Author Topic: Virindi Tank plugin now available: a combat macro designed for ACM players
Virindi-Inquisitor  5980 posts
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7970_AC: Virindi Inquisitor
Date Posted: 3/9/08 9:52am Subject: Virindi Tank plugin now available: a combat macro designed for ACM players
Available at: http://www.virindi.net/plugins/

Approximately two years ago, I decided to take on the challenge of writing a new combat macro from scratch. The goal was to create something that could make up for a couple problems I had when using either ElTank or LifeTank for attended play. ElTank seemed a bit more suitable for the task, but when it was shut down and we were stuck with only a single option I decided this would be a bad situation for AC in the long run. LifeTank was designed with the UCMer in mind, and though various authors have attempted to make it less useful for that purpose, the core design philosophy still remains.

Virindi Tank is designed for the ACM player who would like a macro to relieve the tedium of AC play.

As a combat macro designed around the ACM concept, Virindi Tank does not currently do and will not ever do any of the following:
-Tell/Admin alarms
-Unfriendly player detection alarms
-Automatic fellowship recruiting
-Log out on death, low comps, etc
-Any other alert designed to assist players who are not paying attention to their character

Furthermore, Virindi Tank is designed to be as simple and light on system resources as possible for a combat macro plugin. To that effect, it is designed to only do things that are core to the operation of the macro itself. This means that it does not have any HUDs, filtering options, or other user interface modifications. It is a combat macro, not an all-in-one plugin. If you like HUDs, I suggest you also run Alinco or another similar plugin.

All that being said, I have and will continue to work heavily on implementing core features that improve the macro itself. Currently, it has the following features:
-Supports mage, melee, or archer
-Optionally uses healing kits, potions, and health/stam foods if added to food panel
-Supports combat via Martyr attack spells, including Curse of Raven Fury
-Allows selection of a different attack mode/weapon for each specified monster, ie. one monster may be attacked with a bow while another may be attacked with Martyr spells or war magic
-Switches weapons automatically to the weapon you have specified for the current target
-Contains an automatically updated best damage type database which allows it to choose the best attack and appropriate rend weapon, selected by setting targets to 'auto' for damagetype or weapon
-Buffs any number of wands, weapons, and shields
-Optionally uses dispel gems/potions and/or casts dispel life self when vulned
-Has a sophisticated navigation system that allows linear and circular routes, following players, the ability to run towards a monster before attacking, and the ability to include portal use and recalling in routes
-Optionally stacks items and/or crams them into side packs
-Target lock option causes the macro to attack the selected target, unless it is out of range or higher priority monsters exist
-DHS integration is optional and allows remapping of default macro hotkeys
-Automatically rebuffs buff spells when they are dispelled
-Can automatically use food/gem buff items, such as beers and Asheron's Benediction

The downside is that Virindi Tank is still very much a work in progress, and, like any good program, there are still things I would like to add and/or fix. Because of that, I am calling it "beta". However, that does not in any way mean I am not interested in making sure everything works perfectly; it merely means that some problems may exist. Currently, the most obvious thing that is unavailable is a user-friendly loot rule editor. Looting does exist now, and it works great, but it is more complicated than I hope it will be eventually. If you're technically minded you'll probably love it, but a better system is in the works.

Finally, I'd like everyone to know that, while I've spent a perhaps insane amount of time working on Virindi Tank, I am certainly always open to suggestions and constructive criticism.

And one reminder: please read the license agreement included in the installer. For reference, a copy is available here: (http://www.virindi.net/plugins/vtlicense.rtf). Note that use of this plugin in UCM is a violation of the license agreement, as is installation alongside plugins which prohibit installation on a system containing combat macros (such as Gouru's It! plugins). Any questions related to these situations will be ignored.

 

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AnnaElyse  539 posts
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Date Posted: 3/9/08 9:59am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
wow, very cool Virindi! happy

~ Anna

 

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Saloben_ign  1695 posts
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Date Posted: 3/9/08 10:05am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
very nice, i'll check it out tomorrow.

 

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Crelic_MT  8508 posts
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Date Posted: 3/9/08 10:29am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players - Date Edited: 3/9/08 10:30am (1 edits total) Edited By: Crelic_MT
applause

Very nice. Wish I still had a sub to AC, I'd love to try this out.

