wasn't able to fine a way to use the combination of Shadow Step and then Harrow II
Diraven

The only suggestion I can make there is either try them in the Chain section or in the In-combat buffs section as CombatBuff2 and CombatBuff3 if you have the 1.2c version. Let me know how that works and if it does not I will see what I can do. I could make a function that is just for one-two combos. Tell me the name of the spell/ability and when you use them. Such as if they are use as an opener or anytime they are available.

Thanks all for your replies and I hope you are finding the script fun and useful.

Denthan
 
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diraven

Active Member
Denthan said:
M.D.

Diraven

The only suggestion I can make there is either try them in the Chain section or in the In-combat buffs section as CombatBuff2 and CombatBuff3 if you have the 1.2c version. Let me know how that works and if it does not I will see what I can do. I could make a function that is just for one-two combos. Tell me the name of the spell/ability and when you use them. Such as if they are use as an opener or anytime they are available.

Thanks all for your replies and I hope you are finding the script fun and useful.

Denthan
Ill give it a try when I log in today. Thats a good idea I should have seen that. Also sometimes I noticed the character trieds to pull the Mob with a ranged attack (bow) and others the character simply runs all that way there. I assume the script is making that decision based on 'safty' of the pull?

Also i noticed the xp count in the console is not updating. It records kills but not xp. I ran the bot for about three hours with no deaths and a nice bit of xp. I did have some issues setting up a path that was aggressive enough to get some action.

Ill get back to ya with my chain experiment. Thanks for the reply


UPDATE: Putting the moves in the chain worked fine. Thanks again.
 
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M.D.

Active Member
Actually played around with the XML for the first time last night and w/o understanding it all, I copied some code from 1 button and made a new one for Add Checking (True/False) and Use Food. Both worked well, just have to change both defaults to False in the script. I don't have much free time but I can try and dissect one of the craftbot ui files and see how lists are populated (I'm guessing it'll just confuse me), but if someone with real experience wants to do it, feel free.

I can post my updated XML later tonight if I have a chance.
 

meatshield

Active Member
18 paladin

I've been running it for a little bit, and so far it seems to work just fine. You've got to have a basic understanding of what's doing what to make sure you put things in the right order... and your notes do that well. I like it.

I would like to know how to change the order it moves from point to point. I'd like it to use say 2nd point as center and go 2 - 1 - 2 - 3 - 2 would look like a nice V. Other then that I like it a lot. I like how I can set heal I as my rest heal to get back to 100. Hell, I can even set my group heal as my rest heal since it's an instant cast. It's nice :)
 

M.D.

Active Member
New UI

First time editing (and posting) a XML. Added toggles for Add Checking and Eating, also lists percentage of health you are set to eat at (from the bottom of the script). Will play around with it some more and post any progress.

See post below for latest XML.
 
Last edited:

Denthan

Active Member
UI

M.D. said:
First time editing (and posting) a XML. Added toggles for Add Checking and Eating, also lists percentage of health you are set to eat at (from the bottom of the script). Will play around with it some more and post any progress.
M.D.,
I will be glad to take a look at this, but do you not have to chanage the code in the script to work with any UI changes? If that is true I need to know what you changed so that I can add it to the next release.

I'd like it to use say 2nd point as center and go 2 - 1 - 2 - 3 - 2 would look like a nice V.
Meatshield,

That is how it should work, I use the V format a lot myself.

Thanks again everyone for the feedback, it helps me 1) to work even more on the script 2) know what can be improved.

Denthan
 

M.D.

Active Member
Edit: Changed XML again see attached

Need to edit your script to call SetupAbilities before it loads the UI (simple swap of lines). It will then check each of the toggles for True/False and appear accordingly i.e. I set AddChecking to False but EatForHealth to True at the bottom of my script per the directions - the UI will show Add Checking with a cleared box and Eat For Health with a checked box.

I will read more about XML and tear some good UI's apart and see if I can't make this more robust.
 

Attachments

Last edited:

irascible

Active Member
major problems i've noticed..

1. Pull back to base camp doesn't work. By looking over the script, there is no function or reference to the variable "PullMobsToBaseCamp"
2. It doesn't pull , it runs right up to the mob and then casts... aggroing anything close, everytime. (spell is "Anathema IV").
3. If aggro walks near where you are fighting, it moves you away in a very small increment from that mob... but not far enough; in return, you get aggro everytime.
4. If a mob is aggroed near a rock and has clipping problems, or the mob moves on top of you, the script doesn't backup to get mob back into line of sight, so you heal yourself till your out of mana and eventually die.

