Party Bot as at 7th oct 2011

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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lisa
Posts: 8332
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Re: Party Bot as at 7th oct 2011

#41 Post by lisa » Wed Nov 02, 2011 8:54 pm

Ahh, I was hoping it would be the same flag duel and pvp.
I'll have to do some testing in seige =(
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

nerdyone255
Posts: 107
Joined: Mon Nov 22, 2010 10:17 am

Re: Party Bot as at 7th oct 2011

#42 Post by nerdyone255 » Wed Nov 02, 2011 9:59 pm

wish i could help, but I'm sure that in the time it would take you to explain what you're looking for to me, you could find and fix it yourself 5 times over.

Incase I'm wrong, please let me know if there's anything I can do or test.

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lisa
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Re: Party Bot as at 7th oct 2011

#43 Post by lisa » Wed Nov 02, 2011 10:06 pm

make a user function with this as code.

Code: Select all

function pawnlog(_name,_comment)
	local found = false
	local objectList = CObjectList();
	objectList:update();
	local objSize = objectList:size()
	filename = getExecutionPath() .. "/logs/pawnlog.txt";
	file, err = io.open(filename, "a+");
	if( not file ) then
		error(err, 0);
	end
	_offset = 904
	--repeat
	--_offset = _offset + 4
		for i = 0,objSize do 
			obj = objectList:getObject(i);
			if obj.Name == _name then -- edited out char name of course
				found = true
				local flags = memoryReadRepeat("int", proc, obj.Address + _offset) or 0;
				local bitnum=0x80000000
				local bitstring=""
				if bitAnd(flags,0x80000000) then
					file:write("Bits,1,")
				else
					file:write("Bits,0,")
				end
				
				repeat
					bitnum = bitnum / 2
					if bitAnd(flags,bitnum) then
						bitstring = bitstring .. "1,"
					else
						bitstring = bitstring .. "0,"
					end
				until bitnum == 1
				file:write(bitstring)
				if _comment ~= nil then 
					file:write(obj.Name..",".._comment.."\n")
				else
					file:write(obj.Name.." ".._offset.."\n\n")
				end
			end
		end
	--until _offset == 764
	file:close();
	if found ~= true then printf("\n no such pawn name \n") end
end
then run rom/bot path:commandline
at the prompt use
pawnlog("charactername")
obviously change charactername to the actual name of an enemy in seige. It will write to a file in logs folder called pawnlog.txt and have info like this

Code: Select all

Bits,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,0,
if you do post some prints don't post the characters name though, don't need it =)
Just do the command in seige though if you post other prints from outside of seige it will just make it harder =)
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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lisa
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Location: Australia

Re: Party Bot as at 7th oct 2011

#44 Post by lisa » Thu Nov 03, 2011 6:10 am

Ok for seige war, not pvp. Do this. line 33.

Code: Select all

			if not bitAnd(inp,0x4000000) and bitAnd(inp,0x20000) then -- Invisible/attackable?
it was 0x10000

if you are interested seige bits of that pawn offset look like this in seige.

Code: Select all

Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,0,1,1,1,1,0,0,0,
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,0,
Bits,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,0,
The common difference between these and normal players out of seige is that group of 4 1's next to each other. By changing it to 0x20000 it looks at the first bit out of the 4.
Bits,0,0,0,0,0,0,0,1,0,0,0,1,1,1,1,0,0,0,0,1,0,0,0,1,0,0,1,1,1,0,0,0,
Attachments
seigedps.xml
works in seige.
(5.23 KiB) Downloaded 237 times
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

nerdyone255
Posts: 107
Joined: Mon Nov 22, 2010 10:17 am

Re: Party Bot as at 7th oct 2011

#45 Post by nerdyone255 » Thu Nov 03, 2011 7:23 am

sweet! will test it in siege tonight.

going to test on criminal/pvp status reds today also.

Rickster
Posts: 291
Joined: Sun Oct 24, 2010 4:23 pm

Re: Party Bot as at 7th oct 2011

#46 Post by Rickster » Fri Nov 09, 2012 1:24 am

Hi,

I did not use party bot for a long time and now again tried to set up a working scenario for 2 players in a group, one char played normaly, one by the bot.

I want the bot to play as dps.
But I got a little bit confused, because there are two waypointfiles, which come along with rombot: partydps.xml and partyhealer.xml. And I also found a party.xml in this topic when searching for some descriptions for party settings. Which do I have to use and whre can I find all the newest versions of the files?

Where do i find a description for party?.xml and the needed profile options. I can not find a main topic for the party bot, there seems to be a lot of topics about it though.

When using partydps for the dps, it follows party member 1 (me ;) ) but starts to fight every mob in range.
I only want it to fight back, when a groupmember is attacked or when marking a target with an icon.
How do I setup this?

Thanx
Ric

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lisa
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Re: Party Bot as at 7th oct 2011

#47 Post by lisa » Fri Nov 09, 2012 2:16 am

party profile options look like this, obviously you will need to uncomment the ones you want to use.

