Harvesting also?somehow you got an old file mixed in with the new ones. Might want to try redownloading vga from scratch and patching. That change was awhile ago and definetly should be working for you.
The known issues are:
- bards dont swap Exact Name on their instrument or weapons..
- Counterspelling is improperly timed
- Stancepush and dispell.. dont trigger after criticals
- Spell Types missing Mental
- Selling Items is slow and can take 2 or 3 times to do completely
- Some weirdness with healing in 24 person raids and targeting.
Future Tasks
- Set up a system for requesting buffs from trusted nearby players
- Set up standard replies and actions from tells
- Include Alarms and optional logout systems
- Finish a bunch of class area GUI
- Finish the concepts of Triggers
- Add in Weakness Exploiting in Main Combat Tab
- Spell Types will discover automatically without being set
- Create Friends List
- AutoAccept Groups and Resses based on Friends List
- Merge Mission Sharing Script with VGA
- Get and turn in all quests from quest giver
- Add Buttons for Individual Buffs to Guild members
- Quit my full time job and just write scripts for Free
- Create A Powerleveling mode for healers
mmoaddict
Future Tasks
- Quit my full time job and just write scripts for Free
- Create A Powerleveling mode for healers
mmoaddict
sadly at the moment.. they do it automatically.. you get no Controll.. muhahaha..i could not figure out to have a shaman canni for mana am i missing some thing or is this not in this script
The known issues are:
- bards dont swap Exact Name on their instrument or weapons..
member:bool healer()
{
if (${MyClass.Equal[Blood Mage]} || ${MyClass.Equal[Cleric]} || ${MyClass.Equal[Disciple]} || ${MyClass.Equal[Shaman]} || ${MyClass.Equal[Paladin]})
return TRUE
}
member:bool healer()
{
if (${MyClass.Equal[Blood Mage]} || ${MyClass.Equal[Cleric]} || ${MyClass.Equal[Disciple]} || ${MyClass.Equal[Shaman]} || ${MyClass.Equal[Paladin]} || ${MyClass.Equal[Druid]})
return TRUE
}
Probably add rangers because I think they also have some heals in their list of abilities so you are in there only once. =Di am still in hell month for RL work stuff. Gonna be april till i can get back to working on this project . I do want to fix up the druid thing.. prolly take that out all together.. since it would be nice if rogues and pali, and all them could use clickies and little heals for others.
Yes. There's a post by Amadeus instructing to reinstall ISXVG and reapply the ISXVG.dll. There seems to still be problems, though, especially with VGA.getting into game and right after I load vga it pops up the normal window then crashes, this happening to anyone else?
MMO when you have time ( i know your swamped ) can you figure out why vga is in a constant state of rebuffing? I have tried this on 3 sep characters and on 2 computers. Each one it just startes to buff. I primarliy use this for a boxin a shammy. it helps on back up heals only as the cleric that is a RP is doing soem dps. If i take out all buffs I can sometimes get it to heal the tank but it wont pick different heals dependin on the %ages i put in to pick heal.VGA limitations:
VGA is really designed to help you with multiboxing, to kick back when you are relaxing on a casual raid, or to enhance kbot with a better combat sequence. VGA can not replace good playing, or better yet, a totally custom script for a specific char. If VGA plays better than you. TURN IT OFF and learn your char
So here are some known weaknesses of VGA
1. HEALING!
This is a problem with any script. Healing is a major issue in VG. Its not like EQ where we could just spam complete heal with the cleric. Because we can't see what dots or effects our tank or other group members have on themselves, and we cant see their actual hit points, only percentages and add to that the problem of the UI not refreshing as quickly as we can heal, and we are screwed when it comes to writing healing scripts.
So VGA can only heal normal groups where the mob really behaves themselves. Once you get 50 and have to mess with raid encounters and SoD mobs. Turn your scripts OFF if you are a main healer. If you are up for a programming challenge, the only way i see to make a healing script better than a player is to write the following
- Create a full Parse, DPS system for mobs against players. Adjust healing according to the mobs dps
- Create a IRC chat system between your chars to declare dots and debuffs placed on other group members.
- Capture all incoming combat text from the mob so you can predict what they just hit your tank with before your ui registers it
- Create a slider delay of UI health monitoring to adjust for lag
- Create Timers for HoT heals so you know how often to recast
- Create Sequenses for weaving in energy gathering abilities and dps, while still protecting the group.
