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  1. Warning! This feature is still in beta state and may have bugs! NOT RECOMMENDED for beginner MyBot.run users. Only experienced users with significant bot knowledge should attempt to create new scripts. We have not tested every possible attack, only the ones that are included. Others are not guaranteed to work. If you find a bug or an error, set $debugattackcsv to 1 in MBR Global Variables and post the log found in Profiles\01\Logs\debugAttackCSV.log. Posting a bug without this info will get your post deleted. In future releases, there may be changes and/or additions to CSV capabiities. Mod developers: if you make a mod based on this feature, it will very likely be broken when the new features are added. Please be sure to add the date and bot version supported in NOTES section to any attack scripts posted in forums! You can now make your own custom attack plans without editing any source code! All you need to do is make a simple text file with .csv extension. Where are CSV attack script files stored? These scripted attack plans are located in the bot folder under the \CSV\Attack folder. You can add/edit these files with any text editor (notepad works, but we recommend NotePad++). Bot will automatically update the GUI ATTACK Deploy box with your available CSV attack plans when it starts (must select scripted attack). Can also manually refresh the attack plan list with green "reload" button. How do I use CSV attack script file? How to make custom attack csv files View an attack made with this feature below 1. NOTE At the beginning of each file, you should have some notes that tell the bot what to display when your attack file is selected, like the author, date, and a brief description of your attack. This code: NOTE |Author: Sardo - ver. 1.0 - 07.01.2016 NOTE | NOTE |Attack: Gi-Barch, 3 sides, Dark Elixir Attack. NOTE |Make these Troops: 8-10 Giants, Barb 40%, Arch 60%, Minions optional NOTE |Will drop Barb, Arch, All Heroes, CC and use Rage spell if enabled from GUI will produce this when selected: 2. SIDE The next step is telling the bot which side to attack from. This is done with this command: |EXTR. GOLD |EXTR.ELIXIR|EXTR. DARK |DEPO. GOLD |DEPO.ELIXIR|DEPO. DARK |TOWNHALL |FORCED SIDE| SIDE | | | | | | | | | You can tell the bot to only attack from one side by adding one of these under FORCED SIDE: RANDOM TOP-LEFT TOP-RIGHT BOTTOM-LEFT BOTTOM-RIGHT You can also tell the bot to attack on the side of a certain building/buildings by putting a number underneath one of the building names. Each building's number is its how much ONE of these buildings is worth. For example, if you put 5 under EXTR. GOLD, then each gold collector is worth 5 points. The bot finds which side the building is on and adds 5 points to that side. When all buildings have been detected, then the side with the most points is the side the bot will attack from. |EXTR. GOLD |EXTR.ELIXIR|EXTR. DARK |DEPO. GOLD |DEPO.ELIXIR|DEPO. DARK |TOWNHALL |FORCED SIDE| SIDE |1 |1 |3 |0 |0 |1 | | | In this example, dark drills are worth 3 points while gold/elixir pumps and the DE storage are worth 1 point. This means that, if one side of the base has 1 dark storage and one gold collector and another side has one dark drill, then the bot will attack on the side of the dark drill because that side has 3 points(1 DE drill = 3 points) and the other has 2(1 DE storage = 1 point and 1 gold collector = 1 point). There is also SIDEB command that allows adding defense buildings are targets. At present time, only defense building that can have points added to determine attack side scoring is the Eagle Artillery. |EAGLE |INFERNO |XBOW |WIZTOWER |MORTAR |AIRDEFENSE |GEMBOX |GEMBOX | SIDEB |0 |0 |0 |0 |0 |0 | | | The above example will add 20 points to side of eagle artillery is detected. Sorry, the GEMBOX can not be attacked. These are place holders for more defense buildings to be added in future. Update: V7.2+ includes additional building targets for side weigh calculation: INFERNO, XBOW, WIZTOWER, MORTAR, AIRDEFENSE 3. MAKE The next command involves calculating the troop drop points. Remember, this does not deploy troops. It