-
Ego95
- Posts: 564
- Joined: Tue Feb 28, 2012 12:38 pm
-
Contact:
#41
Post
by Ego95 » Fri Aug 24, 2012 2:45 pm
Ok, I think it would work fine, but I got a new problem. He should only check it, if he has got the kill quest. Now he checks it the whole script so if I have to open the two cages he starts killing mobs.
I tried this:
Code: Select all
function settings.profile.events.onLeaveCombat()
questname_1 = "Beseitigt weitere Gefahren";
queststate = getQuestStatus(questname_1)
if queststate == "accepted" then
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
end
But like I thought it isn't working. Do you know how I have to change it?
-
lisa
- Posts: 8332
- Joined: Tue Nov 09, 2010 11:46 pm
- Location: Australia
#42
Post
by lisa » Fri Aug 24, 2012 5:18 pm
when you say it isn't working do you mean it gives an error?
you didn't have an end for the if "accepted" part.
try this
Code: Select all
function settings.profile.events.onLeaveCombat()
questname_1 = "Beseitigt weitere Gefahren";
queststate = getQuestStatus(questname_1)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
end
-
Ego95
- Posts: 564
- Joined: Tue Feb 28, 2012 12:38 pm
-
Contact:
#43
Post
by Ego95 » Fri Aug 24, 2012 7:55 pm
Yes, this is exactly how rock it has posted, the problem is, that the quest npc gives you one quest, if you complete it, an other and then the first quest again. So he only has to check the quest status of the first quest (questname_1). If he has accpted the questname_2 he should ignoe that onLeaveCombat setting.
That's why I used this part:
Code: Select all
queststate = getQuestStatus(questname_1)
if queststate == "accepted" then
if queststate == "complete" then
he should first check if it's the first quests that is accepted and then check the queststate.
Or do I have to use an "and" here?
Code: Select all
if queststate == "accepted" and
if queststate == "complete" then
-
rock5
- Posts: 12173
- Joined: Tue Jan 05, 2010 3:30 am
- Location: Australia
#45
Post
by rock5 » Sat Aug 25, 2012 12:02 am
I can't quite follow what you are saying but getQuestStatus can return the status of only one quest and it can only have one value "not accepted", "accepted" or "complete".
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:
- “They say hard work never hurt anybody, but I figure, why take the chance.”
-
do002
- Posts: 58
- Joined: Tue Jan 04, 2011 8:18 pm
#46
Post
by do002 » Mon Nov 12, 2012 12:08 am
HI, for some reason when I started this way point it just went and tried to kill the vines and wild sigs around. I've tried starting the waypoint when I had the quest, without the quest and when I have the quest finished. None of which the waypoint did anything else apart from just killing the mobs. Please help
-
Bill D Cat
- Posts: 555
- Joined: Sat Aug 10, 2013 8:13 pm
- Location: Deep in the Heart of Texas
#48
Post
by Bill D Cat » Thu Sep 26, 2013 2:42 am
rock5 wrote:I can't quite follow what you are saying but getQuestStatus can return the status of only one quest and it can only have one value "not accepted", "accepted" or "complete".
Not true, as it returns "incomplete" as well.
-
rock5
- Posts: 12173
- Joined: Tue Jan 05, 2010 3:30 am
- Location: Australia
#49
Post
by rock5 » Thu Sep 26, 2013 9:36 am
Sorry, I made a mistake. The 3 values it returns are: "complete", "incomplete" and "not accepted".
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:
- “They say hard work never hurt anybody, but I figure, why take the chance.”
