rock5's "fastLogin Revisited"

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rock5
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Re: rock5's "fastLogin Revisited"

#821 Post by rock5 » Thu Oct 16, 2014 5:00 am

I'm currently working on a major update. It's on my to-do list to handle the "user already exist" message.
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Re: rock5's "fastLogin Revisited"

#822 Post by Desmond » Thu Oct 16, 2014 5:04 am

.
Last edited by Desmond on Thu Oct 16, 2014 6:28 am, edited 1 time in total.

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Re: rock5's "fastLogin Revisited"

#823 Post by rock5 » Thu Oct 16, 2014 6:11 am

I didn't understand that.

This is what the addon does. When it creates a character using the list, it finds the first one in the list that doesn't already exist on the character selection screen. Then it uses that name. If you are using the list and you have unique names for each account then it should never try to create a character that already exists, unless someone else used that name already. If that is the case then you would have to remove it from the list because it is no longer available. The addon assumes that those names belong to you and are available for you to use.

When I said I would handle the "user already exist" message, I meant when using random names, not when using a name list.
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Re: rock5's "fastLogin Revisited"

#824 Post by Desmond » Fri Oct 24, 2014 9:21 am

Whether there is a function for which the bot Return to the selection of the character and waiting 10 minutes and then entered back?

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Re: rock5's "fastLogin Revisited"

#825 Post by rock5 » Fri Oct 24, 2014 9:33 am

It's not possible at the moment. It might be possible with my new version when/if I ever finish it.
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Re: rock5's "fastLogin Revisited"

#826 Post by Desmond » Fri Oct 24, 2014 9:37 am

rock5 wrote:It's not possible at the moment. It might be possible with my new version when/if I ever finish it.
what a pity((
and the function to check the mail when my bot sent characters belts there?

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Re: rock5's "fastLogin Revisited"

#827 Post by rock5 » Fri Oct 24, 2014 10:08 am

Desmond wrote:and the function to check the mail when my bot sent characters belts there?
I'm still not sure what you mean. You check your mail by going to a mailbox and using

Code: Select all

UMM_TakeMail()
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Re: rock5's "fastLogin Revisited"

#828 Post by Desmond » Fri Oct 24, 2014 10:10 am

Rock5, check for me if I correctly wrote the code.
here's a code, he should check if the bot already sent belt to the last two characters then go to the next waypoint

Code: Select all

local CheckSentMessages by name ={"Stork", "Herau"}; then
loadPaths("Stones_Buy_Send")

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Re: rock5's "fastLogin Revisited"

#829 Post by rock5 » Fri Oct 24, 2014 10:18 am

Who sends the belts? Are you waiting for the belt sender to finish, before going to buy stones and send them? What is this bot doing while it waits?
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Re: rock5's "fastLogin Revisited"

#830 Post by Desmond » Fri Oct 24, 2014 10:23 am

rock5 wrote:Who sends the belts? Are you waiting for the belt sender to finish, before going to buy stones and send them? What is this bot doing while it waits?
here is the code if I insert a transition to the next waypoint bot does not send all characters belt, need to check when the bot belt sent all the characters straps then go next waypoint

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
   <onLoad>
      npcName = 123010 -- Didide Spiderfoot
      BeltName = 228966 -- Recall Belt
      __WPL:setWaypointIndex(1)
      names ={"Albisno", "Albisnoo", "Albisnooo", "Albisnoooo", "Albisnooooo", "Albisnoooooo", "Albisnooooooo", "Albisnoooooooo", "Pegko", "Pegkoo", "Pegkooo", "Pegkoooo", "Pegkooooo", "Pegkoooooo", "Pegkooooooo", "Pegkoooooooo", "Kiboto", "Kibotoo", "Kibotooo", "Kibotoooo", "Kibotooooo", "Kibotoooooo", "Kibotooooooo", "Kibotoooooooo", "Dauro", "Dauroo", "Daurooo", "Dauroooo", "Daurooooo", "Dauroooooo", "Daurooooooo", "Dauroooooooo", "Sosko", "Soskoo", "Soskooo", "Soskoooo", "Soskooooo", "Soskoooooo", "Soskooooooo", "Soskoooooooo"}
      name_index = 0
      number_to_send = 8
	  
merge(2)
merge("Phirius Token Coin", 5)
merge(203276)
   </onLoad>
   <!-- #  1 --><waypoint x="-10291" z="2206" y="19">
      local empty = inventory:itemTotalCount(0)
      local needed = (#names - name_index) * number_to_send - inventory:itemTotalCount(BeltName)
      player:openStore(npcName)
      if needed > empty then
         store:buyItem(BeltName, empty)
      else
         store:buyItem(BeltName, needed)
      end
   </waypoint>
   <!-- #  2 --><waypoint x="-10061" z="2245" y="22">   </waypoint>
   <!-- #  3 --><waypoint x="-9886" z="2295" y="23">
      while inventory:itemTotalCount(BeltName) >= number_to_send do
         name_index = name_index + 1
         if name_index > #names then
            error("Finished.")
         end
         UMM_SendByNameOrId(names[name_index], BeltName, number_to_send)
      end
      yrest(1000);
      RoMScript("UMMFrame:Hide()");
   </waypoint>
</waypoints>

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Re: rock5's "fastLogin Revisited"

#831 Post by rock5 » Fri Oct 24, 2014 10:44 am

I think I see what's happening. It runs out of belts when it finishes so it runs back and forth doing nothing. Is that right?

