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Beta Testers Needed for new Custom Class FightThisWay

Did you try turning off FrameLock on lazyraider? What usually causes a lot of freezing on other bot bases. It is usually on a per cc basis.

Just turned Raidbot mode off and that works fine now :) Seems it was only that what was the issue.
 
FTW has been updated, latest download available on the first page.
Changes include:

Code:
10/06/2012
	Tweaking target logic, let me know if you still attack critters, targets in town, or if targeting is weird in any way.
	Increased speed with framelocks
	Hooked debug messages up to built-in HonorBuddy Log Level.
	Added new conditions:
		IsTank
		IsHealer
		IsDPS
	Added new action 'Blacklist' so you could pull only multiple mobs like this (place in PULL section):
		Blacklist
			Target.ClusterSize < 2
	Performed useless refactoring that took a whole day to clean up afterwards. But the code LOOKS prettier.
	Added 'loot chest' functionality, only if you have 'Loot Chests' turned on, and you're within 10 yards of a chest.
	    Note that this will get non-chest items - questing objects, pictures on the wall, anything that is sparkling and not a dead mob.
           To turn it off, turn off 'Loot Chests' in the interface.

	Fixed bug where it would move past the mob sometimes then double back.
	Fixed double-casting of certain spells

	Enhanced classes:
		Warlock Affliction:
			Now summons Felhunter, not Imp.
		Monk Mistweaver
			Fixed not being able cast a spell while casting Soothing Mist.
			Added Summon Jade Serpent Statue to rotation.
		Monk Brewmaster
			Added Summon Black Ox Statue to rotation.
		Hunters (All)
			Moved Misdirection to before Multi-Shot.
		Warlocks (All)
			Changed 'Tank.Use' soulstone to 'Tank.Cast' soulstone. (Soulstone is no longer an object).

Exhausted! I'm off for the night, enjoy.

BTW - that slowness really WAS an issue. I spent many hours on a voyage of HonorBuddy discovery, wherein I learned the use of a framelock and when to use them. Response time should be much snappier now.
It's a tradeoff. You can make it go SUPER fast and have your animations really jerky, even though you're getting 120 fps... or you can have no framelocks, and have it take 3 seconds between pulses. The happy medium on my machine, was having it take 600 milliseconds for the combat routine, and < 200 for the rest routine. This retains graphic fluidity. But if it looks bad on your computer, let me know. (Overuse of framelocks causes the screen to stall quite frequently.)

You can see how much CPU time in ms each routine is taking, by turning on diagnostic messages. Before I implemented framelocks, combat was taking 3000 ms (3 seconds). After I implemented framelocks, it takes 250-600 ms (quarter to half a second). As long as this number is under 1500 on your machine, you should be fine - that is as long as the global cooldown anyway, anything faster than that will go unused.
 
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I also spent a lot of time ensuring that the 'auto-enter-combat when party members are in combat' works. That's a subtle feature, that some people might not realize is there - if you're sittimg on your butt drinking mana, or just standing around, and a party member within 40 yards of you starts combat, it will stand up and start battling. Basically - if you, your pet, or any party member within 40 yards is in combat, you're in combat, and it forces the combat routine to execute.
 
I'm really not a coder but a few suggestions for Paladin Prot/Ret

Runners:
Exorcism
Target.Distance > 20
Hammer of Wrath
Target.health > 20

Also the hammer could be implemented in normal combat. (Our Execution less than 20% hp)



Its a good way to handle runners at they run on low hp, first cast exo to get their hp even lower to get away a execution. :) I suggest this as im not sure on my codingskills if those are the correct terms and i don't wanna dabble something up.
 
Unknown spell Fist of Justice

... Not sure why it's doing this, everything seems spelled correctly. This CC has so much potential Kamilche, thank you, already loving it and how easily customizable it is.
 
Unknown spell Fist of Justice

... Not sure why it's doing this, everything seems spelled correctly. This CC has so much potential Kamilche, thank you, already loving it and how easily customizable it is.

Usually when that happens it's a missing spell in the SpellManager. Open up the file 'Spell_Overrides.txt' in the 'Data' folder, scroll to the bottom, and add this line:

105593 30 Fist of Justice

Note those are tabs between the words, not spaces.

Save the file. Then see if FTW starts using it.

Let me know how it works for, I'm busy leveling my monk after a hard day's work.
 
I'm really not a coder but a few suggestions for Paladin Prot/Ret

Runners:
Exorcism
Target.Distance > 20
Hammer of Wrath
Target.health > 20

Also the hammer could be implemented in normal combat. (Our Execution less than 20% hp)



Its a good way to handle runners at they run on low hp, first cast exo to get their hp even lower to get away a execution. :) I suggest this as im not sure on my codingskills if those are the correct terms and i don't wanna dabble something up.

Thanks for the tip. I'll probably spend some time tomorrow incorporating people's suggestions into the data files, if no more bugs come up.
 