-
AngelDrago
- Posts: 133
- Joined: Fri May 06, 2011 10:39 am
#50
Post
by AngelDrago » Sat Oct 19, 2013 7:48 pm
i have tried all the scenarios and i still can not get him to accept the quests anything that i need to look forward too this is the script that I'm using
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onload>
temp = 0
questname_1 = "Continue to Clean up the Threats to the Fishing Village";
questname_2 = "Immediate Relief";
changeProfileOption("WAYPOINT_DEVIATION", 30);
YourTargetScore = 6000
function waitForEventStart()
repeat
yrest(1000) -- check every second
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
if Count == 2 and YourTargetScore > ScorePE then break end
until false
end
function isEventFinished()
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
return (Count ~= 2 or ScorePE >= YourTargetScore);
end;
changeOptionFriendMob("mob", "Ankes", "Add")
if (not player:hasBuff("506684")) then
inventory:useItem(207200);
end
if (not player:hasBuff("506686")) then
inventory:useItem(207202);
end
</onload>
<onLeaveCombat>
questname_1 = "Continue to Clean up the Threats to the Fishing Village";
queststate = getQuestStatus(questname_1)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
</onLeaveCombat>
<!-- # 1 --><waypoint x="-27521" z="24357" y="-83" type="RUN">
waitForEventStart()
isEventFinished()
player:target_NPC("John Carter")
CompleteAllQuests()
yrest(2500)
player:target_NPC("John Carter")
AcceptAllQuests()
yrest(500)
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 2 --><waypoint x="-27621" z="24327" y="-74" type="RUN">
wallon()
</waypoint>
<!-- # 3 --><waypoint x="-27706" z="24256" y="-54" type="RUN"> </waypoint>
<!-- # 4 --><waypoint x="-27627" z="24207" y="-10" type="RUN"> </waypoint>
<!-- # 5 --><waypoint x="-27630" z="24154" y="0" type="RUN"> </waypoint>
<!-- # 6 --><waypoint x="-27746" z="24102" y="1" type="RUN">
walloff()
</waypoint>
<!-- # 7 --><waypoint x="-27857" z="24070" y="0">
</waypoint>
<!-- # 8 --><waypoint x="-28026" z="24006" y="2">
</waypoint>
<!-- # 9 --><waypoint x="-28123" z="24018" y="6">
</waypoint>
<!-- # 10 --><waypoint x="-28215" z="23967" y="1"> </waypoint>
<!-- # 11 --><waypoint x="-28308" z="24026" y="4"> </waypoint>
<!-- # 12 --><waypoint x="-28094" z="23966" y="9"> </waypoint>
<!-- # 13 --><waypoint x="-27962" z="24099" y="-5" tag="quest1complete"> </waypoint>
<!-- # 14 --><waypoint x="-27771" z="24285" y="-83" type="RUN"> </waypoint>
<!-- # 15 --><waypoint x="-27622" z="24369" y="-72" type="RUN"> </waypoint>
<!-- # 16 --><waypoint x="-27526" z="24357" y="-83" type="RUN">
player:target_NPC("John Carter")
yrest(250)
CompleteAllQuests()
yrest(2500)
player:target_NPC("John Carter")
AcceptAllQuests()
yrest(500)
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 17 --><waypoint x="-27582" z="24323" y="-79" type="RUN">
wallon()
</waypoint>
<!-- # 18 --><waypoint x="-27704" z="24265" y="-55" type="RUN"> </waypoint>
<!-- # 19 --><waypoint x="-27631" z="24214" y="-13" type="RUN"> </waypoint>
<!-- # 20 --><waypoint x="-27640" z="24142" y="-2" type="RUN"> </waypoint>
<!-- # 21 --><waypoint x="-27776" z="24084" y="1" type="RUN">
walloff()
</waypoint>
<!-- # 22 --><waypoint x="-27864" z="24048" y="1" type="RUN">
player:target_Object("Thieves' Prisoner");
yrest(250)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 24 --><waypoint x="-27944" z="23960" y="2" type="RUN">
player:target_Object("Thieves' Prisoner");
yrest(250)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 26 --><waypoint x="-27902" z="24038" y="2" type="RUN" tag="quest2complete"> </waypoint>
<!-- # 27 --><waypoint x="-27800" z="24090" y="2" type="RUN"> </waypoint>
<!-- # 28 --><waypoint x="-27684" z="24126" y="10" type="RUN"> </waypoint>
<!-- # 29 --><waypoint x="-27555" z="24296" y="-80" type="RUN"> </waypoint>
<!-- # 30 --><waypoint x="-27522" z="24360" y="-83" type="RUN"> </waypoint>
</waypoints>
-
rock5
- Posts: 12173
- Joined: Tue Jan 05, 2010 3:30 am
- Location: Australia
#51
Post
by rock5 » Sat Oct 19, 2013 11:24 pm
AngelDrago wrote:i have tried all the scenarios and i still can not get him to accept the quests anything that i need to look forward too this is the script that I'm using
A bit of punctuation is that sentence would have helped.
