RevisionHistory

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Revision as of 15:08, 23 September 2014 by Kannkor (Talk | contribs)

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Revision history


This page needs some formatting! Later...

Anything listed below should be working unless otherwise stated

General

  • Clean up Auto Gemming, should be much more reliable to not mem an ability, then mem something else, or mem something that needs to be cast 5 times, only to demem it after 1 cast.
  • Added support for Pet Summon abilities (currently no support for anything with pets at this time, including pet only abilities, or regular abilities on pets. P.S. I hate pets).
  • Added support for Pet only haste abilities (tested using necro/shaman). If there are other pet only abilities that are classified different, I'll need to know the name of them.
    • There is still no support for single target abilities on pets (only abilities that are pet only). This isn't planned in the near future... cause I hate pets :)
  • Main Assist (IE: your tank) won't every try to change his target to the correct Assist target.
    • Basically what was happening, is you would change targets on your tank as he was using a spell/ability, and it takes time for the assist to update, so he would change his assist back to the old target. Tank targeting should now really be in your control
  • Fixed logic for combat abilities (Warriors 'Combat abilities' and anyone else who has those) should now properly list them up (up to 999 anyways). Previously it would only list 8.
  • Added support for AA abilities of the following type:
    • CA
    • Self buffs ( group buffs should work also, but don't have one to test ). Note: That just because YOU know it's a self buff, doesn't mean the bot knows. If you want to check, you can open the export, if it has IsASelfAbility=TRUE, then it knows it is a self buff.
  • For abilities/spells/combat abilities/AA's that don't have enough data for the bot to determine it's proper use, all options are shown. This will open it up to user error, so be smart about what you are selecting... Dark, I'm looking at you.
  • Buffs - Group abilities should no longer cast if you are by yourself. (IE: ungrouped).

OgreBot

  • Logic implementations/changes
    • If you try to snare a mob and get the message they are immune to snare, it flags your current target as immune and will not try to cast snares again. This flag resets when you acquire a new target. This should probably remember the target incase you tab to adds then back to the named, no reason to recast the ability again to find out it's still immune... In the future!
  • Profile saving/loading. Works the same as EQ2.
  • Even though abilities have vasty different names, if it's a direct upgrade, Ogrebot will upgrade your abilities in the profile as you level up. For example, Healing will become Greater Healing.
  • Assisting is done by assigning someone Group Main Assist. You can do this via MCP: SetMainAssist.
  • When OgreBot is loaded, it assigns XTarget slot 5 as the Group Main Assist's Target. This has to stay here, as the bot uses that information.
  • For AutoTargetWhenHated to work, the character has to be the Group Main Assist, have no target at all, and XTarget slot 1 has to be set up to "Auto Add Hater Targets" / Auto.

Ogre Export

  • Typing "Ogre Export" into the console, will create an export file for OgreBot to use. It contains information about each ability from the game, as well as additional information provided by the exporter. Any time you acquire a new ability, you need to run a new export to capture the information, then reload OgreBot to load the new information.

OgreFollow

  • Fully functional OgreFollow. Same as EQ2 minus the flying.
  • Add more details here for any non-EQ2er

OgreMCP

  • Fully functional MCP. Same as EQ2.
  • Add more details here for any non-EQ2er

Campspot

  • Fully functional Campspot. Same as EQ2.
  • Add more details here for any non-EQ2er

Tabs

Settings

  • Melee Attack
    • If within Melee range, turns on attack
  • Turn Off Attack
    • If you do NOT have a valid target, turns attack off. This normally happens naturally, but some times it gets stuck on and needs to be turned off.
  • Ignore NPC HP (100%)
    • Ignores the option on the Setup tab. IE: you will attack anything regardless of it's health. This can be overridden on a per spell basis on the cast stack. This option also determines when you turn auto attack on.
  • Enable Aliases
    • Enables the use of Aliases.
  • Auto meditate
    • Will try to "sit" you to meditate in combat if your mana is below the threshold on the Setup tab. Will NOT attempt to sit if your assist target is within melee range.
  • Auto meditate out of combat only
    • Same as above, but only happens when you do not have a valid assist target.
  • Loot Corpses/Chests
    • Does exactly that. Only does it when you do not have a kill target.. the problem is, it happens when a mob dies before switching to the next target. Needs some tweaking that's for sure!
  • Move To Area
    • Required to turn on campspot
  • Auto Assist
    • Pretty sure it does nothing at this time.
  • Dynamic Camp Spot
    • Visual indicator if campspot is on. You can also turn it off by unchecking it.

