Official new patch topic 4.0.1

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rock5
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Re: Official new patch topic 4.0.1

#61 Post by rock5 » Wed Jul 27, 2011 5:29 am

mschmitd wrote:I think there is a Problem with this funktion "inventory:itemTotalCount(0) == 0 then"
Nope, that's working. I also double checked waitForLoadingScreen. That's working too.
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lisa
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Re: Official new patch topic 4.0.1

#62 Post by lisa » Wed Jul 27, 2011 5:32 am

rentbagbase address is wrong
should be
0x9DDA44
not
0x9DDA64
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botje
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Re: Official new patch topic 4.0.1

#63 Post by botje » Wed Jul 27, 2011 5:37 am

egg issue is fixed.

thanx a lot.

Botje

mschmitd
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Re: Official new patch topic 4.0.1

#64 Post by mschmitd » Wed Jul 27, 2011 5:47 am

@Lisa


rentbagbase address is wrong
should be
0x9DDA44
not
0x9DDA64

I have changed the Adress and after them this Funktion works correct :D

"inventory:itemTotalCount(0) == 0 then"


Mike

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rock5
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Re: Official new patch topic 4.0.1

#65 Post by rock5 » Wed Jul 27, 2011 5:53 am

I'll just update it, shall I?

Updated in rev 627
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nassekova
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Re: Official new patch topic 4.0.1

#66 Post by nassekova » Wed Jul 27, 2011 6:37 am

nassekova wrote:
metralla123 wrote:another update of svn now, bot run very good, update 624 but when harvest fedbag not give the item, the cast of harvest broke.
Same problem here with the latest release. Golden egg farming goes smoothly until its time to get some feedbags from that hey barn. Character stands there and gets some of those but about every other try says "No item gained" and then the character is stuck there in some endless loop and just takes those feedbacks.
Still having this same problem even with the 627. It takes first two feedbags fine but just in the end of the third feedbag harvesting status-bar goes to red and it says "you did not gain any items" and the bot is stuck there with that infinite loop :/

EDIT: my char is mage and micromacro version is 1.01 beta 4

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lisa
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Re: Official new patch topic 4.0.1

#67 Post by lisa » Wed Jul 27, 2011 6:50 am

which millers ranch WP are you using and version if you know it.
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rock5
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Re: Official new patch topic 4.0.1

#68 Post by rock5 » Wed Jul 27, 2011 6:53 am

Maybe you actually have a stuck bag. Never heard of it happening before but maybe that's it. Can you collect the bag manaully?
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nassekova
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Re: Official new patch topic 4.0.1

#69 Post by nassekova » Wed Jul 27, 2011 6:55 am

<!-- Rock5's Millers Ranch Chickens run -->
<!-- By Rock5 Version 2.0 -->
<!-- http://www.solarstrike.net/phpBB3/viewtopic.php?p=12139 -->

EDIT: seems there is newer version of it and i will test it now with that

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lisa
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Re: Official new patch topic 4.0.1

#70 Post by lisa » Wed Jul 27, 2011 7:04 am

2.0 is farely old, if you are on a client (game) using 4.0.1 I'd suguest using a later version like 4.1.

If you are on an old client, which version is it?
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nassekova
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Re: Official new patch topic 4.0.1

#71 Post by nassekova » Wed Jul 27, 2011 7:05 am

Same problem still remains even with the newest millersranch.xml . Manually i can take as many of those feedbags and they work but when bot tries it errors every now and then and it ruins the whole macro.

EDIT: Seems that the version with optimized and speedhack works fine so i will be using it instead. Thanks anyways :)

Andre
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Re: Official new patch topic 4.0.1

#72 Post by Andre » Wed Jul 27, 2011 7:27 am

Hello,
first Sorry for my bad English. :oops:
Then a Big Thanks to the people who do a good Job that the Program do the work!

Now my Question:
I do the SVN-Update go with my Char on Miller Ranch and start "Miller Ranch Egg" then following Error comes:

scripts/rom/bot.lua:16: scripts/rom/classes/inventory.lua:2: scripts/rom/classes/item.lua:202: unexpected symbol near '<'

Should I wait for another SVN-Update, or what is it for an error? :?:

Thanks a lot

Mushroomstamp
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Re: Official new patch topic 4.0.1

#73 Post by Mushroomstamp » Wed Jul 27, 2011 7:34 am

Does anyone have the new dailycomplete_ptr and dailycomplete_offset addresses? Or care to tell me the best way to go about figuring them out myself? I'm still not good with CE. =(

spawny
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Re: Official new patch topic 4.0.1

#74 Post by spawny » Wed Jul 27, 2011 7:36 am

hi,
i have problem with selling items after my KS run
AUTO SELL doesn't work correct. It's my settings:

Code: Select all

changeProfileOption("INV_AUTOSELL_ENABLE", true);
changeProfileOption("INV_AUTOSELL_FROMSLOT", 31);
changeProfileOption("INV_AUTOSELL_TOSLOT", 170)
changeProfileOption("INV_AUTOSELL_QUALITY", "white,green,blue,purple");	
player:merchant("Pancer");
keyboardPress(key.VK_B);	
loadPaths("ks-pancer-to-ks");
and only 30 items (31 to 60 - one bag) get sold.

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lisa
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Re: Official new patch topic 4.0.1

#75 Post by lisa » Wed Jul 27, 2011 7:39 am

current version of bot has this at line 202 of item.lua
-- We need to get info from NPC...
there isn't any < in that line so you can't have the latest version.