What is it doing? What do you expect it to do?
I noticed one thing right away, you can't create a 'onleavecombat' section in a waypoint file. You can change the onleavecombat in the onload like this.
Code: Select all
if oldOnLeaveCombat == nil then oldOnLeaveCombat = settings.profile.events.onLeaveCombat end
function settings.profile.events.onLeaveCombat()
if oldOnLeaveCombat then oldOnLeaveCombat() end
queststate = getQuestStatus(questname_1)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
end
Put that inside the onload section.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:
- “They say hard work never hurt anybody, but I figure, why take the chance.”
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#52
Post
by rido_knight » Fri Nov 22, 2013 10:34 am
AngelDrago wrote:i have tried all the scenarios and i still can not get him to accept the quests anything that i need to look forward too this is the script that I'm using
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onload>
temp = 0
questname_1 = "Continue to Clean up the Threats to the Fishing Village";
questname_2 = "Immediate Relief";
changeProfileOption("WAYPOINT_DEVIATION", 30);
YourTargetScore = 6000
function waitForEventStart()
repeat
yrest(1000) -- check every second
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
if Count == 2 and YourTargetScore > ScorePE then break end
until false
end
function isEventFinished()
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
return (Count ~= 2 or ScorePE >= YourTargetScore);
end;
changeOptionFriendMob("mob", "Ankes", "Add")
if (not player:hasBuff("506684")) then
inventory:useItem(207200);
end
if (not player:hasBuff("506686")) then
inventory:useItem(207202);
end
</onload>
<onLeaveCombat>
questname_1 = "Continue to Clean up the Threats to the Fishing Village";
queststate = getQuestStatus(questname_1)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
</onLeaveCombat>
<!-- # 1 --><waypoint x="-27521" z="24357" y="-83" type="RUN">
waitForEventStart()
isEventFinished()
player:target_NPC("John Carter")
CompleteAllQuests()
yrest(2500)
player:target_NPC("John Carter")
AcceptAllQuests()
yrest(500)
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 2 --><waypoint x="-27621" z="24327" y="-74" type="RUN">
wallon()
</waypoint>
<!-- # 3 --><waypoint x="-27706" z="24256" y="-54" type="RUN"> </waypoint>
<!-- # 4 --><waypoint x="-27627" z="24207" y="-10" type="RUN"> </waypoint>
<!-- # 5 --><waypoint x="-27630" z="24154" y="0" type="RUN"> </waypoint>
<!-- # 6 --><waypoint x="-27746" z="24102" y="1" type="RUN">
walloff()
</waypoint>
<!-- # 7 --><waypoint x="-27857" z="24070" y="0">
</waypoint>
<!-- # 8 --><waypoint x="-28026" z="24006" y="2">
</waypoint>
<!-- # 9 --><waypoint x="-28123" z="24018" y="6">
</waypoint>
<!-- # 10 --><waypoint x="-28215" z="23967" y="1"> </waypoint>
<!-- # 11 --><waypoint x="-28308" z="24026" y="4"> </waypoint>
<!-- # 12 --><waypoint x="-28094" z="23966" y="9"> </waypoint>
<!-- # 13 --><waypoint x="-27962" z="24099" y="-5" tag="quest1complete"> </waypoint>
<!-- # 14 --><waypoint x="-27771" z="24285" y="-83" type="RUN"> </waypoint>
<!-- # 15 --><waypoint x="-27622" z="24369" y="-72" type="RUN"> </waypoint>
<!-- # 16 --><waypoint x="-27526" z="24357" y="-83" type="RUN">
player:target_NPC("John Carter")
yrest(250)
CompleteAllQuests()
yrest(2500)
player:target_NPC("John Carter")
AcceptAllQuests()
yrest(500)
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 17 --><waypoint x="-27582" z="24323" y="-79" type="RUN">
wallon()
</waypoint>
<!-- # 18 --><waypoint x="-27704" z="24265" y="-55" type="RUN"> </waypoint>
