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Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 8:14 pm
by rock5
I'm curious Tsutomu, I'm trying to figure this out, with the old version 585 how long did the characters pause at waypoints when running through waypoints? For me it's about 1/4 of a second. Maybe yours used to pause for longer so now that it doesn't pause, it travels too far before turning? Is your computer an old computer?

Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 8:23 pm
by squeekthegeek
lisa wrote:
squeekthegeek wrote:Hi, awesome addition.

One thing I found is that healer and dps dont loot. I am running Dungeon of Dalanis as it is quick to get mementos. However, only the party leader loots and mementos are lootable once per party member unlike regular drops.

Thanks for the help :D
The dps should still be looking aslong as it goes with normal looting rules, if it was attacking it and it dies then it should try to loot it. 1 thing that might hinder that is if another character is looting it aswell. You get that server error saying loot something error, which in english means someone else is looting atm and you can't.

As for the healer is never actually targets the mob so it doesn't try to loot at this stage. I think implementing rock5's lootbodies after leaving combat might be a way to hand this.
EDIT: as for the DPS' running partydps.xml, not only does it not loot but it doesn't target mobs even if the party icon is on them. the only way i get it to attack is if I ALT-TAB, manualy target the mob with the icon 1 on it. then it goes to loot. then continues following the leader and have to manualy target the next mob again...

Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 9:05 pm
by lisa
squeekthegeek wrote:
EDIT: as for the DPS' running partydps.xml, not only does it not loot but it doesn't target mobs even if the party icon is on them. the only way i get it to attack is if I ALT-TAB, manualy target the mob with the icon 1 on it. then it goes to loot. then continues following the leader and have to manualy target the next mob again...
Have you got the profile option with PARTY value ="true" because it should be only killing targets with raid icon I and while in combat. So the party leader sets the icon and initiates battle and only then does DPS attack.

I tested this just now with a 3 man crew, 1 leader which I manually played, 1 healer bot and 1 dps bot. I set up a macro to place the raid icon. The dps would only attack if targets had the I icon and while in combat and then it would loot after that target was dead. Not sure why it's not doing it for you.
Tsutomu wrote: He sometimes even goes to next waypoint :/ picking up 6 mobs :) He can kill'em alright but what if we don't want that to happen.
So the bot is ignoring potential targets and only attacking them after it has run past them and picked up agro?
Sounds like something else is causing the issue as opposed to the forward key being pressed.

Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 9:51 pm
by squeekthegeek
lisa wrote:
squeekthegeek wrote:
EDIT: as for the DPS' running partydps.xml, not only does it not loot but it doesn't target mobs even if the party icon is on them. the only way i get it to attack is if I ALT-TAB, manualy target the mob with the icon 1 on it. then it goes to loot. then continues following the leader and have to manualy target the next mob again...
Have you got the profile option with PARTY value ="true" because it should be only killing targets with raid icon I and while in combat. So the party leader sets the icon and initiates battle and only then does DPS attack.

I tested this just now with a 3 man crew, 1 leader which I manually played, 1 healer bot and 1 dps bot. I set up a macro to place the raid icon. The dps would only attack if targets had the I icon and while in combat and then it would loot after that target was dead. Not sure why it's not doing it for you.
Tsutomu wrote: He sometimes even goes to next waypoint :/ picking up 6 mobs :) He can kill'em alright but what if we don't want that to happen.
So the bot is ignoring potential targets and only attacking them after it has run past them and picked up agro?
Sounds like something else is causing the issue as opposed to the forward key being pressed.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<profile>
	<options>
		<!-- Try the bot with a new char mage                   -->
		<!-- At the pioneer village. Use demo.xml waypoint file -->
		<option name="HP_LOW"			value="85" />
		<option name="MP_LOW_POTION"	value="50" />
		<option name="HP_LOW_POTION"	value="40" />
		<option name="USE_HP_POTION"	value="best" />	<!-- potion select strategy: best|minstack -->
		<option name="USE_MANA_POTION"	value="best" />	<!-- potion select strategy: best|minstack -->

		<option name="PARTY"   value="true" />
		<option name="PARTY_FOLLOW_NAME"    value="Böob" />
		<option name="PARTY_INSTANCE"   value="true" />

		<!-- Rest if HP or Mana is below that level -->
		<option name="HP_REST" value="15" />
		<option name="MP_REST" value="15" />

