Krambot v2 Feedback

Denthan

Active Member
!!! Krambot v2 Beta 2!!!

This release adds the use of both Waypoints and bNav AutoMapping, New ConDot checking, Sprint/Afterburner, script now stops when "Quit" is clicked instantly, improved pulling function, where you die is logged and you can port back to it with a click on "Return to TS" or by the "Port" interface.

Many thanks to XeonX and MadHatter for their help!


LavishNav Waypoint System!!!! Added by XeonX, so give a big "thank you" to him in IRC
Same great melee combat system that is easy to use.
Port UI System
Krambot will now log where you die so with the click of one button you will port back to you TS
Sprint Button

Please post bugs, comments, requests here.


I am not Kram but as my skills improve I will do what I can to improve Krambot.

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

I will work on getting added:
Attack List Filter
UI button to remove zone map and config file.

Denthan

You can find the file here
 
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milamber

Active Member
Some things Ive noticed:

1. It doesnt always use the pull action but instead runs to the mob and aggroes it where it is disregarding adds (yes add check is on). Seems to happen 50% of the time.

2. The script doesn't stop when I click the stop button if the character is moving to a pull or to a waypoint.. it does say Stopping... but keeps running. Had to use endscript to stop it.

Otherwise - great work :)
 

Denthan

Active Member
Good Feedback so far

milamber said:
Some things Ive noticed:

1. It doesnt always use the pull action but instead runs to the mob and aggroes it where it is disregarding adds (yes add check is on). Seems to happen 50% of the time.

2. The script doesn't stop when I click the stop button if the character is moving to a pull or to a waypoint.. it does say Stopping... but keeps running. Had to use endscript to stop it.

Otherwise - great work :)
If the target is beyound your maxpullrange but less than your pullrange it will check for adds between you and the target and in a radius of the taget = aggrorange. However once you start running to the target if any of that changes, spawn pop, target is moving away from you and getting close to anothe mob it will not check for that until it hits the target. If there is a way to change that I am not sure without some really good coding that checks things like ammo ext and that is something I can't do right now, may be later after the baby is born.

I can look into make the Quit button an atom and not a function, that may fix that part. Right now the Quit command is being queued and that is why you keep running until that part of the script is satisfied.

Good stuff and I will be happy to work on them.

I have been getting a lot of good feedback in IRC, keep it coming.

Denthan
 

Denthan

Active Member
Fixes

milamber said:
Some things Ive noticed:

1. It doesnt always use the pull action but instead runs to the mob and aggroes it where it is disregarding adds (yes add check is on). Seems to happen 50% of the time.

2. The script doesn't stop when I click the stop button if the character is moving to a pull or to a waypoint.. it does say Stopping... but keeps running. Had to use endscript to stop it.

Otherwise - great work :)
Milamber,

I have found a way to resolve both these issue and when the next beta is released I think you will find it much more friendly in those areas.
 

diraven

Active Member
Would it be possible to set all the adjustable parameters into a separate file? Basically allowing a single file for each class used? Maybe even have krambot autodetect which class you are logged in as? This way we wouldn't need a whole new krambot script for each class.

Great script btw. Thanks for all your hard work.
 

MadHatter

Active Member
I have a new version almost ready for release.

Denthan will post it when things settle for him a bit.

Please post any and all bugs you may have so I canbe sure to address them before next release.

MH
 

dazed0119

Active Member
sorry, total noob here basically. I cant get this to work right for my bard. I see the bard example configs, but wwhere do I put them I know I need to go in and rename skills, tried that with the skills I have but nothing shows up under options or combat options in game still
 

naimean

Active Member
this script works amazingly well.

the only problem i get is when my character is running straight for another waypoint without trying to pull, and ends up aggro'ing 2 mobs. when this happens my toon freaks out targets one mob, then quickly targets the other, over and over and over until he dies without putting up a fight.

in the console it says that the mobs are not owned by him. I edited the script in the validtarget function and commented some stuff out and now he'll attack and use abilitites, but i cannot get it to stop switching targets.

I played with the script in a few places this morning to try to fix it. I commented out some of the vgexecute/cleartarget's to no effect.

had a noober question too, is there any way i can debug a script online? I cant install any programs on my work computer, and definitely dont have vg installed... i took a few programming courses so i have a vague idea what im doing, and i have a phenominal amount of time to mess with code.
 
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Tamorus

Well-Known Member
Hi guys,

I love the bot as it is but there are a few things...well more than a few that could make it so much more.

Congrats on the new Bub by the way!! You will certainly be a busy man from now on hehe


Anyway here are a list I made in notepad over a few days for the bot.

1. It doesn't cycle melee attacks if your melee attacks do not have a recast timer...it just spams melee 1 and maybe 2

2. Would be better to at least have an option to cycle through to each waypoint in order and have an option to pull a mob then run back to waypoint it pulled from. As it is you get stuck if you use any curves in your path at all and it can also get multiple mobs doing random waypoint generation (using debug mode told me what it was upto)

3. It doesn't check to see if you are already casting or ready toc ast a lot of the time

4. Healing logic seems to only tey to heal once and if it fails waits until the next check of health

5. Heal over time section would be a nice addition

6. Split aggro range into mob proximity aggro and pull proximity aggro so you can specifiy different ranges for non social mobs

7. Times hunt....set it so you can camp to desktop after a specified hunting time in game

8. Being able to harvest elemental type mobs after you kill them

9. Options for user to select mob difficulty DOT wise ( I had to go in and change the .iss manually)

10. Anti Add code seems to make the bot stall and just walk backwards (sometimes VERY dangerous), if you get two mobs...just fight one and heal as usual then attack the next. The bot gets 2 mobs ALOT currently when selecting random waypoints...it does not seem to engage antiadd code unless in a fight....not when moving from point to point

11. Have a harvest resource list in the config file so if it sees any of the listed it will harvest them, so it is not hard coded to 1 or 2 items
 
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