Also.. as a cleric (yes we are melee), we don't use forms... but there is no where to set to FALSE? How would I set this section under this situation? And, what is Jin??

Little history of what i've done... i've re-written the krambot.iss with my spells from scratch 3 times, same results. I've also tried upping variables under the pull sections. Nothing changes.

When running debug mode, one thing stands out: "D. Stuck in main loop. Pulling"

Thanks for taking on this project while kram is away.
 
Last edited:

srains

Active Member
irascible said:
major problems i've noticed..

1. Pull back to base camp doesn't work. By looking over the script, there is no function or reference to the variable "PullMobsToBaseCamp"
2. It doesn't pull , it runs right up to the mob and then casts... aggroing anything close, everytime. (spell is "Anathema IV").
3. If aggro walks near where you are fighting, it moves you away in a very small increment from that mob... but not far enough; in return, you get aggro everytime.
4. If a mob is aggroed near a rock and has clipping problems, or the mob moves on top of you, the script doesn't backup to get mob back into line of sight, so you heal yourself till your out of mana and eventually die.

Also.. as a cleric (yes we are melee), we don't use forms... but there is no where to set to FALSE? How would I set this section under this situation? And, what is Jin??

Little history of what i've done... i've re-written the krambot.iss with my spells from scratch 3 times, same results. I've also tried upping variables under the pull sections. Nothing changes.

When running debug mode, one thing stands out: "D. Stuck in main loop. Pulling"

Thanks for taking on this project while kram is away.
Before I add my comments I just want to say I appreciate the scripts and the effort for both fbbot and krambot. They have made Vanguard fun to play. I still use both bots, fbbot for leveling on mobs around my level and krambot for the mobs of the lower level that still give exp but I can skin them for some nice loot.

I ran into the same issues as irascible. I also tried to update the krambot.iss with some many variations of the profile because of the pull issue. I am a ranger so I would use critical shot followed by my chain to pull. The bot would pull for the first mob or two but after that, same issue as above. It is also possible that the script is just fine and we happen to be doing the same thing wrong.
 

Crassocracy

Active Member
I've used Krambot with my DK.
So far I haven't run into any serious flaws or problems. Using the shadow step + wrack chain gets me out of most graphical glitches. Sometimes I've had Krambot loop at a point then crash but I don't remember exactly what it was, I'll look into it next time. All I can say is, very nice work with Kram's original.
 

Denthan

Active Member
RE: major problems i've noticed

1. Pull back to base camp doesn't work. By looking over the script, there is no function or reference to the variable "PullMobsToBaseCamp"
That feature was something was working on before he had to take leave. I can look into it but no promises.

2. It doesn't pull , it runs right up to the mob and then casts... aggroing anything close, everytime. (spell is "Anathema IV").
What is the range of that song and what is your max range set to?

3. If aggro walks near where you are fighting, it moves you away in a very small increment from that mob... but not far enough; in return, you get aggro everytime.
What is
Code:
variable int MobAgroRange=
set to. The larger this is the more reaction time you have but the less likely you will pull a mob if they are "too close"

4. If a mob is aggroed near a rock and has clipping problems, or the mob moves on top of you, the script doesn't backup to get mob back into line of sight, so you heal yourself till your out of mana and eventually die.
I will have to try and recreate this as I have not had any issues like that.

Also.. as a cleric (yes we are melee), we don't use forms... but there is no where to set to FALSE? How would I set this section under this situation? And, what is Jin??
Currently there is not a TRUE/FALSE switch, you can just use
Code:
null
but you do have forms as a cleric, what that increases you healing ability and one that increases your dmg in casting. Jin is used by Monks.

When running debug mode, one thing stands out: "D. Stuck in main loop. Pulling"
Check the the following:

Code:
	;Set of min and max level mob to pull. Current set to pull anything thats Green to Blue.
	MinLevel:Set[${Me.Level}-3]	
	MaxLevel:Set[${Me.Level}+3]
;Denthan, Con Check. How many DOTs on the PC are you willing to fight. Suggest 2 for solo
	ConCheck:Set[2]

Thanks for taking on this project while kram is away.
You are welcome, I will do what I can to keep this working until something better comes along or Kram is back.