C

edit: Written in C# too! I'm impressed! Now I really want a sub to check it out wink

 

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Embalmer_MT  3136 posts
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Date Posted: 3/9/08 10:50am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
Awesome thanks much!!Works very well

 

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immortalbob  11523 posts
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Date Posted: 3/9/08 12:17pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players - Date Edited: 3/9/08 12:18pm (1 edits total) Edited By: immortalbob
One addition i would like to see is mana stone/mana tank usage

IE:
Loots up to x number of major mana stones
Loots up to x number of mana tanks(items with minimum x of mana to drain/also < x bu)
Uses unfilled stones on Mana tanks


So i would like to have atleast 5 mana stones in my inventory, and 5 mana tanks with 2000+ mana in them weighing less then 150bu. And it would keep the stones charged/use them when necessary.


Edit: Also in the loot system, it would be nice to see better rules for looting things like covenant armor. Like minimum amount of banes, or only meleed wield, etc.

 

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Virindi-Inquisitor  5980 posts
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Date Posted: 3/9/08 12:23pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
>> One addition i would like to see is mana stone/mana tank usage

That's already in the works happy

 

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immortalbob  11523 posts
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Date Posted: 3/9/08 12:27pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
oh! also secondary weapon types...

Axes do 27.8-46 max
Hammers do 25.4-43 max

with a blanket axe rule, i will either loot no max hammers, or a buncha 43 damage crappy axes.

It also applies to mace i think Jitte's are 1 less damage.

 

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Virindi-Inquisitor  5980 posts
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Date Posted: 3/9/08 12:32pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
Yeah, the loot system is pretty rough now. I actually wrote a stupid little tutorial for it awhile ago when the plugin was called uTank...if you're interested. I do plan to make a much simpler editor at some point for people who don't like messing with internals.

http://www.virindi.net/plugins/junk/ut2loottutorial/

I also have a temporary page listing all the monsters I have encountered and their current setting for damage type priorities...if you notice it using an element that is not best, let me know.

http://auth.virindi.net/plugins/gamedb/list.php

 

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bartzHG  705 posts
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Date Posted: 3/9/08 1:44pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
thank you for your work applause

 

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Ashake  2205 posts
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Date Posted: 3/9/08 9:24pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players - Date Edited: 3/9/08 10:47pm (1 edits total) Edited By: Ashake
After some initial snafus, got this plugin working like a charm ... I REALLY like the small profile for resources. I'm running it alongside Alinco for ID of items, and AgentZ for HUDs (I prefer AgentZ's huds to Alinco's).

One question I have ... I left game, and returned later to continue testing. I had approx 1.5 hours left on buffs (I'd used it to force the rebuff on creature/item/life at first use). When I started the macro, it rebuffed item only. Is this by design? When timers got down to five minutes remaining on buffs, it promptly kicked in and started rebuffing.

I set the program to vuln/war on Ninjas, and called out a wand change to my acid rend. I really like that it vulned BOTH ninjas prior to swapping out the caster. Swapping back to the bludg rend was done smoothly.

I noted on relog that it did a "sweep" of my pack, and put a couple wands back into the item list that I had previously removed. Is this controlled by a save of the profile, or just the way you've designed this to work?

All in all, I really like this plugin! It is a VERY viable alternative to LT, especially considering that it is much more resource friendly ... many do not have the latest/greatest systems out there, and this is a definite plus for them! I've recommended it to my allegiance members as well happy I'm looking forward to seeing what you add in the future happy Thank you!!

Edit: I just tried this out on my archer, and it generated a couple more questions. I will note first, I was outside just giving it a whirl during this ...

When I got in range for a "bludgeon" target, it wielded the proper bow, but not arrows - I had to manually wield those. A bit later, I ran across a "pierce" target, again it wielded the proper bow, but not the arrows. I will note here - I prefer the barbed deadly pierce heads to the AP - would this cause an issue with the plugin? When I again acquired a "bludgeon" target, it again wielded the proper bow, and not arrows. Could this be because I was outside, and weapon changes in this fashion were not intended? I will also mention that I RARELY use a plugin of this type for any type of melee/missile character, I was just curious how it handled this discipline. Others, however, may need this information. Also, if you run out of arrows, do you need to manually make them? Or does the plugin recognize it is missing a vital component and make them?

