Ahh yes, it is already fixed and ready for the next update, I am still working on a few others things tho, so im thinking hopefully in a few daysThat one![]()
Ahh yes, it is already fixed and ready for the next update, I am still working on a few others things tho, so im thinking hopefully in a few daysThat one![]()
No this feature has not been implemented yet, You can add it to Forge as a Request and I will try to get it added soonishis there A setting to make my paladin cast his spell to get un stunned or stifled w/e.... dont seem to see one anywhere...
added it.No this feature has not been implemented yet, You can add it to Forge as a Request and I will try to get it added soonish
i have experienced this as well the way i got around it was to up the rendering distance in the game to 1000I'm not sure what exactly is causing it - but I tried to let RI do The Meld of Haze, and it failed about 5 times (tank and healer wouldn't go after mirage). I remembered something about 'when they spawn', so I went searching by hand and they weren't spawning. Then I went to do it entirely by hand - and every time my mirage spawned. I don't know if it's positioning, killing the add, or what - but there's something about either how RI handles the fight that makes it run into the bug or there's something about how I handle the fight by hand that makes me never run into it.
Also, you might want to turn off HP encounter balancing on 'a mist wraith' (or just turn it off for the whole first stage of the zone), when it's down to about 35% it casts a debuff that if it isn't killed in a short time thereafter it kills whoever it casts on. It's no threat at all when you focus on the mob, but I saw my guys hitting the wraith, burning down to trigger the fail buff, and then switching to a terror wraith instead.
Great job on The Mist Reaver - I'd been brute forcing it and not going after the smothering mist - your way is a lot better.
Yes it already does that make sure you are on version 5.00, let me know if its still not workingIs there a way to tell RI to use the zonefile for regular zones when in expert zones? The named scripts are the same, it's basically just adding [Expert] to the name, and bumping up resolve/HP/combat mitigation of all the mobs.
It will run the frillik tide in ~5mins, you need to grab the quest yourself tho and then type RI once inside the boathey herculezz will this do the The Frillik Tide key quest one?
No crafting bot, Amadeus has that on lock down, BUT If you want any new features or anything added to Craft that is built into ISXEQ2, drop em on forge and i will see when i can get em added. Yes the OB Crafting Dailies and Weeklies are planned, I am putting the finishing touches on KA Adventure sig line and when its ready I will bust those out quick before working on coding the Epic Pre Reqssince your bot is 100% better than ogre bot.. any plans to add crafting?..or ADD atleast the OB fRONTIER crafting weeklies to the bot? would be soooooooooooooo awesome.
sweetNo crafting bot, Amadeus has that on lock down, BUT If you want any new features or anything added to Craft that is built into ISXEQ2, drop em on forge and i will see when i can get em added. Yes the OB Crafting Dailies and Weeklies are planned, I am putting the finishing touches on KA Adventure sig line and when its ready I will bust those out quick before working on coding the Epic Pre Reqs
I will try my best to get the KA Adventure sig released today.OMG Herc, you're killing me with the suspense! So stoked to try out the KA Adventure stuff!
I appologize guys i wasn't able to put the finishing touches on the sig line and its just not ready yet, I have court tomorrow for my divorce so it was a busy day for me so i wasn't able to get done what I wanted too, BUT if you really want to get your hands on it and do some testing to help me refine it even further before release jump on discord and ask in channel and someone can send you a test copy. discord link - https://discord.gg/FT4VxMeI will try my best to get the KA Adventure sig released today.
Aye but it does require having completed nearly the entire sig line to unlock so for rq unfortunately it will still require the Cae'dal star for running that timeline, there are a few other things that do utilize the wizard portal, like the RI_Ascension for example. If there is anything else that I may have missed that would be better using the wizard portal let me know i will look into it.You can port to Obulus Frontier now with wizard portals (don't have to have Cae'dal Star anymore), and it even puts you in cave rather than in Nye'Caelona.
Not automaitcally yet eddie, I have not finished the HQ yet, I know lazy rightis there a way for ri to put the earring on and use the buff then take it back off on its own every 60 min?
Do we need a zonefile for Underfoot Depths PG? I get an error that it is missing.ISXRI - V 5.10 Released - Full ChangeLog -> http://goo.gl/Vg5PxL
Code:;v5.10 Changes 6-16-17 ; CombatBot ; Added Shed Skin as a Cure ability ; RI ; Disabled group invite auto accept in battlegrounds ; Enabled RIMovement for Underfoot Depths PG
Underfoot Depths PG coding has not been released in the current version.Do we need a zonefile for Underfoot Depths PG? I get an error that it is missing.