		<!-- Shopping options, how many of what do you want to keep in your inventory -->
		<option name="HEALING_POTION" value="99" />
		<option name="MANA_POTION" value="99" />
		<option name="ARROW_QUIVER" value="2" />
		<option name="THROWN_BAG" value="2" />
		<option name="POISON" value="30" />

		<!-- either false or arrow or thrown -->
		<option name="RELOAD_AMMUNITION" value="false" />	<!-- false|arrow|thrown -->

		<!-- Combat options -->
		<option name="COMBAT_TYPE"        value="" />	<!-- leave empty or choose ranged/melee if not using class default -->
		<option name="COMBAT_RANGED_PULL" value="true" /> <!-- only important for melees -->
		<option name="COMBAT_DISTANCE"    value="200" />
		<option name="MAX_FIGHT_TIME"     value="15" />	<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"        value="90" />
		<option name="ANTI_KS"            value="true" />
		<option name="MAX_TARGET_DIST"    value="225" />

		<!-- Attack monsters 3 levels above or 10 below your level -->
		<option name="TARGET_LEVELDIF_ABOVE" value="10" />
		<option name="TARGET_LEVELDIF_BELOW" value="10" />

		<!-- Waypoint and movement settings -->
		<option name="WAYPOINTS"		value="" />  <!-- leave empty to show a list -->
		<option name="RETURNPATH"		value="" />
		<option name="PATH_TYPE"		value="waypoints" />	<!-- waypoints | wander -->
		<option name="WANDER_RADIUS"		value="500" />
		<option name="WAYPOINT_DEVIATION"	value="0" />
		<option name="QUICK_TURN" 		value="false" />

		<!-- Loot settings -->
		<option name="LOOT"               value="true" />
		<option name="LOOT_IN_COMBAT"     value="true" />
		<option name="LOOT_DISTANCE"      value="100" />
		<option name="LOOT_PAUSE_AFTER"   value="0" />		<!-- probability in % for a short rest -->

		<!-- Harvest options -->
		<option name="HARVEST_DISTANCE"		value="120" />
		<option name="HARVEST_WOOD"			value="true" /> <!-- Choose which types to harvest. -->
		<option name="HARVEST_HERB"			value="true" /> <!-- "true" = harvest, "false" = do not harvest -->
		<option name="HARVEST_ORE"			value="true" />

		<!-- Eggpet options -->
		<option name="EGGPET_ENABLE_CRAFT"	value="false" /><!-- If using same slot for assist and craft, onlt 1 can be enabled. -->
		<option name="EGGPET_CRAFT_SLOT"	value="1" />
		<option name="EGGPET_ENABLE_ASSIST"	value="false" />
		<option name="EGGPET_ASSIST_SLOT"	value="1" />
		<option name="EGGPET_CRAFT_RATIO"	value="1:4:4" /> <!-- mining:woodworking:herbalism ratio to produce. -->
		<option name="EGGPET_CRAFT_INDEXES"	value="" /> 	 <!-- override auto craft index for mining,woodworking,herbalism eg. "2,,"-->


		<!-- Log out and resurrect settings -->
		<option name="LOGOUT_TIME" 			value="0" />	<!-- in minutes, 0 = timer disabled -->
		<option name="LOGOUT_SHUTDOWN"		value="false" />
		<option name="LOGOUT_WHEN_STUCK"	value="true" />
		<option name="CLOSE_WHEN_STUCK"		value="true" />
		<option name="RES_AUTOMATIC_AFTER_DEATH" value="true" />
		<option name="MAX_DEATHS" value="10" /> <!-- Log out after this many deaths -->

		<!-- For more options and documentation see the RoM Bot Wiki:  -->
		<!-- http://www.solarstrike.net/wiki/index.php5?title=RoM_Bot  -->

	</options>

	<friends>
		<!-- names of friends we help fighting or enemys we don't want to attack -->
		<!-- for umlauts use \129 (ue),\132 (ae),\148 (oe) e.g. K\132fer         -->
		<friend name="Böob" />
		<friend name="Elite_Mob_Name1" />
		<friend name="Elite_Mob_Name2" />
	</friends>