Also, since the last ISXVG patch it seems there may be an issue with pulling non-agro mobs. I will see if I can get some help in fixing that.

Good hunting,
Denthan
 

irascible

Active Member
Denthan said:
That feature was something was working on before he had to take leave. I can look into it but no promises.


What is the range of that song and what is your max range set to?


What is
Code:
variable int MobAgroRange=
set to. The larger this is the more reaction time you have but the less likely you will pull a mob if they are "too close"


I will have to try and recreate this as I have not had any issues like that.


Currently there is not a TRUE/FALSE switch, you can just use
Code:
null
but you do have forms as a cleric, what that increases you healing ability and one that increases your dmg in casting. Jin is used by Monks.


Check the the following:

Code:
	;Set of min and max level mob to pull. Current set to pull anything thats Green to Blue.
	MinLevel:Set[${Me.Level}-3]	
	MaxLevel:Set[${Me.Level}+3]
;Denthan, Con Check. How many DOTs on the PC are you willing to fight. Suggest 2 for solo
	ConCheck:Set[2]


You are welcome, I will do what I can to keep this working until something better comes along or Kram is back.

Also, since the last ISXVG patch it seems there may be an issue with pulling non-agro mobs. I will see if I can get some help in fixing that.

Good hunting,
Denthan

Cool, "PullMobsToBaseCamp" would be an awesome feature...

The range of the spell "Anathema IV" is 25, I have the script setup to 21 (1 less than the instructions)

MobAgroRange = 13

To add to the aggro problem; it has also got into a situation (out in the open land, no obstacles) where the mob is facing backwards to you and is out of LOS... the mob can hit you, but you can't hit it. Eventually you run out of mana, and die.

Really? I had no idea we had forms. I'm lvl 24 now, maybe it's something I get later. I'll look into it. Thanks

The minlevel is set to -2, maxlevel +1, and ConCheck 3


Thanks again Denthan. If you have any suggestions on the settings to eliminate some of the problems, it would be appreciated. Also, I look forward to seeing any fixes/advancements in the future... of course it's not expected, your work is appreciated nonetheless.
 

abbadon

Active Member
Non Aggro Mobs

Den,


I am still using a slightly modified version of Krambot from before Kram went away. I have even incorporated a few of your additions. I have not had any issues with non-aggro mobs. I am sitting in the center of a bunch of them now and have probably been killing 4-5 hundred of them non stop.

Not sure if it is something that was changed or not. I don't look for difficulty so maybe it is something you added that was broken. If you need a copy of the code I am using let me know and I will paste it up for you.
 

irascible

Active Member
abbadon said:
Den,


I am still using a slightly modified version of Krambot from before Kram went away. I have even incorporated a few of your additions. I have not had any issues with non-aggro mobs. I am sitting in the center of a bunch of them now and have probably been killing 4-5 hundred of them non stop.

Not sure if it is something that was changed or not. I don't look for difficulty so maybe it is something you added that was broken. If you need a copy of the code I am using let me know and I will paste it up for you.
Abbodon, could you paste it for the rest of the community? I wouldn't mind given it a shot. Besides, with both you and Den working on some awesome additions/solutions to the script, it could only reap good benefits for the community.

Thanks
 

srains

Active Member
Krambot

not sure if this is still needed but as I said before I was having the same issues. My pull range is set to 22. Thats based upon the recommendation of range -3. I have tried different combinations of settings. Changing pull attemps everything.

I have also had a few instances where it would target a non-aggro mob, run up to it, wait for a few seconds, release the target, target another non-aggro mob, run up to it, wait for a few seconds and repeat. That has only happened a couple of times when no aggro mobs were in the area.

As I said before, still a very useful and appreciated bot.
 

Denthan

Active Member
srains said:
not sure if this is still needed but as I said before I was having the same issues. My pull range is set to 22. Thats based upon the recommendation of range -3. I have tried different combinations of settings. Changing pull attemps everything.

I have also had a few instances where it would target a non-aggro mob, run up to it, wait for a few seconds, release the target, target another non-aggro mob, run up to it, wait for a few seconds and repeat. That has only happened a couple of times when no aggro mobs were in the area.