Code: Select all

		<!-- Party Bot options  -->
		<!-- <option name="PARTY"			value="true" /> -->
		<!-- <option name="PARTY_ICONS"		value="true" /> -->		<!-- For party leader to place "I" Icon on the target Mob -->
		<!-- <option name="PARTY_INSTANCE"	value="true" /> -->		<!-- For party bot to enable the killing of mobs with high HP  -->
		<!-- <option name="ICON_FIGHT"	value="true" /> -->			<!-- For party bot to only attack mobs with "I" Icon -->
		<!-- <option name="PARTY_FOLLOW_NAME"	value="charname" /> -->	<!-- For party bot name of character to follow -->
		<!-- <option name="HEAL_FIGHT"		value="true" /> --> 	<!-- For party bot if you want healer to also fight -->
just use the partydps.xml waypoint that is part of default bot unless you want the bot to also buff and heal while fighting, then use the partyhealer.xml waypoint

they look like this uncommented.

Code: Select all

		<!-- Party Bot options  -->
		 <option name="PARTY"			value="true" /> 
		 <option name="PARTY_ICONS"		value="true" /> 		<!-- For party leader to place "I" Icon on the target Mob -->
		 <option name="PARTY_INSTANCE"	value="true" /> 		<!-- For party bot to enable the killing of mobs with high HP  -->
		 <option name="ICON_FIGHT"	value="true" /> -->			<!-- For party bot to only attack mobs with "I" Icon -->
		 <option name="PARTY_FOLLOW_NAME"	value="charname" /> 	<!-- For party bot name of character to follow -->
		 <option name="HEAL_FIGHT"		value="true" />  		<!-- For party bot if you want healer to also fight -->

Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

Rickster
Posts: 291
Joined: Sun Oct 24, 2010 4:23 pm

Re: Party Bot as at 7th oct 2011

#48 Post by Rickster » Fri Nov 09, 2012 3:56 am

Thanx Lisa for your answer.

I tried it so far and I got everything running fine, except the dps bot attacking every mob, while following me.
I changed <friends> and <mobs> in the profile, but did not end up with a solution.

Do you have any ideas?

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lisa
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Re: Party Bot as at 7th oct 2011

#49 Post by lisa » Fri Nov 09, 2012 5:24 am

Code: Select all

<option name="ICON_FIGHT"   value="true" /> -->         <!-- For party bot to only attack mobs with "I" Icon -->
There are also some more in game commands you can use for parties now.
http://www.solarstrike.net/phpBB3/viewt ... 639#p40639
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

Jandrana
Posts: 187
Joined: Thu Jul 05, 2012 5:53 am

Re: Party Bot as at 7th oct 2011

#50 Post by Jandrana » Fri Nov 09, 2012 8:25 am

I did play around with the party bot and to my opinion some things are bad in this design.

My experience is, that the "party" bot options do affect other scripts. i.e. with the party bot options enabled,
my char cannot complete the butterfly daily script. The char does kill some butterflies and suddenly for some
unknown reason stops killing stuff and does no longer move to the next waypoint.

The party bot options should only be used/checked, if you start a partyxxx script.
A cleaner solution would be, if player:fight() is being called from party.lua, a parameter tells
the fight() function, that the party bot options are active.

Otherwise you need to have the options set to true in your profile and disable them in ALL other scripts.
This can be pretty annoying, if you forget to disable this option your script gets stuck, the char gets killed
and similar things.

Another thing:
Could someone pls add the "documentation" (meaning of icons, "com" commands, etc.) for the party bot
into the party.lua or partyxxx.lua files.
It's cumbersome to collect all the relevant stuff from different threads in the forum.

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lisa
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Re: Party Bot as at 7th oct 2011

#51 Post by lisa » Fri Nov 09, 2012 9:12 pm

If I replied to this the first time I read it my words would have been less than polite, so I decided to leave the reply for another day.

Things to note:
1. As awesome as MM is it can't read minds, you need to tell it what you want it to do.
2. Anyone who posts any sort of code on here is doing it in their own time, including the moderators, no one gets paid for this and it is free after all.
3. I originally added in party usage as the building blocks for others to be able to do what they wanted with it, over time people kept asking for more and more features and so I added in more. More features = more options, everyone wants to use it in a different way.
4. I don't have the time required to write up a 10 page explanation of how everything works, the link I posted a few posts back describes pretty much everything YOU can do with the party options.

In short I don't have the spare time to write it up any more than I have, what I posted already describes what it can do and how to do it. If you think there should be more in depth explanations then by all means write it up yourself.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

Jandrana
Posts: 187
Joined: Thu Jul 05, 2012 5:53 am

Re: Party Bot as at 7th oct 2011

#52 Post by Jandrana » Sat Nov 10, 2012 7:02 am

Sorry, if my posting did offend you in some way. I know that everybody here is doing this in it's spare time. I think the RoM bot is cool thing, but as many software projects, they start small and grow and grow and at some time the initial concepts don't really fit any more and the implementation starts getting "ugly". Usually you start thinking about new concepts.

