Genbot v13.3.2 [Updated 08/08/2004] Slim trim code rewrite!

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

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frabtik
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Post by frabtik » Wed Aug 11, 2004 10:46 am

Bob and Bobo, depending on how your macro works the first thing that comes to mind is targeting with id's, may not always be the most convenient way to do it, esp if you using someone else's macro but def would make it more reliable. As for warders, familiars and such generally using types works well since pets are not coming up as type NPC as I believe they used to.
On a different note for those using this for combat I thought I might point out that sometimes there can be considerable lag in your war bot where he just seems to do nothing generally when you get multiple mobs all at once. I have tracked this down and seems to be the UnderAttack and Attacking events, from what I can see these are used only for defend and puller options. When I get several adds of pull mulitple mobs, esp before slowed this happens and I am assuming it is just firing these events in extreme causing the bot to lag before continuing his slaughter. Have not found a valid solution for this and currently have commented these out for testing. Seems though if you don't use these features there is no reason to keep them in there and for me they are not worth the death that can result when the tank just sits there not doing his job.
I am still using a version that is couple back since it mostly works and have had problems with the updates, although haven't tried the newest rewrite yet. Wondering if the issue with attacking while following has been fixed yet. This still is my biggest problem that when the bot is following and I tell him to attack, when the mob dies if he is chasing he just keeps on running off. I deal with it by driving him about manually some or trying to keep him anchored but can be a pain in dungeon crawling zones or if you move and forget to anchor etc. Have been using a lot recently and the getbehind command you were questioning removing is actually very useful and would prefer it stays. In the version I have it works very good though. Botting a tank in groups with multiple tanks it is very useful to get behind mobs sometimes but I don't want to set it to always because it is a problem if you need to offtank mobs.
Also not sure if the enrage code is working right, not easiest thing to test but trying to. Reading the code I am using(not the newest, although may be the same) it doesn't look like it would work right but not positive. It def is not firing for tagged mobs but I think I have that mostly worked out, will post that soon if what I am doing is for sure working and same problem of course on tagged mobs gating. Hope to get to test out the new version soon, thanks for all the hard work on updating and improving this great script.

Vexix
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Post by Vexix » Wed Aug 11, 2004 11:30 am

Frabtik,

Gotta update man. Running off into the horizon fixed a couple of versions ago. Enrage bug also fixed several versions ago. Gating mob bug too.

Interesting about the defend and puller sub sucking up time. I'll see if I can make that stop out sooner by checking the toggles first.

--Vexix

Bahumut
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.ini Core section

Post by Bahumut » Thu Aug 12, 2004 6:34 pm

here's my core section Vex, for you to look at...dunno if it it just an isolated bug for me, but if not i hope it helps to debug it.

[CORE]
AnchorRadius=6
ChatIn=Tell
ChatInChannel=Channel Name
checkname=off
MaxLootRadius=50
followmode=1
IgnGroupList=duck|say|tell|group|cmds|trade|run|backstab|taunt|evade|slam|bash|kick|flyingkick|disarm|traps|puller||
ListenChan=Name_of_channel
listenchat=on
listengroup=on
MountItem=Name of Bridle or Drum
MaxTargetRange=250
movetomode=1
relaytells=on
trap=off
Verbosity=9
DebugList=None

Vexix
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Post by Vexix » Thu Aug 12, 2004 7:00 pm

Looks fine. How did the sit and sitx tests go?

--Vexix

Bahumut
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thanks gus

Post by Bahumut » Thu Aug 12, 2004 7:12 pm

gus nailed it, i had tell windows turned on. i turned them off, and boom, she follows tell commands! guessing Vexix had to change the tell event to "#1# tells you, #2#" and that borked it. Vexix, are tell windows not supported anymore?

Vexix
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Post by Vexix » Thu Aug 12, 2004 7:18 pm

WTF are tell windows?

Bahumut
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few quick questions

Post by Bahumut » Thu Aug 12, 2004 7:19 pm

first, the sit/stix test, neither did anything...like i said in my above post, i think the tells windows are completely broken. one quick question i do have tho, is if i turn on the guard feature on a character that has the puller flag turned on, will they go out to attack a mob if its in guard range, then run back to anchor when they are attacked back? my friend has a necro, and i like to bot myself and my cleric to him. if it worked like that, he could just sit there and my ranger would pull atuomatically, which would be GREAT.

*Edit*
tell windows are a new option you can turn on that make your tells pop up in an IM style separate window, extremely useful because it holds the whole conversation and you dont lose tells in battle spam/auction/shout spam. the format you recieve tells in when you have them turned on is "Personsname: whatevertheysaid" hope that helps you fix it =)

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Fippy
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Post by Fippy » Thu Aug 12, 2004 7:23 pm

OK got genbot working pretty good now. my only minor niggle is that the recasting of buffs is happening far too soon. My shammy is recasting Harnessing of Spirt even thought theres 20 mins left. Anything I can do to remedy this ??
Fippy

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Bahumut
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got ext. enhancement on shaman?