2. DPS BURST DAMAGE
VGA can do about 80% of your total damage per second depending on your class. Only a custom script can get you to 100%. The problem is every char has to balance energy, endurance, and health drain in order to know when they should do a specific attack. There are so many factors in when is the best time to pop a potion and look for a specific buff on you or debuff on a mob that it would be complicated to try and program that into a script that many people use. I doubt even if i programmed the perfect Rogue script, that any of use could actually agree to what "Perfect" is. So use VGA when you need a helping hand or want to relax, but using it against Guar is just silly dumb. You will suck and anyone parsing you will know it.
3. GAME LAG
VGA is no little script. It does a lot and that can be good and bad. In 24 man raids with all your settings turned up, VGA will lag a bit trying to process what it should do. Not to mention it assumes you have a pretty decent machine. If you are trying to Main Tank on a raid.. VGA will help when you are killing trash and easy bosses. Against complicated encounters it can lag a bit. Watch your refreshs.. if you can easily press keys while vga is running.. then it is running slower than it should.
Got the same problem, no countering. Just thought it was me and my settings - but I hadn't any problems in the past. Not sure, when and how it got buggedMay just be me but I've noticed that counterattacks are no longer triggering.
Tried this with both autocounter and manually setting them.
Chain attacks still register and trigger the appropriate responses (both auto and manually set)
I've done some fairly extensive testing of the countering system.Got the same problem, no countering. Just thought it was me and my settings - but I hadn't any problems in the past. Not sure, when and how it got bugged![]()
;; Auto Counter...
if ${DoCountersASAP} && ${CounterReactionReady}
{
if (${Time.Timestamp} <= ${CounterReactionTimer})
{
CurrentTargetID:Set[${Me.Target.ID}]
if ${Me.Target.ID} != ${CounterReactionPawnID}
{
Pawn[id,${CounterReactionPawnID}]:Target
wait 2
}
CounterReactionAbilities:GetIterator[iAbs]
if ${iAbs:First(exists)}
do
{
echo ${Me.Ability[id,${iAbs.Value}].IsReady}
if ${Me.Ability[id,${iAbs.Value}].IsReady}
{
echo "executeability()-Debug: Casting Counter '${Me.Ability[id,${iAbs.Value}].Name}'! (Total abilities available for counter: ${CounterReactionAbilities.Used})"
Me.Ability[id,${iAbs.Value}]:Use
CounterReactionAbilities:Clear
wait 3
}
}
while ${iAbs:Next(exists)}
if ${Me.Target.ID} != ${CurrentTargetID}
{
Pawn[id,${CurrentTargetID}]:Target
wait 2
}
}
CounterReactionReady:Set[FALSE]
}
;; Amadeus ssys "This function has some odd logic in it..."
function functCounterAttacks()
{
variable iterator anIter
debuglog "Running Counter Attacks"
if ${doCounterAttack} && ${fight.ShouldIAttack}
{
call CheckPosition
CounterAttack:GetSettingIterator[anIter]
anIter:First
while ( ${anIter.Key(exists)} )
{
call CheckPosition
call checkabilitytocast "${anIter.Value}"
if ${Return} && ${Me.Ability[${anIter.Value}].IsReady}
{
if ${Me.Effect[${anIter.Value}](exists)}
{
anIter:Next
}
if ${Me.TargetDebuff[${anIter.Value}](exists)}
{
anIter:Next
}
call checkabilitytocast "${anIter.Value}"
if ${Return} && ${Me.Ability[${anIter.Value}].IsReady} && ${fight.ShouldIAttack} && ${Me.Ability[${anIter.Value}].TriggeredCountdown} == 0
{
call executeability "${anIter.Value}" "counter" "Both"
}
}
anIter:Next
if !${fight.ShouldIAttack}
return
}
}
return
}
if ${Me.Ability[Blood Tribute VI].TriggeredCountdown}>0 && ${Me.Ability[Blood Tribute VI].IsReady}
{
Me.Ability[Blood Tribute VI]:Use
echo "[${Time}][VG:Crit] --> Blood Tribute VI"
wait 10
}
if ${Domount} && !${Pawn[${Me}].IsMounted} && ${Pawn[exactname,${followpawn}].IsMounted} && !${Me.InCombat}
I'll be sure to add those comments from now on, I use a diff utility to spot my changes.Life is getting back to normal.. i am looking over all of the changes and making sure they dont mess anything up. You should see some updates going in again
-----
ok merged backseatscripter's trash addition and the counterattack fix and aoe thing. Keep in mind.. For now VGA is locked to me and amadeus's changes. (My changes are better than Amadeus's) if the rest of you hacks want to screw up my code.. make sure to surround your changes with
;***************edited by insert_idiots_name_here**************
<the code you think works better>
;***************end edited by insert_idiots_name_here**************
that way i can entirely dismiss your changes more easily.
