KBot feedback thread

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irascible

Active Member
When I opened portUI and tried to close it, it won't close and gives me an error.

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

CrazyJosh1

Active Member
none of my abilities show up in the ability dropdown thingy.

Lv50 Monk.

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

Tamorus

Well-Known Member
Pretty amazing so far :)

One thing;

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

Tamorus

Well-Known Member
1. Gift of Ardor missing from combat buffs

2. Aegis of Blades missing from combat/nukes list

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

4. Very uneven movement between waypoints

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

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

djvj

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

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

Xeon

Active Member
Tamorus said:
3. Seems to lose target during pull phase a lot - this happens A LOT...it keeps clearing the target half way throughcasting the pull spell
4. Very uneven movement between waypoints
6. auto waypoints do not work as far as I can tell, they get stored inside the file but the bot itself never picks them up, maunal works however.
It sounds like you forgot the check the 'Auto-Mapping' box when you ran around and made all your waypoints.

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

Tamorus

Well-Known Member
Xeon said:
It sounds like you forgot the check the 'Auto-Mapping' box when you ran around and made all your waypoints.

Clear all your waypoints, click that checkbox and run around setting waypoints.
I got autonav to work but I had to make wp 1 manually then make the last wp manually then it tied all the rest in between them...weird I know anyway I got that part sorted and will get the missing spells for cleric done soon too been busy with work.

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

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

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

triumph

Active Member
Problem with eating food when resting

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

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

Xeon

Active Member
Tamorus said:
The most annoying thing though to be honest is when it goes to pull it keeps clearing the targets mid nuke, then targetting another random mob (not inside aggro distance of the 1st) then after about 5 or 6 retargets it casts and runs like a dream until next pull hehe. It says in debug mode...nonaggro found target, but the mob is aggro, just partially underground and some of them are invis, could this be causing the issue?
Yes, there is something wrong with the Pull code, I'm trying to track it down now.

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

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

Xeon

Active Member
I've updated the code to fix a problem with Pull code and re-targeting.

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

cheasley

Active Member
Great script Xeon, solo's very well for a Blood Mage!

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

Xeon

Active Member
cheasley said:
Great script Xeon, solo's very well for a Blood Mage!

With your pull code, would it be possible for the bot to just target and cast and let the mob come to it? Looks a little more natural. The issue with closing sometimes ends up with the bot passing the mob and doing a 180 once or twice until full figured out. I played with melee range, and sprint speed to fix it a little.
Just add your Pull attack as a "Ranged" attack and check the Use Ranged attacks checkbox. It will let the mob close to you then.
 

cpuuser123

Active Member
Hey Xeon,

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

cpuuser123

Active Member
Thanks man, that sure did it. Now let me see how this program works...

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

cheasley

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

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

adakos

Active Member
Last i heard this doesnt support JIN for monks/disciples (unless i have an old version)

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

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

Xeon

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

naimean

Active Member
i play a dk and theres no shadowstep in the abilities or spell list, and the big combo for a dk is teh shadowstep harrow combo
 

naimean

Active Member
Incoming wall of text

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

Xeon

Active Member
Name: Shadow Step
Type: Spell
Target: Offensive
Well it seems it's not getting labled as IsOffensive, so I've added an extra check which should include it.

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

naimean

Active Member
is there any way you could put shadow step and cull under the melee abilities window?

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

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

Tamorus

Well-Known Member
Currently this only shows up in Fast Heal Tab, would be nice to have it show up in Combat Spells.


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

jelsea

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

Tamorus

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


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

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

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

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


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

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

mycroft

Script Author: MyPrices
Nice script

Really nice script.

A few questions though..

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

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


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

Xeon

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

When I initially run kbot it creates a folder called c:\program , windows moans about it on startup , is it meant to do this?
Bah! Forgot to quote the mkdir command.

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

kaxon

Active Member
Xeon Im impress of such a amazing work you have done, so much code in nice.

Thank you for the nice Bot.

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

mycroft
Despoil on my Bloodmage , it's listed as offensive....but I'd really like to use it as a heal spell in combat (it's a lifetap heal) is this possible.
Used text editor like Notepad, open KBot.iss , search for this code, when deleted the code line, save as "KBot.iss" with the " <--quote otherwise if dont it will save as KBot.txt :-(

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

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

Hope help.