	<mobs>
		<!-- names of mobs we want to attack 				-->
		<!-- if no names defined we will attack all mobs	-->
		<mob name="" />
		<mob name="" />
		<mob name="" />
	</mobs>

	<hotkeys>
    	<!-- to communicate with the RoM API / define ingame dummy macro at place 1 -->
		<hotkey name="MACRO"        modifier="" key="VK_0" />
	</hotkeys>

	<!-- define your skills depending from your actual primary class -->
	<!-- see the example for a priest/mage                           -->
	<!-- delete skills you don't have or don't want to use.          -->
	<!-- For more skills to use see /database/skills.xml             -->
	<!-- demo skills for LvL 1 character for all classes             -->
	<skills_priest>
		<skill name="PRIEST_SOUL_SOURCE"   modifier="" hotkey="VK_4" priority="110" inbattle="true" hpper="15" />
		<skill name="PRIEST_GROUP_HEAL"     modifier="" hotkey="VK_5" priority="100" inbattle="true" hpper="24" />
		<skill name="PRIEST_URGENT_HEAL"   modifier="" hotkey="VK_2" priority="100" hpper="30"  />
		<skill name="PRIEST_REGENERATE"    modifier="" hotkey="VK_6" priority="90" />
		<skill name="PRIEST_RISING_TIDE"   modifier="" hotkey="VK_3" priority="80" />
		<skill name="MAGE_FIREBALL"        modifier="" hotkey="VK_8" priority="70" />
		<!-- <skill name="PRIEST_WAVE_ARMOR"    modifier="" hotkey="VK_5" priority="40"  inbattle="true" /> -->
		<!--skill name="PRIEST_SOUL_BOND"     hotkey="VK_T" priority="30" /> -->
		<!--skill name="PRIEST_MAGIC_BARRIER" hotkey="VK_F" priority="20" rebuffcut="60" inbattle="false" /> -->
	</skills_priest>

	<skills_warrior>
		<skill name="WARRIOR_SLASH"          modifier="" hotkey="VK_2" priority="90" />
		<skill name="WARRIOR_PROBING_ATTACK" modifier="" hotkey="VK_4" priority="80" />
		<skill name="WARRIOR_OPEN_FLANK"     modifier="" hotkey="VK_5" priority="70" />
	</skills_warrior>

	<skills_scout>
		<skill name="SCOUT_SHOT"        modifier="" hotkey="VK_2" priority="90" />
		<skill name="SCOUT_AUTOSHOT"    modifier="" hotkey="VK_4" priority="80" />
		<skill name="SCOUT_WIND_ARROWS" modifier="" hotkey="VK_5" priority="70" />
	</skills_scout>

	<skills_rogue>
		<skill name="ROGUE_SHADOWSTAB"  modifier="" hotkey="VK_2" priority="90" />
		<skill name="ROGUE_LOW_BLOW"    modifier="" hotkey="VK_4" priority="80" />
	</skills_rogue>

	<skills_mage>
		<skill name="MAGE_FLAME"              modifier="" hotkey="VK_3" priority="80" />
		<skill name="MAGE_ELEMENTAL_CATALYST" modifier="" hotkey="VK_2" priority="30" inbattle="true" />
	</skills_mage>

	<skills_knight>
		<skill name="KNIGHT_HOLY_STRIKE"  modifier="" hotkey="VK_3" priority="90" />
		<skill name="KNIGHT_HOLY_SHIELD"  modifier="" hotkey="VK_4" priority="80" inbattle="true" hpper="15" />
		<skill name="KNIGHT_HOLY_SEAL"    modifier="" hotkey="VK_5" priority="70" />
		<skill name="KNIGHT_PUNISHMENT"   modifier="" hotkey="VK_2" priority="60" />
	</skills_knight>

	<skills_warden>
		<skill name="WARDEN_CHARGED_CHOP"	modifier="" hotkey="VK_2" priority="90" />
		<skill name="WARDEN_ENERGY_ABSORB"	modifier="" hotkey="VK_3" priority="80" inbattle="true" hpper="25" />
	</skills_warden>

	<skills_druid>
		<skill name="DRUID_RECOVER"        modifier="" hotkey="VK_2" priority="90" hpper="30" />
		<skill name="DRUID_EARTH_ARROW"    modifier="" hotkey="VK_3" priority="80" />
	</skills_druid>

