Anyone have minigames Waypoints?

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lisa
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Re: Anyone have minigames Waypoints?

#61 Post by lisa » Thu Oct 20, 2011 10:22 am

Ok give this a try, go into survival, kill all the trash including spawns. then start this WP, it will teleport to each tile in a pattern, it will "break" harvest each tile. It will fight back if attacked. Once it has gone through it's pattern there will probably be 4-8 tiles unbroken, it will then go and break them until they are all broken. then it will pause bot (sleep).

Don't be worried if it breaks a tile out of pattern, when you get a monster spawn it may move to kill it, it will then harvest the nearest tile. It's fine as it gets them all at the end anyway. Just let it run it's course.

It is a good idea to turn off looting for this, total waste of time.

Obviously make sure you have Rock5's teleport userfunction.

To do list
1. do start of WP to clear the trash,
2. break tiles -- complete, could use tweaking.
3. open chests.
survtiles.xml
V 1.2
Added in a check for the wand and not to try to attack it. Also added comments of what the code does.
Untested at this stage.
(3.13 KiB) Downloaded 123 times
survtiles.xml
V 1.1
just does breaking tiles at this stage.
(2.67 KiB) Downloaded 102 times
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kanta
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Re: Anyone have minigames Waypoints?

#62 Post by kanta » Thu Oct 20, 2011 1:21 pm

Here's the coordinates for the Bizarre Mechanisms. I recorded these at a distance of 28 from them, outside the range of the stun/slow effect. The BM's to the left and right are a distance of 40+ away so a targeting range of 35 should be safe.

Code: Select all

x="2612" z="2872"
x="2581" z="2883"
x="2552" z="2893"
x="2522" z="2906"
x="2491" z="2916"
x="2461" z="2927"
x="2455" z="2994"
x="2465" z="3023"
x="2476" z="3053"
x="2488" z="3084"
x="2499" z="3115"
x="2565" z="3122"
x="2596" z="3110"
x="2626" z="3100"
x="2655" z="3089"
x="2687" z="3077"
x="2694" z="3010"
x="2682" z="2980"
x="2671" z="2950"
x="2661" z="2920"
Scout/Knight/Rogue 70/66/66

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Nero
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Re: Anyone have minigames Waypoints?

#63 Post by Nero » Thu Oct 20, 2011 1:33 pm

Just went online, so I'll check it soon.

@Kanta - I think that it's better that we would be as near to their position as we can get - it would teleport us to the nearest mob anyway, so paralysis won't matter. Will try to do it first, and if it won't work as intended, tomorrow morning (yeah, got one close-ranged char -.-) will check it out.
One thing I've never noticed - they can give you stun? I've only noticed the paralysis..

Will post feedback soon

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Re: Anyone have minigames Waypoints?

#64 Post by kanta » Thu Oct 20, 2011 1:50 pm

Wasn't sure what to call the effect. I've already tested some of my code trials with the characters I have available so I can't do any more today. Only have 1 that's actually capable of finishing Survival.
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Nero
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Re: Anyone have minigames Waypoints?

#65 Post by Nero » Thu Oct 20, 2011 1:55 pm

No, didn't mean the name - I understood that they also can give you 'stun' effect, which would render you unable to attack. Is that correct, or were you just talking about the extreme slowdown that you get from the blue lightning?

@edit - when I tried to do the bizarre mechanisms with purg and add teleport to it, it didn't work at all - every purg I've used is shown to be in a completely different area that my character is right now.

I assume that it will be the same with targeting - if the game thinks I'm in a different place, then value would be different for micromacro as well. I'll try to run player:update(); as the first thing to do in every WP, maybe it'll work without changing rest to any higher value.



To the tile-harvesting function - it's great! Worked for ~7 tiles left splendidly. This doesn't avoid bombs, but I think that it's not really needed to check for them - it won't hinder the script for more than ~10 seconds at most, so it's an acceptable loss.