Thank you Xeon forn great Script.

kaxon
 
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Tamorus

Well-Known Member
I must be doing something wrong.....I loaded the new script and....

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

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

Dorf

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

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

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

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

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

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

Xeon

Active Member
Dorf said:
2) In debug, keeps giving the "Changed Chunks - Ending Script" text. Looks like it runs through the main function. Has the different routines listed, though under roaming it has: Roaming error, Move to PathLocX is ZERO
That is really bad... Do NOT cross chunk boundaries while running this script. In fact don't even set waypoints that are CLOSE to chunk boundaries, as sometimes it will target stuff over the line and then...boom, bad things happen.


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

Dorf

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


As to all the other stuff, I'm sure you'll figure it out eventually :evil:
That's just evil Xeon! :p

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

naimean

Active Member
Name: Provoke IV
Type: Battle Cry
Target: Offensive
Range: 5

and

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

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

Smyrk

Active Member
Taken from 10 Ton Hammer...
Warriors have a number of commands and battle cries. Only one battle cry and one command can be performed every 60 seconds. Battle cries are directed at the warrior or MOB and commands are directed toward the group. For example, Shout of Defiance will increase a MOBs hatred for the warrior and force him to target the warrior for a number of attacks while the Charge command will give a damage increase to every member in your group.
I think provoke is specifically a dread knight taunt skill...
 

mycroft

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

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

Will this cause problems elsewhere ?

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

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

	if ${Me.Ability[${abilString}].JinCost(exists)} && ${Me.Ability[${abilString}].JinCost} >= 0
	{
		if ${Me.Stat[Adventuring,Jin]} > ${Me.Ability[${abilString}].JinCost}
			return TRUE
		else
			return FALSE
	}
}
 
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Batman69

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


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

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

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

Also what is afterburn?

ALSO How in the world do you turn sprint OFF when you start bot...
 
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cheasley

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

jelsea

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

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

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

Ive also noticed that the meditation don't seem to work if your health rest % is lower then your Mana rest %.
 
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jelsea

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

jelsea

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


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

Active Member
SO how do you set it up to play bard songs?

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

Xeon

Active Member
dazed0119 said:
SO how do you set it up to play bard songs?

Also Where does the debug info go? I clicked the box, but I dont see any debug info anywhere
Bard songs? WTF are those?

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

Jres

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

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

bohika

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

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

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

Cr4zyb4rd

Active Member
I've been thinking about how to make it play bard songs..
Code:
VGExecute /playsong "name of my song"
to play a song, and there's plenty in the extension to give you full control of the compose menu, all documented in both the wiki and the changelog. there's no mystery here.
 

bohika

Active Member
Bot works great until I get an add then it constantly drops target doing nothing.
type /targetauto yournamehere

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

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

Pawn[me]:Target

with

VGExec /targetd ${Me}
 

Crassocracy

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

ststew

Active Member
Anyone having problems when fighting multiple targets? It seems to switch between all of them and taking them down to the same %
 

jelsea

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

PappaSmurf

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

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

--PappaSmurf
 

Jres

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

Xeon

Active Member
Yeah, the switching mobs issue and not harvesting issue are known ones.

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

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

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

PappaSmurf

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

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


-- PappaSmurf
 
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Xeon

Active Member
PappaSmurf said:
Xeon, if the harvesting issue fix is in the dev tree then I can pull it down to use while waiting on MadHatters new bot(s). Is there anything that is currently seriously broken in the version in the dev tree that would make it completely not work?
http://www.reality.net/svn/vanguard/kbot/

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

Agnott

Active Member
Love the program.

One question,

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


Thanks in advance for any help.
 

CrazyJosh1

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

Xeon

Active Member
CrazyJosh1 said:
that would require one major badass navigation and anti-add system :( Could be done, but highly doubt any author is going to spend the days needed to code something that complex.
To do it right yes, it would be quite complex, trying to avoid agro mobs, trees, bushes, cliffs, etc.

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

CrazyJosh1

Active Member
Xeon said:
To do it right yes, it would be quite complex, trying to avoid agro mobs, trees, bushes, cliffs, etc.

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

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

sfincter

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