	<onLoad><![CDATA[
		-- Additional Lua code to execute after loading the profile
		-- and before the bot starts. e.g. You could overwrite profile settings here
		-- like: changeProfileOption("HP_REST", 60);
	]]></onLoad>

	<onDeath><![CDATA[
		-- Additional Lua code to execute on death
		-- pauseOnDeath(); -- Stop the script
		-- player:logout();	-- logout
	]]></onDeath>

	<onLeaveCombat><![CDATA[
		-- Additional Lua code to execute after killing an enemy
	]]></onLeaveCombat>

	<onLevelup><![CDATA[
		-- Additional Lua code to execute after having a levelup
		-- and levelup the skills for a new character (mage or priest recommended)
		-- e.g. sendMacro("SetSpellPoint(_tabnr, _skillnr);"); would levelup a skill
	]]></onLevelup>

	<onSkillCast><![CDATA[
		-- Additional Lua code to execute when casting a skill
		-- Note: arg1 contains the skill being used.
		-- i.e. arg1.Name will be the name of the skill being cast
		-- e.g.:
		--if( 15 > player.HP/player.MaxHP*100 ) then
		--    player:cast("PRIEST_SOUL_SOURCE");
		--elseif( 25 > player.HP/player.MaxHP*100 ) then
		--    player:cast("PRIEST_HOLY_AURA");
		--    player:cast("PRIEST_URGENT_HEAL");
		--    player:cast("PRIEST_URGENT_HEAL");
	]]></onSkillCast>

	<onHarvest><![CDATA[
		-- Additional Lua code to execute directly before the actual harvesting takes place.
		-- Note: arg1 contains the object to be harvested.
		-- i.e. arg1.Name will be the name of the node you are about to harvest
		-- If this snippet returns 'false', the node will *not* be harvested.
		-- All other return values result in the player attempting to harvest the node.
		-- Note that returning 'false' here breaks out of harvesting completely;
		-- You will not attempt to harvest other nearby nodes instead.
	]]></onHarvest>
</profile>
it does attack targets with the raid icon 1. only, it doesn't try to get new targets.

EDIT: Well it seems the bots running dps xml can't find the targets if the party leader has a special character in his name... "Böob" does not work for party leader but he does follow/support a leader with no special characters in his name. Might be the booze or i forgot to replace it with

Code: Select all

<option name="PARTY_FOLLOW_NAME"    value="B\148ob" />
turns out the bug wasn't one but only an end-user dumbness lol

Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 10:16 pm
by lisa
Yeah it's designed that a "dps" character will only kill targets with the I icon. This is deliberate, it means that dps will focus on the party leaders target which is generally what you want in a party situtation.

The party leader has extra settings for deciding which targets to kill first for the party situation.

If you are making a DPS follow a non bot then just set up a macro with

Code: Select all

SetRaidTarget("target",1)
and press it when you want the dps to kill something, just remember it only attacks while in combat.

Re: revision 587, It's a party - break out the streamers.

Posted: Wed Mar 30, 2011 11:05 pm
by lisa
Tsutomu wrote: He sometimes even goes to next waypoint :/ picking up 6 mobs :)
have you checked the target lvl in profile?

Code: Select all

      <option name="TARGET_LEVELDIF_ABOVE" value="10" />
      <option name="TARGET_LEVELDIF_BELOW" value="50" />

Re: revision 587, It's a party - break out the streamers.

Posted: Thu Mar 31, 2011 1:06 am
by Tsutomu
@Rock5, No my computer is pretty new, Phenom II x4, 2GiB of ram, always working good, never have low fps or high CPU consumption with my set-ups.
@Lisa, No it's not the aggro issue i think, what used to happen is that he picks up aggro starts casting purgatory without stopping, continuing towards next waypoint. Then he starts returning towards mobs still casting magic, but overruns them in different direction (like W isn't released) then again, eventually he stops near mobs after few seconds.

It's all working good now that i have put release key functions in both :fight() and :findEnemy() of CPlayer class.

(I'm using NO_STOP=true at waypoints and works good too so it wasn't about that => but W key's release).
edit: I checked mxax and min level ofc, was just like before i updated...nothing wrong about that

Re: revision 587, It's a party - break out the streamers.