Thanks!
Try replacing your profile and ability check with these, Profile: http://www.isxri.com/CBProfile-Default-skyshrineguardian.xml AbilityCheck: http://www.isxri.com/skyshrineguardian-AbilityCheck.xmlWhen in Skyshrine the CB doesn't seem to cast anything. I turned on debug and it just cycles through all abilities and says for each ability 'Checking #12 of 13: Righteous Bolts with ID NULL. Ignoring NonReady Ability: Righteous Bolts NULL NULL 0'. If I type in the console 'echo ${Me.Ability["Righteous Bolts"].IsReady} it returns TRUE.
Put the ability check in AbilityCheck subfolder, and CBProfile in Profiles subfolder, then typed CB and it said: 'ISXRI: CombatBot: Error loading Profile. Please try again or redownload/import'.Try replacing your profile and ability check with these, Profile: http://www.isxri.com/CBProfile-Default-skyshrineguardian.xml AbilityCheck: http://www.isxri.com/skyshrineguardian-AbilityCheck.xml
Sounds like an issue with your richarlist.xml file. If you could join discord or irc there's alit good people on there who could help u more immediatleyOk I've tried everything including removing my Profit UI.... Anyone else getting a NULL return on server name while try to load character via RPG? also would I be able to get a link to the discord channel here or would I need to get it elsewhere? Script runs perfectly up to the login issue, would appreciate any and all help I could get on this one.
All characters are sitting in the Proven Grounds lobby, I run the solo to completion then the RPG script kicks in to load the next character and... NULL on server name.
Great glad to hear you got it workingPut the ability check in AbilityCheck subfolder, and CBProfile in Profiles subfolder, then typed CB and it said: 'ISXRI: CombatBot: Error loading Profile. Please try again or redownload/import'.
Edit: Had to delete other CBProfile XMLs that it had created before putting Default in folder. Then it loaded, and seems to be casting now.
Thank youYes its here http://www.isxri.com/RICharList.xml
I'm working on the ui for editing it hoping it will be ready next week
. Running great now. Your work is greatly appreciated Herculezz (really can't say that enough). The rest is simply copy pasting for additional characters. Hopefully, my mistake helped out someone else. Happy holiday weekend everyone.Thank you
Yw and I'm glad you got it working, enjoy your endless PG tokensI was making a mistake on my RICharlist.xml, I was incorrectly editing out "server" instead of >Server Name<. Running great now. Your work is greatly appreciated Herculezz (really can't say that enough). The rest is simply copy pasting for additional characters. Hopefully, my mistake helped out someone else. Happy holiday weekend everyone.
Yes this is a known bug that i have not had time to fix, essentially Abilitycheck is overwritting itself everytime it is ran instead of appending and updating. I will try to get to this as soon as im done polishing all the e2 pre reqs i have been working on.I noticed on CombatBot, if you have 2 characters that are the same class, but different ascension class - when you run abilitycheck on one it will make the other character's CombatBot ascension spells not work. When you bring up the casting list, and select an ascension ability it shows as blanked out (doesn't recognize it as a hostile spell) until you run abilitycheck again (of couse then if you switch back again you have to run abilitycheck again to let ascension spells start working on that character).
Absolutely not, i have done it numerous times, it works fine.Sounds great, anybody know what happens if you betray over, do Qeynos timeline, start epic, then betray back to home city? It doesn't break your epic progression does it?
If i am understanding what you are asking is you do not want your guys moving behind/in until you hit a set % on the mob, if that is the case you would Set that percent in the Move HP text box and make sure to NOT have Skip Mob Move Health Check checkedHello. I didn't see this mentioned anywhere. But there is a move behind / move in, when running around i like to tab onto characters, this causes anybody that has the move / in / behind enabled to stop running. Is there a way I could put that in a if in combat stop moving till the % is reached?
That would be what i want, and that seems to be functioning correct. But with that setup, if i target any attackable mob the character following stops running. If i happen to run outside of a set range they never catch up. So for example.If i am understanding what you are asking is you do not want your guys moving behind/in until you hit a set % on the mob, if that is the case you would Set that percent in the Move HP text box and make sure to NOT have Skip Mob Move Health Check checked
This is not intended behavior I will look into it and get it fixed. Thanks for bringing it to my attentionThat would be what i want, and that seems to be functioning correct. But with that setup, if i target any attackable mob the character following stops running. If i happen to run outside of a set range they never catch up. So for example.