Seriously, it just helps me figure out what you did and what i forgot i did.
mmo
objectdef fight
{
member:bool ShouldIAttack()
{
If ${Group.Count} < 2 && ${Pawn[${Me}].CombatState} == 1 && ${Me.Target(exists)} && ${Me.TargetHealth} > 0 && !${Pawn[${Me.Target}].IsDead} && ${Pawn[${Me.Target}].HaveLineOfSightTo}
{
if ${lastattack.Equal[${Me.Target.ID}]}
{
return TRUE
}
if !${lastattack.Equal[${Me.Target.ID}]}
{
newattack:Set[TRUE]
StartAttackTime:Set[${Script.RunningTime}]
DamageDone:Set[0]
lastattack:Set[${Me.Target.ID}]
debuglog "I Should Attack"
return TRUE
}
}
If ${Group.Count} > 1 && (${Me.TargetHealth} < ${AssistBattlePct} && ${Me.TargetHealth} > 0 && !${Pawn[${Me.Target}].IsDead}) || (${Me.TargetHealth} < ${AssistBattlePct} && ${Pawn[${Me}].CombatState} == 1) && ${Me.TargetHealth} > 0 && !${Pawn[${Me.Target}].IsDead}
{
if ${lastattack.Equal[${Me.Target.ID}]}
{
return TRUE
}
if !${lastattack.Equal[${Me.Target.ID}]}
{
newattack:Set[TRUE]
lastattack:Set[${Me.Target.ID}]
StartAttackTime:Set[${Script.RunningTime}]
DamageDone:Set[0]
debuglog "I Should Attack"
return TRUE
}
}
return FALSE
}
}
variable fight fight
I recently came back to Vanguard, i have been using vgshaman and had it set up to work on my shaman and cleric as well as monk, after resubbing this week i seen the new script vga, downloaded it and have been trying to set it up to work, Bricky and i have been in vent together trying to figure out how to use this one. and niether of us are having much luck. for the most part set up looks pretty simple. as he mentioned when we hit buff theres a long delay to buff any of the group members, same with following and the actual assist. i know asking for a step by step set up would take a while but can someone post a basic getting started post? or if one already exisits post a link to it, i hunted around a little but didnt see one. thanks in advance.Is the a "how to use VGA for dummies"? I used vgshaman and it worked good with major limitations. I was excited when I saw this due to more abilities being used and the over all options. However, I am running into some issues. I read all the forums and enrtered all the spells and abilities I want to use. I also have my follow/assist/tank set. However, there seems to be a huge delay. For example, when i hit the "buff" icon it takes about 2 minutes before it actually buffs. This goes for following as well. The script has to run for about 5 minutes before the toon will begin following. So in a nut shell i guess i am looking for a little guidance on to get this to work properly.
Thanks
It's not his fault and I don't blame him for it - but actually this "best way solution" give us only 1 option: not to use HOTs.The way mmoAddict has it set up is probably the best way to do it and that is to treat it like a direct heal.
variable int HOTReady[24]
function SetupHOTtimer()
{
variable int GroupNumber
if ${Me.IsGrouped}
{
for ( GroupNumber:Set[1] ; ${Group[${GroupNumber}].ID(exists)} ; GroupNumber:Inc )
{
HOTReady[${GroupNumber}]:Set[${LavishScript.RunningTime}]
}
}
}
function UseAbilityHOT(string Ability, int GroupNumber)
{
if !${Me.IsGrouped} || !${Me.Ability[${Ability}].IsReady}
return
if ${LavishScript.RunningTime}<${HOTReady[${GroupNumber}]}
return
Me.Ability[${Ability}]:Use
variable int DelaySeconds = 15
HOTReady[${GroupNumber}]:Set[${Math.Calc[${LavishScript.RunningTime}+(1000*${DelaySeconds})]}]
wait 3
}
Scroll up where MMO says there is a time difference in game and its a known bug, No work around atmWith the new click button on the main tab to turn off attack during furious, i dont think its turning off fast enough.
Anyone else notice this?