RevisionHistory:Patch240-249

From ISXOgre
Jump to: navigation, search

Patch Version 249

Versions: ISXOgre-2014.03.07, Patch Version-249, OgreBot-17.005a, OgreCraft-1.030

  • Ogrebot
    • To help support Canadians, CommandForWho now supports 'scoot' and 'scoots' as aliases for scouts. Thanks Kyew for the suggestion.
    • Added some colours to Casting Debug. This is mostly to make it easier when I need to do a lot of internal debugging and it spews the console a lot.
    • Changed how the bot internally decides to abandon casting an ability.
      • Previously: The bot had an internal timer of 1000ms (1 second) from the time it "pressed" an ability, for it to start casting, or it would abandon the ability (assuming something went wrong), and the bot would resume normal procedures. Meaning start over the cast stack etc.
      • I found, in any "normal" environment, this worked great. Most abilities would report as being cast in under 500ms, usually around 300-400ms (keeping in mind, most people have 250ms recovery time from your last ability). However, in situations that weren't normal, in this specific case, pulling 20+ mobs in halls of fate, it seemed like the server would get bogged down and there was casting lag. This would case the bot to try to cast an ability, time out in 1s, then try to cast the same ability. Usually on the second time, it would work. This usually only happened on my tank, when I had a lot of mobs on me, as they started dying, the time continually decreased.
      • I increased the internal timer to 3000ms (3s) to test, and that nearly fixed the issue. It would take 2-2.5s from the time an ability was pressed, for the ability to actually go off. This was doing nothing different at all, other than waiting longer.
      • There are some abilities that simply NEED to time out, because it can be complex finding out if they are actually cast or not. These are usually instant cast abilities, that do not go on cool down. Anyways, that's not important.
      • Here is the new way I'm testing:
        • If instant cast ability, use the same 1000ms internal timer.
        • If ability has a cast time, use a 3000ms internal timer.
          • Note: Please report any abilities UNDER NORMAL CIRCUMSTANCES that are taking the full 3 seconds to complete.
    • Bot should no longer attempt to cast abilities while you are stunned (other than the 'Other' tab).
    • Load Tab
      • Now executes commands outside of Ogrebot's thread. This way if the command fails, it doesn't crash Ogrebot also.
    • Added support for F2P...
      • Meaning Ogrebot will check for the window and close it. While this check is extremely minimal, I added a few extra things to reduce the amount of times it would check also. So you may see the window for a few seconds.
      • At this time, there isn't any way to leave this window open.
    • Guardian: Champion's Interception now reports as a 'group heal'.
    • Fixed 'self only cure abilities'.
      • I think this only applies to Aura of the crusader, but if any other self only cures didn't work, this should fix them.
    • Pet-only abilities now properly make use of [ID].
      • This means channeler instant reuse pet heals with a duration won't spam anymore.
    • Changed the way ogrebot closes the welcome window. It should be more reliable now, and not close other random windows, like bags etc.
  • MCP
    • Added UseItem..X2/X4
      • These work identical to UseItem.., but just take more parameters.

Patch Version 248

Versions: ISXOgre-2014.02.18, Patch Version-248, OgreBot-17.004, OgreCraft-1.030

  • Ogrebot
    • Tweaked how it determines if it should cast an ability on a target. This should remove the casting on people while they zone/dying/reviving.
    • Fixed MCP "Door" option. Thanks to BJCasey for providing the updated path.
  • ISXOgre
    • Fixed a crash if you tried to patch twice on the same session without unloading reloading the session. (IE: ISXOgre:Patch where it did NOT patch isxogre.dll, then if you did it a second time).
    • Changed 'Leave Awesomium_process' to 'Delete Awesomium_process' due to the memory leak it causes when it is removed.
    • Note: the crashreporter will still be deleted.