Try this for the last waypoint.

Code: Select all

   <!-- #  3 --><waypoint x="-9886" z="2295" y="23">
      while inventory:itemTotalCount(BeltName) >= number_to_send do
         name_index = name_index + 1
         if name_index > #names then
            break
         end
         UMM_SendByNameOrId(names[name_index], BeltName, number_to_send)
      end
      yrest(1000);
      RoMScript("UMMFrame:Hide()");
      if name_index > #names then
         loadPaths("Stones_Buy_Send")
      end
   </waypoint>
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Re: rock5's "fastLogin Revisited"

#832 Post by Desmond » Fri Oct 24, 2014 10:48 am

rock5 wrote:I think I see what's happening. It runs out of belts when it finishes so it runs back and forth doing nothing. Is that right?

Try this for the last waypoint.

Code: Select all

   <!-- #  3 --><waypoint x="-9886" z="2295" y="23">
      while inventory:itemTotalCount(BeltName) >= number_to_send do
         name_index = name_index + 1
         if name_index > #names then
            break
         end
         UMM_SendByNameOrId(names[name_index], BeltName, number_to_send)
      end
      yrest(1000);
      RoMScript("UMMFrame:Hide()");
      if name_index > #names then
         loadPaths("Stones_Buy_Send")
      end
   </waypoint>
well I'll try to thank you very much! and how to solve the problem NPC moves in different directions

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Re: rock5's "fastLogin Revisited"

#833 Post by Desmond » Fri Oct 24, 2014 10:50 am

NPC goes back and forth,the bot resets Target and stop buying belts

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Re: rock5's "fastLogin Revisited"

#834 Post by rock5 » Fri Oct 24, 2014 11:03 am

Sorry, small mistake. Try this

Code: Select all

	<!-- #  3 --><waypoint x="-9886" z="2295" y="23">
		while inventory:itemTotalCount(BeltName) >= number_to_send do
			name_index = name_index + 1
			if name_index > #names then
				break
			end
			UMM_SendByNameOrId(names[name_index], BeltName, number_to_send)
		end
		yrest(1000);
		RoMScript("UMMFrame:Hide()");
		if name_index >= #names then
			loadPaths("Stones_Buy_Send")
		end
	</waypoint>
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Re: rock5's "fastLogin Revisited"

#835 Post by Desmond » Fri Oct 24, 2014 4:38 pm

well I'll try later, I have more a big problem.
There is still a problem - When the bot buys belts NPCs moving in different directions and Target resets bot stops buying belts how to make the bot again took to the Target and bought belts?

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Re: rock5's "fastLogin Revisited"

#836 Post by rock5 » Fri Oct 24, 2014 10:03 pm

I understand now. You are saying that the npc moves and the store closes while it's buying. Does the bot stop or does it go to the next waypoint?

If the npc doesn't move very much the first thing to try is to move the waypoint to a more central location so the npc is always in range. Move the player to the better location, start rom/getid and use the coordinates to edit the waypoint x, z, y values.
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Re: rock5's "fastLogin Revisited"

#837 Post by Desmond » Sat Oct 25, 2014 4:10 am

rock5 wrote:I understand now. You are saying that the npc moves and the store closes while it's buying. Does the bot stop or does it go to the next waypoint?

If the npc doesn't move very much the first thing to try is to move the waypoint to a more central location so the npc is always in range. Move the player to the better
location, start rom/getid and use the coordinates to edit the waypoint x, z, y values.
I'm sorry but I do not quite understand explain in deeper

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Re: rock5's "fastLogin Revisited"

#838 Post by rock5 » Sat Oct 25, 2014 4:26 am

Is the problem that the npc moves? Does the npc move very far or does it only move a little?
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Re: rock5's "fastLogin Revisited"

#839 Post by Desmond » Sat Oct 25, 2014 4:32 am

rock5 wrote:Is the problem that the npc moves? Does the npc move very far or does it only move a little?
when he moved the store is closed

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Re: rock5's "fastLogin Revisited"

#840 Post by Desmond » Sat Oct 25, 2014 4:37 am

maybe you can do what or when checking Target then open shop?

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