Malatina's survival

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rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Malatina's survival

#81 Post by rock5 » Sat Dec 10, 2011 1:53 pm

If it says it teleports but doesn't teleport then there must be something wrong with the teleport userfunction. You have the right version. Maybe you have an older one still installed and it's conflicting?

You can also test the teleport functions like this.
  • 1. Go somewhere private such as millers ranch.
    2. Run "StartCommandLine.bat".
    3. Type

    Code: Select all

    teleport(5,nil,false)
That should teleport 5 to the east. If it teleports then you know it works.
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Rickster
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Re: Malatina's survival

#82 Post by Rickster » Sun Dec 11, 2011 12:12 am

command line teleport works, also teleporting in cot is fine.

when in survival and nothing happens anymore, restarting the script helps, the bot then starts immediately targeting and fighting.

ric

Rickster
Posts: 291
Joined: Sun Oct 24, 2010 4:23 pm

Re: Malatina's survival

#83 Post by Rickster » Tue Dec 13, 2011 6:43 am

Does no one else has this problem?
when i start the script outside of malatinas in varanas, the char enters malatinas, talks to the joker and enters the room, then starts to swim ... and does nothing.

stopping and restarting the bot at this position, lets the char doinig its usual task ... atacking and so on.

any ideas left?

ric
Last edited by Rickster on Tue Dec 13, 2011 9:10 am, edited 1 time in total.

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rock5
Posts: 12173
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Re: Malatina's survival

#84 Post by rock5 » Tue Dec 13, 2011 7:23 am

Rickster wrote:any ideas left?
No, that's why I haven't commented further.

I'm almost 100% sure it's stuck in this loop, which is just after it starts swimming.

Code: Select all

			repeat
				teleport(x, z, 18)
				if distance(player.X, player.Z, x, z) > 5 then yrest(500) end
			until 5 > distance(player.X, player.Z, x, z)
And the only way it could get stuck there is if the teleport fails. You've already confirmed that the teleport works when testing with the commandline. It works if you restart it. So why doesn't it work when you start it from Malatina?

Hm... maybe there is something wrong with the x,z values. Maybe you could try printing them out. Ok. so that code is around line 250 of 'survivalr5onload.lua'. Add the following line just before the teleport and see what it prints.

Code: Select all

print("Teleporting to",x,z)
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klassik1
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Joined: Wed Oct 19, 2011 12:38 pm

Re: Malatina's survival

#85 Post by klassik1 » Wed Dec 14, 2011 10:56 am

Game crashes every single time i try to use Survival R5 now.
Theres a new update, so, i will wait for new updates for the bot and try again and see exactly what the error message says.

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lisa
Posts: 8332
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Re: Malatina's survival

#86 Post by lisa » Wed Dec 14, 2011 11:00 am

svn update and get latest swim hack and you should be fine now.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

Rickster
Posts: 291
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Re: Malatina's survival

#87 Post by Rickster » Fri Dec 16, 2011 3:11 pm

Finaly I completely rebuild profiles and downloaded mm and rombot again, with all needed userfunctions and wp files.
Survival is now running again, but I don´t know what was wrong. I thought about doing a diff an all important files, but I think its not worth the work. Maybe I messed up with some profile options ...

Thanks for all your help! :)

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rock5
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Re: Malatina's survival

#88 Post by rock5 » Fri Dec 16, 2011 9:10 pm

Rickster wrote:I thought about doing a diff an all important files, but I think its not worth the work.
Can't you do a diff on the whole rom folder and quickly pinpoint the changed files? I can, although I don't use the TortoiseSVN diff viewer. I use KDIFF3 that comes with my GIT package but I think it can be downloaded separately.

On the other hand, you could just do a "TortoiseSVN/Check for Modifications" on the 'rom' folder then double click the files to see the differences.
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kuripot
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Re: Malatina's survival

#89 Post by kuripot » Sat Dec 31, 2011 7:41 pm

rock5 wrote:I'm currently working on a aoe option that assumes that if you want to use an aoe to clear the trash then you would have it set as your first attack skill. So it checks the first attack skill again a list of aoe skills. Here is the list I'm using. Are there any others I should add?