Versions: ISXOgre-2014.01.22, Patch Version-247, OgreBot-17.003, OgreCraft-1.030

  • Ogrebot
    • Fixed a crash for Ogrebot in Legends of Storms (old dov raid content)
    • Fixed "HO's" not working
    • Fixed a few bugs with triggered casting
    • Removed some old spam debug from some raid encounters.
    • Removed some old spam debug from VD
    • When changing status on a Cast Stack item via MCP, you now get a 'tell message' updating you. These are set to silent (so no ding etc).
      • Kannkor -> Block -> DISABLED
      • Kannkor -> Block -> ENABLED
    • When changing status on a checkbox via MCP, you now get a 'tell message' updating you. Note: At this time, it does NOT do it when using the "Show Uplink" UI page.
      • Kannkor -> checkbox_settings_meleeattack -> NOT CHECKED
      • Kannkor -> checkbox_settings_meleeattack -> CHECKED
    • When using 'Show uplink' to toggle cure potions, it now works again for top tier options only. You should be able to create an MCP button if you wish to toggle lower level potions.
    • Fixed a bug with TargetAEs
    • Auto Attack timing is back.
      • Only effects CA/Named CA.
      • Does NOT effect any other type, and does NOT effect items.
      • If the time until your auto attack should go off is exactly 0 (meaning it should have went off), aa timing is temporarily disabled until your auto attacks start going back off (this is how it was in v16 also).
      • Otherwise, it uses the Casting time of said ability and compares it to the time until the auto attack should go off. If the casting time is less, the CA is not blocked.
        • Note: If you are using very fast weapons (2s / 4s) and have longer delay abilities (for example, say with haste your base delay is .7s, any ability with .7s cast time or above will NEVER cast. This is how it was in v16 also).
      • Does not effect injected abilities (cast via MCP for example).
    • Tweaked how the bot determines if it should be using melee or ranged attack.
      • The bot will always favor melee attack if enabled and in range. However, if not enabled, but still in melee range and ranged range, ranged will be enabled (previously you had to be OUT of melee range, not in the overlapping area).
      • Realistically no one will notice this... However, it's just 'more correct' now than it was previously.
    • Tweaked how Swashes with 'Reach' AA work.
      • Reach extends the max range of melee and ranged attack, however, it does not extend the min range of ranged attack (this is a good thing).
      • When the bot is loaded, if you have 'Reach' AA, it will use the extended values.
      • Note: If you do not have Reach when the bot is loaded, then get the AA, you will need to reload the bot for the new values to take effect (you would probably reload the bot anyways so it reads the new abilities...).
    • Cast Stack
      • Savagery will now show for all BL abilities, not just ones that use sav.
    • Saving/Loading will now only try to convert ability names if it actually resolves to something.
      • In short, you are permitted to use "#" in announces now.
      • For anyone keeping track, Kyew is beyond lame for finding and reporting this.
  • MCP
    • Added: Zone_Reset_All
      • Takes 1 parameter, CommandForWho (all = everyone).
      • There is no confirmation of any sort for this button. When you press it, it resets every zone available period.
      • If you mistaken reset a zone and wish to cry about it, please email primalz_cares@gmail.com
  • OgreIRCLib
    • Added: -ResetZoneAll
      • Takes 1 parameter of CommandForWho
    • Added: -ChangeCastStack | -CCastStack | -CCStack
      • All take 3 parameters:
        • Parameter1: ForWho - Example: all
        • Parameter2: Name of caststack item - Example: Cure Curse
        • Parameter3: Value - Example: Toggle / TRUE / FALSE
  • AbilityExport
    • Added extra flag to Manaburn/lifeburn so it knows the game reports it as not castable if you are using implied target.
    • Warlock's Eternal damnation should function correctly now.
    • Warlock's Acid Storm should now be flagged as an AE.
  • OgreUIXML
    • Re-added Auto Attack Timing. If you previously had this enabled, it will be automatically enabled again.
  • OgreCommon.inc
    • Changes to ranges (for swashes mainly)


Versions: ISXOgre-2014.01.22, Patch Version-247, OgreBot-17.002, OgreCraft-1.030

  • Ogrebot
    • Fixed an issue with [MAX] 'freezing' the bot for various classes.
    • Fixed an issue with warlock's auto toggling their mythical (the issue was they would NEVER toggle it off).
  • MCP
    • Added: SetUpFor___
      • Takes 2 parameters
      • Parameter1: CommandForWho
      • Parameter2: Name of the mob to set up for
      • Example: all, Dagrin
        • Would have everyone do the 'set up for Dagrin' command.
    • Added: InjectChat
      • Takes 2 Parameters
      • Parameter1: CommandForWho
      • Parameter2: Entire chat message to inject as if it was said in raid
      • Example: all, set up for dagrin
        • Would have everyone do 'set up for Dagrin' command.
      • In theory, you should be able to put anything here you want, and any script monitoring in-game chat, would see this message as if it was said in raid chat. IE: You could make: set up for bj ____ buttons using this.

Patch Version 246

Versions: ISXOgre-2013.12.11, Patch Version-246, OgreBot-17.001_, OgreCraft-1.030

  • Note: At this time I probably won't update/change the "ISXOgre" date or "patch version" unless something in ISXOgre actually changes. We have an Ogrebot version to track that already.
  • Ogrebot
    • Fixed Announce list being blank.
    • Fixed Invis ability list being blank.
    • All "raid-AE" abilities will give a # of people option, the same as the "Group-AE" counter parts do. If this breaks anything let me know.
  • Ability Export
    • Fixed Winds of Growth
    • Manasoul

Versions: ISXOgre-2013.12.11, Patch Version-246, OgreBot-17.000_, OgreCraft-1.030

