VGBot --Beta testers wanted

bohika

Active Member
max_raid

You want to change this...

Code:
if "${Me.Target.Distance}>34 && ${Me.Target.Distance}<${PullDistance} && !${Me.Target.Owner(exists)} && (!${Me.TargetHealth}<100) && !${Harvesting}"
		{	
			call DebugIt "D. Moving in to pull range"
			call movetoobject ${Me.Target.ID} 34 8
			do
				{
					wait 1
				}
			while ${Me.Target.Distance}>34
		}
To something like this...

Code:
if "${Me.Target.Distance}>5 && ${Me.Target.Distance}<${PullDistance} && !${Me.Target.Owner(exists)} && (!${Me.TargetHealth}<100) && !${Harvesting}"
		{	
			call DebugIt "D. Moving in to pull range"
			call movetoobject ${Me.Target.ID} 5 2
			do
				{
					wait 1
				}
			while ${Me.Target.Distance}>5
		}
5 2 should work, if it's buggy make it closer

edit:

I'm not sure what the do { wait 1 } while loop is for. It just looks like a place to get stuck if moveto doesn't bring you within range, you can probably take it out.

edit again:
Code:
Me.Target:LootAll
		wait 5
		VGExecute /cleartargets
		call DebugIt "D. Looted Corpse"
		wait 10
		call DebugIt "${Pawn[corpse, radius, 5]:Target}"

		if "${Me.Target.IsHarvestable} && ${SkinMobs}" 
		{
			call DebugIt "Harvesting Corpse"
			VGExecute /autoattack
			wait 200
			Me.Target:LootAll
			waitframe
		}
That should help if you'r having skinning issues
 
Last edited:

Kram337

Active Member
Jab,

Sounds like you may not be using version 1.1. The previous version wouldnt' do any combat healing. But if you have 1.1 the best thing to do is what you've done.

As a ranger I only have one heal, but I still put that heals name in all 3 slots and give them precentages to cast at.


Max,
I've recently experienced this too as I started a test rogue to try the bot with. I set my pull ability to be Sneak, and my follow up pull to be Backstab, and my backup pull ability to be Wicked Strike.

So my abilities section looks like this:
Code:
;Pull spell/ability (can be any spell or ranged attack, uses this to pull, duh)
PullAbility:Set[Stalk]
	
;Pull Followup, this ability will be performed after the initial pull. Should set this to your ranged chain
PullFollowup:Set[Backstab I]
		
;Pull Backup, this is the last effort to pull a mob. If for some reason your first two pull abilties failed
PullBackup:Set[Wicked Strike I]

Still with me? Then I went to the pull function and changed the code under the commented line: "Pull using PullAbility" if you do a search for that line, you'll find the only instance of it.
Code:
	;Pull using PullAbility
	if "${Me.Ability[${PullAbility}].IsReady} && ${Me.Target.ID(exists)} && !${Me.Target.Owner(exists)} && (!${Me.TargetHealth}<100) && !${Harvesting}"
		{
			face
			Me.Ability[${PullAbility}]:Use
			
			;changed for rogue	
			if "${Me.Target.Distance}>2 && ${Me.Target.Distance}<${PullDistance} && !${Me.Target.Owner(exists)} && (!${Me.TargetHealth}<100) && !${Harvesting}"
			{	
				call DebugIt "D. Moving in to pull range"
				call movetoobject ${Me.Target.ID} 3 1
				do
					{
						wait 1
					}
				while ${Me.Target.Distance}>4
			}
		} 

	;Use your pull follow up
You can copy and past that right in there. Just delete the code between the comment lines "Pull using PullAbility and "Use your pull follow up"


Bohika & Allitimed,
That issue only seems to occur if your running the bot at low levels. I've had similar issues with my low level toon and have never seen it with my higher level characters.

To get around this oddity, I simply set AddChecking to FALSE, it's one of the variables in the list at the bottom. Leave this at FALSE till your toon is lvl 8+ and you should be fine.
 

Aaronjim

Active Member
I have problems with non-aggro mobs at level 16, not all mobs are aggro.. Here is what comes up in the debug of the console:
Code:
D. Stuck in main loop. Pulling
D. Pulling (Attempt: 6) (Levels: 11-18) (Distance: 50)
D. Mob brings adds, trying again. 13
D. Pulling (Attempt: 7) (Levels: 11-18) (Distance: 50)
D. Mob brings adds, trying again. 13
 

Aaronjim

Active Member
bohika said:
change the code like I said and it will clear that issue up............
I did, and it did not clear it up.

EDIT: Nevermind, I'm stupid. I saved a backup and when I changed the code I saved it to the backup.. It works.
 

Alltimed

Active Member
Anyone else receiving an error relating to the Buff Timers? If I have a buff activated in the script it crashes on Buff_Up. Also the debug code is something like;

No such 'Effects Manager' blah blah Time Remaining.
 

