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Re: GM detection and banning chance reduction
Posted: Sun Sep 25, 2011 10:27 pm
by lisa
rock5 wrote:When the character changes, the event monitor in game stops
Well yes and no, the timer keeps going regardless, even if you are sitting at character screen the timer is still going.
The issue is that for some reason trying to start the timer in profile doesn't actually work.
So when you call the function in profile this is the code.
Code: Select all
function startGMDetect()
if settings.profile.options.GMDETECT == true then
unregisterTimer("GMdetection");
printf("GM detection started\n");
EventMonitorStart("GMdetect", "CHAT_MSG_WHISPER");
registerTimer("GMdetection", secondsToTimer(5), GMdetection);
end
end
So it prints to MM window it has started and starts the event monitor but then it doesn't actually start the timer which is the function that checks the whispers.
So at face value it looks like it started and some of the functions are working but the core of the whole thing doesn't actually get started, the timer.
So the function needs to be in WP to start the timer.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 4:38 am
by rock5
Hm... But why doesn't it work?
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 4:50 am
by lisa
Honestly no idea, it's like trying to use fly or speed function from commandline, it just doesn't work.
For a while there I was trying to make a WP that was purely in onload so it never ran any coords and to use key presses to turn on and off fly and speed. I never could get it to work =(
The key presses would do everything except make it fly or go faster. I could do prints and other things to test but the actual memory was never altered.
Which may have been because at the time there was a timer in the fly code, might try it again without the timer.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 4:56 am
by rock5
I've often used "fly()" and "flyoff()" on the commandline so I know that works.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 6:11 am
by lisa
you don't use timer though in your version of fly = my point lol
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 6:43 am
by rock5
True.
Ah, so the issue is with the timer, not with the event monitor. Stll, I can't see why it wouldn't work.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 10:15 am
by bokagavrilov
lisa wrote:Ok I will try to explain it better for people.
startGMDetect() in the onload of the WP will initialize the userfunction. It should print to the MM window
GM detection started
--=== PAUSEONGM ===--
if you have any number but 0 for PAUSEONGM in your profile then the bot will pause for that period of time. Basically if they whisper you they are expecting a response but if the character isn't doing anything they have to assume you were afk and then may not respond to the whisper.
If a GM whispers you and you don't respond but keep doing what you are doing they then assume you are a bot.
If you have 0 for PAUSEONGM or you don't have PAUSEONGM in your profile at all then the bot goes into respond to whisper mode, so now it will do a single reply and then logout.
--=== GMnearbylogout ===--
If GMnearbylogout is set to true in your profile then anytime a GM is within range, can't remember exact range but 450 comes to mind, then the char will log out instantly regardless of what it was doing.
If GMnearbylogout is set to false then MM will make the beeping sound and just keep doing what it was doing.
--=== RECALL===--
Ok now if you are in combat then it will check your profile option for RECALL
If it is set to true then it will check if recall is off cooldown and if so then it will use recall and then after load screen finishes it will whisper GM and log out.
If RECALL is set to false then it will just reply to whisper and logout.
That is how it works, yes there are many options, I did this for a reason. If everyone did the exact same thing then the userfunction would be kind of useless as it would tell the GM's your a bot anyway, which is why I said to make your own reply messages at the top of the userfunction.
I really don't know if I can explain it any more then that, maybe someone else can do a simplified explaination.
TY SO MUCH LISA ^_^
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 6:35 pm
by lisa
rock5 wrote:True.
Ah, so the issue is with the timer, not with the event monitor. Stll, I can't see why it wouldn't work.
Could be a few things.
1. timer calls a function so maybe if the function hasn't been loaded yet.
2. might be something in MM itself but no idea lol
3. insert other reasons here
haven't got time to test it today, might play with it later this week.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 8:34 pm
by rock5
lisa wrote:1. timer calls a function so maybe if the function hasn't been loaded yet.
I thought of that but we've used userfunctions in the profile before so it must load the userfunctions before the profile.
Come to think of it, usually functions are added to the onskillcast or onleavecombat. I'm not really sure if I've used a userfunction in the onload section before.
Ok. I'll have to test it then. Shouldn't be too hard.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 9:58 pm
by rock5
I tested it. Userfunctions
are available in the profile onload. But on second thought, of course they are. If GMdetect() runs then that means the userfunction file has been loaded so the called function should be available too.
And I just tested the timer in the onload too by putting this in the profile.
Code: Select all
local function timerfunc() print("Printing...") end
registerTimer("timertest", secondsToTimer(5), timerfunc);
I was using the commandline so I had to do yrests to yeild to the timer but it worked. So the timer works.