  • http://forums.ogregaming.com/viewtopic.php?f=8&t=32
  • Added more samples (Thanks to everyone who assisted)
  • UplinkController
    • Added all the Disable Cast Stack options.
  • Ogrebot
    • Removed loading "Spell Export". This is an important change, because it means any code that was still relying on old v16 exports, is going to break. I believe I've got them all, and even added debugging code in for the last 2 weeks to spew information out to me and I believe I have fixed them all. If something stops working, I'll need to know exactly what/how/etc.
    • If you load Ogrebot and there is no ability information available (IE: no export) you will get the following message as a pop up box AND as a console message AND a broadcast message that will appear on anyone who has receive broadcast tells on the setup tab.
      • Ability Export not found. Please ogre export into the console to load an export. Do not zone while it is running.
    • Grind Options
      • As a reminder, if you wish to not use these grind options, simply turn OFF "Grind Options" on the Settings tab (top right corner'ish). These are coded the way I do the fights.
      • Vulak's
        • Aegragis
          • Command: set up for Aegragis
          • Sets a campspot BEHIND where he spawns, semi between the two barrels.
          • When he drops a red circle, people move to the other side.
          • It is YOUR responsibility to move him to the barrels when you want him there, and it is also your responsibility to tank smart. IE: Don't tank him in the middle, where the red circle hits both sides.
        • Dagrin
          • Command: set up for Dagrin
          • You need to do the following IN THIS EXACTLY ORDER to have optimal success.
          • Move yourself so you are in the "middle" of his area. I usually stand between the two pillar looking things. THEN campspot everyone (including your tank). Then do a 'set up for Dagrin'.
          • When the rocks spawn, bards will run and kill them, then return back to kill the named. If you do not have a bard, then you get to do this manually :)
          • Note: If some how you end up moving the named because you thought you could do better playing your tank manually, as long as a rock isn't up, you can do another 'set up for Dagrin' to have everyone reposition. They always reposition where Dagrin is currently standing.
        • Ahrmatal the Scorcher
          • This one is a little tricky.
          • From the bridge side, campspot your group (you can do your tank also if you want, I personally DO NOT).
          • do the command: set up for Scorcher (set up for Ahrmatal works also).
          • When you are ready to engage, use your MCP-> North button twice (40m). If you want, you can move even more north, but 40m is the least you should move. This will put you into agro range, so be sure you are prepared (buffed up/engage first on tank etc).
          • When fire spawns, your group will automatically determine a safe location to move too, and move there. These are NOT predetermined. They are determined 'on the fly'.
          • Because there is a delay on the fire spawning, the bot waits a predetermined amount of time. I've found this works 98% of the time. However, there is a chance that half of your group will go to 1 location, and the other half of your group will go to a different location. If this happens, move your tank to a firefree area, then press your 'Change campspot to YOU' button. ( https://www.isxgames.com/forums/threads/6945-ToV-Instances-Guide-to-winning?p=43379&viewfull=1#post43379 ). This will get everyone back together.
  • ISXOgre
    • Added secondary auth server back in
    • Updated error messages. For example: If the auth server is down, it will no longer tell you, you don't have a valid sub.
  • Ogrebot
    • Bolgin - Made the bot target the named 1s sooner (13s->12s).
    • Fixed Item usage overall. Part of the item name was being chopped off. If the item had a semi unique name, it still worked fine. However, items like "manastone" were using "tone" only, and that wasn't unique, causing it to try to use an item that it couldn't.
    • Added support for Item cures (IE: cure pots)
      • These work a little differently than they did in V16. Cure potions are NO LONGER HARD CODED.
      • This means you can use any cure potion you want (IE: lower level ones). It determines what it can cure, based on the name. For example: Any item that has "Arcane" in it's name, is assumed to be able to cure Arcane. If the item name doesn't have "Arcane" or "Noxious" or "Elemental" or "Trauma" in the name, then it's assumed to cure anything.
      • Item Cures are limited to self curing, and not requiring a target.