Only thing that could be changed is that it starts harvesting next tile even if it uncovers any mob. Maybe some small rest, even 0,2 sec after each teleport will solve it? Will attempt it now.

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Re: Anyone have minigames Waypoints?

#66 Post by Nero » Thu Oct 20, 2011 2:31 pm

Adding player:update() didn't work, as strange as it is. Will have to think about something different then, as going from WP to WP isn't very precise - bot might even be off by the length of the entire tile.

Adding a short rest in the code didn't help with it harvesting before being interrupted and fighting back. Even if we DO have that time to spare, it's needless. I assume that

Code: Select all

	function tiles1() --First run of tiles
		for i,v in pairs(tilecoords2) do
			-- if we put short rest here, it should check for aggro - yrest(300); seemed to be enough in my old WP. Right now, we get the message about entering battle AFTER teleport and the beginning of harvesting
			if player.Battling then
				local _enemy = player:findEnemy(true,nil)
				if _enemy then
					player:target(_enemy.Address);
					player:fight()
				end
			end
			teleport(v.x,v.z)
			player:target_Object(v.id, nil, nil, true, clicktile);
		end
	end
this is the part where it does what it does to check whether it's fighting?

Manual targeting didn't work, yeah. Rom keeps thinking that I'm in a different place when I use TP, and it's the only way that you arrive EXACTLY at the specified coords that I know of. I already have my WAYPOINT_DEVIATION set to 0, and yet bot keeps 'cutting corners', and generally seems to be loading next WP when I'm still a bit off of the latest WP. I'll try to digest just how does the code supplied by lisa works, and might do something similar to the mobs - although don't hold your breath, as it seems really complicated to me.


Oh, and I've downloaded the first version, and my bot didn't even try to attack malatina's wand. Don't know why, as it should even if it's lvl is different than specified in profile, but, oh well..

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lisa
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Re: Anyone have minigames Waypoints?

#67 Post by lisa » Thu Oct 20, 2011 7:49 pm

The wand knocking you down doesn't put you in combat, so it doesn't set off the player.Battling code. I added in the wand code just in case a mob spawns and the bot kills that mob and then tries to kill the wand afterwards.

Chances of the bot trying to kill the wand (with this code) are very low but still possible. I noticed when I did the wander at the start it tried to kill the wand, so if bot is left to it's usual coding then that is something that will happen.

As for the rest after teleport in the code I did, no need. You will always get in combat 1 second after the mob spawns even if your on the other side of the room, mob always agroes onto you. So you teleport to next spot, get agro flag and bot reacts and goes and kills it. Then breaks nearest tile and continues on. As I said any missed tiles gets done at the end anyway, so not worth wasting time adding in rests on every single teleport.

To tweak that code though I would probably add in teleport back to same spot after leaving combat and break the same tile it was working on before. That code just needs some tweaking.
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Re: Anyone have minigames Waypoints?

#68 Post by lisa » Thu Oct 20, 2011 9:44 pm

V 1.3

Added a Y value for teleport, issue before was teleport was placing character inside the tile/chests so it got stuck. That is why you got the pull back effect occasionally. It should now teleport to just above tile and kind of drop down to tile(as not flying).

Took out the code to check if in combat, the bot will defend itself anyway. The in combat code made it go attack mob straight away, without it the bot keeps harvesting and once the mob actually attacks the character then it defends itself. So 50% of the time the mob is in melee range when bot defends itself. Either way the tiles are all gotten at the end, so not hugely important at this stage, can be tweaked later.

Added in opening chests at the end, I need to find an indicator for if chest is open or not, basically at the moment it just keeps teleporting to ever chest and trying to open them until you get ported out of the instance. Only reason you won't open chest is if knocked back by the wand.

Note make sure you have room in your bags as the chests won't open if your bags are full.

My testing so far it takes 6.5 - 7 mins to do tiles and chests, could reduce that by a minute if knew which chests had been opened successfully.
Attachments
survtiles.xml
V 1.3
Added opening chests and a check for when you leave instance, bot sleeps once out of instance.
(3.89 KiB) Downloaded 119 times
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Re: Anyone have minigames Waypoints?

