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Re: 750 Changelog
Posted: Tue Feb 12, 2013 11:39 pm
by rock5
This is an old database now but this is what I have.
Castimes;
MAGE_GALAXY
MAGE_METEOR_SHOWER
MAGE_STARS_OF_LIGHT
ROGUE_COMBO_THROW
MAGE_THUNDERSTORM
PRIEST_CHAIN_OF_LIGHT
PRIEST_FIGHTING_SPIRIT_COMBINATION
WARLOCK_OTHERWORLDLY_WHISPER
SCOUT_COMBO_SHOT
WARLOCK_SEVERED_CONSCIOUSNESS
ALL_ENERGY_RESTORE
SCOUT_SHATTERSTAR_STORM
Cooldowns;
KNIGHT_SACRED_RESISTANCE
SCOUT_AUTOSHOT
SCOUT_SHOOT
SCOUT_SHOT
MAGE_PHOENIX
Re: 750 Changelog
Posted: Wed Feb 13, 2013 1:51 am
by lisa
Code: Select all
Meteor Shower: table: 03BC7C38
Address: 604354068
TPToLevel: 44367
Cooldown: 0
Id: 490252
Level: 50
BaseItemAddress: 422872064
Mana: 210
CastTime: 0
skilltab: 4
skillnum: 8
aslevel: 14
Bother were correct.
Code: Select all
Thunderstorm: table: 03BC84F8
Address: 604355132
TPToLevel: 808761
Cooldown: 0
Id: 490244
Level: 60
BaseItemAddress: 423060480
Mana: 400
CastTime: 0
skilltab: 4
skillnum: 22
aslevel: 34
both correct
Code: Select all
Shot: table: 03BCA500
Address: 851071308
TPToLevel: 841421
ConsumableNumber: 1
Cooldown: 0
Id: 494070
Level: 60
Consumable: arrow
BaseItemAddress: 423168000
CastTime: 0
skilltab: 2
skillnum: 2
aslevel: 1
should be 2 second cooldown.
Code: Select all
Combo Shot: table: 03BCBF18
Address: 604354752
TPToLevel: 1250094
ConsumableNumber: 3
Cooldown: 8
Id: 494942
Level: 70
Consumable: arrow
BaseItemAddress: 423114752
CastTime: 0
skilltab: 4
skillnum: 17
aslevel: 30
both correct
Code: Select all
Autoshot: table: 03BCB5B8
Address: 604353612
TPToLevel: 150
ConsumableNumber: 1
Cooldown: 0
Id: 492589
Level: 0
Consumable: arrow
BaseItemAddress: 422859776
CastTime: 0
skilltab: 4
skillnum: 2
aslevel: 1
should be 2 second cooldown
Didn't see how to get itemset skills so couldn't test them.
So yeah it seems it isn't 100% reliable.
On the subject of "Shot" there are 29 different Id's for Shot. I started to list them all but in the end 29 is to many to list lol
Re: 750 Changelog
Posted: Wed Feb 13, 2013 2:23 am
by rock5
Meteor Shower and Thunderstorm both have cast times don't they? I think the reason these are wrong is because casttime is usually the time before it does damage. These skills start doing damage right away so they are considered instant cast but then take time to finish casting.
Shot has a cooldown but a variable cooldown because of the passive. I think that's why it's 0. Maybe because it's not a set value it might be recorded elsewhere in a different way. I think I had it set to 1 because if you set it to 2 but it's 1 because of the passive it still waits too long between casts. But with it at 1 if it's 2 it still waits for the cooldown to finish because it gets it from memory. So it works better as 1.
I think technically speaking Combo shot is an instant cast but it fails if you're moving right? So it needs a casttime.
I'm not sure why Autoshot says 1 in memory for. That ones a mistery.
Re: 750 Changelog
Posted: Wed Feb 13, 2013 3:25 am
by abron1
could he just change the data base to use the skill like i did with charge chop for s/wd?
Code: Select all
<skill name="SCOUT_CHARGED_CHOP" id="493395" cooldown="15" range="200" type="damage" target="enemy" />
id is still the same but the skill name has changed so it will use this Charged Chop instead of the warden one.
Code: Select all
<skill name="WARDEN_CHARGED_CHOP" id="493395" range="50" cooldown="1" type="damage" target="enemy" globalcooldown="false" />
so instead of having
Code: Select all
<skill name="PRIEST_RISING_TIDE" id="490256" range="217" casttime="2" type="damage" target="enemy" />
you will make it
Code: Select all
<skill name="MAGE_RISING_TIDE" id="490256" range="217" cooldown="4" type="damage" target="enemy" />
worked for me with the warden skill
Re: 750 Changelog
Posted: Wed Feb 13, 2013 4:01 am
by lisa
that would work but then skills database will never have a green tick and it might cause confusion at some stage.