<!-- # 19 --><waypoint x="-27631" z="24214" y="-13" type="RUN"> </waypoint>
<!-- # 20 --><waypoint x="-27640" z="24142" y="-2" type="RUN"> </waypoint>
<!-- # 21 --><waypoint x="-27776" z="24084" y="1" type="RUN">
walloff()
</waypoint>
<!-- # 22 --><waypoint x="-27864" z="24048" y="1" type="RUN">
player:target_Object("Thieves' Prisoner");
yrest(250)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 24 --><waypoint x="-27944" z="23960" y="2" type="RUN">
player:target_Object("Thieves' Prisoner");
yrest(250)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 26 --><waypoint x="-27902" z="24038" y="2" type="RUN" tag="quest2complete"> </waypoint>
<!-- # 27 --><waypoint x="-27800" z="24090" y="2" type="RUN"> </waypoint>
<!-- # 28 --><waypoint x="-27684" z="24126" y="10" type="RUN"> </waypoint>
<!-- # 29 --><waypoint x="-27555" z="24296" y="-80" type="RUN"> </waypoint>
<!-- # 30 --><waypoint x="-27522" z="24360" y="-83" type="RUN"> </waypoint>
</waypoints>
Bot gives error :/
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#54
Post
by rido_knight » Fri Nov 22, 2013 5:17 pm
Yeah i dont have this Function. I ll try tomorrow Thanks for help
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#55
Post
by rido_knight » Sat Nov 23, 2013 5:47 am
i am freaking out because bot take quest2 but go to quest1 waypoint.
Code: Select all
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
bot this code skip i guess..im change 17 to 21 or index 2 to 9..whatever its going to go 2.waypoint
EDİT:I did it..i changed ;
if queststate == "accepted" then to if queststate == "incomplete" then it works great..
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#56
Post
by rido_knight » Mon Dec 02, 2013 6:40 am
Bot didnt wait when event finished.Add some function but didnt change anything also this function cause it crazy
bot take quest 1 but go to quest 2 waypoint etc..Anyone has a good work one this John Carter quest's ? or help
note:im using dailynotes so delete questaccept lines
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onload>
questname_1 = "Continue to Clean up the Threats to the Fishing Village";
questname_2 = "Immediate Relief";
changeProfileOption("WAYPOINT_DEVIATION", 30);
YourTargetScore = 6000
function waitForEventStart()
repeat
yrest(1000) -- check every second
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
if Count == 2 and YourTargetScore > ScorePE then break end
until false
end
function isEventFinished()
local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
if Count ~= 2 or ScorePE >= YourTargetScore then
__WPL:setForcedWaypointType("RUN")
__WPL:setWaypointIndex(__WPL:findWaypointTag("WP1"));
end
end
function checkCondition()
queststate = getQuestStatus(questname_1);
if queststate == "complete" then
player:mount();
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
end
end
changeOptionFriendMob("mob", "Ankes Warrior" , "Add")
changeOptionFriendMob("mob", "Ankes Agent" , "Add")
changeOptionFriendMob("mob", "Ankes Healer", "Add")
changeOptionFriendMob("mob", "Ankes Bomber", "Add")
function checkLoopCondition()
queststate = getQuestStatus(questname_1);
if queststate ~= "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("startKilling"));
end
end
</onload>
<!-- # 1 --><waypoint x="-27521" z="24357" y="-83" tag="WP1">
waitForEventStart()
isEventFinished()
player:target_NPC("John Carter")
yrest(100)
player:target_NPC("John Carter")
yrest(100)
queststate = getQuestStatus("Continue to Clean up the Threats to the Fishing Village");
if queststate == "incomplete" then
player:mount();
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus("Immediate Relief");