simply calculates troop drop positions. These positions will be used later. You use the MAKE command like this: |VECTOR_____|SIDE_______|DROP_POINTS|ADDTILES___|VERSUS_____|RANDOMX_PX_|RANDOMY_PX_|BUILDING___| MAKE |A |FRONT-LEFT |10 |1 |INT-EXT |0 |5 | | You can use this image to help you visualize the following instructions: VECTOR is the name of the drop calculation. One VECTOR is basically a list of where troops can be dropped. You can have multiple vectors, up to one for each letter of the alphabet. If you need more than 26 vectors, you can reuse them. You can MAKE a vector with same letter more than once, and the DROP commands after that MAKE will use new locations. SIDE tells the bot which side to attack from. It uses the main side made by the SIDE command to determine which side is which. In the images below, you will see which main side was calculated by the SIDE command, and where the troops would be dropped if you put a different side in the MAKE command. DROP_POINTS is how many different places troops should be dropped. If it is 1, then all troops will be dropped on one spot. If it is 2, troops will be dropped on two spots. As you can see in the image, each of the 8 sections has 10 numbered drop points(circles). These are where your troops will be dropped. ADDTILES is the distance from the red line. In the picture, the red circles are the drop points with a ADDTILES of 1. The green circles have an ADDTILES of 2. If you want to drop spells inside the base, then you will have to make a vector with a negative number for ADDTILES. VERSUS is the direction of troop drop. INT-EXT means that the bot will start dropping troops from the middle of the edges to the corners of the map. EXT-INT means that troops will be dropped from the corners of the map to the middle of the map. RANDOMX_PX and RANDOMY_PX are the amount of randomness to use when dropping. If you have a randomx of 2 and a randomy of 3, then the bot will drop each troop between [droppointX-2, droppointY-3] and [droppointX+2, droppointY+3]. A higher randomness amount may make the bot look more humanlike, but there is a higher chance of accidentally dropping into the red area. UPDATE: v7.2+ capability - DROP on BUILDING BUILDING gives ability for vector to be created that targets buildings. There are two types of drop on building vectors that can be created. When DROP_POINTS = 1; the vector created is on location of building found via image search. When DROP_POINTS = 5; will create five (5) DROP locations that are near red line, at shortest distance to building specified on side of attack. If no target buildings are found on side of attack, building location will be randomly picked, usually on top half of base if more than one exists. With building target MAKE vectors; VERSUS, and RANDOM x,y values will be ignored. VERSUS needs to have valid entry in field: "EXT-INT", "INT-EXT", or "IGNORE". RANDOM can be empty and is ignored as the image find will create variability between attacks and we do not need to add more. ADDTILES is also ignored when using NEAR BUILDING target, but can be used with drop on building to move spells towards/away from attack troops coming to help them reach the building. Available BUILDINGS to target are: TOWNHALL, EAGLE, INFERNO, XBOW, WIZTOWER, MORTAR, AIRDEFENSE Here is summary for MAKE BUILDING: MAKE |VECTOR_____|SIDE_______|DROP_POINTS|ADDTILES___|VERSUS_____|RANDOMX_PX_|RANDOMY_PX_|BUILDING___| |A |FRONT-LEFT | 1 or 5 |same=1 NA=5|IGNORE | | |nameofBldg | UPDATE: v7.7+ capability - DROP on WALL gives ability for vector to be created that targets walls in the given sector. There are two types of wall vectors that can be created. When BUILDING = EX-WALL; the vector created is on most outer wall in the sector found via image search. When BUILDING = IN-WALL; the vector created is on second most outer wall in the sector found via image search. With building target MAKE vectors; VERSUS, and RANDOM x,y values will be ignored. VERSUS needs to have valid entry in field: "EXT-INT", "INT-EXT", or "IGNORE". RANDOM can be empty and is ignored as the image find will create variability between attacks and we do not need to add more. ADDTILES is used