We do need a way to deal with this though, I used to just do the profile onload I posted on last page which worked well but it is just a bandaid solution.
Re: 750 Changelog
Posted: Wed Feb 13, 2013 4:50 am
by rock5
Although abron1s idea could be committed. When a user gets an elite that changes a skill they just switch to the other skill. Not ideal I know but workable. Especially if you consider that when a user gets an elite they know they got the elite and usually know what it does, so should immediately know the skill in the profile will need to change.
Ultimately the best solution will be to get everything from memory, just having values in skills.xml to override those pesky exceptions.
Re: 750 Changelog
Posted: Sun Feb 17, 2013 12:09 am
by abron1
hey rock man i have bad news the fail to cast is back for some reason
Code: Select all
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_AUTOSHOT => Gutai's Doubt (211056/211056)
Use MACRO: SCOUT_VAMPIRE_ARROWS=> Gutai's Doubt (93111/211056)
Use MACRO: SCOUT_HIDDEN_PERIL => Gutai's Doubt (44964/211056)
Use MACRO: SCOUT_SNIPE => Gutai's Doubt (44964/211056)
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Fight finished. Killed 53 Gutai's Doubt. (fight #280 / runtime 52 minutes)
Used patt3.
Clearing target.
Moving to waypoint #54, (346, -10977)
Moving to waypoint #55, (435, -11084)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Clearing target.
Current fight aborted.
Clearing target.
Moving to waypoint #55, (435, -11084)
Stopping waypoint: Target acquired before moving.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => Gutai's Doubt (0/211056)
Fight finished. Killed 54 Gutai's Doubt. (fight #281 / runtime 52 minutes)
Clearing target.
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: WARDEN_POWER_OF_THE_=> Gutai's Doubt (211056/211056)
Too close. Backing up.
Use MACRO: SCOUT_HIDDEN_PERIL => Gutai's Doubt (88081/211056)
Use MACRO: SCOUT_AUTOSHOT => Gutai's Doubt (81701/211056)
Use MACRO: SCOUT_COMBO_SHOT => Gutai's Doubt (0/211056)
Fight finished. Killed 55 Gutai's Doubt. (fight #282 / runtime 52 minutes)
Clearing target.
Moving to waypoint #55, (435, -11084)
Stopping waypoint: Target acquired before moving.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_AUTOSHOT => * Failed to cast *
Clearing target.
Current fight aborted.
Clearing target.
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_AUTOSHOT => Gutai's Doubt (211056/211056)
Use MACRO: SCOUT_VAMPIRE_ARROWS=> Gutai's Doubt (168673/211056)
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Fight finished. Killed 56 Gutai's Doubt. (fight #283 / runtime 52 minutes)
Clearing target.
Moving to waypoint #55, (435, -11084)
Moving to waypoint #56, (552, -11090)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Fight finished. Killed 57 Gutai's Doubt. (fight #284 / runtime 53 minutes)
Clearing target.
Moving to waypoint #56, (552, -11090)
Moving to waypoint #57, (747, -11033)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
We overrun waypoint #57, skip it and move on to #58
Moving to waypoint #58, (877, -10934)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Wrath] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: WARDEN_POWER_OF_THE_=> * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Fight finished. Killed 42 Gutai's Wrath. (fight #285 / runtime 53 minutes)
Clearing target.
Loot skipped because of aggro.
Clearing target.
We overrun waypoint #58, skip it and move on to #59
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Fight finished. Killed 58 Gutai's Doubt. (fight #286 / runtime 53 minutes)
Clearing target.
Clearing target.
Moving to waypoint #59, (1051, -10798)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
We overrun waypoint #59, skip it and move on to #60
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Doubt] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Fight finished. Killed 59 Gutai's Doubt. (fight #287 / runtime 54 minutes)
Clearing target.
Loot skipped because of aggro.
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Wrath] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Taking too long to damage target, breaking sequence...
Clearing target.
Current fight aborted.
Got aggro. Attacking aggressive enemies.
Engaging enemy [Gutai's Wrath] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Fight finished. Killed 43 Gutai's Wrath. (fight #288 / runtime 54 minutes)
Clearing target.
Moving to waypoint #60, (1087, -10621)
Moving to waypoint #61, (1073, -10754)
Stopping waypoint: Target acquired.
Engaging enemy [Gutai's Wrath] in combat.
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Use MACRO: WARDEN_SAVAGE_POWER => * Failed to cast *
Use MACRO: SCOUT_CHARGED_CHOP => * Failed to cast *
Fight finished. Killed 44 Gutai's Wrath. (fight #289 / runtime 55 minutes)
Clearing target.