      • If you have cure pots already in your list, you will have to remove them and re-add them. Note: Up to this stage, Ogrebot would "remove" the prefix. IE: remove "Arcane Remedy" then add "Robust" when it loaded. It no longer does this, so you can specify potions. If your list has a "Noxious Remedy", you will want to remove it, and add the real one, IE: "Robust Noxious Remedy".
    • Dynamic assist assistee now is converted by alias.
      • What this means, you can now send "*Coercer" as WHO to assist, assuming *Coercer is defined on the receiving session/profile.
    • Cast stack UI should clear better when clicking on an ability then onto an item (some options weren't being cleared out). This includes both editing and adding items.
  • OgreIRCLib
    • Updated following commands to use V17 methods instead of V16
      • -cast
      • -ccast
      • -caston
      • -ccaston
  • OgreBotUI (OgreUIXML)
    • Completely re-arranged the "Settings" tab. Mostly to mess with primalz.
    • Added Disable Options to cast stack.
      • "Buffs" will disable both non-combat and "Buffs". Rest are pretty self explanatory.
      • Disables are only reviewed when an ability of that type is found. For example: If you play an assassin, and 'Disable CS_Res' - It will have ZERO impact on performance, because they don't have any abilities that would be marked as a res.
      • The disable option is cached for the cycle of the cast stack. Meaning using any or none of the disables will have "no" performance impact at all.
      • Disables work for both items and non items equally. IE: If you tick "Disable CS_Buffs" - The bot will not use Ability Buffs OR item Buffs.
    • Removed the "Resing" button, since it is no longer needed with Cast Stack and option to disable resing.
    • Attempted to group some options together to make more sense. For example: Auto Assist and Dynamic assist are beside each other. Same with Smart AE nukes and dynamic ignore AE nukes. etc.
    • Renamed "Cancel Abilities to Group Cure" to "X Abilities to Group Cure" because it was too long and bleed into the next column.
    • Cast stack
      • Added "RIE" option to items
        • Requires Item Equipped. When selected, will only attempt to use the item if it's equipped. Without this option checked, it will check your inventory also.
  • AbilityExport
    • Made it so "Cure" will never have the "Cure" option removed because of added offensive effects. (Fix for Shamans, but safeguard against anything else effecting 'Cure')
    • Redid a lot of how to determine AEs
  • MCP
    • Fixed 'Autorun' not working. (Thanks primalz for catch/fix)
  • V17 Ogrebot
    • When adding an ability to caststack, it should now only "scroll down" if there is something to scroll. This should fix a rare/unable to reproduce bug that primalz claims existed.
    • Cancel abilities to group cure should once again work (it didn't work on v17 ever).
    • Removed debug message "ShowUIOptions: Reference failed. 0 NULL" when deselecting an item on the cast stack. It wasn't an error, merely extra debug information still there.
    • BPAE's (Blues) are now CA/NamedCA only. Didn't see any value in having them as heals etc. If this has a negative effect on any ability let me know.
    • Fixed a bug where the bot would turn off auto attack if you didn't meet the power/health requires to use CAs. This wasn't intended and is now fixed. You will always use your auto attack, even if you're out of power :) Thanks to Kyew for finding this.
    • "Debug: ClearUIItem called with unknown type: NULL ( 0 )"
      • Added some additional information when that happens with information I need to fix it (just a mismatch between the UI).
  • AbilityExport
    • Now deletes the entry before re-adding it.
      • Note: It does NOT delete the entire file. For example: When you re-run your ability export, and it is gathering information on "Mana Flow", if Mana Flow already exists, it deletes Mana Flow, then re-adds it. This way it ONLY has the most up to date information, and there shouldn't ever be any left over garbage.
      • This will also allow for multiple specs to be retained in a single file. Since if you didn't spec into mana flow on 1 toon, it wouldn't ever be loaded to be deleted.
    • If self only ability does damage (IE: Blue AE), it is now flagged as an AE. (Quite a few pally abilities were this way).
    • Made a lot more tweaks to how it determines some abilities. Should just re-run exports on everyone. With the above, you shouldn't need to delete them anymore. Including, but not limited too:
      • Fury
        • Ring of Fire and Ball Lightning are both labeled as AEs now.
      • Monk
        • Mend is now a 'heal' instead of a cure.
      • All
        • Raid Cures will now be treated as Group cures.
          • This mostly affects (maybe only?) druids. At this time I'm not going to put the work into making it a raid cure. So feel free to use it as an MCP button, or a 3rd group cure!
  • V17 in testing!
    • Started to remove UI options that no longer exist.