I'm playing a tank for char A. Char b is a scout so i have move in set to 95% and have the skip option for move unchecked. I'm running along on the tank and i tab onto a target and run the 10m in to that mob. char b stops running as soon as I tab onto the mob and waits till it hits 95% and then runs the rest of the way in and moves behind the mob. In a different scenario im running through a zone on a tank and something hits me, but i keep running, char b stops until i clear my target on the tank. If i forget to clear my target, char b gets to far away.
Type RQ, then select the option from the list you can double click or highlight hit start either one works, i have a few more coded but havent had the opportuntiy to get them added in, maybe next week, too much RL issues atm.How do I activate/setup/use the Epic 2.0 Pre Reqs? Finally, have motivation through the use of your program to start the Qeynos requirements.
In the advanced solo, it kills Googantuan but while running to the key, flips the camera back and forth all the way and jumps in after the key without casting slimeksin.Googantuan seems to be bugged now - when going to click the valves your character runs at about the 4th or 5th one, then twirls around and jumps in the water instead of going to the next one.
Googantuan seems to be bugged now - when going to click the valves your character runs at about the 4th or 5th one, then twirls around and jumps in the water instead of going to the next one.
I will take a look at these. and see whats causing it.In the advanced solo, it kills Googantuan but while running to the key, flips the camera back and forth all the way and jumps in after the key without casting slimeksin.
It's the valve near -275 -136 where he runs right past it into the water instead.I will take a look at these. and see whats causing it.
Ya it seems they are missing killing the foreman and getting the key, I will get it fixed on the next releaseIt's the valve near -275 -136 where he runs right past it into the water instead.
Thank you - been doing my group 1 by 1 through the line by hand (with the population a new expansion brings I don't want to have people seeing me run around with characters following me), and this will be a big help for me.ISXRI - v5.32 Released - Full ChangeLog -> http://goo.gl/Vg5PxL
Code:; House Yrzu Faction Timeline (All Quests Including Below:)
just type RICharlist in the console OR hit the button on the bottom of CB it will bring up a UIWas trying to get the RICharList to work, but no matter what I do I just a get a buffer message trekking me to update it with tons and server which I have. Used the template posted, wrote from scratch, copy/pasted it from source, any ideas
;v5.39 Changes 12-15-17
; CB
; Updated ShareMissions to support PoP Missions
; RQ
; Fixed a bug in HailActorGetQuest function
; Added
; Legacy of Power: An Innovative Approach
; RI
; Fixed a bug in MoveBehind declaration for named's
; Added .IsRooted check to all Group Members that are PC for movement
; Added:
; Plane of Innovation: Masks of the Marvelous
; Ancient Clockwork Protocol (RI Pull Ancient)
; Handles targeting of the non immune Mob
; until one is dead then kills the adds
; then the named, moves group members behind
; Clockwork Scrounger XVII (RI Pull Scrounger)
; Spreads group out evenly around a circle
; with MainToon in the middle
; The Glitched Guardian 10101 (RI Pull Glitched)
; Jousts his explosion -- Currently Stopped Jousting!!
; Security Sweeper (RI Pull Poimomss)
; Waits until he is at the leftmost tunnel end and runs
; Glitched Cell Keeper (RI Pull Keeper)
; Jousts his red circle
; Gearclaw the Collector (RI Pull Gearclaw)
; MainToon Moves in range and Reenergizes him
; Dispells his Energized buff (Mages only)
; Plane of Innovation: Gears in the Machine
; Toa The Shiny (RI Pull Toa)
; Handles targeting and moves group behind
; Powered Mechanization (RI Pull Mechanization)
; Jousts his spell
; The Junk Beast (No RI Pull)
; Moves group behind named entire fight
; The Manaetic Behemoth (RI Pull Manaetic)
; Moves group behind named
; Jousts circles
just type RICharlist in the console OR hit the button on the bottom of CB it will bring up a UI
That is a message when it is having issues reading your richarlist.xml file. can you send that to me on a PM or jump on discord and share it to me so i can see whats wrong in it.Thanks Herc, I think I tried that but I've been working 16+ hour days so i might have been hallucinating. I'll give that a shot when I get home.