with drop on wall to move spells towards/away from map edge. Here is summary for MAKE WALL: |VECTOR_____|SIDE_______|DROP_POINTS|ADDTILES___|VERSUS_____|RANDOMX_PX_|RANDOMY_PX_|BUILDING MAKE |L |FRONT-RIGHT|1 |-1 |IGNORE | | |EX-WALL MAKE |V |FRONT-RIGHT|1 |-1 |IGNORE | | |IN-WALL 4. DROP Drop commands actually drop troops. It uses the vectors you created in step 3 to determine where to drop the troops. |VECTOR_____|INDEX______|QTY_X_VECT_|TROOPNAME__|DELAY_DROP_|DELAYCHANGE|SLEEPAFTER_|___________| DROP |A-B |2 |1 |giant |0 |0 |800-1200 | | VECTOR: use one of the vector letters you have created with a MAKE command here. Note that you can drop on multiple vectors at the same time by separating the vector numbers with a "-". In the example above, the DROP command would drop troops on vectors A and B at the same time. INDEX: Which "drop points" to use. If you created 10 drop points with the MAKE command and put 5-10 in the INDEX column, then the bot will only drop troops on points 5 through 10. QTY_X_VECT: How many troops to drop. If you specify a range here, the bot will choose a random value between the two numbers you set. The number of troops that will be dropped at each point will be QTY_X_VECT/# of INDEX values. TROOPNAME: Which troop to drop in this wave. Here is how to figure out the name of the troop: For elixir and dark elixir troops, the word to put under TROOPNAME is the first four letters of the full troop name(exception: if you want to deploy giants, put giant under TROOPNAME) eg. Dragon -> drag, Lava Hound -> lava, Giant -> giant For spells, put the first letter of the spell name, then the word "SPELL"(exception: for haste spell, put HaSpell because heal spell is HSpell) eg. Lightning Spell -> LSpell, Heal Spell -> HSpell, Poison Spell -> PSpell There are a few special units: Barbarian King, Archer Queen, Warden -> King, Queen, Warden Clan Castle -> Castle DELAY_DROP: If dropping multiple troops on the same spot, how long to wait between each troop.(in ms) DELAYCHANGE: If dropping troops on multiple spots, how long to wait after dropping on each spot. For this, SLEEPAFTER, and DELAY_DROP, you can specify a range so the bot's speed is random. SLEEPAFTER: How long to wait after dropping the wave before moving on to the next instruction. UPDATE: v7.2+ capability Drop on BUILDING target vectors use DROP fields almost same. Key difference is limit on acceptable values for INDEX field. These can be ONLY "1" for drop on building, OR a range with values from 1-5 for drop near BUILDING. These can be a list of comma separated numbers like: 1,3,5 using values 5 or less, or partial range like 2-4. Example DROP line |VECTOR_____|INDEX______|QTY_X_VECT_|TROOPNAME__|DELAY_DROP_|DELAYCHANGE|SLEEPAFTER_|___________| DROP |Same |Any < 5 | Same | Same | Same | Same | Same | | . 5. WAIT Wait is a very simple instruction, works like this: WAIT |100-300 | | | | | | | | This tells the bot to wait between 100 and 300 ms. During this time, the bot will also check for some certain end battle conditions if you have them enabled(certain amount of stars reached/0 resources left). UPDATE: v7.7.3+ capability Can now have conditions set, when to break the wait early, TH, SIEGE and TH+SIEGE When INDEX = TH; breaks early, when enemy townhall is destroyed When INDEX = SIEGE; breaks early, when siegemaschine got destroyed and releases troops When INDEX = TH+SIEGE; breaks early, when both townhall AND siegemaschine got destroyed When INDEX = TH,SIEGE; breaks early, when townhall OR siegemaschine got destroyed when no siegemaschine is deployed before the conditional wait When INDEX = SIEGE; returns immediately When INDEX = TH+SIEGE; demotes to TH, so only waits for TH destruction UPDATE: v7.7.5+ capability Can now have additional conditions 50%, AQ, BK, GW as well as AQ+BK or BK+AQ When INDEX = 50%; breaks early, when 50% damage reached When INDEX = AQ; breaks early, when Archer Queen gets activated When INDEX = BK; breaks early, when Barbarian King gets activated When INDEX = GW; breaks early, when Grand Warden gets activated When INDEX = AQ+BK; breaks early, when both Queen AND King got activated is demoted to INDEX = AQ, when only Queen was