Search found 426 matches

by kanta
Sat Jan 07, 2012 8:57 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Updated waypoint. New version linked in first post.
by kanta
Sat Jan 07, 2012 4:54 pm
Forum: Runes of Magic
Topic: Improved Jumping Ability!
Replies: 7
Views: 2260

Re: Improved Jumping Ability!

This post is a few days short of 1 year old. If it hasn't been added to the base code by now it most likely won't be.
by kanta
Sat Jan 07, 2012 1:53 pm
Forum: Runes of Magic
Topic: Pasper waypoint?
Replies: 10
Views: 3055

Re: Pasper waypoint?

Isn't the only reason anyone ever did paspers was for lvl 50 elites? I've actually had some people suggest Pasper's for making gold instead of KS. I never made a WP for Pasper's because I didn't want to deal with those spirits that occasionally appear when you kill certain mobs. They deal percentag...
by kanta
Sat Jan 07, 2012 1:21 am
Forum: Runes of Magic
Topic: What is the best class combo for botting survivability.
Replies: 15
Views: 3344

Re: What is the best class combo for botting survivability.

Keep in mind that the average player manually farming the eggs gets maybe 3 or 4 per hour while the bot can get 4+. but i can see a bad side in rouge is gold consumption in his dagger because its easy to worn out Not really an issue if you do Malatinas and get the repair hammers. You need to look in...
by kanta
Fri Jan 06, 2012 10:42 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

If you're making this so low level characters can do it also, the one thing that will help (I think) is that 99% of corners are safe hiding spots. Like where the candles and destiny boxes are. The only one I can remember not working like this is the one candle spot where the dog and knight path clos...
by kanta
Fri Jan 06, 2012 12:28 am
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

If you decide you'd like the elemental candlestick coords, I've verified 4 of them: X_____Z______________________ID 4169 3837 Elemental Candlestick 114117 3873 4097 Elemental Candlestick 114117 3835 3629 Elemental Candlestick 114118 3847 4029 Elemental Candlestick 114118 3676 4124 Elemental Candlest...
by kanta
Fri Jan 06, 2012 12:21 am
Forum: Userfunctions, waypoint scripts, etc.
Topic: use a skill at a waypoint
Replies: 4
Views: 1782

Re: use a skill at a waypoint

modifier="manual" is valid?
by kanta
Thu Jan 05, 2012 11:14 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Ok, here's where I believe the possible candle locations are. **EDIT** The ones I removed were the candles for opening the portals. The only way to be sure would take some time. That would be to print object locations several times by a few characters and compile elemental candle coordinates. I coul...
by kanta
Thu Jan 05, 2012 11:01 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

So I am looking at something more like this then. I assumed the blue and grey dots were possible candles. The blue triangles are candle locations, the grey squares are totems. I'm pretty sure he missed 2 possible candle spawns. On the opposite wall of 3873, 4097 and the SW corner of the center ring...
by kanta
Thu Jan 05, 2012 10:56 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Here's the door models.
by kanta
Thu Jan 05, 2012 10:30 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Didn't expect you to respond so quickly, check the end of the last post I made, I had edited it.
by kanta
Thu Jan 05, 2012 10:24 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Technically there's 6 entrances. I've only ever been sent to 5 of them. Positions are N, S, NW, NE, SW, SE. I believe the one I haven't started in is the SW entrance. Here's the start coordinates for each start point (where you appear when first teleporting in): N - x="3835" z="4327&q...
by kanta
Thu Jan 05, 2012 1:23 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

This whole thing is going to drive me crazy..... I had it working again.... didn't change anything and now I'm getting the error again... I'm about to give up.
by kanta
Thu Jan 05, 2012 11:57 am
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Ok, worked out the problem with the error. I think my solution will make the code more stable in the end anyway. Now to do all the other changes again...
by kanta
Thu Jan 05, 2012 10:09 am
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Seems the numshells is in the code from the checkRelog function I copied from your cot script Rock. I didn't think to check for the extra code, just wanted to add the relog function if people wanted to use it. The file I just posted I keep getting "attempt to index global 'cecandle' (a nil valu...
by kanta
Wed Jan 04, 2012 3:30 pm
Forum: Runes of Magic
Topic: Find zone ID tip
Replies: 0
Views: 1367

Find zone ID tip

I don't know why I didn't know about this a long time ago, but I ran across this information only a couple weeks ago. If you need to do a zone check in your script and you have the game loaded up, press CTRL+X. Look in the lower left of your RoM window and you will see the zone ID printed there.
by kanta
Wed Jan 04, 2012 3:23 pm
Forum: Runes of Magic
Topic: help in useing a DIYCE command in a way point?
Replies: 7
Views: 2579

Re: help in useing a DIYCE command in a way point?

Try using the following:

Code: Select all

<!-- # 3 --><waypoint x="-1357" z="-4637" y="-50"> SlashCommand("/run ScoutRogue()") </waypoint>
by kanta
Wed Jan 04, 2012 3:17 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Yup, I'm a code scavenger :D

I'll post what I have been working on here, I'd rather not put it in the first post. Don't need people getting confused, downloading it then telling me it isn't working properly.
by kanta
Wed Jan 04, 2012 3:02 pm
Forum: Userfunctions, waypoint scripts, etc.
Topic: Malatina's survival
Replies: 409
Views: 103882

Re: Malatina's survival

Ok, thanks for the info.
by kanta
Wed Jan 04, 2012 9:23 am
Forum: Userfunctions, waypoint scripts, etc.
Topic: Ancient Treasures waypoint
Replies: 279
Views: 62472

Re: Ancient Treasures waypoint

Trying to remember which waypoint that candle is located at. The third candle can be anywhere betwin wp 100-105 Sorry, really tired at this point and didn't clarify what I meant. The candle I meant was the one Rock5 mentioned, the one that's close to the dog and knight where I might try to code in ...