Was pulled back. Resetting waypoint fix.

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Roboethicist
Posts: 8
Joined: Thu Jan 14, 2016 9:25 pm

Was pulled back. Resetting waypoint fix.

#1 Post by Roboethicist » Thu Jan 14, 2016 9:37 pm

Hello, Im just starting to use rombot, and I'm having a bit of a problem. I'm trying to make use of the script provided below (old I know), from this thread: viewtopic.php?f=27&t=4342&p=43785&hilit=mist+emerald#p43785
However, every time I zone into barren caves micromacro says: https://www.solarstrike.net/phpBB3/
error.png
error.png (5.24 KiB) Viewed 2066 times
and my character endlessly tries to run through the wall in the complete wrong direction. Based on the message it given in micromacro it would seem it thinks it's still in Howling mountains and is trying to reach the coordinates of the previous waypoint. Is this correct? If so how would I go about fixing it. Thanks.
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noobbotter
Posts: 527
Joined: Fri Aug 31, 2012 1:15 pm

Re: Was pulled back. Resetting waypoint fix.

#2 Post by noobbotter » Fri Jan 15, 2016 8:09 am

That appears to be what it's doing. I have success there using the GoThroughPortal() command. It's a userfunction and if you don't have it, you can get it here: http://www.solarstrike.net/phpBB3/viewt ... 916#p37916

The waypoint listed for waypoint 18 you may never reach. Try making your waypoints for 16, 17 & 19 like this (just get rid of wp18 all together):

Code: Select all

<!-- # 16 --><waypoint x="-4649" z="-2909" y="54" tag="enter" type="TRAVEL"> player:dismount(); </waypoint>
	<!-- # 17 --><waypoint x="-4656" z="-2970" y="38">
			if player.Mounted then
				player:dismount();
			end
			__WPL:setForcedWaypointType("RUN");
			GoThroughPortal()
			yrest(2000)
	</waypoint>
	<!-- # 19 --><waypoint x="1765" z="1371" y="249">	</waypoint>
Also, I'd be careful about using fly() because all it will take is for a GM to see you flying inside that instance and you'll get a ban. There are several places I used to use it all the time but I've been hit on it multiple times in different locations so I try not to use it any more.

Roboethicist
Posts: 8
Joined: Thu Jan 14, 2016 9:25 pm

Re: Was pulled back. Resetting waypoint fix.

#3 Post by Roboethicist » Fri Jan 15, 2016 9:56 am

Ok thank you so much. I'll try using go throughportal. As for the flying, you're probably right. I guess I'll have to redo the waypoints myself for staying on the ground and fighting mobs I aggro. How long would it take my 110 dura daggers to break in hours?

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

Re: Was pulled back. Resetting waypoint fix.

#4 Post by noobbotter » Fri Jan 15, 2016 1:42 pm

What class is your character? Rogues work well because I have them go in hide and only attack back if attacked, and I modify the onLeaveCombat portion of the profile to go back into hide after leaving combat.

If you have a high level character that can easily take any damage they could offer, you could just set it to TRAVEL the whole time and completely ignore mobs, unless they interrupt the gathering process. I haven't tried that.

Oh, daggers... i take it you're a rogue. Don't know how long the dura would last on it but you could always add a check at the end/beginning of each round to check the durability and if below, say 10%, use a hammer on it.

If you add this somewhere it should work, but i just wrote it (modified from different code) so it is untested:

Code: Select all

local hammers = inventory:itemTotalCount(201967);
if ( 10 > inventory:getMainHandDurability() ) then 
	if hammers > 0 then
		cprintf(cli.lightred,"repairing mainhand....")
		inventory:useItem(201967);
		RoMScript("PickupEquipmentItem(15)")
		inventory:update()
	else
		cprintf(cli.lightred,"No simple rapair hammers in bag!\n")
		player:sleep()
	end
end
***Because that part has a "PickupEquipmentItem(15)" in it, which picks up main hand weapon, I would test it with a low level throw away weapon instead of your good one just to be sure it doesn't accidentally pick it up from your weapon slot and drop it on the ground somehow.