#69 Post by rock5 » Thu Oct 20, 2011 11:19 pm

lisa wrote:Not sure if this will help or not but here are the coords for the tiles.

X Z
2613 2971
2644 2960
2482 2984
2501 2943
2512 2973
2624 3001
2534 3034
2564 3023
2594 3012
2622 2900
2471 2954
2572 2952
2603 2941
2633 2930
2542 2963
2523 3004
2583 2982
2553 2993
2493 3014
2592 2911
2531 2932
2562 2922
2575 3053
2635 3031
2504 3045
2605 3042
2654 2990
2526 3105
2676 3050
2556 3094
2646 3061
2586 3083
2616 3072
2515 3075
2665 3020
2545 3064
I can help make a list of tiles and sort them in a table, like the cor script, but I need accurate coords. These look like they might be rounded.
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Re: Anyone have minigames Waypoints?

#70 Post by lisa » Fri Oct 21, 2011 12:15 am

rock5 wrote:I can help make a list of tiles and sort them in a table, like the cor script, but I need accurate coords. These look like they might be rounded.
Those are the same coords I posted in the other topic, where I had trouble with the order being changed. I also added in the ID of the tile to each coord, it works pretty well atm.

I had a thought about the chests today, the name stays the same but I bet the ID changes. Can anyone test that out?
I already did my main chars in survival today. Have some more but probably not even geared enough to kill the trash at start lol
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Nero
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Re: Anyone have minigames Waypoints?

#71 Post by Nero » Fri Oct 21, 2011 12:23 am

Name stays the same - so it should be on database in two versions.

http://www.runesdatabase.com/search?q=b ... chest#npcs

As you can see, there is only one NPC with that name. Actually, the 'alpha' version I did was supposed to check for the chest's ID and harvest only them - but tried to harvest unopened boxes anyway. I might check it in-game today to make sure, although I'm almost certain that ID stays the same (maybe I'll finally figure out how to use getId, lol).

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Re: Anyone have minigames Waypoints?

#72 Post by rock5 » Fri Oct 21, 2011 12:37 am

It looks like, even though you have a list of coordinates, you still target the nearest tile. So if your moved, it messes up your order.

What I wanted to do for you was make a table of the actual tile objects and sort them in a table, which is a bit tricky because the grid is on an angle. Then you can target each tile in the order you want and keep trying to collect it until you succeed. Attacks and knock downs wont mix up the order.
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Re: Anyone have minigames Waypoints?

#73 Post by lisa » Fri Oct 21, 2011 12:41 am

I managed to kill some trash at the start, ID stays same after chest is opened. Need to find another indicator.

Ahh, well I can easily do the print without my removing the decimal places.
(Actually the coords in the WP I did with createpath)

I'll post it in a sec.

Code: Select all

2605.7785644531 3042.2807617188
2493.6787109375 3014.9743652344
2534.6936035156 3034.0998535156
2564.763671875 3023.1550292969
2515.5681152344 3075.1145019531
2504.6235351563 3045.0444335938
2575.7084960938 3053.2253417969
2654.9743652344 2990.3212890625
2616.7231445313 3072.3508300781
2635.8486328125 3031.3359375
2526.5126953125 3105.1848144531
2556.5830078125 3094.2399902344
2676.8635253906 3050.4614257813
2586.6530761719 3083.2954101563
2594.833984375 3012.2104492188
2545.6381835938 3064.169921875
2646.7934570313 3061.40625
2624.9040527344 3001.2658691406
2665.9189453125 3020.3913574219
2531.9299316406 2932.9445800781
2501.8596191406 2943.8894042969
2613.9594726563 2971.1958007813
2633.0849609375 2930.1809082031
2603.0148925781 2941.1254882813
2482.7341308594 2984.9040527344
2523.7490234375 3004.0295410156
2512.8041992188 2973.9594726563
2553.8190917969 2993.0849609375
2542.8745117188 2963.0148925781
2622.1403808594 2900.1105957031
2572.9445800781 2952.0700683594
2592.0700683594 2911.0554199219
2644.0295410156 2960.2509765625
2471.7895507813 2954.833984375
2562 2922
2583.8894042969 2982.1403808594
Those arn't in the right order though, shouldn't be to hard to match them up with the X Z I did earlier.
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Re: Anyone have minigames Waypoints?

