Changelog 745 (RC3)

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rock5
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Re: Heads up! Big update comming. Public Release RC3 ready.

#321 Post by rock5 » Sat Dec 29, 2012 1:31 pm

All the skills in the skills database are by no means all correct. They get fixes when and if people report errors.

So it's a dot. Is that buff id for the debuff on the target? Does the target get "Cursed Fangs" debuff? If so it should probably be

Code: Select all

	<skill name="MAGE_CURSED_FANGS" id="491578" range="200" type="dot" buffname="501960" target="enemy" />
Could you try it and see if it works as intended?
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kenzu38
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Re: Heads up! Big update comming. Public Release RC3 ready.

#322 Post by kenzu38 » Sat Dec 29, 2012 4:06 pm

Checked just now, yes, the debuff name is Cursed Fangs.

I'm ready to try it but I don't know how to induce errors. Earlier, I used my Mage/Rogue to farm with this line in the profile:

Code: Select all

		<skill name="MAGE_CURSED_FANGS" 	  	hotkey="MACRO" priority="80" />
...and I didn't notice anything peculiar, everything seemed to work fine. Can you tell me how to properly test it?

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Re: Heads up! Big update comming. Public Release RC3 ready.

#323 Post by rock5 » Sat Dec 29, 2012 11:03 pm

You don't have to induce errors. I'm just happy if you add it to your skill rotation and it works as expected.

I'll add it like this then.
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kenzu38
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Re: Heads up! Big update comming. Public Release RC3 ready.

#324 Post by kenzu38 » Sun Dec 30, 2012 12:39 am

I see. Ok, I'll just post here when I experience some bugs with the skill.

kuripot
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Re: Heads up! Big update comming. Public Release RC3 ready.

#325 Post by kuripot » Mon Dec 31, 2012 5:35 am

only now i use RC3 file in DOD so im outdated in all changed.... i just download the file and i encountered teleport back the portal inside to the door of okander

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Re: Heads up! Big update comming. Public Release RC3 ready.

#326 Post by rock5 » Mon Dec 31, 2012 5:59 am

kuripot wrote:only now i use RC3 file in DOD so im outdated in all changed.... i just download the file and i encountered teleport back the portal inside to the door of okander
Sorry, I didn't quite understand that. Are you saying you had a problem? Could you explain it again more carefully.
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Re: Heads up! Big update comming. Public Release RC3 ready.

#327 Post by kuripot » Mon Dec 31, 2012 7:56 am

my character are in last waypoint inside the dod that he are suppost to exit the dod but he suddenly teleport in the broken door from hallway to room of okander.. it cause bot waiting for loading screen and it will failed.. so my character break the party and restart from ressurect

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Re: Heads up! Big update comming. Public Release RC3 ready.

#328 Post by rock5 » Mon Dec 31, 2012 8:18 am

Sounds like a problem with your DoD script.
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Re: Heads up! Big update comming. Public Release RC3 ready.

#329 Post by kuripot » Mon Dec 31, 2012 11:56 am

i using same script in old MM file and work smoothly

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Re: Heads up! Big update comming. Public Release RC3 ready.

#330 Post by rock5 » Mon Dec 31, 2012 12:14 pm

Some things do work a bit differently in the RC. It should pretty much still be compatible with existing code but the more complex the code the more likely that something might break. Without actually looking at your DoD code I can't offer any suggestions.
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Re: Heads up! Big update comming. Public Release RC3 ready.

#331 Post by kuripot » Tue Jan 01, 2013 11:13 am

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>

	cprintf(cli.pink, "\n\n\nWaypoint create by Xxxxxxx\n\n\n")
	loadProfile("Magepriest")
	setwindow(206879)
	changeProfileOption("INV_AUTOSELL_FROMSLOT", 1)
	changeProfileOption("INV_AUTOSELL_TOSLOT", 30)
	changeProfileOption("EGGPET_ENABLE_ASSIST", "true")
	changeProfileOption("INV_AUTOSELL_ENABLE", "true")
	changeProfileOption("AUTO_ELITE_FACTOR", 1000)
	settings.profile.friends = {"Incomplete Bloody Beast"}
	dura = 0.9
	Magic_Tambourine = true
	Magic_Guitar = true
	__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
	Count = 0
	Zid = 0
	BuffCount = 0
	srun = 1