I am guessing the issue is the <= in the line

Code: Select all

if ( self.Id >= 770000 and self.Id <= 772000 ) then
try

Code: Select all

if ( self.Id >= 770000 and  772000 >= self.Id ) then
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

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lisa
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Re: Official new patch topic 4.0.1

#76 Post by lisa » Wed Jul 27, 2011 7:42 am

spawny wrote:hi,
i have problem with selling items after my KS run
AUTO SELL doesn't work correct. It's my settings:
update to latest version, version 625 had an incorrect address.
Mushroomstamp wrote:dailycomplete_ptr and dailycomplete_offset addresses?
Hmm I don't see them listed in the addresses file, where are they?
I've been running a daily quest WP for a couple hours and its been working fine.
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

SpiralV
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Re: Official new patch topic 4.0.1

#77 Post by SpiralV » Wed Jul 27, 2011 8:04 am

I take a look at the endless feedbag harvest problem.
In any case only Objects in distance can harvested again, i insert 2 lines to prevent them.
Anyone can take a look at it?
classes/player.lua 3470

Code: Select all

	while(true) do
		repeat
			interrupted = false
			if _donotignore == false then
				obj = self:findNearestNameOrId(_objname, self.LastTargetPtr, evalFunc)
			else
				obj = self:findNearestNameOrId(_objname, nil, evalFunc)
			end

			if obj and ( distance(self.X, self.Z, self.Y, obj.X, obj.Z, obj.Y ) < settings.profile.options.HARVEST_DISTANCE ) then -- object found, target
				if self.LastTargetPtr ~= obj.Address then
					cprintf(cli.yellow, language[95], obj.Name); -- We found object and will harvest it
					self.LastTargetPtr = obj.Address;		-- remember target address to avoid msg spam
				end
				objFound = true
				self:target(obj.Address);
				if( distance(self.X, self.Z, obj.X, obj.Z) > 39 ) then
					self:moveInRange(CWaypoint(obj.X, obj.Z), 39, true);
				end
				yrest(100)
				RoMScript("UseSkill(1,1)"); yrest(50);
				local timeStart = getTime()

				--Wait minimum time
				repeat
					yrest(100)
					self:update()
					if self.Casting or self.Battling then break end
				until deltaTime(getTime(),timeStart) >= minWaitTime

				if self.Casting == false and _waittime > 0 then -- Was expecting castingbar so try again, 2nd try.
					RoMScript("UseSkill(1,1)"); yrest(50);
					timeStart = getTime()
				end

				repeat
					yrest(100);
					self:update();
					while( self.Battling ) do
						self:target(self:findEnemy(true, nil, evalTargetDefault, self.IgnoreTarget));
						self:update();
						if( self:haveTarget() ) then
							self:fight();
							interrupted = true
						end
					end
				until deltaTime(getTime(),timeStart) > _waittime and self.Casting == false
			else                                                                      --           <-----------------
				obj = nil --prevent harvesting objects they are not in HARVEST_DISTANCE          <-----------------
			end
		until interrupted == false

		if obj then -- harvest again
			if _donotignore ~= true then
				self.LastTargetPtr = obj.Address -- Default ignore this address in next search
			end
			if _harvestall == false then -- No more harvesting
				return objFound
			end

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lisa
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Re: Official new patch topic 4.0.1

#78 Post by lisa » Wed Jul 27, 2011 8:26 am

I think I understand what your doing
easier to read version is this.

Code: Select all

if obj and ( distance(self.X, self.Z, self.Y, obj.X, obj.Z, obj.Y ) < settings.profile.options.HARVEST_DISTANCE ) then -- object found, target

else -- object to far away
obj = nil --prevent harvesting objects they are not in HARVEST_DISTANCE 
end
I don't see how adding this would affect it.
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

Mushroomstamp
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Re: Official new patch topic 4.0.1

#79 Post by Mushroomstamp » Wed Jul 27, 2011 8:52 am

lisa wrote:Hmm I don't see them listed in the addresses file, where are they?
I have no clue. I got them from the Xaviera daily file posted in the userfunctions subforum. MeisterMan posted it, but I figured others might be familiar;

Code: Select all

		local dailycomplete_ptr = 0x9CB190
		local dailycomplete_offset = 0xACF4
		function getDailyComplete()
			return memoryReadBytePtr(getProc(),dailycomplete_ptr,dailycomplete_offset)
		end
		function checkDQCount()
			local _tmpQC = getDailyComplete()
			cprintf(cli.lightblue,"%s quests completed.\n",tostring(_tmpQC))
			if (_tmpQC == 10) then
            player:sleep()        				
			end
		end
I started my normal daily waypoint file with that in it and checkDQCount printed "120 quests completed".

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rock5
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Re: Official new patch topic 4.0.1

#80 Post by rock5 » Wed Jul 27, 2011 9:16 am

SpiralV wrote:I take a look at the endless feedbag harvest problem.
In any case only Objects in distance can harvested again, i insert 2 lines to prevent them.
Your right, there's a bug. Since I added the distance check, it's possible that "obj" has a value but it's out of distance. In that case it will still "harvest again".

Your way of fixing it will work but I'm thinking to make things clearer I might do the distance check before that repeat, so it would look like.

Code: Select all

			if _donotignore == false then
				obj = self:findNearestNameOrId(_objname, self.LastTargetPtr, evalFunc)
			else
				obj = self:findNearestNameOrId(_objname, nil, evalFunc)
			end
			
			if obj and ( distance(self.X, self.Z, self.Y, obj.X, obj.Z, obj.Y ) > settings.profile.options.HARVEST_DISTANCE ) then -- too far away
				obj == nil
			end

			if obj then -- object found, target
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