Difference between revisions of "RevisionHistory"
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'''In development''' (Coming soon) - Kannkor | '''In development''' (Coming soon) - Kannkor | ||
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* When engaging Toxx, the bot would take over and try to run some scripting. This no longer happens unless you have Raid Options checked. | * When engaging Toxx, the bot would take over and try to run some scripting. This no longer happens unless you have Raid Options checked. | ||
* CreateCustomActorArray - Because of scripts starting/stopping on the same frame, it was causing issues when you would reload the bot because this script tried to delete itself and start iself with global variables on the same frame causing issues. Now, when CCAA thinks it's empty, it waits 10 seconds to check again, if it is indeed empty, it then ends itself. This should take care of all these issues. | * CreateCustomActorArray - Because of scripts starting/stopping on the same frame, it was causing issues when you would reload the bot because this script tried to delete itself and start iself with global variables on the same frame causing issues. Now, when CCAA thinks it's empty, it waits 10 seconds to check again, if it is indeed empty, it then ends itself. This should take care of all these issues. | ||
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** x2kagezonn script now located in /Eq2OgreCommon/ and can be run with: "Ogre x2" and stopped with: "ogre end x2". | ** x2kagezonn script now located in /Eq2OgreCommon/ and can be run with: "Ogre x2" and stopped with: "ogre end x2". | ||
** Standalone TellWindow added to the autopatcher. | ** Standalone TellWindow added to the autopatcher. | ||
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+ | '''Version 14.001''''' - Kannkor | ||
+ | * Trak shield | ||
+ | ** Previously, it would capture your offhand item and equip it after it was done. Unfortunately with 2 handers, you have no offhand item so it didn't know what to equip. | ||
+ | ** Now, if you have an offhand item, you should reequip it as normal, if you don't, it will check your primary item to see if it changed. | ||
+ | * Raid updates - Maaluss | ||
'''Version 14.000''''' - Kannkor | '''Version 14.000''''' - Kannkor |
Revision as of 16:30, 17 August 2010
Revision History
Summary
Any time there are updates, they will be posted below with what changed, and if any new files were updated.
Note: Any Versions with (Coming soon) are updates I am working on and not yet released.
---Change Log---
In development (Coming soon) - Kannkor
- When engaging Toxx, the bot would take over and try to run some scripting. This no longer happens unless you have Raid Options checked.
- CreateCustomActorArray - Because of scripts starting/stopping on the same frame, it was causing issues when you would reload the bot because this script tried to delete itself and start iself with global variables on the same frame causing issues. Now, when CCAA thinks it's empty, it waits 10 seconds to check again, if it is indeed empty, it then ends itself. This should take care of all these issues.
- Note: These issues were only apparent recently when using the embedded version of the script. Completely fixed now.
- Removed the "Cure Curse on <toonname>" from the console.
- [CURRENTLY LIVE] OgreMCP/OgreMCPXML/OgreConnect
- These updates and the OgreConnect should now allow you to connect your computers without innerspace freezing. This includes the live (5170) build. Note: The bug is still in innerspace, however I re-wrote and bypassed the bug.
- OgreAutoLogin updated to make use of ISXOgre.IsReady.
- ISXOgre updates
- "Ogre" now loads the embedded version of the bot, instead of the script.
- "Ogre old" will load the old script version. (This will be phased out over time). -- Phased out already.. If you require the option of running the script version, or have something in your script you need added talk to Kannkor.
- "Ogre dev" now loads the embbeded version of the dev bot. (There is no longer a way to run the script version of the dev bot - Which would be pointless, since it is no longer updated).
- "Ogre ?" and "Ogre help" added back in! These will only display commands that you currently have access too. You know.. incase I put super elite secret commands in I don't want YOU to know about! :)
- ISXOgre now requires an account (these will be emailed out or something, still in testing). It authenticates your account.
- ISXOgre now does automatic updates to all Ogre related files.
- ISXOgre member added: IsReady. Reports false until the extension is ready for use (same time as the green "ISXOgre Enabled." text appears in the console. Can use this for startup scripts (such as OgreAutoLogin).
- "default empty" loginscene file is now located in the EQ2OgreCommon directory and autopatches.
- x2kagezonn script now located in /Eq2OgreCommon/ and can be run with: "Ogre x2" and stopped with: "ogre end x2".
- Standalone TellWindow added to the autopatcher.
Version 14.001 - Kannkor
- Trak shield
- Previously, it would capture your offhand item and equip it after it was done. Unfortunately with 2 handers, you have no offhand item so it didn't know what to equip.