As I said before, still a very useful and appreciated bot.
Do you have all the files in the zip being used in the right spot? The copy of moveto.iss and antiadd.iss in the zip have been slightly modified and need to be in a directory called "common"
 

abbadon

Active Member
Code update

Irascible,

I don't want to muddy the waters or confuse things with posting custom code. It generally makes the bot unsupportable so as with Kram if I have anything that needs updating or if I see something I personally use that is not in the main script I will work with Den and allow him to make the decision as to include or exclude any changes. Otherwise when people start running into problems Den is going to have a nightmare time trying to figure out who did what to which section of the script.

Since I never moved on when Den updated I don't want to compare apples to oranges and have anyone messing up a script that functions well as it is. If you ask for features I am sure Den will look into including them and if I come up with a way to incorporate the feature before Den I will give it to him to evaluate and include.
 

Cody1174

Active Member
Only problems I have is finding a good hunting spot for my 12 monk. I seem to die within a couple hours. I get stuck sometimes in bushes or rocks. More waypoints would be nice.

anyone know of any good spots to run this for lvl 12+ monk.
 

abbadon

Active Member
Srains issue

Srains,

I could be wrong but try turning off Anti-Add in your script. Or at the very lease turning on debug and watching it to see if it is Anti-add invalidating your targets. I would have to go back and look but I thought someone mentioned Anti-Add getting broken? I will have to take a look at the older messages in the thread to see and I could be wrong but it seems like you might be having a target validation issue.

Abbadon
 

Baldur

Active Member
Hello all,

I just started using isxvg last night w/ krambot - setup was pretty simple and I was able to get some results pretty quickly :) I rolled a bard to test the script out from scratch.

I did notice some problems that i'm hoping others can help explain (or maybe tell me i'm doing it wrong - i hope this is the case!)

The first problem I noticed is that the bot _rarely_ pulls with the bow. I've setup the first pull ability to be Ranged Attack. Sometimes the bot will target an enemy and just run up to it instead, and start slicing away (i setup the second ability to be a melee attack, since otherwise the bot gets stuck in a loop targetting two seperate mobs and never attacks). This is bad for agro reasons, as it's killed me on almost every occasion.

Second... once the bot does start to attack, it keeps backing up all over the place. It's pretty random but for some reason it just backs up a ton, moves forward a little bit... such that he walks into some really nice agro :)

Third (and not really a problem, just my lack of knowledge) is it possible for this bot to use bard songs? I couldn't figure that one out.

Thanks a ton - I will be playing with the scripting so I can start contributing... but any help at this stage would be much much appreciated.
 

srains

Active Member
Will try antiadd

Abbadon,

I will try that and the debug later tonight. I turned off Anti-Add last night but it still had pulling issues. It was just a quick check so I did not spend to much time with it. I am going to delete all Krambot files I have now and start fresh. Maybe in trying to get this to work for my Ranger, I changed something I should not have.
 

Denthan

Active Member
Changes to 1st Post

Please see the first post if you have not read it lately as I have tried to put more information in it to help those with setup issues.

Denthan
 

aChallenged1

Active Member
Denthan said:
I am not Kram and I do not have the skill to change the UI, I wiish I did so that I could add more Waypoints and other options. If you have this type of skill and time to help come to the IRC and we can talk.
Doing this is not that hard. XML is edited with any text editor.

The easy way is to go copy and paste onto an empty text editor window one portion of the waypoint buttons and modify it. (Example below)

The more difficult way is to make waypoints a drop down list, which gives the option of "add waypoint" and "Save & Finish". In this case you'd use an incrementing waypoint system for setting pathing using a variable that increments each time the "Add Waypoint" button is pressed; this would allow you to have any number of waypoints. Some idiots would abuse this, I'm sure, and then complain about their own screwup(s).

