FBBot - Feedback Thread...

Tekkamaaan

Active Member
First off I'd like to thank Farmer for this script. Farmer, I wish your daughter well and hope that she is not sick anymore.

Well, I know many have wondered about putting Reactionary attacks in and whatnot... I have found a solution to this! I just started looking at scripts yesterday so excuse me if this coding is not good at all (aka nubcakes).

I created a new function like this for my Cleric:

function Chains()
{
if ${Me.Target.Distance} < 4
call CastSpell "Fist of Rebuke" ISMOBBUFF
}


Then I put these lines in on the bottom (along with the other code):

Face ${Me.Target.X} ${Me.Target.Y}
call CombatBuffs
call Chains
call DebuffMob
call Chains
if ${LavishScript.RunningTime}>${TimeTillHeal}&&${Me.HealthPct}<${MinHealthPct}
{
call CheckHeals
TimeTillNextHeal:Set[${Math.Calc[${LavishScript.RunningTime}+(1000*TIMEBETWEENHEALS)]}]
}
call CheckHeals
call Chains
;call NukeMob
call Chains
call MeleeAttacks
call Chains

This works for me, however I think sometimes it tries to do the Chains too much and it messed up my heals.

I hope this helps everyone with these critical chains and whatnot. Good day!
 

adakos

Active Member
It will be out when Farmer bob releases it. (Rumor has it there are copied floaintg around the IRC channel;... )

He should have it out in no time. Untill then, better cross your fingers and wait.
 

Truwenswg

Active Member
welcome back farmer. I look forward to the new additions to the bot. I havn't played with the necro plugin in a while as my coding skills...well I have none. =) At any rate good to see you're back, hope the family is fine.

-Truwen
 

Farmerbob

Active Member
A quick note about the new version.. There have been changes for ChainCasting, it is now built into the combat scripts as a call back that gets called before any attack is executed, if you have a chain it will cast the chain, and then resume casting whatever attack you were doing.

eg:

Code:
New Function callback added to Combat Scripts :

function ChainCallback()
{
  ; Place Chains in here that you want your toon to cast if available.

}
You will find an example of it in the Cleric, and Monk scripts. I should have the new UI up later today.

I'll look at adding some of the improvements that were posted here in the next release of the UI. Thanks for the feedback.

-FB
 

shimmx

Active Member
Good JOB!

As most of the ppl here say. Thanks for sharing your great engine with all of us.

After using it and setting up a blood mage bot, adapting the cleric template i just have a few questions, since im new to this scripting lang.

Can i use global variables lets say at the start of my class code add something like:
variable int blood
and the access it from anywhere in the code?

Can i use the spell my weapon casts?? i cant seem to find any feedback about it.

In the mean time ill carry on developing my bloodmage bot.

Also i believe an option to add blacklisted mobs to a profile is a nice idea and to skip mobs out of LOS would also be a neat idea.

Thanks
 

l_ae_l

Active Member
Awsomesauce.. just waiting to see if someone comes up with a ranger script so I don't have to fumble through making one

.. also looking forward to harvesting and skinning..

(Can this bot skin mobs as it is right now? ie: tree(lumbering) mobs?)
 

l_ae_l

Active Member
I've discovered that by adding

Code:
		Pawn[Corpse, Radius, 5]:Target
		if "${Me.Target.IsHarvestable}" 
		{
			wait 5
			Pawn[Corpse, Radius, 5]:Target
			VGExecute /autoattack
			wait 200
			Me.Target:LootAll
			waitframe
		}
		VGExecute /cleartargets
to the begining of the Downtime function right before StatusMsg "Downtime Called" in the class.iss module that my character will skin the mob every time after it's killed.

I haven't tested this on any mobs that aren't skinable to see if there is an error.. but it works GREAT in getting EVERYTHING skinned in my path.

--edit--

Skinned meaning harvesting mobs like lumber off of treeants etc..

and my Ranger.iss is coming along decently to boot..
 
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adakos

Active Member
Jin!

Hey there, I started a monk (after nearly perfecting my DK script) but there's a problem. JIN. How do you get Fbbot to move along the path with JIN instead of energy? im using the default Monk script that came with the package (1.04beta) and he will attack under 'pilot mode' but he won't attack or move otherwise because he is in the 'resting phase'.

I've since took out the energy check by means of (if Me.Class.Equal[Monk] (or disciple)} then don't do an energy check during downtime, and just go once up have endurance and health, but this is a pretty weak way to do it, Is there and 'official way' ?

