First in my regular botting I found this error (this may or may not be related not sure):
Quick explanation: loaded waypoint path (but it was in reverse from previous waypoint path, my bad), it wen from first back to last (1->26), in 26 it loads a waypoint path that's my "keypoint" (has no waypoints, only onload code), the keypoint makes checks and reloads the original waypoint path (because everything is ok -don't need repairs, etc), It loads waypoint 1, moves to 26 (again still my bad still in reverse and BTW stuck in a loop ) BUT got some aggro, killed the SOB and skipped waypoint 26 to 25. finnaly BANG! error
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Loaded waypoint path WC_Raptors+Leopards.xml
No return path with default naming WC/WC_R+L_keypoint_return.xml found.
We use the normal waypoint path WC_Raptors+Leopards.xml now.
Moving to waypoint #1, (15901, 24787)
Moving to waypoint #26, (16000, 24786)
M+¬mage has done 1 in 10 available.
Sharp Fang: 111
Beautiful Fur: 97
We change the option 'FARM' from 'true' to 'true'.
Loaded waypoint path WC_Raptors+Leopards.xml
No return path with default naming WC/WC_Raptors+Leopards_return.xml found.
We use the normal waypoint path WC_Raptors+Leopards.xml now.
Loaded waypoint path WC_Raptors+Leopards.xml
No return path with default naming WC/WC_R+L_keypoint_return.xml found.
We use the normal waypoint path WC_Raptors+Leopards.xml now.
Moving to waypoint #1, (15901, 24787)
Moving to waypoint #26, (16000, 24786)
Stopping waypoint: Target acquired.
Engaging enemy [Stripy Sawmouth] in combat.
Moving in | Suggested range: 150 | Distance: 229
Use 1 (TN): MAGE_FIREBALL => Stripy Sawmouth (6250/6250)
Use 4 (TN): MAGE_STARS_OF_LIGHT => Stripy Sawmouth (5012/6250)
Use 6: MAGE_ELEMENTAL_CATAL=> Stripy Sawmouth (0/6250)
Use 7 (TN): MAGE_ENERGY_INFLUX => Stripy Sawmouth (0/6250)
Fight finished. Killed 411 Stripy Sawmouth. (fight #716 / runtime 268 minutes)
Sharp Fang: 111
Beautiful Fur: 97
Use MACRO: Looting target in distance 80.
Clearing target.
[DEBUG] FightStartX 15978.5703125 FightStartZ 24786.1015625
[DEBUG] dir_FS->WP rad -0.005 dir_FS->FE rad 0.133
[DEBUG] Line FS->WP / FS->FE: angleDif rad 0.138 grad 7
[DEBUG] We (would) pass(ed) wp #26 (dist 21.4) in a dist of 2 (skip at 500)
[DEBUG] currentWp #26 16000 24786, FE->WP rad -2.983
[DEBUG] nextWp #25 16182 24779, FE->WP rad -0.347
[DEBUG] FE->wp#25 to FE->wp#26 is in a angle of 151 grad (skip at 90)
[DEBUG] We overrun waypoint #26, skip it and move on to #25
We overrun waypoint #26, skip it and move on to #25
...ktop/Jogos/micromacro/scripts/rom/classes/player.lua:1401: attempt to index l
ocal 'pA' (a nil value)
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DOT_PERCENT
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[DEBUG] FE->wp#25 to FE->wp#26 is in a angle of 151 grad (skip at 90)
![Razz :P](./images/smilies/icon_razz.gif)
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Second Issue: (tested w/ default)
When I load a simple reverse script (this logic: A->B, __WPL:reverse(), B-->A) the bots doesn't wander to random waypoints anymore, instead it goes to a specific waypoint (other than the previous) goes to the waypoint AFTER the last, so if I have a file w/ 20 waypoint it goes to waypoint 21! (don't have the log here but that's pretty much it)
I've noticed that that waypoint is in fact waypoint 1 (so it looped) but then it DIDN'T reverse at all! Here I'll post one of the files doing so:
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<?xml version="1.0" encoding="utf-8"?><waypoints type="RUN">
<!-- # 1 --><waypoint x="15880" z="24760">
if settings.profile.options.FARM == true then
loadPaths("WC/WC_R+L_keypoint");
end
</waypoint>
<!-- # 2 --><waypoint x="15774" z="24643"> </waypoint>
<!-- # 3 --><waypoint x="15123" z="24568"> </waypoint>
<!-- # 4 --><waypoint x="15097" z="24731"> </waypoint>
<!-- # 5 --><waypoint x="14980" z="24723">
player:merchant("Beck Fost");
changeProfileOption("FARM", true);
__WPL:reverse();
return;
</waypoint>
</waypoints>
In this case it goes to waypoint 6 (which in fact turns out to be 1) after 5.