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Post your completed (working) macros here. Only for macros using MQ2Data syntax!

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Nightshift
a lesser mummy
a lesser mummy
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Post by Nightshift » Tue May 11, 2004 8:44 am

For me with the way I have my code:

1) Self Buffs are casting, recasts sometimes late, somtimes early.
2) Buff casts the spell asked for, recasts late, then later, then later still.


I'll test more as soon as I have time, maybe some of the problems with timing issues in MQ2 will fix this.

NightShift

Vexix
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Anchor not working

Post by Vexix » Tue May 11, 2004 11:19 am

I made the changes from Vez to the X and Y loc, and my bot returns to anchor, but then just spins, and spins, and spins. . . Are there some other x, y's that need to be changed?

Same issue with Buffs and Self Buffs not refreshing.

Also, in the Do-itemcast sub, there is a line

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/varset CmdArrayNum 0 
Which causes an undefined error. I just commented it out, and that seemed to handle the error, but I'm not sure if there is something it was supposed to be doing.

--Vexix

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Seagreen500
crash test
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Joined: Mon Nov 10, 2003 1:04 am

Post by Seagreen500 » Tue May 11, 2004 1:05 pm

EDIT. - Updated May 12

First off with the changes to how #events are parsed, you now need the EXACT complete line to match to fire an event.

I have begun the changes, its a work in progress.

Heres Botspell.inc event changes

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#event Collapse "Your gate is too unstable, and collapses."
#event RootOff "Your Immobilize spell has worn off."
#event NoLOS "You cannot see your target."
#Event CastStart "You begin casting #*#"
#Event CastFizzle "Your spell fizzles!"
#Event CastInterrupt "Your spell is interrupted."
#Event CastInterrupt "Your casting has been interrupted."
#Event CastNoMana "Insufficient Mana to cast this spell!"
#Event CastTooFar "Your target is out of range, get closer!"
#Event Recovered "You haven't recovered yet..."
#event Recovered "Spell recovery time not yet met."
#Event CastResist "Your target resisted #*#"
#Event Distracted "You are too distracted to cast a spell now!"
#Event NoTarget "You must first select a target for this spell!"
#Event Sitting "You must be standing to cast a spell."
#Event NoMem "You do not seem to have that spell memorized."
#Event Stunned "You can't cast spells while stunned!"
#event Stunned "You *CANNOT* cast spells, you have been silenced!"
#event MissedNote "You miss a note, bringing your song to a close!"
#event ImmuneSlow "Your target is immune to changes in its attack speed."
#event NoOverWrite "Your spell would not have taken hold on your target."
Heres BotCombat.inc event changes

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#Event Enraged "#*#has become ENRAGED."
#Event Offrage "#*#is no longer enraged."
#Event FoundFloorTrap "You sense a trap in this direction."
#Event FoundBoxTrap "You are certain that #*#"
#Event DisarmTrap "You have disarmed #*#"
#Event GettingHit "#*#YOU for #*#"
#Event AttackedMiss "#*#YOU, but #*#"
#Event Slash "You slash #*#"
#Event Hit "You Hit #*#"
#Event Bash "You Bash #*#"
#Event Pierce "You pierce #*#"
#Event ArcheryTooFar "Your target is too far away, get closer"
Testing these now, with my toons I won't see all these messages.

see more details here http://macroquest2.com/phpBB2/viewtopic ... highlight=
Last edited by Seagreen500 on Wed May 12, 2004 10:03 pm, edited 1 time in total.

Vexix
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Working da code

Post by Vexix » Wed May 12, 2004 11:36 am

Workingmy way through the code for the first time. A few thoughts:

I notice that there are occasional problems with the default values for variables, i.e. people don't remember what they are when checking for them, or they have a typo. What if we used MQ2Data goodness to dynamically declare a default value variable for each Loaded parameter?

Add this to LoadSetting:

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/if (!${Defined[${VarName}DefaultValue]}) /declare ${VarName}DefaultValue string outer
/varset ${VarName}DefaultValue ${DefaultValue}
Then this:

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/If (${SelfBuffList.Equal[Buffs you wish to maintain of yourself sperated with |.]} || !${SelfBuffList.Length}) 
Turns into this:

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/If (${SelfBuffList.Equal[${SelfBuffListDefaultValue}]} || !${SelfBuffList.Length}) 
Good idea?

Another random comment:

Shouldn't botcore.mac line 250

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/if (!${AggroText.Find[say]} && ${AggroText.NotEqual[group]} && ${AggroText.NotEqual[out of character]} && ${AggroText.NotEqual[shout]} && !${AggroText.Find[guild]} && ${Target.ID}) { 
be:

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/if (!${AggroText.Find[say]} && ${AggroText.[color=blue]Find[/color][group]} && ${AggroText.[color=blue]Find[/color][out of character]} && ${AggroText.[color=blue]Find[/color][shout]} && !${AggroText.Find[guild]} && ${Target.ID}) { 

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Seagreen500
crash test
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Joined: Mon Nov 10, 2003 1:04 am

