I have been doing a lot of reading through the bindings given with the public release and am starting to collect what I have learned / have questions about and am posting here. Questions and comments are in bold.
~~~ Settings and Other such variables ~~~
reach= # max reach of spells / abilities
maxreach= # Max range you want your chara to engage enemy at
engage_dist= # distance to start combat seq
shiftloot= y/n Should this be included? as it is a function in the main program as well... it is unclear what one will override the other
lootitemdist= # Assumtion: distance where you loot... this does not seem needed at this time because the distance is taken care of in the lootseq's.
manaRestToPrecent=.# where you stop resting
healthRestToPrecent=.# where you stop resting
foodprecent=.# eat when your health is below this percent How does it know what to eat?
drinkprecent=.# drink when your mana is below this percent How does it know what to drink?
manarestprecent=0.# if mana/health drop below ##%, sit down.
healthRestPrecent=0.# if mana/health drop below ##%, sit down.
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~~~ Basic Buttons ~~~
define action (defact)
this is used to define an action for the bot to use. this lets the program know what button to hit,
how long to wait after hitting it
defact= act:(input01) slot:(input02) key:(input03) cooldown:(input04)
input01 = Name of the attack or action. This will be how you call the attack in the combat sequence.
input02 = Where the attack or action is located on the users UI or setup. Action bar 1,2,..,6, pet
action bar (ctrl), keyboard (key)
accetable inputs: 1, 2, 3, 4, 5, 6, ctrl, key
input03 = What slot it is on the action bar or key from keyboard (1,2...9,0, t)
input04 = the cooldown. This is not what most users would consider is the cooldown. This is how long the bot pauses after each cast / ability use. Most I have seen are set to 1s, this should be changed to 1.5 at least for the global cooldown on most things is 1.5
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~~~ Advance features ~~~
distle:(# in game meters) = if Distance less then equal to do command
distge:(# in game meters) = if Distance greater then equal to do command
dist:(# in game meters) = do until dist is ##
predefined:(name of predefined function) = sets a predefinded function
js:(functioncall()) = will use a user defined java script when called
prevacttime:(# in seconds) = specifies how long the buff needs to be re-applied.
lifele:(#) = will do if life is less than or equal to... do now know if this is percent or an value of life
channeled:y/n = I believe this is if it has a cast time... but not sure wait until cast done for next command?~~~~~~~~~~~~~~~~~~~~~~~~
~~~ Predefined ~~~
defact= act:approach predefined:approach distge:4 dist:4
defact= act:lootapproach predefined:lootapproach distle:25 distge:5 dist:5
defact= act:loot predefined:loot distle:5
defact= act:wait1s cooldown:1 distle:5
# not a predefined but is a very common function. perhaps it should be a predefined
Are there anymore predefined that are not listed here?
~~~~~~~~~~~~~~~~~~
precombat= act:(name of action) will do this before combat loop
combatseq= act:(name of action) will use this command in combat loop
repeat:# will do this command # times
lootseq= act:(name of action) will do this after combat
globalact= act:(name of act):##m = will do action ever ##min
<script>
Functions definitons for js:
functionCall(){
< code goes here >
}
</script>
Edited:
Cooldown confirmed