Maybe I'm missing something.
Re: GM detection and banning chance reduction
Posted: Mon Sep 26, 2011 10:00 pm
by lisa
yeah just tested with this in profile
Code: Select all
<onLoad><![CDATA[
function tester()
printf("it works\n")
fly()
printf("testing fly\n")
end
registerTimer("testing", secondsToTimer(5), tester);
]]></onLoad>
Also tested it with the function in userfunctions folder.
All worked fine, maybe the changes you made a little while back to when profile is loaded made it work, hadn't really had chance to test it since you did that.
Re: GM detection and banning chance reduction
Posted: Fri Sep 30, 2011 10:35 am
by yoyodoggg
Hello i noticed today when trying to use this addon that it spams me in game with
Cannot get log event for montior 'GMdetect'. No such monitor name exists.
i tryed using
<onLoad><![CDATA[
startGMDetect()
]]></onLoad>
and
<onLoad><![CDATA[
]]>
startGMDetect()
</onLoad>
can i only have gmdetect running on 1 bot at a time or something?
Re: GM detection and banning chance reduction
Posted: Fri Sep 30, 2011 9:11 pm
by lisa
are you saying it works with 1 character but not 2 characters same pc at same time?
Re: GM detection and banning chance reduction
Posted: Sat Oct 01, 2011 1:13 am
by yoyodoggg
sorry lisa i thought that question was pretty clear =/
Atm i use the profile options and function and file from the frontpage etc.. i should be set.
i am getting spamed with
Cannot get log event for montior 'GMdetect'. No such monitor name exists.
What is this?? I have no idea, everything else in the previous post was a question .. =)
why sometimes my 2nd or 3rd bot will start spaming this on my rom client window?
sometimes it goes away, sometimes it goes on for awhile
script seems to work fine, but sometimes it Spams rom client with
Cannot get log event for montior 'GMdetect'. No such monitor name exists.
i dont know what this is or how to fix, halp.
Re: GM detection and banning chance reduction
Posted: Fri Oct 07, 2011 10:16 am
by Nevex
Lisa Dumb question here.
This goes where? In the WP file? (ex. MRCOptimized.xml)
<onLoad><![CDATA[
startGMDetect()
]]></onLoad>
Re: GM detection and banning chance reduction
Posted: Fri Oct 07, 2011 11:56 pm
by grande
For MRC I just put mine in the character's profile that does the farming. I use the onload fucntion on waypoints only if multiple characters will cycle through on the same account (like using the default l1-10 profile. My egg farmers just use one character per account for the MRC wp so i don't see it necessary to screw up the MRC wp since it already has an onload function of its own.
In the profile, it's sandwiched between skills and on death:
Code: Select all
<skills_mage>
<skill name="MAGE_FLAME" modifier="" hotkey="VK_3" priority="80" />
<skill name="MAGE_ELEMENTAL_CATALYST" modifier="" hotkey="VK_2" priority="30" inbattle="true" />
</skills_mage>
<onLoad><![CDATA[
-- Additional Lua code to execute after loading the profile
-- and before the bot starts. e.g. You could overwrite profile settings here
-- like: changeProfileOption("HP_REST", 60);
startGMDetect()
]]></onLoad>
<onDeath><![CDATA[
-- Additional Lua code to execute on death
-- pauseOnDeath(); -- Stop the script
-- player:logout(); -- logout
]]></onDeath>
Re: GM detection and banning chance reduction
Posted: Thu Oct 13, 2011 2:29 am
by lisa
recall seems broken since patch, they changed a value. Doing some testing, should have it fixed soon.
Everything else works 100% in V1.9 with current patch.
Re: GM detection and banning chance reduction
Posted: Thu Oct 13, 2011 3:47 am
by lisa
Fixed Recall, V 2.0 on first post.
I tested every aspect of this userfunction in game today and itl works 100%.
Re: GM detection and banning chance reduction
Posted: Mon Oct 17, 2011 2:28 am
by Tooney
Hi. I got whipsered by some random gold seller and it crashed the gmmonitor script.
It tried using the msg value from
Code: Select all
local time, moreToCome, msg = EventMonitorCheck("GMdetect2", "1")
but it was nil.
I put a check in after it but I'm sure there's a more elegant solution. Doesn't crash everytime he whispers.
Thanks.
Re: GM detection and banning chance reduction
Posted: Mon Oct 17, 2011 3:18 am
by lisa
that msg is the character details, like when you right click a name and click Inquire. I guess if they logged out after whispering you but before the function was done then it might get an error.
Never had that come up before.
I added a check for if msg is nil into latest version 2.1