Code:
					<button name="SetPatrol2">
					<X>20</X>
					[COLOR="Blue"][B]<Y>32</Y>[/B][/COLOR]
					<Width>110</Width>
					<Height>20</Height>
					<AutoTooltip>Click here to set patrol point 2</AutoTooltip>
					<Text>Set Patrol Point 2</Text>
					<OnLeftClick>
						echo Patrol Point 2 Set!
						Script[KramBot].Variable[Patrol2X]:Set[${Me.X}]
						Script[KramBot].Variable[Patrol2Y]:Set[${Me.Y}]
						Script[KramBot].Variable[Patrol4X]:Set[${Me.X}]
						Script[KramBot].Variable[Patrol4Y]:Set[${Me.Y}]
					</OnLeftClick>
					</button>
					
					<button name="SetPatrol3">
					<X>20</X>
					[COLOR="Blue"][B]<Y>54</Y>[/B][/COLOR]
					<Width>110</Width>
					<Height>20</Height>
					<AutoTooltip>Click here to set patrol point 3</AutoTooltip>
					<Text>Set Patrol Point 3</Text>
					<OnLeftClick>
						echo Patrol Point 3 Set!
						Script[KramBot].Variable[Patrol3X]:Set[${Me.X}]
						Script[KramBot].Variable[Patrol3Y]:Set[${Me.Y}]
					</OnLeftClick>
					</button>
In the above you need to note two things. One being the Patrol Point # (2, 3...n). Each time you add another one you'll need to change the Patrol Point # to match the current one. Basically, copy all of Patrol Point 3 and change each #3 to a 4, 5, etc. I'm sure you get the idea.

The second is the one you have to really pay attention to, as it will screw up your entire GUI if you fail to fix it. So, what you need to do, to start is look at <button name="SetPatrol2"> and <Y>32</Y> then look at the difference between that one and the next Patrol section. In this case the difference is 22. That means in each new patrolpoint section you add, you need to add 22 to the last Y. And that doesn't end it. Once you've done that, then you have to look at everything that falls below the patrol point setup section and push each Y down 22 from the last section. So, if you added in one patrol setup, it's Y would be 76, that means that the Start Button would have to be pushed down by 22, and then the Pause Button 22 more. At least the way this XML file is setup.

After making the changes (always create a backup of the original) run it ingame to see how it looks and make corrections.

Hope that helps you.
 

crixtoanti

Active Member
I have the UI moded to use 7 waypoints and could easily add more, however I can not get the script to run to more than 4. I have tried editing the script and can't get it quite right. I can give you what I have for the UI XML.
 

aChallenged1

Active Member
What about Counter Attacks?

I am working on setting this up for my disciple, and noticed that it doesn't have a section for counterattacks, which disciples have early on, such as Kiss of the Slug, which can only be used after a dodge.

It would be nice to have that added in, too.

Oh, and something for HoT heals.
 

Denthan

Active Member
Not just XML

Doing this is not that hard. XML is edited with any text editor.
The XML is not really the issue for me, it is the way he has the code written in the script. I have read the script to the point of almost having it memorized and I simplely do not know a good way to change the way the waypoint system works.

If someone wants to take it upon themself to send me some code that is better I would be happy to chat with you in IRC.

Thanks,

Denthan
 

Denthan

Active Member
aChallenged1 said:
I am working on setting this up for my disciple, and noticed that it doesn't have a section for counterattacks, which disciples have early on, such as Kiss of the Slug, which can only be used after a dodge.

It would be nice to have that added in, too.

Oh, and something for HoT heals.
Use Chains for that.
 

Denthan

Active Member
* Version 1.2f
* Major code cleanup to help the script run up to 50% faster (this will be my last update to Krambot. I feel I have taken it as far as my skill level will allow)
 

irascible

Active Member
Well, i've updated all my files to the latest script and the only changes i've made are adding my spells... unfortunately the same problems still exist along with new problems such as not medding energy before it pulls the next mob, loses pathing and constantly walks backward forever, and still there is no function for pull mobs to base camp. At this point the script is unuseable, and I'd like to start using this again but i can't seem to figure out how to fix the problems after studying the code several times over periods of hours.


Abbadon, now that denthan is no longer supporting the script... can you post yours or add/fix the current one?


Here is my krambot.iss in case there is any concerns that i'm doing something wrong.