Patch Version 245 (Current)

Versions: ISXOgre-2013.12.03, Patch Version-245, OgreBot-16.008, OgreCraft-1.030

  • OgreFly (May be renamed)
    • Completely rewritten from the first round.
    • Still currently a standalone object, but I plan on integrating it into OgreFollow.
    • This will NOT work with water (it's now designed specifically for flight).
    • Priority #1 is to equal flight status.
      • What this means is, if you are NOT flying, and the person you are following is, you will stop what you are doing, and get into the air.
      • Likewise, if you ARE flying, but the person you are following is not, you will stop what you are doing to land.
        • This last one is important, lets say you are flying reallllllllly far, and your guys are 100m behind you. You make it to some ledge (lets assume over lava), and you land immediately. Your other toons (100m away) will STOP flying forward, to land.... in this case, in the lava and die. When you land, make sure you are ready for everyone to land.
    • Movement is semi based on how OgreFollow works, but not quite as nice because of limited support for height. In short, it will move forward and up and down as it needs too.
    • When OgreFly is 'active', it temporarily disables OgreFollow (otherwise they would fight).
    • Campspotting while OgreFly is active will probably have... interesting results. It will be coded to react the same way as OgreFollow (IE: just stop and let CS be active). Campspot does NOT support height, which could lead to rather odd issues.
    • Hold up/Lets go - Should work the same as with OgreFollow.
    • OgreFly will use the Forward key, AutoRun key, FlyUp key, and FlyDown key, that is set in your eq2chars.inc file.
      • If these aren't set, it uses the defaults, Num Lock, HOME, and END.
      • Note: As of the day this is patched, if you wish to use a custom FlyUp/FlyDown key, you will need to add them to your eq2chars.inc file. See [Need wiki page to show how to add them] here.
    • Overall OgreFly seems to work pretty well. You do need to use your head and pay a little bit of attention. For example, if you get far enough ahead of your bots, then you go up over a ledge, then quickly dive down, the bots will see they need to fly DOWN to get to you, when the correct way would be to go over the ledge, then down. However, this type of navigation is not needed (as it would cause a huge performance drop), so the correctness in this situation, falls to the user. Be smart with your bots :)
    • When ever the bot has to "land" or "take off" (change flying states), there IS a short delay. Keep this in mind while you are flying. If you like to "land and jump" off every single rock, hill, house, tree, and flagpole, you WILL end up losing your bots, because they will stop to land, then stop to take off, and do this every single time you want to "play". Again, just something to keep in mind while flying around.
    • If you are on a ledge, and want to immediately fly down, let the bots get away from the ledge first, then fly down. The reason is, they will do forward motion AND upward/downward motion at the same time. If you immediately fly down, your bots will try to fly down, and "land". Which will cause them to stop, start flying (remember, mirror state is priority #1), then they will move forward and down, which will hit the ledge again and land.... It will rinse and repeat until they finally make it off the ledge. Again, be smart.
    • If you are flying, and target an NPC for your toons to kill, that will immediately turn OFF Ogrefly. Even though you cannot do aerial combat. If you land, and clear their kill target (IE: target yourself) Ogrefly will kick back in, and mirror states. (IE: Land, then you can engage).
      • Example: You're flying in ToV, and get shot by a sharpshot. Since you have it targeted from getting hit, your scouts will try to 'move into melee range' on it, and cause all kinds of issues.
    • As a fix to the above, Move into melee range/move behind/campspot/move to area/etc are NOT performed if you are in the air on a mount.
    • While flying, if the lead person starts flying at a downward angle, the followers will check to see if there is anything below them. If there is, they will NOT fly down, but will continue forward (if appropriate). Once the ground is removed, they will start moving downward.
      • Example: If you were at the top of a hill, and started flying 2-3 meters off the ground DOWN the hill, the bots would be flying down too early, and land. Which would cause them to stop, and fly again, then land, in a silly cycle of not really moving. This *should* resolve most of these issues. It's still not perfect, so you should continue to use common sense and take care of your bots :)
    • P.S. Being in first person view makes OgreFly (and OgreFollow, and move in combat, and OgreNav) about 99% less effective, or breaks it completely.
  • Ogrebot
    • May have fixed error: Error:Unparsable in Calculation of "-1.#IND00": '#' @Retval:Set[${Math.Acos[${Retval}]}]
      • For those wondering, screwed by floating point precision! :(
    • Fixed an issue with using an item on someone else. Previously it would detarget, then fail to cast the item.
    • Removed special coding for Coercer's Banner of War since it is no longer needed (see Item_Effect_Pairs).
    • Captain Stanis (SP?) - Changed the clear curse campspot to the middle of the circle instead of outside of it.
    • Gangel
      • Updated self targeting routine a bit. Will now only self target when he is more than 1/2 done casting. Then waits 7s, then waits for the detriment to be gone, THEN retargets.
      • Does a pet off for the group when self targeting, and a pet attack when retargeting. P.S. I hate pets.
    • ChangeCAListBoxItem now supports "Toggle". TRUE/FALSE are now case insensitive.
    • ChangeNamedCAListBoxItem now supports "Toggle". TRUE/FALSE are now case insensitive.
    • ChangePriorityListBoxItem now supports "Toggle". TRUE/FALSE are now case insensitive.
    • Error: No such 'int' member 'Cursed' @Me.${RaidOrGroup}[${Obj_CastIt.sPCTargetName}].Cursed
      • Added some additional checks to try to prevent this.
  • OgreFollow
    • OgreFollow is now DISABLED when the person you are following is flying. (Thus to allow OgreFly to take over).
  • Updated EQ2chars.inc.blank
    • Now includes FlyUp/FlyDown default key settings.
  • Added new file: EQ2OgreBot/ItemInformation/Item_Effect_Pairs.xml
    • This file provides Ogrebot with information about items and their effects.
    • For example: The Coercer's myth cloak has an effect you have to click to activate, but if you click it again, it turns it off. I had to hardcode this into Ogrebot so it would not click it off. At the time, this wasn't a big deal cause it was only 1 item. Now with millions of items, with click effects, this can cause more issues.
    • Generally speaking, Ogrebot will handle most item clickies without any issues, as is. But there are SOME where it causes issues, such as the cloak from above. Using the cloak as an example, you need to add an entry to the file.
      • <Setting Name="Coercer's Banner of War">Psychic Link</Setting>
        • Coercer's Banner of War
          • Is the item name.
        • Psychic Link
          • Is the name of the effect, as it appears in your maintained window.
    • SPELLING IS IMPORTANT HERE. The names must be EXACT. (Hint: Don't have eq2bob type them in for you). However, they are case insensitive (Meaning CaSe does not matter).
    • When to use this file. When you click an item, and it puts an effect on you in your maintained window, but does not start the cooldown timer. This makes it so Ogrebot can't tell it cast, so it immediately recast.
  • Ogrecraft
    • Added some new options to assist with commissioning and repeating "Rune:" recipes, including when you are commissioning.
    • Added support for "War runes". The above assist works for ONLY Runes. The exception is the commission accepting.
  • FPFaction
    • Updated the choice.
  • OgreUI
    • Removed Ignore CAs Range and Ignore Beneficial range.
    • Added an option to 'Disable OgreFly'. This tells OgreFollow to function like normal, but ignore flight.
      • However, keep in mind OgreFollow now specifically disables during flight.

