Search found 521 matches
- Tue Jul 15, 2014 11:58 pm
- Forum: Runes of Magic
- Topic: Print name when client crashes
- Replies: 2
- Views: 1186
Print name when client crashes
If the client crashes and the bot doesn't detect it, rather than the bot simply replying with the error message when you close the client 2014-07-16 14:46:50 - E:\micromacro\scripts\rom/login.lua:75: E:/micromacro/scri pts/rom/classes/pawn.lua:156: bad argument #1 to 'readfunc' ((null)) where could ...
- Tue Jul 15, 2014 10:07 am
- Forum: Runes of Magic
- Topic: Another possible Honor Point farm?
- Replies: 3
- Views: 1384
Re: Another possible Honor Point farm?
Can't spam it though. I thought you could spam the Mole 1 seeing as the game started every time you flew to it, but you didn't actually get a reward after your first completion that day, this 1 just simply doesn't allow you to start it via the NPC once it has been done once.
- Tue Jul 15, 2014 12:32 am
- Forum: Runes of Magic
- Topic: Permanent mount
- Replies: 5
- Views: 2363
Re: Permanent mount
Awesome! Thanks once again R5, just what I was after
- Mon Jul 14, 2014 11:23 pm
- Forum: Runes of Magic
- Topic: Permanent mount
- Replies: 5
- Views: 2363
Re: Permanent mount
Not all char's have mounts in that bag though, I use other players accounts at times and not all of them put perm mounts in the mount bag...
Though I guess there isn't really any other way to check, I tried a little function to read the tooltip but I fail at doing that lol. oh well.
Though I guess there isn't really any other way to check, I tried a little function to read the tooltip but I fail at doing that lol. oh well.
- Mon Jul 14, 2014 9:59 pm
- Forum: Runes of Magic
- Topic: Permanent mount
- Replies: 5
- Views: 2363
Permanent mount
Hey, just wondering, how would I check if I have a permanent mount or not? I'm after a function to check for a perm mount before running AT, and if the character doesn't have 1, then collect the mount pieces, otherwise skip them. At the moment im just maintaining a list of names that do not have 1, ...
- Mon Jul 07, 2014 2:35 am
- Forum: Runes of Magic
- Topic: Lil help in making first waypoint
- Replies: 20
- Views: 5517
Re: Lil help in making first waypoint
<?xml version="1.0" encoding="utf-8"?><waypoints type="NORMAL"> <!-- # 1 --><waypoint x="-5550" z="-15213" y="601"> player:target_NPC(120678) -- Shass Webb AcceptQuestByName(425473) -- Garon Funerals __WPL:setForcedWaypointType("NORMA...
- Thu Jul 03, 2014 10:50 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Automatic 'login' script
- Replies: 181
- Views: 68437
Re: Automatic 'login' script
i'm probably missing some really obvious setting, but i'm stuck on launching a batch file through rombot. Basically I want to log in an alt, and if siege is active, it'll log in the rest. I have got everything figured out except for actually launching the batch file. I tried using this local path = ...
- Thu Jul 03, 2014 10:40 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Weapon Leveling
- Replies: 7
- Views: 4950
Re: Weapon Leveling
Good point, I forgot about that, thanks.rock5 wrote:You know player:findNearestNameOrId can accept a table of ids so it might be easier to maintain the list of ids if you did something like this.
- Thu Jul 03, 2014 10:04 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Weapon Leveling
- Replies: 7
- Views: 4950
Weapon Leveling
Figured I would make a new thread for this so it's on first post rather than 3rd page of the old thread . Every now and then I see somebody asking for something similar ^^ Currently it has TB eggs, Merdin Tundra tower, Sarlo Devices and the 3 outer siege gates as targets. Set how many weps you are u...
- Thu Jul 03, 2014 4:28 am
- Forum: Runes of Magic
- Topic: Auto join Guild Siege waypoint.
- Replies: 50
- Views: 16605
Re: Auto join Guild Siege waypoint.
k changed it to a 10 second delay and took out the guild message. I could probably add in a random delay for it to help with multiple clients but to be honest I just couldn't be bothered lol ~~ Derp, nvm. Got it mixed up with the being in a non-siege entering zone lol. Wonder if there is any way of...
