Difference between revisions of "RevisionHistory"

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* Profile saving/loading. Works the same as EQ2.
 
* 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.
 
* 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 ==
 
== OgreFollow ==
 
* Fully functional OgreFollow. Same as EQ2 minus the flying.  
 
* Fully functional OgreFollow. Same as EQ2 minus the flying.  

Revision as of 17:24, 20 September 2014

Revision history


This page needs some formatting! Later...

Anything listed below should be working unless otherwise stated

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.