	if not eventparty then
	function eventparty()
	checkeventparty()
	end
	end

function Cooldown()
item = inventory:findItem(instrumentID)
if item then
    if item.SlotNumber > 60 then
        _slot = item.SlotNumber - 60
        func = "GetBagItemCooldown"
    elseif 51 > item.SlotNumber then
        _slot = item.SlotNumber
        func = "GetGoodsItemCooldown"
    else
        error("There is no cooldown function for the magic box. Take the item out of the box.")
    end
end
repeat
    local maxCD, CurrentCD = RoMScript(func.."(".._slot..");")
    yrest(1000) -- 1 second rest
until CurrentCD == 0
end

	function CleanBagDOD()
	   for i, item in pairs(inventory.BagSlot) do
		if item.SlotNumber >= settings.profile.options.INV_AUTOSELL_FROMSLOT + 60 and
 	        settings.profile.options.INV_AUTOSELL_TOSLOT + 60 >= item.SlotNumber then

	         if item:isType("Materials") then
	            item:delete()
	         end
	         if item:isType("Arrows") then
	            item:delete()
	         end
	         if item:isType("Projectiles") then
	            item:delete()
	         end
	         if ( item:isType("Weapons") or item:isType("Armor") ) and (1000 > item.Worth and 5 > item.Quality)then
	            item:delete()
	         end
		if item:isType("Equipment Enhancement") then
	            item:delete()
	         end
		if item.Name  == "Wild Boar Meat" then
	            item:delete()
	         end        
	      end
	   end
	end  


	function Class_buff()
		changeProfileSkill("MAGE_FLAME", "AutoUse", true);
		changeProfileSkill("MAGE_FIREBALL", "AutoUse", true);
		changeProfileSkill("MAGE_FLAME", "Priority", 90);
		changeProfileSkill("MAGE_FIREBALL", "Priority", 100);
		useGoodie("matt");
		useGoodie("mdmg2");
		useGoodie("mdmg");
		useGoodie("matt3");
		useGoodie("casting");
		useGoodie("speed");
		useGoodie("defense");
		useGoodie("luck");
		player:cast("MAGE_ESSENCE_OF_MAGIC");
		player:cast("PRIEST_MAGIC_BARRIER");
		player:cast("MAGE_ENERGY_INFLUX");
		player:cast("MAGE_ELECTROSTATIC_CHARGE");
		player:cast("MAGE_INTENSIFICATION");
		player:cast("MAGE_ELEMENTAL_CATALYSIS");
		player:cast("PRIEST_REGENERATE");
	end

	function Boss_buff()
	if Magic_Tambourine == true then
		if inventory:itemTotalCount(204463) >= 1 then
			inventory:useItem(204463) -- 3 days
			yrest(5500)
		elseif inventory:itemTotalCount(204571) >= 1 then
			inventory:useItem(204571) -- 7 days
			yrest(5500)
		elseif inventory:itemTotalCount(206420) >= 1 then
			inventory:useItem(206420) -- 30 days
			yrest(5500)
		end
		elseif Magic_Tambourine == party_true then
			yrest(5500)
		end
	if Magic_Guitar == true then
		if inventory:itemTotalCount(204461) >= 1 then
			inventory:useItem(204461) -- 3 days
			yrest(5500)
		elseif inventory:itemTotalCount(206418) >= 1 then
			inventory:useItem(206418) -- 7 days
			yrest(5500)
		elseif inventory:itemTotalCount(204569) >= 1 then
			inventory:useItem(204569) -- 30 days
			yrest(5500)
		end
		elseif Magic_Tambourine == party_true then
			yrest(5500)
		end
		Class_buff()
	end


	function Memoscount()
		   Memosbeforeloot = inventory:getItemCount(206879)
		end