Thanks bob.
 

Crassocracy

Active Member
Hey Adakos,
Do you have an idea on the coding for the Counter-Attack abilities or the Retaliate abilites (for the DK of course).
 

adakos

Active Member
yeah, once 1.04 comes out ofically, youll see its VERY easy to impliment. the only thing that i cant get working 100% of the time is Shadowstep - Harrow combo. Other than that, leetsauce
 

neogeoman

Active Member
im having a hard time trying to black list mobs. I tried everything i could think of, but it simply doesnt work. How would i blacklist a mob named "Evil Mob"? I found the blacklisting command mentioned in the patch notes for 1.02b in fbbot.iss, but couldnt get it to work for specifically named mobs.
 

futo

Active Member
Great bot , just started using ISXvg . One thing i have noticed is when the mob starts to run my cleric still trys to melee. I see the code for snare and cast but it won't do it?
 

jt3

Active Member
Does anyone have a working ranger FB? Also, is there a delay for 1.04 or has work stopped on it? Thanks.
 

adakos

Active Member
if i recall correctly, Farmer Bob is releasing 1.05, completely skipping 1.04.
He said it should be released shortly. So, within a week or two ? (I'm hoping!)
 

aChallenged1

Active Member
adakos said:
if i recall correctly, Farmer Bob is releasing 1.05, completely skipping 1.04.
He said it should be released shortly. So, within a week or two ? (I'm hoping!)
You are correct Adakos. He stated in IRC #isxvg that he would not release any form of 1.04, period. Next release will be coming asap and it will be version 1.05.

So, asking for 1.04, or about, it is senseless at this point.
 

l_ae_l

Active Member
jt3 said:
Does anyone have a working ranger FB? Also, is there a delay for 1.04 or has work stopped on it? Thanks.

I've got a Ranger.iss for rangers up to 30 working very well, however It doesn't work with 1.02 due to some differences in the scripting (I'm using a leaked version of1.04).. As soon as FarmerBob releases 1.05 I'll tweak it a bit and post it. :)
 

Grep

Active Member
Can anyone that has ver 1.04 tell me if FBob has implemented the mob blacklist function please? Just I'm part way through implementing it in my copy of 1.02 and don't want to waste my time if it will be in 1.04/5
 

aChallenged1

Active Member
As stated above in my last post FarmerBob is back, and he is working on his next release, which will be version 1.05. Yes, it blacklisting will be in it according to what he said in chat. It may be a couple of weeks coming since he's helping his wife at home and not given to having a lot of time at the computer currently. He will do what he can when he can and release asap.
 

jt3

Active Member
l_ae_l said:
I've got a Ranger.iss for rangers up to 30 working very well, however It doesn't work with 1.02 due to some differences in the scripting (I'm using a leaked version of1.04).. As soon as FarmerBob releases 1.05 I'll tweak it a bit and post it. :)
Thanks, I saw it posted for 1.04b and was about to ask for the version. I'll wait til 1.05 and your tweak. Thanks again!
 

srains

Active Member
Rogue/Melee script help

This is not a big issue and probably more of a settings issue than anything else but when I am hunting non-aggro (or aggro and I am stalking) mobs with my Rogue sometimes the mob will wander out of attack range before I initiate my attack and then I stand there unable to attack.

Typical scenerio when this happens (I am usually speed buffed when this happens)

I am running Fbot and I run at my target, running up too close to the mob the script makes me take a step or two back and while I am stepping back the mob starts to wander. Now out of attack range, my character stands there until the mob wanders back into range, or until I manually move the character into range.

Any suggestions?

Thanks
 

adakos

Active Member
Srains: try going into the rogue.iss and check the pull code.
try something like
Code:
call approach target {$pullingrange}
call castspell "pulling ability"

if ${Me.Target.Distance}>=5 && ${Me.Target.Distance}<=20
{
call castspell "ranged attack/spell"
}

call approach target 3
call castspell "melee attack"
that should wander into pulling range, try using the attack ability, then if that fails, it will use a ranged attack, and if that fails, it will try moving within 3 meters of the mob and doing a melee attack.

I know the coding isnt 100% accurate, but you get the picture. everything should be there, so you can mod it to your liking
 

Leopardfist

Well-Known Member
Can anyone help me with a simple warrior code? I got the script to work, but I had to just rename the template to Warrior.ISS. It works but it only autoattacks... how can I make it use combat skills?
 

