Cenedril

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pugzilla
Posts: 43
Joined: Tue Jun 16, 2015 3:58 pm

Cenedril

#1 Post by pugzilla » Fri Apr 01, 2016 7:29 pm

Hey guys just wondering if anyone is working on script for converting materials for the new Cenedril pets. like whites to greens to blues ect


thanks!

noobbotter
Posts: 527
Joined: Fri Aug 31, 2012 1:15 pm

Re: Cenedril

#2 Post by noobbotter » Sat Apr 02, 2016 1:11 am

I haven't looked into it at all. Although, I saw on the forums that there's an addon that can do it. If you get the addon, you could probably look through it's code to find the commands related to doing that, or call those commands from the bot.

User avatar
beanybabe
Posts: 647
Joined: Wed Mar 06, 2013 1:27 am

Re: Cenedril

#3 Post by beanybabe » Tue Jul 05, 2016 7:11 pm

If you install the cenedril add on it will make the bot miss when it fights. You need to remove the cenedril adon every time after upgrading the pet.

I hope some one fixes the bot or the adon so both can work together.

kenzu38
Posts: 279
Joined: Sun Dec 02, 2012 8:52 am

Re: Cenedril

#4 Post by kenzu38 » Mon Aug 08, 2016 5:42 am

It should be pretty easy to convert the Element_Fuser wp found here into a Cenedril_Fuser wp. You just have to change the table and edit a couple numbers.

I'm not keen on getting and organizing all the IDs, because according to this wiki page, there's a ton of them so I'll just leave it to the interested parties to do that.

So I'll just post here the code which I think should work. You guys just fill up the Ids in the table.

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints type="TRAVEL">
<onLoad>
	--------------------------
	-- Element Fuser By Rock5
	-- Version 1.1
	--------------------------

	-- User options
	local MakeType = "Dynamic Energy" -- "Wind", "Water", "Fire" or "Earth"
	local MakeLevel = 3 -- 1 = Normal, 2 = Good, 3 = Rare, 4 = Epic, 5 = Legendary, 6 = Mythical
	local MakeNumber = 3 -- Final number you will have in your inventory at the end.

	--------------------------

	local Data = {
		["Dynamic Energy"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Dynamic Piece"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Dynamic Ink"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Dynamic Scroll"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Steadfast Energy"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Steadfast Piece"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Steadfast Ink"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Steadfast Scroll"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Mystical Energy"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Mystical Piece"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Mystical Ink"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},
		["Mystical Scroll"] = {
			[1] = {Id = blah}, -- Normal
			[2] = {Id = blah}, -- Good
			[3] = {Id = blah}, -- Rare
			[4] = {Id = blah}, -- Epic
			[5] = {Id = blah}, -- Legendary
			[6] = {Id = blah}, -- Mythical
		},				
	}

	local EleData = Data[MakeType]

	local function EmptyMagicbox(quick)
		local function findEmpty(num)
			local count = 0
			for i = 61,240 do
				local item = inventory.BagSlot[i]
				item:update()
				if item.Available and item.Empty then
					count = count + 1
				end
				if count >= num then
					return item
				end
			end
		end

		if quick then
			local emptynum = 0
			local itemmoved = false
			for i = 51,60 do
				local item = inventory.BagSlot[i]
				item:update()
				if not item.Empty then
					emptynum = emptynum + 1
					local BagEmpty = findEmpty(emptynum)
					if not BagEmpty then
						error("Not enough bag space to empty transmutor.",0)
					end
					item:pickup()
					BagEmpty:pickup()
					itemmoved = true
				end
			end
			if itemmoved then yrest(500) end
		else
			for i = 51,60 do
				local item = inventory.BagSlot[i]
				item:update()
				if not item.Empty then
					item:moveTo("bags")
				end
			end
		end
	end


	local function Fuse(id,num)
		-- Move items to magic box
		local need = num
		local magicslot = 51
		for i = 61,240 do
			local item = inventory.BagSlot[i]
			item:update()
			if item.Available and (not item.Empty) and item.Id == id then
				if item.ItemCount > need then
					RoMScript("SplitBagItem("..item.BagId..","..need..")")
					need = 0
				else
					item:pickup()
					need = need - item.ItemCount
				end
				yrest(200)
				inventory.BagSlot[magicslot]:pickup() yrest(200)
				magicslot = magicslot + 1
			end
			if need == 0 then break end
		end
		yrest(500)

		-- Press 'Confirm'
		RoMScript("MagicBoxRequest()");

		yrest(500)
		EmptyMagicbox()
		inventory:update()
	end

	-- Empty Magicbox
	EmptyMagicbox(true)

	while MakeNumber > inventory:itemTotalCount(EleData[MakeLevel].Id) do
		-- Create MakeList
		local need = inventory:itemTotalCount(EleData[MakeLevel].Id) + 1 -- Make 1 at a time
		for i = MakeLevel, 1, -1 do
			local count = inventory:itemTotalCount(EleData[i].Id)
			if need > count then
				EleData[i].Make = need - count
				need = EleData[i].Make * 5
			else
				-- Have enough
				EleData[i].Make = 0
				need = 0
			end
		end

		-- Check if you have enough Elements
		if EleData[1].Make > 0 then -- Can't make elements
			error("Not enough elements. You need "..EleData[1].Make.." more to make another.",0)
		end

		-- Make starting from level 2 (uses level 1)
		for i = 2, MakeLevel do
			local targetnum = inventory:itemTotalCount(EleData[i].Id) + EleData[i].Make
			while targetnum > inventory:itemTotalCount(EleData[i].Id) do
				if RoMScript("GetMagicBoxEnergy()") == 0 then
					error("Out of charges",0)
				end
				Fuse(EleData[i-1].Id, 5)
			end
		end
	end

	error("Finished element fusing.",0)
</onLoad>
</waypoints>
		

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