	function trash_boss()
		local target = player:getTarget()
		local _tb = false
		local spawnboss = player:findNearestNameOrId("Okander \"Mad Man\" Mallen")
		if spawnboss then
			Boss_buff()
			player:target(spawnboss)
			cprintf(cli.red, "!!! Papatayin kita hayop ka !!!\n")
		if target.HP > 0 then
			player:update();
			player:cast("MAGE_FLAME");
			cprintf(cli.red, "Kame Hame Wave!!!\n")
			yrest(1000);
			  _tb = false
			else
 			   _tb = true
			end
			else
			  _tb = true
			end
			  return _tb
			end

					function Countround()
						Count = Count+1;
						cprintf(cli.pink, "Round Number: %s\n\n", Count)
					end
					
					function checkdura()
						if dura > inventory:getMainHandDurability() then
							__WPL:setWaypointIndex(__WPL:findWaypointTag("mech"))
						end

						local bcount = inventory:getItemCount(0)
						if(  5 > bcount ) then
							__WPL:setWaypointIndex(__WPL:findWaypointTag("mech"))
						end
					end

					function findzi()
						local getinlvl = sendMacro('GetInstanceLevel("normal")')
						if getinlvl == ("easy") then
							zid = 128
						elseif getinlvl == ("normal") then
							zid = 127
						elseif getinlvl == ("hard") then
							zid = RoMScript("GetZoneID()");
							sendMacro('SetInstanceLevel("easy")');
							cprint(cli.blue, "Instance Lvl change to easy\n")
						end					
						keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
						yrest(400)
						keyboardPress(settings.hotkeys.JUMP.key)
						yrest(1000)
						keyboardRelease( settings.hotkeys.MOVE_FORWARD.key )
						waitForLoadingScreen(30)
						yrest(500)
					end

