Disappering mobs

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cokebot
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Disappering mobs

#1 Post by cokebot » Sun Jul 21, 2013 11:44 am

Hi, is there any way to handle with disappering mobs, like in the goblin mine.
I mean mobs how don't die and drop loot, but disappear slowly when they are dead.
The problem is, when they disappier the bot still want to kill them till it clears the target, that takes a lot of time.

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lolita
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Re: Disappering mobs

#2 Post by lolita » Tue Jul 23, 2013 7:54 am

maybe you can add something like this on skillcast in your profile

Code: Select all

<onSkillCast>
if target.HP == 0 then
  player:clearTarget()
end
</onSkillCast>
Life is a journey, not destination :D

kuripot
Posts: 493
Joined: Mon Nov 07, 2011 9:14 pm

Re: Disappering mobs

#3 Post by kuripot » Wed Jul 24, 2013 11:39 am

i encountered in survival game... the mobs already died but my char continue attacking them because the corpse showing has full hp.. i activated show health bars thats why i see its show the coprse has hp even it is died

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gloover
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Re: Disappering mobs

#4 Post by gloover » Fri Aug 02, 2013 5:27 am

Has someone solved this problem? I have the same problem of disappesaring the mobs, especially if they're going down by one hit. The bot has a problem to clear the target correctly

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rock5
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Re: Disappering mobs

#5 Post by rock5 » Fri Aug 02, 2013 5:31 am

Is it happening doing normal botting or only when using a goblin mines script? What loot options are you using and do you have any onleavecombat code?
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gloover
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Re: Disappering mobs

#6 Post by gloover » Fri Aug 02, 2013 8:16 am

Yes rock, you've right - it happens in the goblin mine.
Loot options setted to false, onleavecombat only checks the mainhand dura

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rock5
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Re: Disappering mobs

#7 Post by rock5 » Fri Aug 02, 2013 9:17 am

Does your goblins script use a custom attack function or does it use the regular bot attack sequence?
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gloover
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Re: Disappering mobs

#8 Post by gloover » Fri Aug 02, 2013 9:31 am

its a regular attack sequence. The only thing I've in my onscillcast is

Code: Select all

	if arg1.Name == "ROGUE_THROW" then
		player.ranged_pull = false
	end
but this doesn't a matter

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rock5
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Re: Disappering mobs

#9 Post by rock5 » Fri Aug 02, 2013 10:06 am

If you use the same character and profile botting elsewhere, does it work normally? If so there may be something funny about the mobs in the minigame. Something different about it's hp or it Alive value or attackable value or lootable value. You might have to have it print some stuff to see what's happening, maybe in onskillcast. Something like

Code: Select all

local target = player:getTarget()
if target and target.Address~=player.Address then
    printf("Alive=%s, HP=%d, Attackable=%s, Lootable=$s\n",tostring(target.Alive),target.HP,tostring(target.Attackable),tostring(target.Lootable))
end
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lolita
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Re: Disappering mobs

#10 Post by lolita » Fri Aug 02, 2013 2:37 pm

i entered Goblines , and with changed profile option on skill cast, kiled 3 mobs from comand line, here is results

Code: Select all

Command> player:fight()
Engaging enemy [Brown-Eyed Cotton Worm] in combat.
Use MACRO: MAGE_FLAME          =>   Brown-Eyed Cotton Worm (45591/45591)
Alive=true, HP=45591, Attackable=true, Lootable=$s
Use MACRO: MAGE_LIGHTNING      =>   Brown-Eyed Cotton Worm (45591/45591)
Alive=true, HP=45591, Attackable=true, Lootable=$s
Use MACRO: MAGE_FIREBALL       =>   * Failed to cast *
Fight finished. Killed 2 <UNKNOWN>. (fight #2 / runtime 2 minutes)
Clearing target.
Command> player:fight()
Engaging enemy [Sharp-toothed Cotton Worm] in combat.
Use MACRO: MAGE_FLAME          =>   Sharp-toothed Cotton Worm (45591/45591)
Alive=true, HP=45591, Attackable=true, Lootable=$s
Use MACRO: MAGE_LIGHTNING      =>   * Failed to cast *
Fight finished. Killed 3 <UNKNOWN>. (fight #3 / runtime 2 minutes)
Clearing target.
Command> player:fight()
Engaging enemy [Redeye Cotton Worm] in combat.
Use MACRO: MAGE_FLAME          =>   Redeye Cotton Worm (45591/45591)
Alive=true, HP=45591, Attackable=true, Lootable=$s
Use MACRO: MAGE_LIGHTNING      =>   * Failed to cast *
Fight finished. Killed 4 <UNKNOWN>. (fight #4 / runtime 3 minutes)
Clearing target.
Command>
i oneHit every mob with mage, and he disappear in few second, but mob's Hp stay on full all the time until he vanish (something like brazer in survival game, just brazers Hp is 0, here remaing Hp is Hp befor killing strike)
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rock5
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Re: Disappering mobs

#11 Post by rock5 » Fri Aug 02, 2013 2:49 pm

I messed up with the lootable variable. It was supposed to be %s not $s.