deployed is demoted to INDEX = BK, when only King was deployed as before, you can combine different conditions comma separated If conditions are set, but none fits, WAIT will return immediately, like for instance, when INDEX = AQ, but Queen is not yet dropped, or already activated WAIT |60000 |TH,SIEGE | | | | | | | WAIT |60000 |TH+SIEGE | | | | | | | Example to trigger both Queen and King at the same time: WAIT |60000 |AQ,BK | | | | | | | DROP |A |1 |1 |queen |0 |0 |0 | | DROP |A |1 |1 |king |0 |0 |0 | | 6. RECALC This command will make the bot check the number of remaining troops. Keep in mind that this is one of the slowest functions, which can take up to 10 seconds to complete on slower PCs. Try not to use it too much. RECALC| | | | | | | | | 7. Debug scripted attacks There are several debug variables located in the Global Variables.au3 file that can be enabled to help with testing and debug of CSV files. Global $g_iDebugSetlog = 0, $g_iDebugOcr = 0, $g_iDebugImageSave = 0, $g_iDebugBuildingPos = 1, $g_iDebugSetlogTrain = 0, $g_iDebugDisableZoomout = 0, $g_iDebugDisableVillageCentering = 0 . Global $g_iDebugAttackCSV = 1, $g_iDebugMakeIMGCSV = 1 ;attackcsv debug When you enable the AttackCSV variables, code provides more detailed log information during CSV attack, PLUS a separate log file showing how every line in CSV file was processed. The MakeIMGCSV will save in profile, both a clean image of base being attacked, and a mapped image. The mapped image shows the red line points, drop points, and building locations required from attack plan file. If you enable the BuildingPos variable, you will also see log information of building positions found during search, before CSV executes (If building is known from search filter, it is not detected again in CSV) 8. Sharing your attack plans! Once you have made and perfected your attack, please share it here: https://mybot.run/forums/index.php?/forum/76-csv-attack-files/ You will also find sub-forums in same location for support and discussion if you need help creating attack plans. Thanks for supporting your community!
  2. CSV MAKER - FOR PEOPLE WHO DOESNT KNOW ANYTHING Hi everyone.. I want to share you one program that made for people who does not know anythin about csv writing. This program will choose your attack side, will set your training setting, GUI Notes, and drop points for all type fight. there is a guide for the program you can share your all opinion and bugs.. Enjoy.. -----v1.0----- **Base Version -----v1.1----- **Castle Added. Some Minor Bugs fixed -----v1.2----- **Random X and Y pixel for Spell Vector added. -----v1.3----- **Royal Champion Added **Yeti Added **Siege Barrack Added **TH13 Training Added **Royale Champion Option Added to WAIT function **Language and Gui bugs FIXED **Scatter Shot is Added for Side Function and Drop Function on Buildings -----v1.4----- **UNDO Bug is FIXED -----v1.4.1----- **Sleep and Wait Time Bugs are FIXED. **Loading image is added with program name and version -----v1.5----- **Fixed Spell Numbers **Version History added to MAIN GUI **Discription added to Drop Functions in CSV File -----v.1.7----- **Program insert to MYBot **Gui improved (Train Gui) **Wideness INDEX added! -Random DROP Indexes in battle. **Request CC added -----v.1.8----- **Randomise Logic Problem FIXED -----v.1.9----- **Shuffle Troops in Group (soon) DOWLOAD LINK : https://github.com/ratakantez/7.8.2CSVMaker2020/archive/CSVMaker_2020_MyBot7.8.2.zip Github: https://github.com/ratakantez/7.8.2CSVMaker2020 DOWNLOAD TURKISH LINK : I will translate as soon as possible