- Now, if you have an offhand item, you should reequip it as normal, if you don't, it will check your primary item to see if it changed.
- Raid updates - Maaluss
Version 14.000 - Kannkor
- UIXML
- Removal of Tabs! No more side scrolling. Make sure you report any bugs!
- Debug moved from "Enable Debug" and appearing into a new tab, to a stationary button (or "tab" in the new interface).
- /camp <toonname> should correctly work. If not, please provide me step by step on how to break it. I believe it's fixed.
- Renamed most files, instead of the prefix of "UI" (which previously stood for OgreBot), now has "Ogre" instead. For example: UIXML became OgreUIXML. UPXML became OgreMCPXML. Bot named changed from UI to OgreBot (and UIDev to OgreBotDev).
- OgreMCP
- "Load Bot" now uses ISXOgre (Command: Ogre)
- This will break many functions inside of ogre.iss (which is: run ogre ___). All functions shall continue to work with ISXOgre (which is: ogre ___).
- Removed the default profiles, since they were WAY old and still required the "UpdateSaves.iss" to be run on them. Will work on something to make these easier.
Version 13.009 - Kannkor
- Development changes in 13.008a-h included.
- Renamed file: UICommon.inc to OgreCommon.inc. This should remove the conflicts with the file on the ISXEQ2 SVN.
- Fixed 2 calls in Ogre New that were trying to runscript without a path.
In development 13.008d - DEVELOPMENT- Kannkor
- Removed un-needed debugging
- Time warp - No longer tells you in the console every time it casts time warp.
- Removed all the Cure Curse debug that was added in for testing.
- UIXML
- With the new skin, the title bar (that reads: class manager UI Ver #.##) was WAY off the right side of the screen. Should now be centered.
- Added Ignore Encounter Nukes
- Fixed a bug with CS-JO-JI not working correctly if you were running differently named scripts (such as OgreDev and Ogre) on different sessions.
- UPXML
- Changed the "frame" border. With the new UI it clearly wasn't set correctly (nothing more than a visual change). It shouldn't have a boarder sticking out the right side anymore.
- Added Load Ogre and unload Ogre buttons. These do relay all to load the extension (ext isxogre) and unload (ext -unload isxogre).
- Raid updates - Vaclaz
- Uplinkcontroller
- Added Ignore HP to move into attack range
- Added Ignore encounter nukes
Version 13.008a - Kannkor
- 'NOTE': Changes include the below and the development build below.
- UIXML, UIDev, UplinkController
- UIXML changes
- Added Ignore NPC HP to move - This basically sets '% NPC HP to move into attack range' on the 'Setup' tab too 100%. Assuming you have 100% set to attack (or ignore that also), you will move into melee range as soon as you have a valid target within range.
- Raid updates
- Syfak - You won't cast while cursed
- Fixed a repeat call on one of the YIS mobs.. can't remember which now.
In development 13.007b - DEVELOPMENT - Kannkor
- Files updated: UICommon, InCombatMovement, UIDev
- Raid updates
- Haraaket - "Your proximity to the library core seems to have protected you from the ritual!" now does a Joust-In.
- Tox - Movement for non-fighters
- Increased the police on casting while paused. If you are dead, paused, and you get a res or revive, you should no longer cast 1 spell before realizing you are actually paused.
- InCombatMovement - Added a new member - Side. Currently only used for Tox, but may expand it to include other uses.
Version 13.007 - Kannkor
- Uplink window released. See here for more details. Uplink Controller
- When a person is assigned as the Dynamic assist (using the assist button on MCP), that person will temporary disable their auto assist, allowing you to change their target at will. When you clear the dynamic assist, they will resume their auto assisting.
- Raid updates - Roehn Theer - Will cast beneficial spells while moving now.
- See --'In development' 13.006c-o-- for other things updated
In development 13.006c-j - DEVELOPMENT - Kannkor
- Files changed: ui, uixml
- bot now understands "Cure curse on <name>". When this is said in group chat, other priests won't cast Cure Curse on that same target for 2 seconds.
- Added a variable to flag the status. If you have a character name that contains the word "cancel" this could cause issues. Rename potion?! :)
- New tab: Announce
- This tab will later be used to announce when you cast spells. For now it just has 1 checkbox to announce Cure Curse to the group.
- NOTE: If you are unable to change targets, you will still try to cast Cure Curse every 2 seconds and announce it, but it won't actually happen (since you can't cast on someone else). Right now there is no way for me to tell when you can, and can't cast on another target. So just be aware of this when not in a bot group.