Code:
	;Dots
;List how many DoTs you will use and the names. DoTs are some type of ability that leaves an icon on the target and dose damage or debuff over time
	HowManyDoTs:Set[0]
	DoT1:Set[null]
	DoT2:Set[null]
	DoT3:Set[null]
	DoT4:Set[null]
	DoT5:Set[null]
	DoT6:Set[null]
	DoT7:Set[null]

	;Nukes
;List how many Nukes you will use and the names. Nukes can be any direct damage ability, they usually are used from a distance but not always
	HowManyNukes:Set[1]
	Nuke1:Set[Anathema V]
	Nuke2:Set[null]
	Nuke3:Set[null]
	Nuke4:Set[null]
	Nuke5:Set[null]
	Nuke6:Set[null]
	Nuke7:Set[null]
	
	;Melee Attacks
;List how many Melee Attacks you will use and the names. Melee Attacks are typically direct damage with a weapon or hands within 5m of the target.
	HowManyMelee:Set[3]
	Melee1:Set[Maul of Divinity II]
	Melee2:Set[Smiting Blow II]
	Melee3:Set[Hand of Censure IV]
	Melee4:Set[null]
	Melee5:Set[null]
	Melee6:Set[null]
	Melee7:Set[null]
	
	;In-combat buffs
;List how many Combat Buffs you will use and the names. Combat Buffs are cast on yourself while in combat.
	HowManyInCombatBuffs:Set[3]
	;If CombatBuff1 is active, the other buffs will not fire so use CombatBuff1 for quick buff that would get over written or make it null.
	CombatBuff1:Set[Gift of Ardor II]
	CombatBuff2:Set[Aegis of Blades II]
	;If CombatBuff3 is active, CombatBuff4 will not fire and visversa, so use CombatBuff3 and CombatBuff4 for alternating buffs.
	CombatBuff3:Set[Ward Shield I]
	CombatBuff4:Set[null]
	CombatBuff5:Set[null]
	CombatBuff6:Set[null]
	
	;Chains
;List how many Chains you will use and the names. Chains are abilities that are activated by a critical hit and can be activated in sequence for a increased affect
	HowManyChains:Set[3]
	Chain1:Set[Fist of Rebuke III]
	Chain2:Set[Maul of the Gods I]
	Chain3:Set[Rout I]
	Chain4:Set[null]
	Chain5:Set[null]
	Chain6:Set[null]
	Chain7:Set[null]
	Chain8:Set[null]
	
	;Finishers
;List how many Finishers you will use and the names. Finishers do not have to be a finishing move, it is just an ability that will be spammed when the target is close to death in order to hasten its death
	HowManyFinishers:Set[0]
	Finisher1:Set[null]
	Finisher2:Set[null]
	Finisher3:Set[null]

;Added by Denthan
	;Forms
;Set if you use Forms, there names and at what point you will change from AttackForm to DefForm
	;If you use Forms Set to TRUE else set to FALSE
	DoWeHaveForms:Set[TRUE]
	;AttackForm should be a Combat or Defensive Form (Even if only one Form is used, it will go back if you are knocked out of your Form)
	AttackForm:Set[Castigator's Fury]
	;NeutralForm should be a resting and/or healing Form (Used with Meditation and/or Eating)
	NeutralForm:Set[Healer's Focus]
	DefForm:Set[Healer's Focus]
	;Change to DefForm at what % of Health
	ChangeFormAt:Set[40]

	;Buffs (buffs with timers, no toggles here)
;List how many Buffs you will use and the names. Buffs are cast on yourself after healing and/or during meditation
	HowManyBuffs:Set[5]
	Buff1:Set[Bestowal of Brilliance II]
	Buff2:Set[Endowment of Fervor III]
	Buff3:Set[Resolution IV]
	Buff4:Set[Renewal II]
	Buff5:Set[Spirit Ward II]
	Buff6:Set[null]
	Buff7:Set[null]
	Buff8:Set[null]
	Buff9:Set[null]
	Buff10:Set[null]
	
	;Toggle Buffs (ones that dont have a time limit)
;List how many Buffs you will use and the names.
	HowManyToggleBuffs:Set[1]
	ToggleBuff1:Set[Power of Renewal I]
	ToggleBuff2:Set[null]
	ToggleBuff3:Set[null]
	ToggleBuff4:Set[null]
	ToggleBuff5:Set[null]

;This is typically a heal that is used as a last ditch effort to save yourself
	;Do we have an emergency heal? whats the name? what % do I cast it at?
	DoWeHaveEmergHeal:Set[FALSE]
	EmergHeal:Set[Racial Ability: Spirit of Jin]
	EmergHealAt:Set[40]

;This is typically a heal that is used when your health is very low
	;Do we have a big heal? Whats it's name? What % do I cast it at?
	DoWeHaveBigHeal:Set[TRUE]
	BigHeal:Set[Rejuvenate III]
	BigHealAt:Set[20]
	
