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.
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Common items you will need to change in Krambot
You will find these setting near the top.
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.
The next items are found at the bottom of the script.
Thanks,
Denthan
You can find the 1.3x zip file here
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}"
Code:
VG:ExecBinding[movebackward]
call MeCasting
wait 3
VG:ExecBinding[movebackward,release]
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
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