#74 Post by lisa » Fri Oct 21, 2011 3:47 am

I should be able to test this tomorrow but how does it look?
Should it harvest the tile without fail?

Code: Select all

	--=== First run of tiles ===--
	function tiles1()
		for i,v in pairs(tilecoords2) do
			teleport(v.x,v.z,14)
			tile1 = player:findNearestNameOrId("Treasure Tile", nil, clicktile)
			local disttile = distance(player.X, player.Z, tile1.X, tile1.Z)
			if 30 > disttile then --standing on tile1
				repeat
					if player.Battling then
						local _enemy = player:findEnemy(true,nil,evalwand)
						if _enemy then
							player:target(_enemy.Address);
							player:fight()
						end
					else
						teleport(tile1.X,tile1.Z,14)
						player:target_Object(tile1.Id, nil, nil, true, clicktile);
					end
				until clicktile(tile1.Address) == false
			end
		end
	end
If it works then it should shave 30-60 seconds off time.
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Re: Anyone have minigames Waypoints?

#75 Post by lisa » Fri Oct 21, 2011 9:20 am

managed to test that code and it does the tile 100%, slows it down half a sec each tile. Char only had like 3k hp though and died with the 3rd mob that spawned. Code works though.
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Re: Anyone have minigames Waypoints?

#76 Post by rock5 » Fri Oct 21, 2011 9:33 am

Looks like it would probably work. Going to the tile and remembering it till finished will work.

But do you need to check distance to tile if you just teleported to it? Maybe if it failed to teleport? In that case you should be getting the nearest tile after checking the distance.

Also, what happens if the distance is greater than 30?

Anyway, I worked out my way. It was a lot of fun. Your way might be simpler and adequate if it works so might be preferable but I'll post mine anyway.

Code: Select all

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

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
So you run 'createTileTable()' and it creates a table of tiles objects in order, like so.

Code: Select all

1  2  3  4  5  6
7  8  9  10 11 12
13 14 15 16 17 18
19 20 21 22 23 24
25 26 27 28 29 30
31 32 33 34 35 36
You could then create an order list to say what order you want to collect them
eg.

Code: Select all

orderlist = {1,4,7,10,13,16,19,22,25,28,31,34,2,5,8,11,14,17,20,23,26,29,32,35,3,6,9,12,15,18,21,24,27,30,33,36}
Beauty of this is it's easy to try a new pattern if you like. And do you want to know something else that's funny? I discovered that if you create a table like this, they remain in order. lol

Which means if you created your table like this

Code: Select all

	--=== all 36 tiles and corresponding ID ===--
	tilecoords = {
	{x="2472", z="2955", id=111811},	
	{x="2504", z="3042", id=111812},
	{x="2503", z="2942", id=111812},	
	{x="2534", z="3032", id=111811},	
	{x="2528", z="2932", id=111811},	
	{x="2564", z="3022", id=111812},	
	{x="2559", z="2921", id=111812},	
	{x="2593", z="3011", id=111811},	
	{x="2590", z="2912", id=111811},	
	{x="2624", z="3001", id=111812},	
	{x="2620", z="2896", id=111812},	
	{x="2652", z="2983", id=111811},
	{x="2484", z="2981", id=111812},	
	{x="2518", z="3071", id=111811},	
	{x="2510", z="2969", id=111811},	
	{x="2545", z="3060", id=111812},	
	{x="2541", z="2959", id=111812},	
	{x="2576", z="3052", id=111811},	
	{x="2573", z="2951", id=111811},	
	{x="2607", z="3040", id=111812},	
	{x="2600", z="2937", id=111812},
	{x="2634", z="3026", id=111811},	
	{x="2629", z="2926", id=111811},	
	{x="2663", z="3018", id=111812},	
	{x="2495", z="3014", id=111811},	
	{x="2525", z="3100", id=111812},	
	{x="2521", z="2995", id=111812},	
	{x="2557", z="3093", id=111811},	
	{x="2552", z="2990", id=111811},	
	{x="2584", z="3079", id=111812},	
	{x="2582", z="2978", id=111812},	
	{x="2615", z="3069", id=111811},	
	{x="2610", z="2970", id=111811},	
	{x="2645", z="3058", id=111812},	
	{x="2641", z="2959", id=111812},	
	{x="2674", z="3048", id=111811},	
	}
They probably would remain in order, no need to sort.