if queststate == "incomplete" then
player:mount();
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 2 --><waypoint x="-27621" z="24327" y="-74" type ="TRAVEL" >
wallon()
</waypoint>
<!-- # 3 --><waypoint x="-27706" z="24256" y="-54" type ="TRAVEL"> </waypoint>
<!-- # 4 --><waypoint x="-27627" z="24207" y="-10" type ="TRAVEL"> </waypoint>
<!-- # 5 --><waypoint x="-27630" z="24154" y="0" type ="TRAVEL"> </waypoint>
<!-- # 6 --><waypoint x="-27746" z="24102" y="1" type ="TRAVEL">
walloff()
</waypoint>
<!-- # 7 --><waypoint x="-27857" z="24070" y="0" tag="startKilling">
checkCondition()
</waypoint>
<!-- # 8 --><waypoint x="-28026" z="24006" y="2">
checkCondition()
</waypoint>
<!-- # 9 --><waypoint x="-28123" z="24018" y="6">
checkCondition()
</waypoint>
<!-- # 10 --><waypoint x="-28215" z="23967" y="1">
checkCondition()
</waypoint>
<!-- # 11 --><waypoint x="-28308" z="24026" y="4">
checkCondition()
</waypoint>
<!-- # 12 --><waypoint x="-28094" z="23966" y="9">
checkLoopCondition()
</waypoint>
<!-- # 13 --><waypoint x="-27962" z="24099" y="-5" tag="quest1complete" type="TRAVEL">
player:mount()
</waypoint>
<!-- # 14 --><waypoint x="-27771" z="24285" y="-83" type ="TRAVEL"> </waypoint>
<!-- # 15 --><waypoint x="-27622" z="24369" y="-72" type ="TRAVEL"> </waypoint>
<!-- # 16 --><waypoint x="-27526" z="24357" y="-83" type ="TRAVEL">
player:target_NPC("John Carter")
yrest(100)
player:target_NPC("John Carter")
yrest(100)
queststate = getQuestStatus(questname_1);
if queststate == "accepted" then
__WPL:setWaypointIndex(2);
end
queststate = getQuestStatus(questname_2);
if queststate == "accepted" then
__WPL:setWaypointIndex(17);
end
</waypoint>
<!-- # 17 --><waypoint x="-27582" z="24323" y="-79" type="RUN" tag="gorev2">
wallon()
</waypoint>
<!-- # 18 --><waypoint x="-27704" z="24265" y="-55" type ="TRAVEL"> </waypoint>
<!-- # 19 --><waypoint x="-27631" z="24214" y="-13" type ="TRAVEL"> </waypoint>
<!-- # 20 --><waypoint x="-27640" z="24142" y="-2" type ="TRAVEL"> </waypoint>
<!-- # 21 --><waypoint x="-27776" z="24084" y="1" type ="TRAVEL">
walloff()
</waypoint>
<!-- # 22 --><waypoint x="-27864" z="24048" y="1" type ="TRAVEL">
player:target_Object("Thieves' Prisoner");
yrest(100)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 24 --><waypoint x="-27944" z="23960" y="2" type ="TRAVEL">
player:target_Object("Thieves' Prisoner");
yrest(100)
queststate = getQuestStatus(questname_2)
if queststate == "incomplete" then
__WPL:setWaypointIndex(22);
end
queststate = getQuestStatus(questname_2)
if queststate == "complete" then
__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
end
</waypoint>
<!-- # 26 --><waypoint x="-27902" z="24038" y="2" type="RUN" tag="quest2complete"> player:mount(); </waypoint>
<!-- # 27 --><waypoint x="-27800" z="24090" y="2" type="RUN"> </waypoint>
<!-- # 28 --><waypoint x="-27684" z="24126" y="10" type="RUN"> </waypoint>
<!-- # 29 --><waypoint x="-27555" z="24296" y="-80" type="RUN"> </waypoint>
<!-- # 30 --><waypoint x="-27522" z="24360" y="-83" type="RUN"> </waypoint>
</waypoints>
-
rock5
- Posts: 12173
- Joined: Tue Jan 05, 2010 3:30 am
- Location: Australia
#57
Post
by rock5 » Mon Dec 02, 2013 7:09 am
You need to understand that setWaypointIndex doesn't immediately go to that waypoint, it only sets the next waypoint it is going to go to. If the first quest is "incomplete" and it sets the waypoint index to 2, it will then finish the code in the waypoint that checks the second quest. If the second quest is also "incomplete" then the waypoint index will be set to 17. The eay way to fix it is to add a return after setting the waypoint index.