Code: Select all

local aoeskills = {
	"MAGE_PURGATORY_FIRE",
	"MAGE_DISCHARGE",
	"WARRIOR_BLASTING_CYCLONE",
	"WARRIOR_MOON_CLEAVE",
	"WARRIOR_WHIRLWIND",
	"KNIGHT_WHIRLWIND_SHIELD",
}

Code: Select all

"WARDEN_FRANTIC_BRIAR

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rock5
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Re: Malatina's survival

#90 Post by rock5 » Sat Dec 31, 2011 11:00 pm

To tell you the truth I'm not convinced any other aoe skill is useful besides Purgatory Fire. Mostly you will find with those other skills that it will use them and not 1 hit kill them so you have to finish them off 1 by 1 anyway. Or they will still be on cooldown. I personally only use purgatory fire with my mage and set up my other characters to kill the mobs under 2 seconds. The rule of thumb I go by is, there needs to be at least 7:30 left on the clock when it finishes all the trash mobs. If it does that then it should have no problem finishing on time.

Have you tested it with that skill included in the list? Does it work ok? I'll add it anyway I guess. Although I don't know when I'll next post an updated version
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kuripot
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Re: Malatina's survival

#91 Post by kuripot » Sun Jan 01, 2012 12:45 am

im running malatina survival manually in warden.. i use FRANTIC_BRIAR in 4 corner 1 FRANTIC_BRIAR kill 1/4 of the mobs and do 4 corner kill all mobs..


in other waypoint my priority skill is charge chop to prevent to prevent luring other mobs... in malatina i want to use FRANTIC_BRIAR... i was thinking to change the priority skill in malatina waypoint... i can do changing profile setting in the waypoint but i dont know how to change the skill priority...

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Re: Malatina's survival

#92 Post by rock5 » Sun Jan 01, 2012 1:07 am

If you add the skill to that list it shouls use it when available until all the trash is cleared. It will then disable it for killing other spawned mobs. Try it and see how it goes.
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Re: Malatina's survival

#93 Post by kuripot » Sun Jan 01, 2012 1:55 am

rock5 wrote:I'm currently working on a aoe option that assumes that if you want to use an aoe to clear the trash then you would have it set as your first attack skill. So it checks the first attack skill again a list of aoe skills. Here is the list I'm using. Are there any others I should add?

Code: Select all

local aoeskills = {
	"MAGE_PURGATORY_FIRE",
	"MAGE_DISCHARGE",
	"WARRIOR_BLASTING_CYCLONE",
	"WARRIOR_MOON_CLEAVE",
	"WARRIOR_WHIRLWIND",
	"KNIGHT_WHIRLWIND_SHIELD",
}

where i can find this??? im using survivalR5.xml waypoint

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Re: Malatina's survival

#94 Post by rock5 » Sun Jan 01, 2012 3:26 am

It's about line 25.
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Re: Malatina's survival

#95 Post by kuripot » Sun Jan 01, 2012 4:49 am

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
--=== Rock5's version ===--
--===     V 2.3 r5    ===--

--=== User Options ===--
When_Finished = "end" -- "relog" to end script, "relog" to log next character and "waypointfilename" to load that waypointfile.

AllowSkillCastTime = 2 -- Ignore skills with cast times longer than this value when when casting single skills.
--====================--

bizarremechanism = 101489
guardianrockspirit = GetIdName(101269)
guardiandefender = GetIdName(101637)
guardianswordsman = GetIdName(101271)
franticcliffdemon = GetIdName(101272)
brownwoodenchest = 111956
smallbomb = 101486
mediumbomb = 101487
largebomb = 101488
treasuretile = GetIdName(111811)

function checkRelog()
	if When_Finished == "relog" then
		sendMacro("}LoginNextToon=true;a={")
		sendMacro("Logout();");
		waitForLoadingScreen();
		loadPaths("survivalr5");
	elseif When_Finished == "end" then
		error("Ending script",2)
	else
		if not string.find(When_Finished,".", 1, true) then
			When_Finished = When_Finished .. ".xml"
		end
		local filename = getExecutionPath() .. "/waypoints/" .. When_Finished
		local file, err = io.open(filename, "r");
		if file then
			file:close();
			loadPaths(When_Finished)
		else
			error("'When_Finished' option is invalid",0)
		end
	end
end