Anyway, you have your order list so you would do something like

Code: Select all

for i = 1,36 do
    local tile = tiles[orderlist[i]]
    -- then do what ever you want to it while checking aggro etc,etc..
end
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lisa
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Re: Anyone have minigames Waypoints?

#77 Post by lisa » Fri Oct 21, 2011 10:21 am

very nice, I won't pretend to understand the first code you did yet, probably take me a while to get my head around it.

I really like that this actually puts things in order

Code: Select all

tilecoords = {
   {x="2472", z="2955", id=111811}, 
I will deffinately remember that.
rock5 wrote:Also, what happens if the distance is greater than 30?
Then it will go to the next tile on the list, I wanted to avoid getting the wrong nearest tile, so if something happened on the way to a tile I didn't want it just hitting the nearest tile which might have the wrong Id or some other issue that may arise. Hmm in the end I used the Id from the pawn and not the designated tile table anyway.
If teleport works 100% then the distance check won't affect anything.

It probably isn't needed I guess.
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Nero
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Re: Anyone have minigames Waypoints?

#78 Post by Nero » Fri Oct 21, 2011 11:26 am

Whoa.

...whoa.

I'll just test it for now, as most of the code starts to go right over my head. And maybe find how to one-shot correct mob at the beginning.


For now, targeting tiles works great. However, when it began fighting back after the bot has been attacked, RoM had the 'right' position of our character - right now it's just like my teleporting to clean out the bizarre mechanisms - bot keeps thinking that we're one teleport back that we actually are. Every bomb that explodes knocks the character down, I've had problems most of the time that the bot tried to use some ranged attack and eery time 'have to face the target' was printed out in-game - even after ~20 seconds when fighting the same mob. When I've used AOE's, it has attacked the mob even from the other half of the room. Even the red wave sometimes missed me TWICE in a row, even though on both occasions it was harvesting tiles in a place that SHOULD give the knockdown effect.

Other than that, it works. Takes the chests really fast, too. I'll compare just what did you do to make it harvest the tile until it's successful - if we'd put the same code onto chests, it might work (assuming that it's not some black-magic and I won't understand a bit - and mobs can't spawn out of chests, so it will work correctly in the current state)

@Edit - ahh, realized that the same way to check for opened chests won't work. Shame.

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Re: Anyone have minigames Waypoints?

#79 Post by kanta » Fri Oct 21, 2011 1:58 pm

All I can think of for the chests is some sort of code similar to the way Rock did it for his COT script. This level of coding is way beyond my ability and my limited time to try and wrap my brain around it...
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Re: Anyone have minigames Waypoints?

#80 Post by rock5 » Fri Oct 21, 2011 9:27 pm

I don't think I did anything special with the chests in cot, just tareted them. Of course there was no chance of being interrupted in cot.

What's the problem with chests? I would have thought, if you've cleared those things around the edges, that you would click a tile, if a chest appears you open it, if a bomb appears, you go to the next tile, if a mob appears you kill it. End of story. Of course with the chests you have to check that you succeeded because you might have been knocked down so you need to know when you've succeeded. Have you tried checking the chests stance values? Maybe they change when the chest is opened?
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