;This is typically a heal that is used for moderate healing
	;Do we have a medium heal? Whats it's name? What % do I cast it at?
	DoWeHaveMediumHeal:Set[TRUE]
	MediumHeal:Set[Healing Touch IV]
	MediumHealAt:Set[60]

;This is typically a heal that is used when you have very light damage to your health
	;Do we have a small heal? Whats it's name? What % do I cast it at?
	DoWeHaveSmlHeal:Set[FALSE]
	SmlHeal:Set[null]
	SmlHealAt:Set[0]

	;Do we have a medding heal? (This heal will be cast between pulls if you're less than required hp)
	DoWeHaveMeddingHeal:Set[FALSE]
	MeddingHeal:Set[null]

;Added by Denthan
	;Do we use medition? (Meditation will occure between pulls if you're less than required hp)
;Meditation is used by Monks and Disciples
	DoWeHaveMeditation:Set[FALSE]
;Denthan, I use Meditation if I am not afk or not worried about agro allowing high Jin and faster kills
	WeMeditate:Set[Meditation]
;Denthan, I use ${FeignDeath} if I am worried about agro but at the cost of low Jin
;	WeMeditate:Set[Feign Death II]

	;Feign Death
;Feign Death is an attempt to fool an agressor into thinking you are dead so they will stop attacking you.
	DoWeHaveFD:Set[FALSE]
	FeignDeath:Set[Feign Death II]
	FeignDeathAt:Set[30]
;Detnthan, I have added code && (${Me.TargetHealth}>${FightOnAt}) so that if the fight is close I will not FD. Lower to Feign even if close 
	FightOnAt:Set[20]
	
	;Pet
	DoWeHavePet:Set[FALSE]
	PetSpellName:Set[null]
	PetHeal:Set[null]
	PetHealAt:Set[40]
	
	;Pet buffs
	DoWeHavePetBuffs:Set[FALSE]
	PetBuff1:Set[null]
	PetBuff2:Set[null]
	PetBuff3:Set[null]
	PetBuff4:Set[null]
	PetBuff5:Set[null]	
		
	;Pull spell/ability (can be any spell or ranged attack, uses this to pull, duh)
	PullAbility:Set[Anathema V]
	
	;Pull Followup, this ability will be performed after the initial pull. Rangers should set this to your ranged chain
	PullFollowup:Set[Anathema V]
	
	;Pull Backup, this is the last effort to pull a mob. If for some reason your first two pull abilties failed
	PullBackup:Set[Anathema V]
	
;Added by Denthan
;Do you use Food and if so what is the name
	EatForHealth:Set[FALSE]
;	Or
	EatForEnergy:Set[FALSE]
	;will eat if 	your Energy is less-than RequiredEnergy
;	YourFood:Set[Shiny Red Apple]
	YourFood:Set[Block of Cheese]
;	YourFood:Set[Loaf of Honey Bread]
;	YourFood:Set[Hard Boiled Egg]
	EatForHlthAt:Set[75]
	;will eat if less than this variable

	;Set the required amounts of HP, End, Energy, Jin and Max Range. You'll med/heal to these amounts between fights (must be a number, not null)
	RequiredHP:Set[90]
	RequiredEndurance:Set[90]
	RequiredEnergy:Set[90]
;Added by Denthan, Check Jin for Monks and Disciples (set to zero if you are not one of these classes
	RequiredJin:Set[0]
	;Below put your Max Pull Range minus 3. Exp: my monks MaxPullRange is 20-3=17 (because you may walk backward out of pulling range)
	MaxPullRange:Set[23]

	;Set of min and max level mob to pull. Current set to pull anything thats Green to Blue.
	MinLevel:Set[${Me.Level}-3]	
	MaxLevel:Set[${Me.Level}+2]
;Denthan, Con Check. How many DOTs on the PC are you willing to fight. Suggest 2 for solo
	ConCheck:Set[2]
	;Addchecking, setting this to FALSE will make the script skip all add checking routines.
	AddChecking:Set[TRUE]
	
;Currently does not work
	;PullMobsToBaseCamp, setting this to TRUE will return to starting point wtih the mob ur pulling every time. Default is FALSE
	PullMobsToBaseCamp:Set[FALSE]

	;TotallyAFK abilities, set these things if you'll be totally afk.
	TotallyAFK:Set[FALSE]
	AFKAbility:Set[Meditation]
	AFKNote:Set[Working between kills, might not be very responsive.]
	