--=== Function to sort tables, at angle ===--
local function SEsize(_x, _z)
   local X1 = 2622.1403808594
   local Z1 = 2900.1105957031
   local X2 = 2471.7895507813
   local Z2 = 2954.833984375

   return math.floor(((_x-X1)*(Z2-Z1)-(X2-X1)*(_z-Z1))/math.sqrt((X2-X1)^2 + (Z2-Z1)^2) + 0.5)
end

local function NEsize(_x, _z)
   local X1 = 2471.7895507813
   local Z1 = 2954.833984375
   local X2 = 2526.5126953125
   local Z2 = 3105.1848144531

   return math.floor(((_x-X1)*(Z2-Z1)-(X2-X1)*(_z-Z1))/math.sqrt((X2-X1)^2 + (Z2-Z1)^2) + 0.5)
end

function addToNE(_x, _z, _s)
   return _x + (_s * 0.9397), _z - (_s * 0.3420)
end

function addToSE(_x, _z, _s)
   return _x + (_s * 0.3420), _z + (_s * 0.9397)
end

function GetAttackPosition(_x, _z)
   local SEvalue = SEsize(_x, _z)
   local NEvalue = NEsize(_x, _z)
   if 1 > SEvalue then -- nw edge
      return addToSE(_x, _z, - attackdistance)
   elseif SEvalue > 159 then -- se edge
      return addToSE(_x, _z, attackdistance)
   elseif 1 > NEvalue then -- sw edge
      return addToNE(_x, _z, - attackdistance)
   elseif NEvalue > 159 then -- ne edge
      return addToNE(_x, _z, attackdistance)
   end
end

--=== Create table of tiles ===--
function createTileTable()

   tiles = {}

   local objectList = CObjectList();
   objectList:update();
   local objSize = objectList:size()

   for i = 0,objSize do
      local obj = objectList:getObject(i);
      if obj.Id == 111811 or obj.Id == 111812 then
         table.insert(tiles, table.copy(obj))
      end
   end

   -- Sort function
   local function sortfunc(a,b)
      if SEsize(a.X,a.Z) == SEsize(b.X,b.Z) then
         return NEsize(b.X,b.Z) > NEsize(a.X,a.Z)
      else
         return SEsize(b.X,b.Z) > SEsize(a.X,a.Z)
      end
   end

   -- Sort tiles
   table.sort(tiles, sortfunc)
end

--=== look for indicator that the tile is clickable ===--
function clicktile(address)
	local tmp = memoryReadRepeat("int", getProc(), address + addresses.pawnAttackable_offset) or 0;
	if bitAnd(tmp,0x8) then
		return true
	else
		return false
	end
end

--=== look for indicator that the chest has loot ===--
function clickchest(address)
	local chest = memoryReadRepeat("byte", getProc(), address + 0x2F0) or 0
	if chest ~= 0 then
		return true
	else
		return false
	end
end

--=== Open chests ===--
function chests()
	local chests = {}
	local objectList = CObjectList();
	objectList:update();
	local objSize = objectList:size()

	for i = 0,objSize do
		local obj = objectList:getObject(i);
		if obj.Name == "Brown wooden chest" then
			table.insert(chests, table.copy(obj))
		end
	end

	for k,v in pairs(chests) do

		if not RoMScript("TimeKeeperFrame:IsVisible()") then
			checkRelog()
		end
		if clickchest(v.Address) == true then
			fly()
			teleport(v.X+10,v.Z+10,18)
			repeat
				player:target_Object(v.Id, nil, nil, true);
			until clickchest(v.Address) ~= true
		end
	end
	checkRelog()
end

--=== Attack with only one skill ===--
function oneskillattack()
	local skillcast = false
	repeat
		player:update()
		for i,v in pairs(settings.profile.skills) do
			if v.AutoUse and v.Available and
			player.Level >= v.aslevel and
			(v.Type == STYPE_DAMAGE or v.Type == STYPE_DOT) and
			deltaTime(getTime(), v.LastCastTime) >= (v.Cooldown*1000 - getSkillUsePrior()) and
			(player.Rage >= v.Rage and player.Energy >= v.Energy and player.Concentration >= v.Concentration) and
			(player.Mana >= math.ceil(v.Mana + (v.Level-1)*v.ManaInc) ) and
			(player.Nature >= v.Nature or player:hasBuff(503817)) and
			AllowSkillCastTime >= v.CastTime then
				skillcast = true
				player:cast(v)
				repeat yrest(50) player:update() until not player.Casting
				yrest(500)
				break
			end
		end
	until skillcast
end