Post by Bahumut » Thu Aug 12, 2004 7:28 pm

thats the only thing I can think of. since genbot cannot detect if you have aas or items that extend your buffs, it will try to rebuff when the original duration of the spell is up. I am not aware of any way to remedy this, although Vex mght know a way =)

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Fippy
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Post by Fippy » Thu Aug 12, 2004 7:39 pm

Yeah you got it Bahumut, could be a difficult one to code for, maybe just an additional modifier would work and you could set it yourself ?
Fippy

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Bahumut
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sounds good

Post by Bahumut » Thu Aug 12, 2004 7:43 pm

that would probably work, and I'm wondering if Vexix would make a variable in the SPELL portion of the ini for it, like a multiplier. say you have ext. enh. for 15%, then the variable could be set for 1.15, or something like that. Sound good Vex?

Vexix
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Post by Vexix » Thu Aug 12, 2004 8:53 pm

Fippy, how is genbot casting 20 minutes early on a 1 hour 12 min spell? Do you have both an extended buff item and an extended buff AA? I want to make sure the formula I'm using is right assuming there is no extended stuff.

Buff timing is doable, but not high on my todo list. From the poll I did a while ago http://macroquest2.com/phpBB2/viewtopic.php?t=8191 only 2 people out of 64 ranked it as a priority.

I can take a look at tell windows, but rather than making a genbot solution, I'd like the devs to add it into MQ2. Genbot uses generic #event chat, #event tell type commands. Once MQ2 is coded to include tell windows as a kind of chat, it will automatically start to work with genbot as well.

Of course, feel free to take a look at the code and work out how to add either of these things in yourself. I am a time-challenged power-coder, so there are many things I'd like to put in the code, but haven't had a chance yet. Next things on my list are debugging the stop heal code I put in recently, redoing the botheal.inc code, and implementing spell stick commands, which automatically recast spells on resist, and refresh them before they wear off. If you can code and test anything you want put in and post it here, it has a good chance to make it into the code.

--Vexix

izusaga
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Post by izusaga » Fri Aug 13, 2004 1:33 am

Anyone else having healing fire twice in a row always..?

frabtik
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Post by frabtik » Fri Aug 13, 2004 4:29 am

K yeah I see that the new version has fixed my problem with moveto, figured out how to fix it tonight and then looked at the new version and there was that same fix. Anyway I will update when I can, last time I updated things got worse and I been busy so just am happy with using what I have working pretty much the way I want. Updating often can be a pain when you have modified the scripts to match your own needs. As for the puller defend thing you mentioned. I am not saying it is the event subs that are using a lot of time, if I had to guess I would say it is the frequency or the number or times they get called in between doing them. There are 6 events, 2 of them are gonna be firing off like mad when you have two three mobs unslowed swinging at you. And by the time they are ran I would expect it would be a decent delay to do these. Works fine with slowed mobs and singles but you start tossing in more mobs it starts building up and I imagine if you turn on defend and start running more command in each of these calls it must just get worse.
Spells casting twice is a struct problem, get the newest MQ version please before you post.
As for the enrage and gate I looked at the new code and the events fire pretty much same way which means still not working on tagged mobs.
And I have similiar code for rage and gate, seems to be catching normal mobs and tagged mobs.

Code: Select all

#event Offrage         "#*#|${Spawn[id ${CombatTargetID}].CleanName.Right[${Math.Calc[${Spawn[id ${CombatTargetID}].CleanName.Length}-1]}]}| is no longer enraged#*#" 
As for the actual enrage event, the code in the updated version is same as my code that doesn't work. I spent plenty of time testing it tonight and very positive it does not work. As for gate this does work.

Vexix
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Post by Vexix » Fri Aug 13, 2004 5:14 am

Enrage code, old and busted from 13.2.1:

Code: Select all

#event Enraged         "#*#|${Spawn[id {CombatTargetID}].CleanName}| has become ENRAGED#*#" 
Enrage code, new hotness from 13.3.2:

Code: Select all

#event Enraged         "#*#|${Spawn[${CombatTargetID}].CleanName}| has become ENRAGED#*#" 
Amazing what a difference one little $ can make.

I appreciate your concern about updating sometimes and being worse off than you were before. I usually try to flag updates that I believe are beta as such. Also, that's part of the reason that I keep on making new posts -- so that people can switch back to the old version if they prefer it. Generally by the x.x.3 release or so, I would hope things are usable.

The other part of the upgrade process is that adding new features and abilities, such as the stop heal toggles in this release. (Um, which aren't working quite yet, apparently, but soon will be!) Hopefully the new stuff more than outweighs the chance of new bugs having snuck into the code.

--Vexix