Code: Select all
__WPL:setWaypointIndex(2);
return
That will cause it to immediately exit the waypoint and not execute any further code there.
You can also use an 'else' between the if statements so it only does one or the other. eg.
Code: Select all
queststate1 = getQuestStatus(questname_1);
queststate2 = getQuestStatus(questname_2);
if queststate1 == "incomplete" then
...
elseif queststate2 == "incomplete" then
...
end
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:
- “They say hard work never hurt anybody, but I figure, why take the chance.”
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#58
Post
by rido_knight » Mon Dec 02, 2013 8:04 am
rock5 wrote:You need to understand that setWaypointIndex doesn't immediately go to that waypoint, it only sets the next waypoint it is going to go to. If the first quest is "incomplete" and it sets the waypoint index to 2, it will then finish the code in the waypoint that checks the second quest. If the second quest is also "incomplete" then the waypoint index will be set to 17. The eay way to fix it is to add a return after setting the waypoint index.
Code: Select all
__WPL:setWaypointIndex(2);
return
That will cause it to immediately exit the waypoint and not execute any further code there.
You can also use an 'else' between the if statements so it only does one or the other. eg.
Code: Select all
queststate1 = getQuestStatus(questname_1);
queststate2 = getQuestStatus(questname_2);
if queststate1 == "incomplete" then
...
elseif queststate2 == "incomplete" then
...
end
sorry master forgot again and thanks for help ^_^ i ll try it.i hope so waitevent function works now
-
murmanov
- Posts: 3
- Joined: Sat Nov 24, 2012 2:21 am
#59
Post
by murmanov » Tue Dec 03, 2013 2:08 pm
IMPORTANT!!!
FOR ALL THE SEARCHING ONES^^
after the waypoint didn't work for me and i know how it is to search the problem in all the millions of posts, although the others could just upload the fixed version, which would make it much more easier, i decided to upload my version^^
i think it should work for everybody (with every language client, not just with the english version)
i hope you enjoy
P.S.: I'm sorry for my bad english^^
-
Attachments
-
- Energy 2 -- edit by murmanov.xml
- v1.2
- (6.67 KiB) Downloaded 167 times
Last edited by
murmanov on Sat Dec 07, 2013 6:13 am, edited 1 time in total.
-
rido_knight
- Posts: 102
- Joined: Wed May 29, 2013 6:50 am
- Location: Turkey
#60
Post
by rido_knight » Wed Dec 04, 2013 2:40 am
murmanov wrote:IMPORTANT!!!
FOR ALL THE SEARCHING ONES^^
after the waypoint didn't work for me and i know how it is to search the problem in all the millions of posts, although the others could just upload the fixed version, which would make it much more easier, i decided to upload my version^^
i think it should work for everybody (with every language client, not just with the english version)
i hope you enjoy
P.S.: I'm sorry for my bad english^^
Thanks buro i ll test it today.
Who is online
Users browsing this forum: Ahrefs [Bot], Bing [Bot] and 20 guests