	;Harvest type, what type of item do you want to harvest if harvesting is turned on from the UI (list below not all-inclusive)
;	HarvestType:Set[Barbed]
	HarvestType:Set[Slate]
;	HarvestType2:Set[Stone]

		
;====================================END OF REQUIRED CHANGES==============================
	
	call DebugIt "D. Initialized..."
}
 
Last edited:

RangerKaiote

Active Member
Getting Killed due to Line Of Sight bug

I kept getting killed by these turtles that kick me around saying I have no line of sight, but the ${Me.Target.HaveLineOfSightTo} was saying I did. I made this simple modification to help fix that problem.

Insert this right after all the variables
Code:
atom(script) VG_OnIncomingText(string Text, string ChannelNumber, string ChannelName)
	{
		if ( ${Text.Find[because you have no line]} )
			{
				VG:ExecBinding[movebackward]
			} 
			else
			{
				VG:ExecBinding[movebackward,release] 
			}
	}
and put this at the very beginning of the main sub:

Code:
Event[VG_OnIncomingText]:AttachAtom[VG_OnIncomingText]
 

abbadon

Active Member
Krambot

I just want to know how many people are still using krambot for whatever reason. I have fixed the moving backwards problem in my version (which is not the melee version). I want to know if there are enough people still using it to make it worth my time to merge my changes into the melee version or if I should start making the move towards FBBOT?

If there is interest I will try to knock it out sometime Saturday.
 

diraven

Active Member
abbadon said:
I just want to know how many people are still using krambot for whatever reason. I have fixed the moving backwards problem in my version (which is not the melee version). I want to know if there are enough people still using it to make it worth my time to merge my changes into the melee version or if I should start making the move towards FBBOT?

If there is interest I will try to knock it out sometime Saturday.
I still use it some. I am still trying to get Dread Knight sorted out on FBBot.
 

irascible

Active Member
If I understand fbbot correctly, it can do harvesting and much much more. I believe at this point, with fbbot around, it would be a waste of time to focus on this script. Had I known about what fbbot is capable of, I would have stopped using this script a long time ago. It's so much more advanced and deserves all the attention imho.
 

crixtoanti

Active Member
irascible said:
If I understand fbbot correctly, it can do harvesting and much much more. I believe at this point, with fbbot around, it would be a waste of time to focus on this script. Had I known about what fbbot is capable of, I would have stopped using this script a long time ago. It's so much more advanced and deserves all the attention imho.

I don't see any option to harvest with fbbot, at least with the version I have. I use this because it does include harvest.
 

gcadays99

Active Member
krambot seems more user friendly for those of us with no clue. I don't know how to write a script for my dreadknight using fbbot and its been working wonderfully so far with krambot
 

Denthan

Active Member
gcadays99 said:
krambot seems more user friendly for those of us with no clue. I don't know how to write a script for my dreadknight using fbbot and its been working wonderfully so far with krambot
I am glad some feel the 3 weeks I put into Krambot to make it better was useful.

Thanks,
Denthan
 

aChallenged1

Active Member
There will always be those who have preferences.

Some will like and use this more, others will like and use ffbot more.

I like that both are available; how else would I get code to practice ripping and creating from? LOL
 

gamerguy76

Active Member
Krambot fix for moving backwards?

abbadon said:
I just want to know how many people are still using krambot for whatever reason. I have fixed the moving backwards problem in my version (which is not the melee version). I want to know if there are enough people still using it to make it worth my time to merge my changes into the melee version or if I should start making the move towards FBBOT?

If there is interest I will try to knock it out sometime Saturday.
I still use Krambot, its easier to setup and tweak than FBBot, imho. Can you post the fix you have for the moving backwards? Thanks.
 

Crassocracy

Active Member
One thing that is missing from possible ability choices is the "Counter-Attack" reactive ability chain line. Would it be possible to add this new line into Kram at this point?

(Yes, I do prefer Kram over FB)
 

adakos

Active Member
can't you just set up the counter attacks as chains?

that's what i always do with whatever bot im using. just give them the high priority chain slots, that way - if the ability is active, it will try to use it first.

just a suggestions.
 
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