  3. HOW TO USE CSV MAKER I made a program that will help people who want to do easier about making csv. This is small guide for program. I made a small guide and lets see what program have. WHAT IS CSV MAKER/WHAT IS CSV HOW CODER/DEVELOPER/MODDER OR SOMEONE CAN ADD TO OFFICIAL OR MOD VERSION OF MYBOT? WHY DID CSV MAKER RELASE DATE IS TOO LATE?? WHAT IS ATTACK SIDE IN TOOL MENU? WHY ARE WE START CODING WITH BOTTOM RIGHT IN TOOL? SHOULD WE USE NOTE TEXT OR WHAT IS IT?? WHAT IS TRAIN SETTING? WHAT SHOULD I DO AFTER PUSHING SAVE TRAIN BUTTON? AFTER START BUTTON WHAT SHOULD I DO? WHAT IS DROP AND HOW TO USE IT? WHAT IS WIDENESS? HOW TO USE IT? AND A LITLE EXPERIMENT WHEN SUFFLE OPTION WILL BE AVALIABLE? WHAT IS IT? Video will have English and Turkish Subtiltle ( I starts translating)... You can add SubTitle of your language if you want.. It is open. CHOOSING ATTACK SIDE Here you will give points to building(s) to decide your attack side. Bot slice village 8 pieces and find buildings that you give points in each piece. After this, bot calculate total points in each piece and side which has higest point will be your main side. In program, Assume that your main side is Main Side which will be showed with red arrow. Or if you want to decide your side without giving number you can choose a specific side by choosing one of them. Bot will not use Image Recognise to find your Main Side. Main side will be your choosing side. TRAIN SETTINGS If you know what troops you will use, you can set your training setting for bot. This is not a preparing for drop point in your attack. This will only set your train setting on bot if you click apply button. Remember apply button is at Mybot>>Attack Plan>> Dead/Active Base >> Attack >> Scripted Attack Usefull for newbie user to set train setting. Plus, If you choose 1 for hero bot will activate when their health is red if you choose 2 bot will activate hero after xxx sec. You can set time. if you choose 3 bot wait for both red health and time. NOTES, FILE NAME, STARTING Here if you add Notes, your notes will be showed at Script Page And You can wirte a specific name for your file. (Bot will create with NoName__ if you dont write anythin other.) NOW YOU ARE READY TO START!! Some Extra Tips : In Attack Side Option, Give points more than one building. Because bot can have problem to detect building that you give points. Some times Heros or other objects can be problem to detect. While you are adding drop points, Use Sleep option. Program automatically choose 100-120 ms for troops, 50-70 ms for spell. But if you choose sleep option each troops will be wait after droping differently. This make your csv look like human. If you want to activated your Hero even if it has more health, add it two times. First for dropping, second for activating. If you want to breake your Siege, you can add it two times too. First is for dropping. Second is for breaking. Spell circle radius is 1 and half blue drop point button approximatelly. if you click a blue drop point, you can set next spell from this size. Try not to drop corners. (Side Number = 10 )Because these drop point can be out of edge because of some other buttons in game. Especially left and bottom cornor. Rest is your logic and fun. I hope you enjoy. Have a good days. v 1.2 with RandomX_X and RANDOMY_X RANDOM X and RANDOM Y are the amount of randomness to use when dropping. For Example If you have a randomX of 5 and a randomY of 4, then the bot will drop each troop between [droppointX-5, droppointY-4] and [droppointX+5, droppointY+4]. A higher randomness amount may make the bot look more humanlike This both pictures has same drop point and first one has 5 randomness second one has 10 randomness. but this is only for spell for now.. Assume that each 12-15 pixel has 1 addtile approximetaly
  4. En esta ocasion, les comparto una traduccion al español de la GUIA creada por @zengzeng, para que se animen a incursionar en el mundo de la creacion de ataques CSV ¡Advertencia! ¡Esta característica aún está en estado beta y puede tener errores! NO SE RECOMIENDA para usuarios principiantes de MyBot.run. Solo los usuarios experimentados con conocimientos significativos de bots deben intentar crear nuevos scripts. No hemos probado todos los ataques posibles, solo los que están incluidos. Otros no están garantizados para trabajar. Si encuentra un error o un error, configure $ debugattackcsv en 1 en MBR Global Variables y publique el registro que se encuentra en Profiles \ 01 \ Logs \ debugAttackCSV.log . Si publicas un error sin esta información, se eliminará tu publicación. En futuras versiones, puede haber cambios y / o adiciones a las capacidades de CSV. Desarrolladores de mod: si creas un mod basado en esta característica, es muy probable que se rompa cuando se agreguen las nuevas