Picking up sigil "Defense Sigil"
Paused. (Delete) to continue, (CTRL+L) exit to shell, (CTRL+C) quit
only ran 55 mins
Re: 750 Changelog
Posted: Sun Feb 17, 2013 1:04 am
by lisa
i find it interesting it stopped casting autoshot and the other ranged skills, did you run out of arrows?
It is possible you also ran out of mana and hence the skills that use mana failed, because you couldn't actually cast them, S/WD arn't known for having a lot of mana.
Since Savage power has a 90 second cooldown I would say no mana would be the cause as it wouldn't try to use the skill if it was on cooldown.
Only other thing it could be is if you got disconnected and it just kept trying to attacking using those sills over and over, possible but I would say you ran out of arrows and then ran out of mana.
Re: 750 Changelog
Posted: Sun Feb 17, 2013 3:39 am
by abron1
nope had full mana and had arrows i have the function in my profile to check for arrows and i have a light pet level 50 so it gives me quite a bit of mana to use i never run out...
Re: 750 Changelog
Posted: Sun Feb 17, 2013 4:17 am
by rock5
And I believe the bot checks arrows so it wont try to use a skill if it needs arrows.
I'd be interested in what you saw happening. Was it casting the skills but MM was reporting failed casts or was it not able to cast? Were there any on screen messages eg. "cannot see target", "obstacle between you and target", "must face target", etc.? What was your ping like, ie. lag?
Re: 750 Changelog
Posted: Sun Feb 17, 2013 4:23 am
by abron1
ill run it again and try to get all the answers for you i know sometimes its must face target errors or mob is on a hill but could be the player lua i downloaded to try to fix the party bot... and i was testing the partybot at the sametime it happen so that could be it...
Re: 750 Changelog
Posted: Sun Feb 17, 2013 4:36 am
by lisa
abron1 wrote:but could be the player lua i downloaded to try to fix the party bot
I never posted a player.lua to fix any issues with party bot, where did you get this player.lua from ?
Re: 750 Changelog
Posted: Sun Feb 17, 2013 9:33 am
by abron1
sorry it was party lua not player lua
Re: 750 Changelog
Posted: Wed Feb 20, 2013 10:17 pm
by lisa
commited rev 752.
Fixed an issue with using wander WP
Fixed a few things in party.lua also added eggpet usage and healing warden pet.
Added onLoot() usage for party.lua, code that is done when looting, you will need to make the onLoot function though.
Example of onLoot() would be in profile onload.
Code: Select all
function onLoot()
if player:findNearestNameOrId("107217") then
player:target_Object("107217")
yrest(500) -- If not enough time to pick up bag, increase it.
end
end
This would make it check for mysterious bags and then "collect/open" them
I had to "fix" a few things that had been in the bot for a loooong time but never really caused any issues.
Basically it was how we used the "bitAnd", hopefully I got them all.
we used to do this
Code: Select all
local attackableFlag = memoryReadRepeat("int", getProc(), leaderobj.Address + addresses.pawnAttackable_offset) or 0
and then
Code: Select all
mounted = bitAnd(attackableFlag, 0x10000000)
but if the mem read failed it would give it a value of 0, which isn;t what we want.
So I changed it to this.
Code: Select all
local attackableFlag = memoryReadRepeat("int", getProc(), leaderobj.Address + addresses.pawnAttackable_offset)
if attackableFlag then
So if the mem read fails the value would be nil and it wouldn't try to do the code.
Re: 750 Changelog
Posted: Thu Feb 21, 2013 6:16 am
by lisa
rev 753
Added a profile option
Code: Select all
<option name="PARTYLEADER_WAIT" value="false" /> <!-- to make a normal bot wait for party members -->
Also fixed an issue in party bot.
changed checkparty() to return true if not actually in a party, which in hindsight was probably a mistake because people may have already relied on it returning false and using it as a way to wait until the party members accepted a party invite.
I need a holiday lol
Re: 750 Changelog
Posted: Thu Feb 21, 2013 6:31 am
by rock5
If you have PARTYLEADER_WAIT set to true so that when you are the leader it waits for the party members, what happens if you are not leader? Does it check to see if you are leader?
Re: 750 Changelog
Posted: Thu Feb 21, 2013 6:56 am
by lisa
nope, no check for actually being leader, it is just that party bot will always be followers, so normal waypoints would be "leaders" lol
So as an example if you have 3 chars all following the same set of waypoints and in a party they will now wait for the others to catch up if the profile is set to true.
Re: 750 Changelog
Posted: Thu Feb 21, 2013 7:44 am
by rock5
Ah, of course. You don't check for PARTYLEADER_WAIT in the party functions after all.
Re: 750 Changelog
Posted: Thu Feb 21, 2013 8:17 am
by botje