Patch Version 243

Versions: ISXOgre-2013.11.22, Patch Version-243, OgreBot-16.007, OgreCraft-1.030

  • Grind Options
    • High Keep
      • General
        • Removed code that moves the tank if he gets the detrimental. Non-tanks will still move.
        • Changed automatic campspot to be within 35m instead of 50m
    • High Keep: The Pickclaw Depths.
      • Bolgin
        • Reworked the self target based on him poping the drink. So far this has been more successful...
    • Temple of Veeshan
      • Captain Stinas
        • Command: set up for Captain
          • Puts people in a circle, when they get an uncurable curse, they run together, then return to their spot.
      • The Experiment
        • Command: set up for experiment
          • Just campspots where I like to place. Nothing else.
      • Fherin The something
        • Command: set up for Fherin
          • Just campspots where I like to place.
    • Nexus
      • Modules
        • Moved the starting campspot to the center.
      • Luminox (Keep in mind anything changed here effects Prime also)
        • Changed up the campspots... again.
      • Luminox Prime
        • Completely reworked this fight. It's still not perfect, but greatly improved on what it was.
        • At this very moment, there isn't a tank campspot (I just set it same as the raid). When I have more time I may make a tank camp spot also.
  • Added a work around for an ogrebot crash and camp to login issue when ISXEQ2 UIPage fails and returns faulty data to Ogrebot.
  • OgreCraft
    • Commission crafting of Runes now supported. I believe this is actually for crafting Runes vs anything else, but I was doing commission so that's what I tested.
    • Broke craft...
      • Fixed craft... I don't believe this ever got pushed, not even to dev.

Patch Version 242 test patch 229-242 rollup

Versions: ISXOgre-2013.11.19, Patch Version-242, OgreBot-16.006, OgreCraft-1.027'''Manual update needed

Updated to use ISXDK33 and new patcher

  • ISXOgre
    • Added the /interface/ folder, so new users get the black UI option instead of only the red one.
    • Displays version information when it first loads, and when it becomes enabled, so old man primalz doesn't have to scroll up anymore.
    • If you have an "isxogre.dll" in the /innerspace/ folder, it will be renamed since this will cause problems. It also puts an error into the console.
    • Can now display multiple 'errors' and 'notices' from the server.
      • Note: If you have an invalid username/password, it more show any additional errors until that one is corrected.
    • Added an additional alias to 'ogre info'. There are now three (they all do the same thing).
      • ogre info
      • ogre options
      • ogre config
    • Fixed LoadExecute from crashing when adding new items in.
    • When adding an item to LoadExecute, it is executed when you do it. This way if it doesn't work/crashes Ogrebot because of a typo, you can't save it into the profile and cause an error.
    • Autohunt now has a slight Y axis (height) applied to it. This should help pull mobs that are on a very slight grade from you.
    • Authenticates on a new file with different authentication process.
    • Turned into a complete rewrite of authentication... both client and server side.
    • Added the ID to casting Debug for :use
    • Fixed Sorcerer Ambidex not auto-casting.
    • Camping with Ogre revamped. Camp (via MCP or group tell 'camp time') now works the following:
      • Pauses the bot
      • Does a /camp login then waits 25s.
      • If you are not at login scene, tries again, does a /camp login and waits 25s.
      • If you are at login screen, it closes the client down. This should prevent the pesky crashes people have... and the other annoying thing that happens when you close a session... :)
      • Note: If you wish to prevent the closing of the client, simply RESUME the bot.
      • Note2: Resuming the bot at all, will prevent any more of the camp code from functioning, however, if there is a camp currently in progress, it will not be interrupted. That's up to you.
    • If ISXOgre is set to remove the awesomiun thingy, it will now also remove "wws_crashreport_uploader.exe" since it CAUSES FUCKING 20-40 SECOND DELAYS IN LOADING THE FUCKING GAME.
      • Thanks to "Scoops" for finding this.
    • Predators
      • Should ignore stealth when Predator's final trick is up.
    • Rangers
      • 'Wreak Havoc' will allow abilities that require invis to be cast without casting invis
    • Added AutoLoginSettings.xml
      • This stores the Gamename/profilename/etc.