--=== First mobs to kill ===--
function trashmelee()
	for i = 1,#orderlist do
		local tile = tiles[orderlist[i]]
		fly()
		teleport(GetAttackPosition(tile.X,tile.Z))
		if player.Battling then
			local _enemy = findaggroenemy()
			if _enemy then
				player:target(_enemy);
				player:fight()
			end
		end

		local trash = player:findNearestNameOrId(bizarremechanism)
		if trash then
			trash = CPawn(trash.Address)
			local distance = distance(player.X, player.Z, trash.X, trash.Z)
			if (attackdistance * 1.3) > distance then
				player:target(trash)
				repeat
					oneskillattack()
					trash:update()
				until 10 > trash.HP
				player:clearTarget();
			end
		end
	end
	spawnsmelee()
end

--=== Kill spawns melee ===--
function spawnsmelee()
	for i = 1,#orderlist do
		local tile = tiles[orderlist[i]]
		fly()
		teleport(GetAttackPosition(tile.X,tile.Z))

		if player.Battling then
			local _enemy = findaggroenemy()
			if _enemy then
				player:target(_enemy);
				player:fight()
			end
		end

		local spawn = player:findNearestNameOrId(guardianrockspirit)

		if spawn then
			spawn = CPawn(spawn.Address)
			local distance = distance(player.X, player.Z, spawn.X, spawn.Z)
			if (attackdistance * 1.3) > distance then
				player:target(spawn)
				repeat
					oneskillattack()
					spawn:update()
				until 10 > spawn.HP
				player:clearTarget();
			end
		else
			printf("Something wrong, name incorrect.\n")
		end
	end
	breaktiles()
end

--=== Start of tiles function ===--
function breaktiles()
	if player.Class1 == CLASS_MAGE then
		changeProfileSkill("MAGE_PURGATORY_FIRE" , "AutoUse", false)
	end
	--=== First run of tiles ===--
	orderlist = {6,24,5,23,4,22,3,21,2,20,1,19,16,36,18,35,17,34,15,33,14,32,13,31,28,12,30,11,29,10,27,9,26,8,25,7}
	for i = 1,36 do
		local tile = tiles[orderlist[i]]

		-- Dig tile
		repeat
			if not RoMScript("TimeKeeperFrame:IsVisible()") then
				checkRelog()
			end
			fly()
			teleport(tile.X+1,tile.Z+1,18,120)
			player:update()
			player:target_Object(tile.Id, 500, false, true, clicktile);
		until clicktile(tile.Address) == false

		-- see what's there
		local starttime = os.clock()
		repeat
			local result = player:findNearestNameOrId({guardiandefender,guardianswordsman,franticcliffdemon,brownwoodenchest,smallbomb,mediumbomb,largebomb})
			if result and 10 > distance(player.X,player.Z,result.X,result.Z) then
				printf("%s found. Id %d.\n", result.Name, result.Id)
				if result.Name == guardiandefender or result.Name == guardianswordsman or result.Name == franticcliffdemon then
					player:target(result)
					player:fight()
				elseif result.Id == brownwoodenchest then
					repeat
						player:target(result);
						Attack() yrest(1000)
						repeat
							player:update()
						until player.Casting == false
					until clickchest(result.Address) ~= true
				end
				break
			end
		until os.clock()- starttime > 1
	end
end

--=== find enemys that have you targeted ===--
function findaggroenemy()
	local obj = nil
	local pawn = nil
	local objectList = CObjectList();
	objectList:update();

	for i = 0,objectList:size() do
		obj = objectList:getObject(i);
		if( obj ~= nil and obj.Type == PT_MONSTER) then
			pawn = CPawn(obj.Address)
			if pawn.TargetPtr == player.Address then
				return pawn
			end
		end
	end
end

if player.Class1 == CLASS_SCOUT or player.Class1 == CLASS_PRIEST or player.Class1 == CLASS_DRUID then
	attackdistance = 50
else
	attackdistance = 25
end

orderlist = {6, 12, 18, 24, 30, 36, 35, 34, 33, 32, 31, 25, 19, 13, 7, 1, 2, 3, 4, 5}