Kamilche,
first off: thx for the quick updates.
I started to level some new toons just to test. I'm busy making my own combat rules as I lvl because when I looked at the talentless mage file I saw that it is outdated.
Mages startspell is now frostfirebolt and yours are the ones pre MoP.
If you want me to check all the classes and make them for you, you can allways PM me some IM info so that I can help out (and offcourse when I have questions or suggestions)
I added my modified mage_talentless.txt to this post so that you can see. Also since I start from the ground up, I add hasspell to every cast, that way people don't get the spams in their logs
 

Attachments

FTW has been updated, latest download available on the first page.
Changes include:

Code:
10/06/2012
    Tweaking target logic, let me know if you still attack critters, targets in town, or if targeting is weird in any way.
    Increased speed with framelocks
    Hooked debug messages up to built-in HonorBuddy Log Level.
    Added new conditions:
        IsTank
        IsHealer
        IsDPS
    Added new action 'Blacklist' so you could pull only multiple mobs like this (place in PULL section):
        Blacklist
            Target.ClusterSize < 2
    Performed useless refactoring that took a whole day to clean up afterwards. But the code LOOKS prettier.
    Added 'loot chest' functionality, only if you have 'Loot Chests' turned on, and you're within 10 yards of a chest.
        Note that this will get non-chest items - questing objects, pictures on the wall, anything that is sparkling and not a dead mob.
           To turn it off, turn off 'Loot Chests' in the interface.

    Fixed bug where it would move past the mob sometimes then double back.
    Fixed double-casting of certain spells

    Enhanced classes:
        Warlock Affliction:
            Now summons Felhunter, not Imp.
        Monk Mistweaver
            Fixed not being able cast a spell while casting Soothing Mist.
            Added Summon Jade Serpent Statue to rotation.
        Monk Brewmaster
            Added Summon Black Ox Statue to rotation.
        Hunters (All)
            Moved Misdirection to before Multi-Shot.
        Warlocks (All)
            Changed 'Tank.Use' soulstone to 'Tank.Cast' soulstone. (Soulstone is no longer an object).

Exhausted! I'm off for the night, enjoy.

BTW - that slowness really WAS an issue. I spent many hours on a voyage of HonorBuddy discovery, wherein I learned the use of a framelock and when to use them. Response time should be much snappier now.
It's a tradeoff. You can make it go SUPER fast and have your screen jerk around, even though you're getting 120 fps... or you can have no framelocks, and have it take 3 seconds between pulses. The happy medium on my machine, was having it take 600 milliseconds for the combat routine, and < 200 for the rest routine. This retains graphic fluidity. But if it looks bad on your computer, let me know. (Overuse of framelocks causes the screen to jerk around quite a bit.)

You can see how much CPU time in ms each routine is taking, by turning on diagnostic messages. Before I implemented framelocks, combat was getting a pulse every 3000 ms (3 seconds). After I implemented framelocks, it gets a pulse every 600 ms (half a second). As long as this number is under 1500 on your machine, you should be fine - that is as long as the global cooldown anyway, anything faster than that will go unused.

After my last post I updated your CC, now it takes half a second between casts before he starts his new cast :( I think it has to do with your check you did for not doublecasting?
 
Mage got to 10 and went frost. Added 'Target.PetCast Freeze' and it wants to cast it but doesn't click location
 
Just turned Raidbot mode off and that works fine now :) Seems it was only that what was the issue.

Out of curiousity, could you test the latest version of FTW against Raidbot? It might work now

I removed the 'Wait for Spellcast to finish' in 'On_Cast', and put in a couple framelocks. I suspect this might make it compatible with your bot, but I'm not certain, as I don't use it.

Thanks!
 
Mage got to 10 and went frost. Added 'Target.PetCast Freeze' and it wants to cast it but doesn't click location

A PET who casts a targetable AOE? :D No, I didn't know that existed, so FTW doesn't currently handle that. Will fix that up later today.
 
Kamilche,
first off: thx for the quick updates.
I started to level some new toons just to test. I'm busy making my own combat rules as I lvl because when I looked at the talentless mage file I saw that it is outdated.
Mages startspell is now frostfirebolt and yours are the ones pre MoP.
If you want me to check all the classes and make them for you, you can allways PM me some IM info so that I can help out (and offcourse when I have questions or suggestions)
I added my modified mage_talentless.txt to this post so that you can see. Also since I start from the ground up, I add hasspell to every cast, that way people don't get the spams in their logs

I'd appreciate that, thanks. I haven't checked the talentless versions in a while now, because it requires starting a new character to test. I'll incorporate your changes into Mage_talentless.
 
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After my last post I updated your CC, now it takes half a second between casts before he starts his new cast :( I think it has to do with your check you did for not doublecasting?

There is a block in there against double-casting spells. What spell are you trying to cast twice in a row, that it's slowing you down on?
 
is there an SVN for this or just the zip?
From what I've seen, just the .zip file. I'm not sure if Kamilche uses an SVN for his project. He'd have to answer that for complete certainty.
 
I'd appreciate that, thanks. I haven't checked the talentless versions in a while now, because it requires starting a new character to test. I'll incorporate your changes into Mage_talentless.
It happens with every spell you want to cast that is the same spell. At lowlvl mage it used most of the time frostfirespell because it only had fireblast on occasion. Now I have frostbolt and it does the same thing cast 0.5delay cast. If it does frostbolt and fire blast its almost instantly. But 2 times the same spell has a delay.
 
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