AutoLoginXML

  • Increased the default session list from 8 to 12.

AutoLogin.iss

  • Removed some console spam
  • Removed the defaults from this file. Moved them into xml.

New patcher!

  • Ogre patcher
  • Changed ISXOgre:Patch - To patch using the new patcher.
  • Removed the following commands.
    • Repatch
    • RepatchDev
    • PatchDev
  • Updated ISXOgrePatcherIgnoreList.xml with instructions on how to ignore/DoNotOverWrite files.
    • Note: This file doesn't patch itself unless the file doesn't exist.
    • IgnoreList is now case insensitive.
    • Added a message when it tries to load the Ignorelist, so the 'unable to read' message makes more sense if the file doesn't exist afterwards.

Ogre info

  • Added new options to the "ogre info" screen.
    • Always Patch
      • When checked: Force the extension to check for new patches every time it's loaded, even if it's already patch during that session.
      • When unchecked (current behavior): Extension will only check for a new patch when initially loaded, and not again if it's unloaded and reloaded during that session.
    • Patch on all sessions
      • When checked: All sessions will try to patch when they are loaded.
        • When unchecked: Only IS1 (first session to be loaded) will try to patch.
    • Leave awesomium_process
      • When checked: ISXOgre will not remove awesomium_process for those wishing to use the in-game browser.
        • When unchecked (current behavior): ISXOgre will remove this extra process that is not needed and give you a bit more CPU juice.
      • Fixed leave awesomium_process to work properly (it was doing the reverse, so without it checked, it was leaving it, and with it, it was removing it)

OgreUIXML

  • Ranger: Added Cancel Focus Aim

EQ2OgreHarvestMain

  • Fixed a loot check that wasn't checking for Ogrebot properly.

OgreCraft

  • Removed an exploit in OgreCraft that allowed "too many writs" to happen. Special thanks to Raudkoer for bragging about it in IRC.

EQ2OgreDepotResourceInformation.XML

  • Added missing rares and reactants.

EQ2OnScreenAssistant.iss

  • If you "ogre osa" into the console with Ogrebot running, it will use the scan radius set by Ogrebot.

SpellExport

  • Added a bunch of values that will be used in the future. Most of it is refactoring existing items to make them slightly faster.
  • Concussive Blast (Sorcerer) is now forcefully labeled as an AE nuke instead of an encounter nuke (I tested on training dummies to confirm it is indeed an AE nuke, but is mislabeled).
  • Made Scout AA Dragonwrath range to 5 (same as shadowstep etc).

LoadMCP

  • MCP save file is now sorted alpha.
  • Removed a layer of escaping from *space* and *nospace* that was messing with quotes.
  • Fixed 'Hail' not /facing.

MCPCommands

  • Removed __TestRawC, as it was used for internal testing...
  • Changed RawCommand to remove the "execute" since it wasn't needed.

MCPEdit

  • Made the MCP Edit screen bigger, so you can see buttons with a lot of parameters easier.

OgreIRCLib

  • Added the following commands. (They already existed in MCP, but I forgot to add them to IRC lib)
    • ChangeCampSpotForWho | ChangeCSW | CCSW
      • Parameter 1: ForWho
      • Parameter 2-4, x y z cords.

Grind Options

  • The Nexus Core [Heroic]
    • Luminox
      • Chat command: Set up for Luminox
        • Sets campspot positions, kind of towards the zone in... Just do it and you'll see.. :)
      • On Red text, everyone moves to opposite side avoiding the missles.
    • Amalgam of Engery
      • Chat command: Set up for Amalgam
        • Sets campspot near the doorway. To funnel all the mobs. Note: This isn't the "quickest" way to do the mob, but it sure is easy if you're being lazy.
        • Also loads an autotarget list on "fighters".
    • Modules ( Energy Delivery Module/Force Absorption Module )
      • Chat command: set up for modules
        • Not sure how useful this is... just campspot near the Energy one.
      • On red text, everyone joust out and change their campspot to behind the named. 8 seconds later, does a joust in.
      • Loads autotarget list on fighters. (Yes, I'm that lazy some times!)
    • Luminox Prime
      • Chat command: Set up for luminox
        • It is named identical to luminox... .. cause it sets up in the same place. Also does the exact same thing.
      • When he starts lazers, does the same thing as Modules, moves behind.
      • Note: I'm missing something about when he hits 60%, because he does the get far away, then he takes a few steps towards you and lazers.. I just DP'ed it to ignore it, but I suspect there's something else you're suppose to do....
  • High Keep
    • General ... (the boss)
      • Turning campspot on within 50 meters of him will activate campspots.
      • When anyone gets the 'stay 9m or further away' they move back 15'ish meters.
      • I couldn't make any sense out of the other stuff happening on this fight, so I just ignored it and killed him. If someone has a real strat and any of it requires coding let me know.
  • High Keep: The Pickclaw Depths.
    • Bolgin Serillis
    • When he drinks too much and lays down, targets yourself for 10s, then re-targets him.
    • Everyone will cancel their spellcast when when drinks too much. To ensure no nukes land "after" he has laid down.
    • Note: I accidentally killed this mob before I could really test this. I'm not sure if 1) it even works, or 2) 10 seconds is enough time.
  • Stratum of the Protectors
    • A Warrior Construct
      • Chat Command: Set up for Warrior
        • Sets campspots. You should be campspot and "behind" him when you do so, so you don't fall into the pit.