 

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Tao_Roo_Chingon_II  1618 posts
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Date Posted: 3/10/08 12:30am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
Awesome!! I love it grin

 

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Lockecd  83 posts
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Date Posted: 3/10/08 1:13am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
very nice program

Thank You for your work was much needed applause

 

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Crelic_MT  8508 posts
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Date Posted: 3/10/08 3:35am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
Ashake posted:
One question I have ... I left game, and returned later to continue testing. I had approx 1.5 hours left on buffs (I'd used it to force the rebuff on creature/item/life at first use). When I started the macro, it rebuffed item only. Is this by design? When timers got down to five minutes remaining on buffs, it promptly kicked in and started rebuffing.

I'd say that is a feature, and a great one to boot. We played around trying to do that in LT, but always had a hard time gathering the timer data to calculate everything.

C

 

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Virindi-Inquisitor  5980 posts
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Date Posted: 3/10/08 9:02am Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players - Date Edited: 3/10/08 9:56am (3 edits total) Edited By: Virindi-Inquisitor
>> One question I have ... I left game, and returned later to continue testing. I had approx 1.5 hours left on buffs (I'd used it to force the rebuff on creature/item/life at first use). When I started the macro, it rebuffed item only. Is this by design? When timers got down to five minutes remaining on buffs, it promptly kicked in and started rebuffing.

This is how it is supposed to work. Since as far as I can tell there's no way to know how long item buffs have left on them, it always recasts them when you relog so it can be sure they don't drop. The same is of course not true of normal buffs so it only casts those when you need them. If you want the whole thing rebuffed at the start, hit force buff. happy

>> I noted on relog that it did a "sweep" of my pack, and put a couple wands back into the item list that I had previously removed. Is this controlled by a save of the profile, or just the way you've designed this to work?

This should only happen if you have the profile set to 'Default'. 'Default' is not actually a profile; instead when it is selected it always loads the default settings, which includes adding all of your items to the list. If it's re-adding items when your profile is set to something else, let me know.

However, if you are running vista it is probably unable to save your profiles because I have the default profile path set to the install directory... Yeah, I should fix that. In the meantime you could always change HKEY_LOCAL_MACHINE\SOFTWARE\Decal\Plugins\{642F1F48-16BE-48BF-B1D4-286652C4533E}\ProfilePath in your registry to point to a different folder if you are running Vista...just be sure you put a \ at the end of the directory, like "c:\blah\".

>> When I got in range for a "bludgeon" target, it wielded the proper bow, but not arrows - I had to manually wield those.

The plugin should craft arrows and wield them. I've never used barbed arrowheads...I've never even seen them, so I didn't add them to the list of things it uses. Right now it should fletch arrowheads, greater arrowheads, and deadly arrowheads as well as bundles of each, for AP, FC, Blunt, and the elements. Exactly what bludgeon arrowheads did you have in your pack, and what shafts? Ideally it should be able to handle whatever you have.

Oh, and outside/inside should make no difference.

Edit: Ather thing I neglected to mention that would potentially make it not fletch your arrows: your fletching skill. Your buffed fletching skill must be at least 10 + the difficulty Maggie lists here for the arrowhead type: http://www.thejackcat.com/AC/Hobbies/Arrows.htm

Edit: Oh, yeah, haha, you have to have chance of success dialog off if you want it to fletch automatically, but you probably would have noticed it pop up if you had it on.

 

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Try the Virindi Decal Plugin Updater for a comprehensive list of available plugins for Decal, or go to http://www.virindi.net/vstats/otherplugins.php
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Striderlongshanks  5703 posts
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Date Posted: 3/10/08 12:18pm Subject: RE: Virindi Tank plugin now available: a combat macro designed for ACM players
Great plugin thank you. Seems to run very smoothly cept for one lil hitch (you knew that was coming lol) that happened one time.

I had a fellow of 3 going and we was happily hunting in VoD. I was imping and vulning the critters and healing when needed my 2 hunting partners. Everything was going along fine til one had to leave to summon a portal for someone off another town. When she came back I put her back in fellow and VT would no longer heal her. It healed the other one that was hunting with us but not her. No heals nor stamina, even let her get down to like 10% health one time and nada. Had her leave the fellow and recruited her again still nada. Then had her log out and back in, after that it went back to healing fine.

Only happened once so maybe was just a oddball glitch, just thought I mention it.

Like I said very nice plugin, for sure I will be using/testing it alot more in next few days. happy


Strider

 

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