Post by Seagreen500 » Wed May 12, 2004 2:45 pm

This is in BotCombat.inc, there is no BotCore.mac

The current line

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   /if (!${AggroText.Find[say]} && ${AggroText.NotEqual[group]} && ${AggroText.NotEqual[out of character]} && ${AggroText.NotEqual[shout]} && !${AggroText.Find[guild]} && ${Target.ID}) {
 
Is saying if the aggro text is in say, group, ooc, shout or guild = FALSE

Your code

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/if (!${AggroText.Find[say]} && ${AggroText.Find[group]} && ${AggroText.Find[out of character]} && ${AggroText.Find[shout]} && !${AggroText.Find[guild]} && ${Target.ID}) {
Is saying if the aggro text is in say or guild = FALSE
And if the aggro text is in group, ooc or shout = TRUE ;)

I agree the syntax should be consistent , maybe

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/if (!${AggroText.Find[say]} && !${AggroText.Find[group]} && !${AggroText.Find[out of character]} && !${AggroText.Find[shout]} && !${AggroText.Find[guild]} && ${Target.ID}) {
would work. ?

Rassilon
a lesser mummy
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Joined: Thu Sep 04, 2003 6:34 pm

Post by Rassilon » Wed May 12, 2004 8:47 pm

Is it healing for anyone since the upgrade and patch?

Thanks

bob_the_builder
a hill giant
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Post by bob_the_builder » Wed May 12, 2004 8:56 pm

Is it healing for anyone since the upgrade and patch?
Add the Event info that "Seagreen500" posted a couple lines up.

Bob

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Seagreen500
crash test
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Joined: Mon Nov 10, 2003 1:04 am

Post by Seagreen500 » Wed May 12, 2004 11:00 pm

Missed posting this one for you. Event changes.

BotCore.inc

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#Event CorpseTooFar "You are too far away to loot that corpse."
#event FollowOff "You are no longer auto-following#*#"
#Event Zoned "LOADING, PLEASE WAIT..."
#Event Appear "You appear."
#Event Appearing "You feel yourself starting to appear."
#Event LosingLev "You feel as if you are about to fall"
#Event SelfEcho "[MQ2] Genbot #*#"

Blackstarr
decaying skeleton
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Post by Blackstarr » Thu May 13, 2004 1:31 am

Question?

Ok Im runing a clr with this script. And now and then it would screw up!
It did this befor all the changes it would stop taking any command in tells. But would work in group tells.

I would have to so a search in Everquest Dirtorys and Delet all the files that had the Toons name.

Then it would work, but I hate redoing all my window setups I see it is still doing this. Also for some reason I start up genbot and it will only heal 1 time and I would have to end the scrip and start it again. Then it would only heal 1 time. any hints here whats wrong? I have updated all the files still dose same thing.
Whats up Doc?

omper
a ghoul
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Post by omper » Thu May 13, 2004 11:40 am

is it the Blech events or is it the stuff that green posted..


to be honest i cant keep up with all the snippet posts.. i dont know where to put them and frankly cant get much of anything to work now after the patch.. so .. that being said..

I understand that this is all free and i am most thankfull to all who have done anything to contribute.. but i was wondering if someone could either post the updated .INC's or change the ones that are on page one.. I dont claim to know much just know that i will screw it up more then i fix it..

Thanks

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Seagreen500
crash test
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Joined: Mon Nov 10, 2003 1:04 am

Post by Seagreen500 » Thu May 13, 2004 8:10 pm

Well, I know its not very cohesive atm,

I can't post my complete genbot because it not 100% for me either.

As far as finding where the snippets go, I've found myself using ctrl-f a lot more often :).

Also, its great to load all the genbot files into VS.NET and search them all at once, if you don't have the <filename>.Inc.

And hey, if it's already broken, you can't go wrong by changing things !


SeaGreen

fez_ajer
a ghoul
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Location: If I was up your ass you'd know where I was...

LOL!

Post by fez_ajer » Fri May 14, 2004 12:42 am

Well, I have a mostly-working one too, but I've been waiting for Gid to swoop in and post an update. Problem is that I have alot of debug code in mine still so it's rough to post.
- Fez

venidar
orc pawn
orc pawn
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Joined: Fri May 14, 2004 3:24 pm

Post by venidar » Fri May 14, 2004 4:50 pm

Is anyone else having problems with the bot not responding via IRC channel anymore? After making the event changes above, it seems to work ok for what i need except that the bot will only accept commands via tells and group. If anyone could post a snip of what needs to be changed for it to listen to IRC i'd much appreciate it, i've tried messing with it but have had no luck so far.

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Seagreen500
crash test
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Post by Seagreen500 » Fri May 14, 2004 5:33 pm

I don't use the irc plugin.


Post an example of what the command from an irc client looks like from the bot's point of view.

venidar
orc pawn
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Post by venidar » Fri May 14, 2004 6:04 pm

on the bot's machine it comes through as:

<soandso> moveto me

where soandso is the master's name. I'm not sure if this is related to the problem, but the IRC output is in the macroquest chat window. It's always worked untill recently though. thanks for looking at it, hopefully we will see the return of Lord Gideon soon ;)

Venidar