Happyadam

Active Member
Leopardfist said:
Can anyone help me with a simple warrior code? I got the script to work, but I had to just rename the template to Warrior.ISS. It works but it only autoattacks... how can I make it use combat skills?
If you take the time to a) read this thread and b) open the .iss script
and read it, you will see that there are sections where you actually have to put some effort into. In other words, add your class specific actions, etc.

If you would have looked at debug, console information etc., you would have seen it trying cast skills that you don't have. You can't just "rename the template to Warrior.ISS" and expect it to work. Since all the information you are looking for is in this thread in some form or fashion, I'll not repeat it. A template is exactly that, it's a model to use when creating your own routine.
 

srains

Active Member
Two scripting questions.

First scripting question

I am unable to get the /useitem command to work when I add it to my FBBot script.

As an example:
VGExecute /useitem "Honey Bread"
or
VGExecute /useitem "Poison Dart"

I always get "Item not in inventory"

It will work if I put it into my ingame macro but not in my FBBot script. I did not copy and paste it into the script or anything. I figure I am missing some bracket or something when defining the item, just not sure. I have ruled out spelling errors, capital letters and such.

Second scripting question

To assist with playing live (no FBBot), I use a macro program (Autoit) to chain keypresses. I load the script, it runs in the background and when it comes time to attack I hit the "f" key, autoit will send a keypress 1, wait 1.5 seconds, fire keypress 2 ect. Saves lots of mouse clicks. What I would like to do is use my autoit macros with FBBot. In case your wondering why, I autochain my attacks much faster when I am using my autoit script, it does not have the delay between abilities that FBBot does. I can build keypresses into the fbbot script but it will only fire lets say keypress ("f") for the game and the "f" keypress will not be fired for the autoit macro running in the background. Here is how I enter a keypress for the FBBot script:

keyboard:Hold [f]

Any suggestions would be appreciated
 
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Cr4zyb4rd

Active Member
As an example:
VGExecute /useitem "Honey Bread"
or
VGExecute /useitem "Poison Dart"
Chances are the quotes are being interpreted by lavishscript rather than being passed on to the game. Try
Code:
VGExecute /useitem \"Poison Dart\"
Passing or not passing keystrokes to a program external to both Innerspace and Vanguard would be an innerspace issue, and you should probably look for help on the lavish forums, if there's any to be had. Personally, I'd just fix whatever your delay issue is with fbbot rather than fiddling with yet another layer of indirection, when IS provides any macroing feature you could possibly want and then some.
 

Leopardfist

Well-Known Member
Happyadam said:
If you take the time to a) read this thread and b) open the .iss script
and read it, you will see that there are sections where you actually have to put some effort into. In other words, add your class specific actions, etc.

If you would have looked at debug, console information etc., you would have seen it trying cast skills that you don't have. You can't just "rename the template to Warrior.ISS" and expect it to work. Since all the information you are looking for is in this thread in some form or fashion, I'll not repeat it. A template is exactly that, it's a model to use when creating your own routine.

I read through all the pages, and I looked at the Template. It however has not a thing on how to work fighter skills in it, and as someone who is "not a programmer" apparently as fluent in code as you, I figurd what the hell, why not post asking if someone in this very popular forum might not help with a simple example or two. I am sorry for being naive enough to think that MAYBE I wouldnt get sarcastically flamed.


To anyone who MIGHT be willing to assist me with some simple help, my questions are easy.

1. How does the code run? I see it calls for instance the melee function, which is defined with all the melee attacks you enter. Does it run it immediately, only doing the first available, and then run through the other function calls to check for other issues like adds, need for snaring and such..... OR does it actually do one melee attack, await the timer until the second is 8used, etc. until all skills are used, then end the function and run the other code?

2. Are melee skills considered SPELLS? I noticed examples that use CASTSPELL as well as INSTANTSPELL. I looked through the only melee scripts I found on this forum, but it was made for DK or Pally, I forget, which both have spells, so I am not exactly sure.

3. For a Monk/Disciple, is there anyway to monitor JIN, and only use certain attacks if your JIN is above a certain threshhold? Could someone give an example of the code for that?

I understand what I see in a large run, identifying functions and what not, but a lot of the code, IE objects & variables inherint to ISXVG I dont understand, and basically cant change to suit what I need. I am sorry if this sounds confusing, and I appreciate anyone who can lend some advice. If you mearly consider me ignorant and only feel like you can insult me, please just ignore my post, I'm just trying to learn so that I can make a script for me.
 
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