características. ¡Asegúrese de agregar la fecha y la versión del bot admitidas en la sección NOTAS a cualquier script de ataque publicado en los foros! ¿Dónde se almacenan los archivos de script de ataque CSV? Estos planes de ataque con guión se encuentran en la carpeta del bot bajo la carpeta \ CSV \ Attack. Puede agregar / editar estos archivos con cualquier editor de texto (el bloc de notas funciona, pero recomendamos NotePad ++). Bot actualizará automáticamente el cuadro de Despliegue GUI ATTACK con sus planes de ataque CSV disponibles cuando se inicie (debe seleccionar el ataque con script). También puede actualizar manualmente la lista del plan de ataque con el botón verde "recargar". ¿Cómo uso el archivo de script de ataque CSV? Como hacer archivos csv de ataque personalizados. 1. NOTA Al comienzo de cada archivo, debe tener algunas notas que le indiquen al bot qué mostrar cuando se selecciona el archivo de ataque, como el autor, la fecha y una breve descripción de su ataque. Este codigo NOTE |Author: Sardo - ver. 1.0 - 07.01.2016 NOTE | NOTE |Attack: Gi-Barch, 3 sides, Dark Elixir Attack. NOTE |Make these Troops: 8-10 Giants, Barb 40%, Arch 60%, Minions optional NOTE |Will drop Barb, Arch, All Heroes, CC and use Rage spell if enabled from GUI producirá esto cuando se selecciona: 2. SIDE (Lado) El siguiente paso es decirle al bot de qué lado atacar. Esto se hace con este comando: |EXTR. GOLD |EXTR.ELIXIR|EXTR. DARK |DEPO. GOLD |DEPO.ELIXIR|DEPO. DARK |TOWNHALL |FORCED SIDE| SIDE | | | | | | | | | Puedes decirle al bot que solo ataque desde un lado agregando uno de estos en el LADO FORZADO: RANDOM TOP-LEFT TOP-RIGHT BOTTOM-LEFT BOTTOM-RIGHT También puedes decirle al robot que ataque por el costado de un determinado edificio / edificios poniendo un número debajo de uno de los nombres del edificio. El número de cada edificio es el valor de UNO de estos edificios. Por ejemplo, si pones 5 debajo de EXTR. ORO, entonces cada coleccionista de oro vale 5 puntos. El bot encuentra en qué lado está el edificio y agrega 5 puntos a ese lado. Cuando todos los edificios han sido detectados, entonces el lado con más puntos es el lado desde el que atacará el bot. |EXTR. GOLD |EXTR.ELIXIR|EXTR. DARK |DEPO. GOLD |DEPO.ELIXIR|DEPO. DARK |TOWNHALL |FORCED SIDE| SIDE |1 |1 |3 |0 |0 |1 | | | En este ejemplo, los simulacros oscuros valen 3 puntos, mientras que las bombas de oro / elixir y el almacenamiento en DE valen 1 punto. Esto significa que, si un lado de la base tiene 1 almacenamiento oscuro y un recolector de oro y el otro lado tiene un taladro oscuro, el bot atacará en el lado del taladro oscuro porque ese lado tiene 3 puntos (1 DE simulacro = 3 puntos) y el otro tiene 2 (1 almacenamiento de DE = 1 punto y 1 recolector de oro = 1 punto). También existe el comando SIDEB que permite agregar edificios de defensa a los objetivos. En la actualidad, solo la construcción de defensa que puede tener puntos agregados para determinar la puntuación del lado del ataque es la Artillería Eagle. |EAGLE |INFERNO |XBOW |WIZTOWER |MORTAR |AIRDEFENSE |GEMBOX |GEMBOX | SIDEB |0 |0 |0 |0 |0 |0 | | | El ejemplo anterior agregará 20 puntos al lado de la artillería del águila que se detecte. Lo sentimos, el GEMBOX no puede ser atacado. Estos son marcadores de posición para que se agreguen más edificios de defensa en el futuro. Actualización: V7.2 + incluye objetivos de construcción adicionales para el cálculo de pesaje lateral: INFERNO, XBOW, WIZTOWER, MORTAR, AIRDEFENSE 3. MAKE (Hacer) El siguiente comando implica calcular los puntos de caída de la tropa. Recuerda, esto no despliega tropas. Simplemente calcula las posiciones de caída de tropas. Estas posiciones serán utilizadas más adelante. Usas el comando MAKE así: |VECTOR_____|SIDE_______|DROP_POINTS|ADDTILES___|VERSUS_____|RANDOMX_PX_|RANDOMY_PX_|BUILDING___| MAKE |A |FRONT-LEFT |10 |1 |INT-EXT |0 |5 | | Puedes usar esta imagen para ayudarte a visualizar las siguientes instrucciones: VECTOR es el nombre del cálculo de caída. Un VECTOR es básicamente una lista de donde se pueden soltar las tropas. Puede tener varios vectores, hasta uno para cada letra del alfabeto. Si necesita más de 26 vectores, puede