Redstrike

Active Member
Ok, the only real major problem I have found so far(and I can't figure out what causes it) is that at random times i'll check on the bot only to find it has had me going backwards for 10 minutes and I am either a in the middle of nowhere or b dead. i've watched it happen though. The bot will be going just fine and usualy either after the loot sequence or before the pull...it just starts walking backwards and won't stop unless I endscript.
 

duken666

Active Member
I got the same trouble with the bot...
After the loot check it bugs out and keeps running backwards... is there any way to disable loot checking itself? Perhaps that would fix the problem...
 
Last edited:

Truwenswg

Active Member
Found a new problem. When my pet is full health it uses the pet heal till im low on health the feigns...This is a major downtime issue, and possible issue if i were to get adds during botting...Here is the output it generates when this happens.

No Such 'character' member 'PetHealth'

it spams it in between kills, this is happening during killing, and there are times it throws a heal on above the designated % (set currently at 50% pet health = heal pet).

-Truwen
 

Redstrike

Active Member
piggy back on what tru said and ALSO it will not make distance between mobs... the mob approaches and when it gets too close the script will not back up. Keeps saying "no line of sight" because the mob is on top of me....
 

irascible

Active Member
First off... amazing work, the script is quite impressive.

I've noticed quite a problem today though. if you set the lvl of mobs to pull to...

MinLevel:Set[${Me.Level}-4]
MaxLevel:Set[${Me.Level}-1]

It works thereotically and ignores mobs the same lvl as me; however, it will run right over any mob to get to one that does match aggroing the mob the same lvl as me or greater and ignoring it completely and continueing to aggro the mob that meets the script criteria. Of course, because of this, I die almost instantly.

Any idea's?
 

aChallenged1

Active Member
I downloaded this bot and I have the antiadd and moveto files (in "common" folder) with the xml file in the xml folder as instructed. I edited the end of the script to match my stats for my character, removed those that don't exists, added those I have and ensured that I had the correct number of items in each set; any other open slots were "null"ed out.

When I tried to run the program it started as intended, UI came up and if I looked in the dropdown for IS I saw it say first point set. Same for second and third as I set them. Then I pressed the start button: nothing happened.

I followed everything according to the directions. Was going to try using it for an hour to work on LN faction. The VGRanger did work for me, but drove me nuts, so I had to be at my system the whole time watching. It just lacks a few things to make it nice enough for me.

Oh, and when I click on "quit" the script is not stopped, the UI does not go away. I have to manually end the script.

Might have to do like I did with MQ2 and ISXEQ and rip scripts to see how they work and flow and start to modify what exists, rip and reuse items I like, etc.

In the mean-time could someone point out to me where I may have gone wrong?
Though, it could be that I changed the name of the script I run to something other than the original. I didn't want to screw up the original version since I wanted to be able to go back to it as an untouched template.

Thanks in advance for your help.
 

don'tdoit

Active Member
aC1, try renaming the original to <scriptname>-orig.iss. Then name your modified one back to the original name. It's likely that renaming is what is causing your problems.
 

aChallenged1

Active Member
don'tdoit said:
aC1, try renaming the original to <scriptname>-orig.iss. Then name your modified one back to the original name. It's likely that renaming is what is causing your problems.
Did that after I posted, just haven't tried it yet. I'll report back on success or failure.
 

mordiaky

Active Member
Kram, First of all I Love what you have done, Give me a e-mail paypal e-mail address so i can donate to your project and keeping us with updates.

For looting your corpse when you die, Can you set it up to loot at the death stone and summing your corpse and then loot it? I will take the exp penalties and be able to run back to my way points and fight on the way for any agroing mobs.
 

Redstrike

Active Member
The "stuck in reverse" bug seems to echo this in debug each time for me


D. Check to see if we have chain attacks 2
D. Check to see if we have chain attacks 2
D. Check to see if we have Nukes 3
D. Nuke Sub Bone Spike IV, rdy TRUE, Already Nuketed NULL
D. Check to see if we have chain attacks 2

Stuck there til i endscript.

Not sure if that helps ya or not
 

Zeek

Active Member
Truwenswg said:
Found a new problem. When my pet is full health it uses the pet heal till im low on health the feigns...This is a major downtime issue, and possible issue if i were to get adds during botting...Here is the output it generates when this happens.

No Such 'character' member 'PetHealth'

it spams it in between kills, this is happening during killing, and there are times it throws a heal on above the designated % (set currently at 50% pet health = heal pet).

-Truwen
Recently pet related stuff changed in ISXVG. To fix this you should be able to search for all occurances of
Code:
Me.PetHealth
and replace it with
Code:
Me.Pet.Health
That should fix the constant pet healing.
Zeek
 

Karbeck

Active Member
Is there any way in this script to automatically activate a right-click buff or right-click staff effect?
 

Karye

Active Member
Karbeck said:
Is there any way in this script to automatically activate a right-click buff or right-click staff effect?
The following will use an Item such as a staff or a res stone
Code:
Item[Item Name]:Use
 
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