					function ireset()
						SlashCommand("rdd")
						yrest(500)
						SlashCommand("rdi")
						yrest(1000)
						SlashCommand("aid normal")
						end
</onLoad>
				<waypoint x="1645" z="-4908" y="752" tag="start" type="TRAVEL">
					checkdura()
					ireset()
					sendPartyChat('com"nofollow"')
				</waypoint>
				<waypoint x="1649" z="-5018" y="761" tag="enter" type="TRAVEL">
				</waypoint>
				<waypoint x="1637" z="-5094" y="760">
				</waypoint>
				<waypoint x="1672" z="-5137" y="762" type="TRAVEL">
					findzi()
					--player:update
					local zoneid = RoMScript("GetZoneID()")
					if zoneid == 209 then
						__WPL:setWaypointIndex(__WPL:findWaypointTag("enter"))
					else
						__WPL:setWaypointIndex(__WPL:findWaypointTag("instance"))
					end
				</waypoint>
				<waypoint x="1793" z="2880" y="433" tag="instance">
					Countround()
					fly()
				__WPL:setForcedWaypointType("TRAVEL")				</waypoint>
				<waypoint x="1889" z="2880" y="560">				</waypoint>
				<waypoint x="1952" z="2814" y="560">teleportToWP()		</waypoint>
				<waypoint x="2019" z="2737" y="560">teleportToWP()		</waypoint>
				<waypoint x="2061" z="2675" y="463">teleportToWP()		</waypoint>
				<waypoint x="2124" z="2597" y="463">flyoff()			</waypoint>
				<waypoint x="2123" z="2598" y="432">teleportToWP()		</waypoint>
				<waypoint x="2192" z="2526" y="401">				</waypoint>
				<waypoint x="2204" z="2510" y="401" tag="boss">
					__WPL:setForcedWaypointType("NORMAL")
							trash_boss()
							player:lootAll()
					</waypoint>
				<waypoint x="2192" z="2526" y="401" type="TRAVEL">
					settings.profile.friends = {"Incomplete Bloody Beast"}
					useGoodie("godspeed");
					CleanBagDOD()
					fly()
				</waypoint>
				<waypoint x="2123" z="2598" y="432">teleportToWP()			</waypoint>
				<waypoint x="2061" z="2675" y="463">teleportToWP()			</waypoint>
				<waypoint x="2019" z="2737" y="560">teleportToWP()			</waypoint>
				<waypoint x="1952" z="2814" y="560">teleportToWP()			</waypoint>	
				<waypoint x="1889" z="2880" y="560">flyoff()				</waypoint>
				<waypoint x="1891" z="2876" y="433" tag="exit" type="TRAVEL">		</waypoint>
				<waypoint x="1700" z="2886" y="433" type="TRAVEL">
					findzi()
					local zoneid = RoMScript("GetZoneID()")
						if zoneid == zid then
							ireset()
							waitForLoadingScreen()
							__WPL:setWaypointIndex(__WPL:findWaypointTag("return"))
						else
							__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
						end
				</waypoint>
				<waypoint x="1707" z="-4755" y="752" tag="mech" type="TRAVEL">
					local bcount = inventory:getItemCount(0)
					player:update()
					player:merchant(115536)				--== no more works on Chapter IV ==--
					yrest(500)
					local cbcount = inventory:getItemCount(0)
					if bcount == cbcount then
						if player:openStore(115536) then
							for i, item in pairs(inventory.BagSlot) do
							if item.SlotNumber >= settings.profile.options.INV_AUTOSELL_FROMSLOT +60 and settings.profile.options.INV_AUTOSELL_TOSLOT +60 >= item.SlotNumber then
								item:use() -- sells it to the store
							end
						end
					end
				end
				__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
		</waypoint>
		<waypoint x="-3812" z="5117" y="30" tag="return">
			player:update()
			flyoff()
			__WPL:setForcedWaypointType("TRAVEL")
			if not player.Mounted then
				player:mount()
			end
			yrest(6000)
		</waypoint>
		<waypoint x="-3382" z="5466" y="23" type="TRAVEL">
		</waypoint>
		<waypoint x="-3100" z="5624" y="14" type="TRAVEL">
		</waypoint>
		<waypoint x="-2918" z="5898" y="25" type="TRAVEL">
		</waypoint>
		<waypoint x="-2627" z="6184" y="23" type="TRAVEL">
		</waypoint>
		<waypoint x="-2482" z="6432" y="28" type="TRAVEL">
		</waypoint>
		<waypoint x="-2490" z="6534" y="43" type="TRAVEL">
		</waypoint>
		<waypoint x="-2602" z="6606" y="62" type="TRAVEL">
		</waypoint>
		<waypoint x="-2836" z="6756" y="52" type="TRAVEL">
		</waypoint>
		<waypoint x="-2859" z="6949" y="52" type="TRAVEL">	
		</waypoint>
		<waypoint x="-2904" z="7219" y="-84" type="TRAVEL">
		</waypoint>
		<waypoint x="-2977" z="7237" y="-88" type="TRAVEL">
			waitForLoadingScreen()
		</waypoint>
		<waypoint x="51" z="-890" y="869" type="TRAVEL">
			player:dismount()
			yrest(1000)
			player:target_NPC("Jake Wallanda")
			sendMacro("ChoiceOption(1);")
			waitForLoadingScreen()
			__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
		</waypoint>
</waypoints>

User avatar
rock5
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Location: Australia

Re: Heads up! Big update comming. Public Release RC3 ready.

#332 Post by rock5 » Tue Jan 01, 2013 11:49 am

It's a pretty complex DoD. I don't see anything wrong with it. I can't think of a reason why it would teleport at the last waypoint. I don't think I will be able to help.
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botje
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Re: Heads up! Big update comming. Public Release RC3 ready.

#333 Post by botje » Tue Jan 01, 2013 12:41 pm

perhaps you can fix the eggpet class a bit for next release?

because if you have a pet in there thats 5 lvl's higher, it loops trying to summon it, which refuses because of the lvl difference.

just letting you know ^^

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rock5
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Re: Heads up! Big update comming. Public Release RC3 ready.

#334 Post by rock5 » Tue Jan 01, 2013 1:22 pm

That would be easy enough to add although of course you wouldn't set an eggpet as your assist pet if you can't use it.

So you can't use eggpets that are 5 levels higher than you? Is that 5 levels higher than you or more than 5 levels?
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botje
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Re: Heads up! Big update comming. Public Release RC3 ready.