reutilizarlos. Puedes HACER un vector con la misma letra más de una vez, y los comandos DROP después de eso MAKE usarán nuevas ubicaciones. SIDE le dice al bot de qué lado atacar. Utiliza el lado principal creado por el comando SIDE para determinar qué lado es cuál. En las imágenes a continuación, verá qué lado principal fue calculado por el comando SIDE y dónde se soltarían las tropas si coloca un lado diferente en el comando MAKE. DROP_POINTS es la cantidad de lugares donde se deben tirar las tropas. Si es 1, todas las tropas serán lanzadas en un lugar. Si es 2, las tropas serán lanzadas en dos puntos. Como puede ver en la imagen, cada una de las 8 secciones tiene 10 puntos de caída numerados (círculos). Aquí es donde caerán tus tropas. ADDTILES es la distancia desde la línea roja. En la imagen, los círculos rojos son los puntos de caída con un ADDTILES de 1. Los círculos verdes tienen un ADDTILES de 2. Si desea colocar hechizos dentro de la base, tendrá que hacer un vector con un número negativo para ADDTILES. . VERSUS es la dirección de la caída de tropas. INT-EXT significa que el bot comenzará a soltar tropas desde la mitad de los bordes hasta las esquinas del mapa. EXT-INT significa que las tropas se soltarán desde las esquinas del mapa hasta la mitad del mapa. RANDOMX_PX y RANDOMY_PX son la cantidad de aleatoriedad que se debe usar al soltar. Si tiene un randomx de 2 y un randomy de 3, entonces el bot caerá cada tropa entre [droppointX-2, droppointY-3] y [droppointX + 2, droppointY + 3]. Una mayor cantidad de aleatoriedad puede hacer que el bot se vea más humano, pero hay una mayor probabilidad de caer accidentalmente en el área roja. ACTUALIZACIÓN: v7.2 + capacidad - DROP en EDIFICIO EDIFICIO ofrece la posibilidad de crear vectores que se dirigen a edificios. Hay dos tipos de gota en los vectores de construcción que se pueden crear. Cuando DROP_POINTS = 1; el vector creado se encuentra en la ubicación del edificio encontrado a través de la búsqueda de imágenes. Cuando DROP_POINTS = 5; creará cinco (5) ubicaciones DROP que están cerca de la línea roja, a la distancia más corta a la construcción especificada en el lado del ataque. Si no se encuentran edificios objetivo en el lado del ataque, la ubicación del edificio se elegirá al azar, generalmente en la mitad superior de la base si existe más de uno. Con la construcción de vectores MAKE objetivo; VERSUS, y los valores RANDOM x, y serán ignorados. VERSUS necesita tener una entrada válida en el campo: "EXT-INT", "INT-EXT" o "IGNORE". RANDOM puede estar vacío y se ignora, ya que la búsqueda de imágenes creará variabilidad entre los ataques y no necesitamos agregar más. ADDTILES también se ignora cuando se usa el objetivo de NEAR BUILDING, pero se puede usar con drop on the building para mover los hechizos hacia / lejos de las tropas de ataque que vienen para ayudarlos a llegar al edificio. Los EDIFICIOS disponibles para apuntar son: AYUNTAMIENTO, ÁGUILA, INFERNO, XBOW, WIZTOWER, MORTAR, AIRDEFENSE Aquí está el resumen para MAKE BUILDING: MAKE |VECTOR_____|SIDE_______|DROP_POINTS|ADDTILES___|VERSUS_____|RANDOMX_PX_|RANDOMY_PX_|BUILDING___| |A |FRONT-LEFT | 1 or 5 |same=1 NA=5|IGNORE | | |nameofBldg | 4. DROP Los comandos de caída realmente sueltan tropas. Utiliza los vectores que creaste en el paso 3 para determinar dónde soltar las tropas. |VECTOR_____|INDEX______|QTY_X_VECT_|TROOPNAME__|DELAY_DROP_|DELAYCHANGE|SLEEPAFTER_|___________| DROP |AB |2 |1 |giant |0 |0 |800-1200 | | VECTOR: use una de las letras vectoriales que ha creado con un comando MAKE aquí. Tenga en cuenta que puede colocar varios vectores al mismo tiempo separando los números de los vectores con "-". En el ejemplo anterior, el comando DROP soltaría tropas en los vectores A y B al mismo tiempo. ÍNDICE: Qué "puntos de caída" utilizar. Si creó 10 puntos de caída con el comando MAKE y colocó 5-10 en la columna INDEX, entonces el bot solo soltará tropas en los puntos 5 a 10. QTY_X_VECT: Cuántas tropas debes soltar. Si especifica un rango aquí, el robot elegirá un valor aleatorio entre los dos números que establezca. La cantidad de tropas que se eliminarán en cada punto será QTY_X_VECT / # de valores