--=== Table numbering system ===--
--[[
	1 7  13 19 25 31
	2 8  14 20 26 32
	3 9  15 21 27 33
	4 10 16 22 28 34
	5 11 17 23 29 35
	6 12 18 24 30 36
* -- entrance to room.
]]

--=== Turn off looting, wastes time ===--
settings.profile.options.LOOT = false
settings.profile.options.TARGET_LEVELDIF_ABOVE = "15" -- Need to try to kill anything in there or no point.
settings.profile.options.TARGET_LEVELDIF_BELOW = "60" --trash is lvl 15 which people won't allow for in profile.
teleport_SetStepSize(120)

--=== Get into Survival Zone ===--
local zoneid = RoMScript("GetZoneID()")
if zoneid ~= 351 then -- not in Survival
	local Malatina = GetIdName(111813)
	-- Try to find Malatina and teleport in
	if player:target_NPC(Malatina) then
		if 50 > player.Level and (player.Level2 >= 50 or player.Level3 >= 50) then
			-- Wait for user to change class
			cprintf(cli.yellow,"If you want to earn Phirius Shells, change to your 50+ class before continuing.\n")
			player:sleep()
		end
		sendMacro("ChoiceOption(1);");
		yrest(2000)
		sendMacro("ChoiceOption(1);");
		if not waitForLoadingScreen(30) then
			print("Failed to teleport into Survival")
			checkRelog()
		end
	else
		print("You are too far from Malatina")
		checkRelog()
	end
end

</onLoad>
	<!-- #  1 --><waypoint x="2519" z="2593" y="9">
		local joker = GetIdName(111814)
		player:target_NPC(joker);
		sendMacro("ChoiceOption(2);");
	</waypoint>
	<!-- #  2 --><waypoint x="2546" z="2681" y="9" type="TRAVEL">	</waypoint>
	<!-- #  3 --><waypoint x="2586" z="2789" y="9" type="TRAVEL">	</waypoint>
	<!-- #  4 --><waypoint x="2606" z="2843" y="9" type="TRAVEL">
		createTileTable() -- do it here as you can't see the pawns until you start the event.
		local trash = player:findNearestNameOrId(bizarremechanism)  -- check for trash
		local spawns = player:findNearestNameOrId(guardianrockspirit) -- check for spawns
		local tiles =  player:findNearestNameOrId(treasuretile, nil, clicktile) -- check if any tiles need opening

		if trash then -- add in options for aoe and ranged here
			trashmelee() -- clears trash within melee range
		end

		if spawns then
			spawnsmelee() -- kill spawns within melee range
		end

		if trash == nil and spawns == nil and tiles ~= nil then
			breaktiles() -- start breaking tiles
		end

		if tiles == nil then
			chests() -- open chests
		end
	</waypoint>

</waypoints>


sorry.... i cant see any "local aoeskills"

User avatar
rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Malatina's survival

#96 Post by rock5 » Sun Jan 01, 2012 8:12 am

Sorry. I think a lot of people get caught out by thinking the file on the second post is the latest. It isn't. The latest version is 2.51 here
http://www.solarstrike.net/phpBB3/viewt ... 038#p30038

I could update the second post but I was thinking of starting my own because there are 2 files with my version. And if you include survivalnext and the file I'm thinking of releasing for clearing the bag, that makes 4. Might be easier with a new post.

I'll probably get around to it eventually.
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User avatar
lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

Re: Malatina's survival

#97 Post by lisa » Sun Jan 01, 2012 9:05 am

rock5 wrote:I'll probably get around to it eventually.
You have first post now so you can just update that 1 =)
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

User avatar
rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Malatina's survival

#98 Post by rock5 » Sun Jan 01, 2012 9:18 am

Ah interesting. Fair enough. I don't need my own post now, thanks. :)

Still, I think I'll leave it until tomorrow to update.
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rock5
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Re: Malatina's survival

#99 Post by rock5 » Mon Jan 02, 2012 11:00 am

First post updated with latest versions and description.
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Re: Malatina's survival

#100 Post by kanta » Wed Jan 04, 2012 8:11 am

Just downloaded and ran the new version. Had an endless loop.
Moving to waypoint #4, (2606, 2843)
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Scout/Knight/Rogue 70/66/66

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