- Fixed people trying to do single target group buffs on people not in their group.
- Fixed Cure curse not working when GroupOnly was selected (bug was introduced with 13.006c, so doubt anyone noticed).
Version 13.006 - Kannkor
- Increased "Max Ranged auto attack" to default to 35 instead of 29'ish. This is based around 35 max range ranged weapons. Worst case you still use a 25 max weapon and you try to ranged at 35. (So far I haven't found a way to read your max weapon range without doing a server check).
- Raid updates - Maalus, Penda/Kendis
Version 13.005 - Kannkor
- Development Version pushed live.
- Removed some debugging.
In development 13.004- DEVELOPMENT (Available via Ogre Dev) - Kannkor
- Fixed castyping on Mana stone, hearts, and shards (means if you delete the value out to type a new one in, it won't crash, or if you type a letter by mistake, it won't crash).
- Redid all the calcs for move in front AND move behind. Move in front was a little buggy, so I just re-did them all. Hopefully I don't need to touch them ever again... :)
- Move behind moves behind when you exceed 45 degrees from behind and moves you until you are within 30 degrees.
- Move in front moves you in front when you exceed 30 degrees and moves you until you are within 20 degrees.
In development 13.003- DEVELOPMENT - Kannkor
- Fixed an ID bug that prevented casting of any beneficial spells
- Fixed a bug with converting an ActorToID (only affected a few triggers).
- MCP - Added "Dev Bot" to the "Other2" tab. Relays to load the Development bot.
In development 13.000 - DEVELOPMENT - Kannkor
- To use the development version, you must have ISXOgre. The command is: Ogre dev <params>. The Params are the same as Ogre. For example: Ogre Kannkor would login Kannkor and load the live bot. Ogre dev Kannkor would login kannkor and load the development bot. Also, if I'm already logged into Kannkor. I could type: Ogre - that would load the live version. I could then type Ogre dev, that would close the live version, and load the development version. Then I could type: ogre - That would close the deve version, and load the live version.
- Files changed: UI, InCombatMovement, EQ2OnScreenAssistant
- ISXOgre updates
- Fixed an error when you did: ogre login <toonname>. It worked fine, just gave an error about LoadInfo.
- Added a small delay when reloading the bot (1s).
- Removed some debug code.
- This version will be dedicated to removing lag from the bot. Generally speaking this happens when you are around a LOT of actors (people, mobs, specials, random shit in zones). In theory, you won't notice any difference, except a faster bot. Listing what I have done incase people notice things I can track down what it was.
- Removed a server call
- Changed Zone.Name to variable CurrentZoneName which updates only when the bot loads a new toon (which includes when you first load the bot) or only once you zone.
- Raid Updates
- Removed most (all?) VP specific code. This was done in a very old format and I'm pretty sure it wasn't being used.
- Removed Maestro specific code. It was buggy with the movement code (since about SF was released, maybe earlier).
- 3Mages - Removed an extra delay after you cure someone.
- Zebnok - Removed curing, since it wasn't working anymore anyways.
- Changed most chat triggers to just check if RaidOptions are check, rather than which specific mob it is.
- Fixed a bug with Casting CombatBuffs on "Target" while using Maintained. The maintained part was never checking.
- Removed chat trigger "click execter orb". Use OgreMCP if anyone still does PoFerzhul.. (I'm pretty sure I was the only one that knew about the chat trigger anyways)
- Mythical weapons
- Previously, the bot would ensure your weapon was NOT broken before trying to use it. Unfortunately the check to see if your weapon is broke, is a server check. Therefore, when you break your Mythical weapon, there is a good chance the bot will get "stuck" trying to cast even though it can't because it's broken. This does NOT affect Myth spells.
- From my TODO: list..
- ${Me.Equipment[primary].Condition} - Check ALL equipment calls - All checked, .Conditions removed, and everything else was fine.
- check Me.Inventory also.. god dammit. - Checked all Me.Inventory and everything was fine.
- (Non-lag related) When removing Myth clickies, redo all the buffing/casting code to remove all the shit that is already in CheckBuffReadyOb - Not removing Myths anymore, only removed .Condition.
- Change RaidOb - to reporting to TRUE/FALSE if it's checked but fails, and remove all checks to specific commands that don't need it. IE: Mob says AE coming, don't need to know which mob it is. -- Done.
To do list for this version
- TODO:
- (Non-lag related) CheckBuffReadyPet - Needs Obj-Range updated to use CheckABilReadyob
Old Revisions