INDEX. TROOPNAME: Qué tropa caer en esta ola. Aquí es cómo averiguar el nombre de la tropa: Para el elixir y las tropas de elixir oscuro, la palabra para poner bajo TROOPNAME son las primeras cuatro letras del nombre completo de la tropa (excepción: si desea desplegar gigantes, ponga gigante bajo TROOPNAME), por ejemplo. Dragón -> arrastre, Lava Hound -> lava, Gigante -> gigante Para los hechizos, ponga la primera letra del nombre del hechizo, luego la palabra "Hechizo" (excepción: para hechizo de celeridad, ponga HaSpell porque el hechizo de curación es Hechizo), por ejemplo. Lightning Spell -> LSpell, Heal Spell -> HSpell, Poison Spell -> PSpell Hay algunas unidades especiales: Rey bárbaro, Reina de Arquero, Guardián -> Rey, Reina, Castillo del clan Warden -> Castillo DELAY_DROP: Si sueltas varias tropas en el mismo lugar, cuánto tiempo esperar entre cada tropa (en ms) RETARDO DEL CAMBIO: si suelta tropas en varios puntos, cuánto tiempo esperar después de dejar caer en cada punto. Para esto, SLEEPAFTER, y DELAY_DROP, puedes especificar un rango para que la velocidad del bot sea aleatoria. SLEEPAFTER: cuánto tiempo esperar después de soltar la ola antes de pasar a la siguiente instrucción. ACTUALIZACIÓN: v7.2 + capacidad Suelte los vectores de destino de CONSTRUCCIÓN usando campos DROP casi iguales. La diferencia clave es el límite de los valores aceptables para el campo INDEX. Estos pueden ser SOLO "1" para la caída en la construcción, O un rango con valores de 1 a 5 para la caída cerca del EDIFICIO. Estos pueden ser una lista de números separados por comas como: 1,3,5 usando valores de 5 o menos, o rango parcial como 2-4. Ejemplo de línea DROP |VECTOR_____|INDEX______|QTY_X_VECT_|TROOPNAME__|DELAY_DROP_|DELAYCHANGE|SLEEPAFTER_|___________| DROP |Same |Any < 5 | Same | Same | Same | Same | Same | | . 5. WAIT (Esperar) Esperar es una instrucción muy simple, funciona así: WAIT |100-300 | | | | | | | | Esto le dice al bot que espere entre 100 y 300 ms. Durante este tiempo, el bot también verificará ciertas condiciones finales de batalla si las tienes habilitadas (cierta cantidad de estrellas alcanzadas / 0 recursos restantes). 6. RECALC Este comando hará que el bot compruebe el número de tropas restantes. Tenga en cuenta que esta es una de las funciones más lentas, que puede tardar hasta 10 segundos en completarse en PC más lentas. Trate de no usarlo demasiado. RECALC| | | | | | | | | 7. Depurar ataques con guión Hay varias variables de depuración ubicadas en el archivo Global Variables.au3 que pueden habilitarse para ayudar con las pruebas y la depuración de archivos CSV. Global $g_iDebugSetlog = 0, $g_iDebugOcr = 0, $g_iDebugImageSave = 0, $g_iDebugBuildingPos = 1, $g_iDebugSetlogTrain = 0, $g_iDebugDisableZoomout = 0, $g_iDebugDisableVillageCentering = 0 . Global $g_iDebugAttackCSV = 1, $g_iDebugMakeIMGCSV = 1 ;attackcsv debug Cuando habilita las variables AttackCSV, el código proporciona información de registro más detallada durante el ataque CSV, MÁS un archivo de registro independiente que muestra cómo se procesó cada línea en el archivo CSV. El MakeIMGCSV se guardará en el perfil, tanto una imagen limpia de la base atacada como una imagen asignada. La imagen asignada muestra los puntos de línea roja, los puntos de caída y las ubicaciones de construcción requeridas desde el archivo del plan de ataque. Si habilita la variable BuildingPos, también verá información de registro de las posiciones de construcción encontradas durante la búsqueda, antes de que se ejecute CSV (si se sabe que la construcción se realiza a través del filtro de búsqueda, no se vuelve a detectar en CSV) 8. ¡Compartiendo tus planes de ataque! ¡Ahora puedes hacer tus propios planes de ataque personalizados sin editar ningún código fuente! Todo lo que necesita hacer es crear un archivo de texto simple con la extensión .csv. Una vez que haya realizado y perfeccionado su ataque, compártalo en el post del subforo en español, dedicado a los CSV: ¡Gracias por apoyar a tu comunidad!
  5. I need a software that helps me build CSV's. Any recommendations?
  6. I'm looking for something to start creating my own CSV's.
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