For running waypoints, here are some running waypoints you could use. These are the waypoints starting once you enter the instance to the tinme where you break party:

Code: Select all

<!-- # 19 --><waypoint x="1742" z="1477" y="247">	</waypoint>
	<!-- # 20 --><waypoint x="1833" z="1616" y="247">	</waypoint>
	<!-- # 21 --><waypoint x="1942" z="1754" y="249">	</waypoint>
	<!-- # 22 --><waypoint x="1935" z="1969" y="250">	</waypoint>
	<!-- # 23 --><waypoint x="1999" z="2056" y="248">	</waypoint>
	<!-- # 24 --><waypoint x="2251" z="1989" y="234">	</waypoint>
	<!-- # 25 --><waypoint x="2318" z="2045" y="243">
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 26 --><waypoint x="2365" z="1996" y="231">	</waypoint>
	<!-- # 27 --><waypoint x="2516" z="1744" y="244">	</waypoint>
	<!-- # 28 --><waypoint x="2543" z="1643" y="247">	</waypoint>
	<!-- # 29 --><waypoint x="2748" z="1580" y="251">	</waypoint>
	<!-- # 30 --><waypoint x="2807" z="1611" y="248">	</waypoint>
	<!-- # 31 --><waypoint x="2863" z="1854" y="231">	</waypoint>
	<!-- # 32 --><waypoint x="2806" z="2046" y="232">	</waypoint>
	<!-- # 33 --><waypoint x="2845" z="2102" y="240">
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 34 --><waypoint x="2868" z="2014" y="229">	</waypoint>
	<!-- # 35 --><waypoint x="2963" z="1978" y="228">	</waypoint>
	<!-- # 36 --><waypoint x="3089" z="2046" y="239">	</waypoint>
	<!-- # 37 --><waypoint x="3173" z="1993" y="240">	</waypoint>
	<!-- # 38 --><waypoint x="3181" z="1840" y="232">	</waypoint>
	<!-- # 39 --><waypoint x="3267" z="1630" y="242">	</waypoint>
	<!-- # 40 --><waypoint x="3424" z="1550" y="240">	</waypoint>
	<!-- # 41 --><waypoint x="3557" z="1471" y="244">
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 42 --><waypoint x="3315" z="1393" y="247">	</waypoint>
	<!-- # 43 --><waypoint x="3291" z="1287" y="244">	</waypoint>
	<!-- # 44 --><waypoint x="3345" z="1150" y="240">	</waypoint>
	<!-- # 45 --><waypoint x="3288" z="1065" y="238">	</waypoint>
	<!-- # 46 --><waypoint x="3193" z="1050" y="240">	</waypoint>
	<!-- # 47 --><waypoint x="3077" z="1139" y="244">	</waypoint>
	<!-- # 48 --><waypoint x="3039" z="1302" y="261">
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 49 --><waypoint x="3000" z="1195" y="252">	</waypoint>
	<!-- # 50 --><waypoint x="2855" z="999" y="243">	</waypoint>
	<!-- # 51 --><waypoint x="2630" z="866" y="261">
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 52 --><waypoint x="2556" z="1060" y="242">	</waypoint>
	<!-- # 53 --><waypoint x="2443" z="1093" y="241">	</waypoint>
	<!-- # 54 --><waypoint x="2296" z="1034" y="243">	
			player:target_Object(112798) -- Mist Emerald
	</waypoint>
	<!-- # 55 --><waypoint x="2261" z="936" y="247">	</waypoint>
	<!-- # 56 --><waypoint x="2289" z="695" y="248">	</waypoint>
	<!-- # 57 --><waypoint x="2169" z="562" y="235">	</waypoint>
	<!-- # 58 --><waypoint x="2042" z="558" y="234">	</waypoint>
	<!-- # 59 --><waypoint x="1954" z="566" y="235">	</waypoint>
	<!-- # 60 --><waypoint x="1955" z="702" y="253">
			player:target_Object(112798) -- Mist Emerald
			__WPL:setForcedWaypointType("RUN");
	</waypoint>
	<!-- # 61 --><waypoint x="1708" z="706" y="237">	</waypoint>
	<!-- # 62 --><waypoint x="1522" z="762" y="241">	</waypoint>
	<!-- # 63 --><waypoint x="1509" z="941" y="242">
			
			sendMacro("/cast Hide")
	</waypoint>
	<!-- # 64 --><waypoint x="1430" z="1222" y="260">
			player:target_Object(112798) -- Mist Emerald
			SlashCommand("ilg destroy")
			waitForLoadingScreen()
			yrest(2000)
			__WPL:setWaypointIndex(1)
	</waypoint>
I think I had it where I run in the open until I get to the end, at which point i go in hide so i don't have to fight the boss, i grab the Mist Emerald, then leave. You may have to modify that last waypoint contents to do what yours does... I think yours goes to the "start" waypoint where mine goes right back to waypoint #1.

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