That was a no go, getting a message box telling me, "you must edit your RICharList.xml file and add your accounts and toons"
I'll be home in about 3 hours and I canThat is a message when it is having issues reading your richarlist.xml file. can you send that to me on a PM or jump on discord and share it to me so i can see whats wrong in it.
This fight is being changed should be fixed in the next update.Powered Mechanization seems to either have a bugged loc or perhaps a bugged logic switch - it actually always makes sure to run INTO the fire, rather than running to the other side of the room without it.
;v5.41 Changes 12-29-17
; RQ
; Fixed missing dat file for Legacy of Power: An Innovative Approach
; Added
; Legacy of Power: Realm of the Plaguebringer
; RI
; Modified
; Plane of Innovation: Gears in the Machine
; Powered Mechanization (RI Pull Mechanization)
; Fixed a bug that would sometimes not joust on first joust
; Added
; Plane of Disease: Outbreak
; Felkruk (RI Pull Felkruk)
; Move group behind named
; Cure curses in correct order
; The Carrion Larva and The Malarian Larva (RI Pull Larva)
; Move group behind named
; The Flesh Eater
; Cast absorb magic for mages
; Cancels cut scene
; High Dragoon V'Aliar
; Move group behind named
; Jousts
; Rallius Rattican
; Grabs 4 Spores
; Casts Spore on 4 Bats
; Removes primary and secondary weapons and ranged pulls named
; Moves back to main LockSpot and Equips weapons
; Once outbreak has expired outbreaked toon will target self and
; pause bot until booted in the air, then will land in water and
; return to main LockSpot
; Plane of Disease: The Source
; Blighthorn
; Moves group behind named
; Toon with det will joust
; Gryme
; Toons will bite his leg
; Darwol Adan
; Main toon will run to and pick up pus barrels
; and drop at his feet then target
; Wavadozzik Adan
; Group will run around and kill nests
; Bhaly Adan
; Group will run around and click orbs as needed
Yes, CB is free for public, but the other stuff is paid. After you subscribe take the login information that is emailed to you and edit the file under Innerspace->Extensions, with the name ISXRI.XML to change the login/password from public/public to your subscription information.Sorry for the noob question but do we need a paid account to access the features such as RPG? And if so, how do I change the login from the free one?
Sounds good, thanks!Yes, CB is free for public, but the other stuff is paid. After you subscribe take the login information that is emailed to you and edit the file under Innerspace->Extensions, with the name ISXRI.XML to change the login/password from public/public to your subscription information.
It's never perfect dealing with moveable items and any kind of automation in this game. Picking up the item is the easy part, for 99% of the moveable / clickable items in the game you can simply use the DoubleClick method of the Actor datatype on the specific actor, ex.Great work Herculezz, thank you. Is there a section on the ISXEQ2 wiki about place-able objects? I see 'pick up pus barrels' and was wondering if maybe you had a better way of doing it than me (I generally try to move mouse to the right spot and just have it click it, but that can mess up at times depending on what the camera is doing), I've looked all over the wiki before and never seen anything related to placing objects.
Actor[pus barrel]:DoubleClick or Actor[Query, Name=="pus barrel"]:DoubleClick
I will add in a way to change login/password via a command to make it easier for people.Yes, CB is free for public, but the other stuff is paid. After you subscribe take the login information that is emailed to you and edit the file under Innerspace->Extensions, with the name ISXRI.XML to change the login/password from public/public to your subscription information.
Ahh, yeah, the doubleclick is what I use too, I was hoping you had a method I wasn't aware of for placing it like ' PlaceItem[X,Y,Z]'. Although it sounds like the ability to place the item directly in front of me is still an improvement over doing a mouseclick left since that's affected by even the UI the character is running.It's never perfect dealing with moveable items and any kind of automation in this game. Picking up the item is the easy part, for 99% of the moveable / clickable items in the game you can simply use the DoubleClick method of the Actor datatype on the specific actor, ex.if you wanted to add any other query elements to grab a specific barrel. the placement is where it gets tricky, there is no wiki nor anything really in isxeq2 to magically place a moveable item, For ISXRI there is a function in RI that will place a house item directly in front of your character, its accessible via a dat file when running RI its called PlaceHouseItem and you use it under Custom, I can also make it a RIMUIObj method and button if there's any need for it.Code:Actor[pus barrel]:DoubleClick or Actor[Query, Name=="pus barrel"]:DoubleClick