- Sun Jun 29, 2014 9:10 pm
- Forum: RoM general
- Topic: ks farming strats
- Replies: 282
- Views: 69493
Re: ks farming strats
It seems to be more or less fixed with the Lootit! addon (although the character is looting the same mob twice o.O). Set this value in your profile to 0 - <option name="LOOT_AGAIN" value="0" /> or Add this to your waypoints onload - changeProfileOption("LOOT_AGAIN", 0)
- Wed Jun 25, 2014 12:17 am
- Forum: RoM general
- Topic: ks farming strats
- Replies: 282
- Views: 69493
Re: ks farming strats
Well i had the same problem with the loot standing on it forever, but i changed in lootomatic from dont loot to just drop, so now it loots it and drops it instantly, but when bag is full and until u get to next checkbackpack() command part it does it and u loose from 30sec-1min or more. Also, I rem...
- Tue Jun 24, 2014 8:34 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Instance Attunement Chains
- Replies: 0
- Views: 4139
Instance Attunement Chains
Treasure Trove: Start at NPC 'Kimoran', Ravenfell (20.8, 76.7). TTAttunement.xml Ice Dwarf Kingdom: Start at NPC 'Jacob', Dragonfang Ridge (67.6, 80.6). IDKAttunement.xml They are reallyyyyy rough but work. Im going to do Hoto attunement eventually. There are a few places either waypoint could get s...
- Mon Jun 23, 2014 4:24 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Rock5's Mail Mods
- Replies: 766
- Views: 241539
Re: Rock5's Mail Mods
The addon_Rock5s_Mail_Functions files, move the old one to a new folder called "Backup" or something, then try again.
The issue you describe was definitely fixed with the latest Mail Function release, I had the exact same issue but not any more.
The issue you describe was definitely fixed with the latest Mail Function release, I had the exact same issue but not any more.
- Sun Jun 22, 2014 6:48 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: GM detection and banning chance reduction
- Replies: 499
- Views: 146125
Re: GM detection and banning chance reduction
If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby? GM monitor checks the class and always has. ah ok. Wasn't sure if it checked the actual player class or just checked for "GM" when inquiring the player, I have...
- Sun Jun 22, 2014 2:13 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: GM detection and banning chance reduction
- Replies: 499
- Views: 146125
Re: GM detection and banning chance reduction
Found GMHide ID = 500990
Don't think that's the buff though, most likely the skill seeing as its from IP
LOL nvm this post, only just read the edit on previous posts xD
Don't think that's the buff though, most likely the skill seeing as its from IP
LOL nvm this post, only just read the edit on previous posts xD
- Sat Jun 21, 2014 8:55 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: GM detection and banning chance reduction
- Replies: 499
- Views: 146125
Re: GM detection and banning chance reduction
Do GM's appear as type "player" like any other character? If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby? A friend of mine that used to play said you can use cheat engine to find the address of the GM class. ...
- Wed Jun 18, 2014 11:41 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Drill Ground: Destiny
- Replies: 11
- Views: 4727
Re: Drill Ground: Destiny
omg that is so easy! thankslisa wrote:I just use CE and search for the text I want, usually just 1 search result and the name before it is the ingame name.
- Wed Jun 18, 2014 5:43 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Drill Ground: Destiny
- Replies: 11
- Views: 4727
Re: Drill Ground: Destiny
That was me there Didn't feel like finding their links haha, thank youi1own0u wrote:Requirements:
For lazy people.
- Wed Jun 18, 2014 10:03 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Drill Ground: Destiny
- Replies: 11
- Views: 4727
Re: Drill Ground: Destiny
Awesome! That works. How do you actually get those values? Wish there was a database with this stuff :Srock5 wrote:TryCode: Select all
local ObstructorAttacking = getTEXT("SC_CLICKFUNGO21") local ObstructorBroken = getTEXT("SC_CLICKFUNGO20")
Updated main post.