Posted: Thu Mar 31, 2011 1:21 am
by lisa
yeah the no stop option actually put back the release forward key which was taken out to keep the bot moving. I think with releasing the keys to do with combat or targeting then the no stop can be put back in ;)

Re: revision 587, It's a party - break out the streamers.

Posted: Thu Mar 31, 2011 1:55 am
by Tsutomu
Yup, tested and working ;)

Re: revision 587, It's a party - break out the streamers.

Posted: Thu Mar 31, 2011 9:39 pm
by lisa
Are there any other issues for party bot?
Or is everything running as intended
if no issues then I'll move on and work on the moveinrange instead of "follow" and do some work on different heal options.

Re: revision 587, It's a party - break out the streamers.

Posted: Thu Mar 31, 2011 11:44 pm
by Alkaiser
Not sure if this is related or not... but, since updating my casters are getting => * Aborted * constantly. Bot attacks mob, get aggro, then the aborted message comes up, bot then proceeds to kill mob.

Also, there seems to be a longer than usual delay when the bot reaches a waypoint. I tried the

Code: Select all

<option name="WP_NO_STOP" value="true" />
option which removes the delay, however, in combat bots act funny by not stopping when entering combat... bot will run back and forth through a mob while trying to use attack skills.

These are just solo bots, no party involved.

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 1:09 am
by Tsutomu
That's just what i was getting, find my post or just overwrite this file in your classes folder:
player.lua
(109.77 KiB) Downloaded 296 times

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 1:36 am
by lisa
Alkaiser wrote:Not sure if this is related or not... but, since updating my casters are getting => * Aborted * constantly. Bot attacks mob, get aggro, then the aborted message comes up, bot then proceeds to kill mob.

Also, there seems to be a longer than usual delay when the bot reaches a waypoint. I tried the

Code: Select all

<option name="WP_NO_STOP" value="true" />
option which removes the delay, however, in combat bots act funny by not stopping when entering combat... bot will run back and forth through a mob while trying to use attack skills.

These are just solo bots, no party involved.
I just had another look at the code I added to deal with the jump issue and realised what I added didn't really deal with the issue. I'll look into it tonight and come up with a better solution.

As for the no stop at waypoint, yeah we need to add in some more code to make it work properly. I'll do them both up tonight and commit changes.
If you don't add the no stop to your profile it will do what it always did previously with that pause at each waypoint it reaches, for now it's better then the running forward constantly until it decides to melee.

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 8:15 am
by ou81too
Am I just not seeing where partyhealer.xml is attached? Or has the attachment been removed for further review?

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 8:43 am
by ou81too
Please disregard previous post. Found the partyhealer.xml file in the \micromacro\scripts\rom\waypoints folder when I updated via SVN. Going to test now. Thanks.

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 11:01 am
by lisa
Please update to revision 589, The known issues should have been addressed in it.

Any other issues that haven't been mentioned yet?

Also for now default is still to stop at waypoints, in order to make it run through waypoints please use profile option
WP_NO_STOP
as stated earlier in this topic.

Please post any issues and I will try to deal with them quickly.

Re: revision 587, It's a party - break out the streamers.

Posted: Fri Apr 01, 2011 4:23 pm
by Tsutomu
thx will try it asap

Re: revision 587, It's a party - break out the streamers.

Posted: Sat Apr 02, 2011 1:41 pm
by Alkaiser
I still get the => * aborted * messages from caster bots, but it doesn't appear to have any adverse affect. Everything else I mentioned seems to be fixed.

Re: revision 587, It's a party - break out the streamers.

Posted: Sat Apr 02, 2011 8:58 pm
by lisa
Alkaiser wrote:I still get the => * aborted * messages from caster bots, but it doesn't appear to have any adverse affect. Everything else I mentioned seems to be fixed.
k I'll have another look at it, I made sure it doesn't do the jump if in party anymore but the actual message comes from a different place in bot, I'll have to go look and see why it is still showing the aborted msg.

Re: revision 587, It's a party - break out the streamers.

Posted: Sun Apr 03, 2011 5:29 am
by lisa
This is going to take longer then I thought to work out why it's still posting that "aborted" I have it showing on my mage but it won't show on my rogue so it deff has something to do with cast time.
Trouble is the code says it shouldn't be showing up, so I'l have to cover player.lua in prints in order to narrow it down as it really shouldn't be showing up =(