Raid Options

  • Secret(private testing only)
    • Greatly reduced the amount of duplicate IRC debug spam.
  • Exxoodus
    • Cancels cleric ability "Exorcise" on redtext
    • Cancels defiler ability 'defile' on redtext
  • Oligar
    • Swapped sides.. so raid/tanks are on left, and joust spot is on right.
    • Oligar HM joust is now 6 sec. Oligar EM joust will remain the same. If it's off someone will need to report it.
  • PoW -> Commanders
    • saying 'no crystals' and 'do crystals' in group chat should now work again.

Test Patch Version-241

  • SpellExport
    • Made Brig AA Dragonwrath range to 5 (same as shadowstep etc).
  • AutoLoginXML
    • Increased the default session list from 8 to 12.
  • Grind Options
    • The Nexus Core [Heroic]
      • Luminox
        • Chat command: Set up for Luminox
          • Sets campspot positions, kind of towards the zone in... Just do it and you'll see.. :)
        • On Red text, everyone moves to opposite side avoiding the missles.
      • Amalgam of Engery
        • Chat command: Set up for Amalgam
          • Sets campspot near the doorway. To funnel all the mobs. Note: This isn't the "quickest" way to do the mob, but it sure is easy if you're being lazy.
          • Also loads an autotarget list on "fighters".
      • Modules ( Energy Delivery Module/Force Absorption Module )
        • Chat command: set up for modules
          • Not sure how useful this is... just campspot near the Energy one.
        • On red text, everyone joust out and change their campspot to behind the named. 8 seconds later, does a joust in.
        • Loads autotarget list on fighters. (Yes, I'm that lazy some times!)
      • Luminox Prime
        • Chat command: Set up for luminox
          • It is named identical to luminox... .. cause it sets up in the same place. Also does the exact same thing.
        • When he starts lazers, does the same thing as Modules, moves behind.
        • Note: I'm missing something about when he hits 60%, because he does the get far away, then he takes a few steps towards you and lazers.. I just DP'ed it to ignore it, but I suspect there's something else you're suppose to do....
    • High Keep
      • General ... (the boss)
        • Turning campspot on within 50 meters of him will activate campspots.
        • When anyone gets the 'stay 9m or further away' they move back 15'ish meters.
        • I couldn't make any sense out of the other stuff happening on this fight, so I just ignored it and killed him. If someone has a real strat and any of it requires coding let me know.
    • High Keep: The Pickclaw Depths.
      • Bolgin Serillis
      • When he drinks too much and lays down, targets yourself for 10s, then re-targets him.
      • Everyone will cancel their spellcast when when drinks too much. To ensure no nukes land "after" he has laid down.
      • Note: I accidentally killed this mob before I could really test this. I'm not sure if 1) it even works, or 2) 10 seconds is enough time.
    • Stratum of the Protectors
      • A Warrior Construct
        • Chat Command: Set up for Warrior
          • Sets campspots. You should be campspot and "behind" him when you do so, so you don't fall into the pit.

Test Patch Version-240

  • Added the /interface/ folder, so new users get the black UI option instead of only the red one.
  • EQ2OnScreenAssistant.iss
    • If you "ogre osa" into the console with Ogrebot running, it will use the scan radius set by Ogrebot.
  • AutoLogin.iss
    • Removed some console spam
  • Ogrebot
    • Predators
      • Should ignore stealth when Predator's final trick is up.
  • OgreUIXML
    • Ranger: Added Cancel Focus Aim
  • OgreIRCLib
    • Added the following commands. (They already existed in MCP, but I forgot to add them to IRC lib)
      • ChangeCampSpotForWho | ChangeCSW | CCSW
        • Parameter 1: ForWho
        • Parameter 2-4, x y z cords.
  • MCPEdit
    • Made the MCP Edit screen bigger, so you can see buttons with a lot of parameters easier.