Setup

  •  % NPC HP to attack
    • The % of health the bad guy has to be at, for you to attack. IE: 99% if you want to wait for your tank to "start" the fight.
    • This can be overridden globally by using the Ignore NPC HP (100%) checkbox on the Settings tab, or on an individual spell basis on the CastStack tab.
  •  % NPC HP to move into attack range
    • Not implemented yet, but once in-combat movement is done, you won't move to engage until the mob is at this percent health.
  •  % NPC HP for pet to attack
    • Only send your pet to attack if NPC health is at or below
  • Mana Required to use CAs
    • CAs is just a global word used to describe any offensive attack
    • Can be overridden on a spell basis on the CastStack
  • Health required to use CAs
    • Can be overridden on a spell basis on the CastStack

Aliases

  • Can set up aliases
  • Explain more why this is used... later.

HUDs

  • Displays neareset NPC/PC/group members

Uplink Info

  • Not sure this is working... It's reading from EQ2 directory, which will change in the future.. Or I copied my eq2 ones over.
  • None the less, not used at this time, will be used for a full on auto login.

Chars

  • Contains information about your characters. Be their username/password/toonname/server.
  • This information is used for autologin.
  • It is also used as an authorization list.
    • For example, when someone invites you to a group, if it is an authorized person, you accept the invite automatically.

Key Binds

  • I think they work.. ? Probably needs some testing.

Debug

  • CastingDebug - works.
  • What is the bot doing - Works.

CastStack

  • Left side lists all available abilities the bot knows about. If you're missing any, do an 'ogre export' in the console. Once it is done, reload the bot.
  • Selecting an ability from the left list, populates the combo boxes in the center. You are telling the bot how it should use this ability. For example, as a heal, as a CA, as a Named CA (on named only), as a buff, or Non-Combat-Buff.
  • After selecting the type (CA/Heal etc), it displays various other options.
  • [ID] - Ignore duration
    • If NOT checked, if the ability has a duration, the bot will not recast the ability on the same target, until it has faded (or is about to fade, once the ability has completed 90% of it's duration, it's considered to be rebuffable).
    • If checked, the bot ignores the duration, and will recast as if the ability was not on the NPC. (Not sure this is useful in EQ1, but ported it over from EQ2).
  • # of Ppl
    • Not used yet... but it's for:
    • If you select a Group heal, you would say 3 people have to be at the threshold before it would heal.
  • HP/Mana %
    • Used for heal abilities. At what percent will the ability fire?
    • Example: Greater Healing -> @ Group -> 85%
      • This would cast Greater Healing on any member in the group that is below 85% health.
  • My HP < __
  • My HP > __
  • My MP < __
  • My MP > __
  • NPC HP > __
  • NPC HP < __
    • The 4 above override the global %health/mana required to use CAs. These can also be assigned to ANY ability.
    • For example: If you wanted to... be weird... You could assign a buff to only cast when a mob has > 50% HP but less than 75% health, while you're mana is < 25% and your health is > 75%.
      • This greatly changes how the ability works, because buffs don't normally require a check to the mobs health, but by assigning a mob HP check, it now checks, so will only cast if you have a valid kill target.
  • Auto Gem When needed
    • When this option is selected, it will mem the ability to gem # (Forced Gem Slot). If that is not entered, it uses gem #8
    • This will ONLY de-mem abilities that are available to be cast. This way you aren't dememing an ability that the bot is wanting to use.
    • In short, use 'Auto Gem' for buffs that will rotate in and out. I recommend you pick 1 gem slot, and let the bot use it.
  • Forced Gem Slot
    • When this is filled out AND Auto Gem is checked, this is the gem slot Auto will use. Again, with Auto checked, it only gems an ability if the gem slot is available (or empty).
    • When Auto is NOT checked, this will mem the ability immediately when said ability could be used, regardless if the gem is available or not. This is a good option for when you are leveling up, and your abilities will convert to the higher ability, the bot will then mem the new version for you.