It doesn't look like the other values change. If the HP doesn't even go down how are we supposed to know the mob is dead? If the mob becomes lootable we might be able to use that.
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lolita
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Re: Disappering mobs

#12 Post by lolita » Fri Aug 02, 2013 3:01 pm

no loot from mobs in GM
Hp go down, but if you onehit him, it stay full, if you hit him several times it drops, but never reach 0
Life is a journey, not destination :D

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rock5
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Re: Disappering mobs

#13 Post by rock5 » Fri Aug 02, 2013 3:22 pm

You could try clearing the target if the hp drops below a certain amount. I don't know if it will work though. In onskillcast put this code

Code: Select all

local target = player:getTarget()
if target and target.Address~=player.Address and 5 > target.HP then
    player:clearTarget()
    player:breakFight()
end
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haringpb
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Joined: Fri Feb 22, 2013 1:19 pm

Re: Disappering mobs

#14 Post by haringpb » Fri Aug 02, 2013 3:37 pm

Well a kind of walkaround for mages and outher classes with aoes is too make a castskillbyname function in the waypoint file, and to change type to Travel.
If anyone got better/outher solutions just tell me ;)

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lisa
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Re: Disappering mobs

#15 Post by lisa » Fri Aug 02, 2013 6:39 pm

More than likely a bit value changes, like the one I use in andor training.

Code: Select all

				local function checkclicked(address)
					local tmp = memoryReadRepeat("int", proc, address + addresses.pawnAttackable_offset) or 0;
					if bitAnd(tmp,0x8) then
						return false
					else
						return true
					end
				end
I changed the true and false for this purpose though, it would need testing.
Remember no matter you do in life to always have a little fun while you are at it ;)

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haringpb
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Joined: Fri Feb 22, 2013 1:19 pm

Re: Disappering mobs

#16 Post by haringpb » Mon Aug 05, 2013 2:03 pm

One outher question i got regarding to this topic, do you also get critical error in about half an hour or is your bot only slowly?

Well and i´ve got an different idea, as we all seem to onehit the mobs in goblin cant we simply use one skill on the more clear the target, stop the fight and move on?
I tried to do this in preCodeOnElite with:

Code: Select all

RoMScript('CastSpellByName("Heiliger Schlag")');
		player:clearTarget()
    		player:breakFight()
		
but it seems not to work that well.

Update: Still not working but maybe an idea 4 someone else: i changed the while loop into a for i = 0, 0 so tha the attack function should have been called only once and the fight should have been breaked

Ps sry 4 my bad english ;)

haringpb
Posts: 29
Joined: Fri Feb 22, 2013 1:19 pm

Re: Disappering mobs

#17 Post by haringpb » Tue Aug 06, 2013 3:22 pm

Anyone got an idea, how i can simply use one skill on the mob and after clearing the target, because with my current script Im getting crit after 10 minuits in Goblin.

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lisa
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Re: Disappering mobs

#18 Post by lisa » Tue Aug 06, 2013 6:56 pm

untested, of course

In profile, or just set this as the event in the WP, plenty of examples already on how to do that.

Code: Select all

<onSkillCast>
if arg1.Type == STYPE_DAMAGE then
target = player:getTarget()
player:addToMobIgnoreList(target.Address)
player:clearTarget()
player:breakFight()
end
</onSkillCast>
You have to be sure you can 1 shot everything though as it will ignore the mob after you attack it once.


This is assuming you tried the code I posted earlier and it didn't work, that previously posted code would probably be best/most reliable though ....
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

haringpb
Posts: 29
Joined: Fri Feb 22, 2013 1:19 pm

Re: Disappering mobs

#19 Post by haringpb » Sat Aug 10, 2013 4:23 pm

Ok thanks so far lisa, its the perfect solution for the publisher of the topic, but i´m still getting crits in goblin after 5 to 30min, when i farm manualy i can go 2 hours+ without crits. Maybe someonelse who is also interested in goblin ep/tp farming might check out.

You will need swim hack and autoacceptgrpinv.
Attachments
userdefault.xml
my userdefault
(13.75 KiB) Downloaded 142 times
Leavegoblin.xml
too kill all mobs in goblin and
(21.3 KiB) Downloaded 136 times
Goblinbetreten2.xml
To enter the mine
(388 Bytes) Downloaded 131 times

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gloover
Posts: 304
Joined: Wed Jul 07, 2010 4:31 am

Re: Disappering mobs

#20 Post by gloover » Sun Aug 11, 2013 3:44 am

haringpb wrote:...but i´m still getting crits in goblin after 5 to 30min, when i farm manualy i can go 2 hours+ without crits....
I've the same problem. I've tried the "model-free-slim-client" without any addon accept of Invitelastgroup, but also got crits sporadically every 5-20 min, so I think it depends on cleartarget-problem descripted above.

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