I started modifying the bot files myself, but this gives additional trouble, because I can no longer update the bot without integrating my changes again and again and testing if my changes don't cause any other problems in the new version.

I only discovered some problems and wanted to give some kind of hint, how it could be done better. I already suggested some changes for the forum some time ago, if you remember. As the bot grows and changes, more and more information is being cumulated in the forum and it gets difficult to sort out obsolete stuff and find the stuff being useful. Currently only a few ppl control the main concept of the bot and the layout of the forum. I cannot decide what is being done, I can only make suggestions. Maybe I should have written in a more polite way, but English is not my native language, perhaps this looked rude for you. Again, sorry for that.

Perhaps you should look for additional people that help improving things.

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lisa
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Re: Party Bot as at 7th oct 2011

#53 Post by lisa » Sat Nov 10, 2012 7:16 am

Admin is the only person that can change the forum in any way and I am pretty sure they have a lot on their plate at the moment.

Yes I did post that I agreed with your suguestions but I also added that it would take more time on the moderators to "fix" posts as even now people post things everywhere even with just a few different sections.

Most people don't read the stickies or forum rules so creating another 3 or 4 sections would just mean a lot more work for the moderators.

There is a wiki which is meant to be where descriptions and explanations are meant to be put, I actually think anyone can edit/post in the wiki, not sure. Again though it comes back to the time factor and also whether people will actually read the wiki. The wiki probably needs a complete rewrite but that will probably be a good 5-6 hours of work.
I would guess that half the users don't even know there is a wiki for rombot.

Writing it up in the party.lua was an interesting idea but to be honest the only people who would actually open the file are the ones who would also know what the code actually does just by looking at it.

So in the end I have no viable solution.

wiki is here for those interested.
http://www.solarstrike.net/wiki/index.p ... le=RoM_Bot
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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rock5
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Re: Party Bot as at 7th oct 2011

#54 Post by rock5 » Sat Nov 10, 2012 8:00 am

I considered doing an extensive update of the wiki but dealing with wiki code is too time consuming. Admin had a look for a GUI but couldn't find one that didn't mess up the existing pages. If a GUI ever becomes available, I'll probably do that update.
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Jandrana
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Re: Party Bot as at 7th oct 2011

#55 Post by Jandrana » Sat Nov 10, 2012 8:26 am

I know the wiki. It helped me during the first days using the bot. But as you stated yourself, the wiki has become outdated. Keeping it up to date is time consuming and we all have too less time.
Writing it up in the party.lua was an interesting idea but to be honest the only people who would actually open the file are the ones who would also know what the code actually does just by looking at it.
I disagree here. It's only about communicating, where to look for documentation. At least this works for people that are willing to read it. You will always have people that come to the forum and will ask. There will be no solution for those people.

Even, if only people look inside source files that will be able to understand the code, it is easier and quicker to read 10-20 lines of documentation than reading and understanding several hundred lines of code.

I'm a professional software developer myself for over 20 years now. What we learned at work: if you have different systems for code and documentation the doc's will be outdated very soon. So keep source and docs close together and the chance that doc's will be up to date, will increase a lot.

Just a suggestion from my experience.

Rickster
Posts: 291
Joined: Sun Oct 24, 2010 4:23 pm

Re: Party Bot as at 7th oct 2011

#56 Post by Rickster » Tue Nov 13, 2012 1:36 am

Hello again :)

I can not get the partydps to work they way I want it to.

When I used it a long time ago, I used a tank to be in a group. It followed the leader and did fight back mobs, which atacked the leader or which the leader atacked (not sure if it did fight back mobs which atacked a random group member).

I would besatisfied if the partydps char, starts to fight, when the leader starts to atack a mob or sets icon I on a target.

But what happens is, the partydps char starts to fight every mob in its profile fight range. Thats not good :D

Here is what I have in the chars profile:

Code: Select all

<!-- Party Bot options  -->
<option name="PARTY"         value="true" />
<option name="PARTY_ICONS"      value="true" />
<option name="PARTY_INSTANCE"   value="true" />
<option name="ICON_FIGHT"   value="true" />
<option name="PARTY_FOLLOW_NAME"   value="" />
<option name="HEAL_FIGHT"      value="false" />

	<friends>
		<!-- [some friends defined here] -->
	</friends>

	<mobs>
		<mob name="" />
	</mobs>
I tried it with <mob name="mobname" />, then it does not fight any mob by its own, also does not fight when icon I is set on the target, but starts to fight, when group leader starts to fight the target with icon I set to it (independent from mobname).
Or with all <mob name="" /> commented out, but then it fights every mob in range.

Do you have anny suggestions that might help me?

[edit]
with

Code: Select all

<option name="PARTY_ICONS"      value="false" />
and all <!--mob name="xxx" /--> commented out it only fights mobs marked with icon I, but does not start to fight when leader starts to fight a mob.


Ric

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