#335 Post by botje » Tue Jan 01, 2013 1:53 pm

5 and up.

problem is when you switch to your alt, which is lower, it gets like this.

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rock5
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Re: Heads up! Big update comming. Public Release RC3 ready.

#336 Post by rock5 » Wed Jan 02, 2013 2:02 am

Try this.
Attachments
eggpet.lua
(17.26 KiB) Downloaded 214 times
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botje
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Re: Heads up! Big update comming. Public Release RC3 ready.

#337 Post by botje » Wed Jan 02, 2013 9:14 am

first test seems to be just fine, ill test some more.

also a suggestion, i always hated the way we use return path, seems so weird to have 2 files, cant we make the return path in the same file?

instead of <waypoints> we could use <return_waypoints> ?

less clutter in the waypoints folder, but as i said, just a suggestion :)

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rock5
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Re: Heads up! Big update comming. Public Release RC3 ready.

#338 Post by rock5 » Wed Jan 02, 2013 9:42 am

Most people don't use the return path anyway because they usually don't plan to to die. ;) Anyway that isn't a bug so I wouldn't change it now even if we did decide to do it. I'm only doing bug fixes for RC3 for now.
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botje
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Re: Heads up! Big update comming. Public Release RC3 ready.

#339 Post by botje » Wed Jan 02, 2013 9:50 am

i know i know, just a suggestion ^^

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BlubBlab
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Re: Heads up! Big update comming. Public Release RC3 ready.

#340 Post by BlubBlab » Thu Jan 03, 2013 12:10 pm

I have a strange error on RC3:
Micromakro:

Code: Select all

Did not find any crashed game clients.
5:58pm - .../Documents/micromacro/scripts/rc3/classes/player.lua:68: Fehler im P
rofile bei der Zeitpunktverarbeiten: onLeaveCombat error [string "..."]:5: attem
pt to index global '__WPL' (a nil value)
From my profile:

Code: Select all

<onLeaveCombat>
	if(RoMScript( "GetCurrentWorldMapID();" )~= 6)then
		if inventory:itemTotalCount(0) == 0 then
			stopGMDetect()
			flagbunch = false;
			RoMScript("LeaveParty()"); 
			 waitForLoadingScreen();
			loadPaths("ks-res-to-pancer");
		end
		player:lootAll();
	end
		
	</onLeaveCombat>
The waypoints I want too load:

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
	<!-- #  1 --><waypoint x="-16684" z="11339" y="155">changeProfileOption("WAYPOINT_DEVIATION",35);	</waypoint>
	
	<!-- #  2 --><waypoint x="-17224" z="11063" y="103">	</waypoint>
	<!-- #  3 --><waypoint x="-17504" z="10875" y="99">	  </waypoint>
	<!-- #  4 -->	<waypoint x="-17828" z="10550" >	</waypoint>
	<!-- #  5 --><waypoint x="-18036" z="10620">
	player:mount();
	RoMScript("InviteByName('mychar');");
	changeProfileOption("WAYPOINT_DEVIATION",50);
	</waypoint>
	<!-- #  6 --> <waypoint x="-18296" z="11064"></waypoint>
	
	<!-- # 7 --><waypoint x="-18546" z="12510">
	changeProfileOption("WAYPOINT_DEVIATION",0);
	stopGMDetect()
	if not GoThroughPortal() then
    __WPL:setWaypointIndex(__WPL.LastWaypoint - 1)
	end
	loadPaths("ks");	

	</waypoint>
</waypoints>
thier are some proplems with GoThroughPortal() some times it stucks so I treid a littel bit after that(I did undo my changes) the games crashed every time at waypoint 6 after I changed the positon of the waypoint this happend
Jack-of-all-trades, but master-of-only of a few :D

My Reps:
https://github.com/BlubBlab/Micromacro-with-OpenCV (My version of MM2 with OpenCV and for MS Visual Studio)
https://github.com/BlubBlab/rom-bot (rombot with no stop WP and advanced human emulation mode and some other extensions)
https://github.com/BlubBlab/Micromacro-2-Bot-Framework ( A work in progress )
My Tools : viewtopic.php?f=10&t=6226

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