My english is shit, so get ready for bleeding eyes
DamJNeT wrote:I think that what he means is the bot will recognize the icons of your deck, and re-arrange them in the order you want. Like 1 for chop 2 for punch 3 for blue def etc...
So if you use this bot, you dont have to look for the right keys to type. If you get the chop move, you simply cast it with 1 instead of w/e key it was drawn.
Anyway, I don't think the bot is broken, I think this should be in ideas and suggestions. If jorbtar includes this, it kills bots like this...
Your correct thats how I'm making it.
My bots not auto other then for the 1st 0.5 sec the rest is manual input and the program spits out/ remaps the icons and keys.
Kaios wrote:Let's say for example they took my idea and allowed players to add moves to a slot specifically designated for immediate use on combat. So I pick quick dodge, and you attack me and I throw up quick dodge. BUT WAIT, your bot is detecting that I've thrown up quick dodge so it puts up a defensive move for you? Ok so we're both in defense now and then your bot turns off and nothing has changed. Please explain this more because a lot of what you are saying is not coherent and doesn't make much sense including the making skills show up in their assigned keys thing, even if they still show up in a specific spot it does not mean they always will, right? I just don't understand much of what you're saying.
This is actually a topic I'd like to hear more from Xcom on.
as i explain with my 1st reply the bot is only in the 1st 0.5 any manual input will turn it off in this 1st 0.5sec and after 0.05sec is has not input other then remaping keys what I'm still working on.
The Program tested to fight it self (cuz o/c im fighting vs my buddys who i gave the program to)
in the 1st 0.5 after pressing the "start script" keys 1+left click it loads chop.
my buddy program notices it was aggro so it loads [quick dodge] or [Feigned Dodge] to stop chop. since chop is the most deadly atm with a sword. green arrow is 1st skill always used.
my program will the quick notice that he has a defence skill and in return will load [quick dodge] or [Feigned Dodge] to counter but in the event chop already went off. my program ends and returns to manual input.
Whisper wrote: - you could go crazy and add pattern recognition for battle icons -
thats what I've done here but its an overlay program not a program that reads java, i dont know java
Sevenless wrote:There's already been some discussion of re-arranging combat RNG a bit. This bot is a good example of why it will be needed once client wars starts in earnest.
One of the suggestions I thought was neat was allowing you to reserve number keys for move types. Keys 1-2 always give attacks, keys 3-4 always give defenses, key 5 gives ranged moves like take aim. That type of idea.
We'll have to see where it goes, the system is still being worked on by the devs for sure.
I've agree with that idea since day one.
Biddas wrote:what the sense playing with bots?How is yours bot can know what defense to put against enemy in pvp combat ?why are you so stupid and do not like combat system?
i think you should fix own hands before telling that combat needs to be fixed.
Cuz if I can exploit, others will do it. and unlike me and the other client makers. alot of the programers will not share their bots. player radar was a big thing back in the day and no one shared it till a russian client made it public, you're welcome.
Hervarth wrote:The issue right now is that only mc attack is green (unless I havent been hunting enough recently?)
incorrect. if their is more MC moves then I will add those into my program making it harder to defend an instant attack cuz you cant defend 4 different attacks at the start of a battle
Jesus_Smith_Nandez wrote:maze wrote:TeckXKnight wrote:personally I have ~7 skills I'd like to cycle through but I'm a scrub so what do I know
7 cards is good you don't risk getting into having all attacks cards and dieing a sad death without being able to defend yourself.
Control+1-5 cycles cards.
I have 1 chop and 3 punches and as long as I'm constantly throwing hits at melee range then my bar doesn't usually fill up with attack. If I'm not at melee range then I can just cycle for a defense.
+on topic of this bot, no one is dumb enough to walk directly up to someone unknown, and there are like 3 viable striking defenses (Quick Dodge, Feigned Dodge, and Artful Evasion) you can stack that will deny that chop of yours once reach them and will take a long-ass time to get through.
Even still I agree combat is broked for other reasons, but spamming striking is easily avoided by understanding wtf you're doing.
I do say you're correct in the matter that more pro players will beable to defend. but we are looking to exploit this program in a upcoming fight when aggroing multp people.