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Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 11:12 am
by NoComments
Rock5 thx

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 11:50 am
by Merlin
Ok, it works on one char the second char gives me this error (and yea, that stinks, becouse I have no idea why one works and the another not!):

Code: Select all

OPENING LOCAL SKILLS DB!
Loading profile xxxxxxx.xml
MACRO Test: ok
...ram Files (x86)/micromacro/scripts/rom/functions.lua:574: bad argument #1 to
'memoryReadByte' ((null))


Please enter the script name to run.
Type in 'exit' (without quotes) to exit.
Any souguestions why?

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 11:53 am
by Merlin
Forget to mentione it but the Game has a crit everytime I try to load the profile :) and after that I get the error.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 12:35 pm
by brujilla
THANKSSSSSSSSSSS lisa y rock5 we are the best XD :lol: :lol: it.s ok all

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 1:37 pm
by Alkaiser
Replacing the scripts folder with what rock5 posted works. Doing dailies now with no errors. Haven't tried combat yet.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 2:44 pm
by irenepappel
Ok, it works now.
You only need to take the following 3 files from rock5's micromacro.zip in this thread:
\scripts\rom\classes\item.lua
\scripts\rom\addresses.lua
\scripts\rom\macros.lua
The rest is identical to the latest SVN update (build 606).

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 3:15 pm
by ezgitaran
Wow rock5 & lisa, you're just awesome as usual!

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 3:51 pm
by MiesterMan
I couldn't get it to work with the SVN, deleted all the files in the main rom script directory accept for settings and did update, didn't work. I replaced the files with the ones in the zip you posted and it fixed the issue with the macro position.

I'm getting a table error spam, item 620298. I tried using the getid.lua but my mouseovers weren't giving anything.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 5:05 pm
by MiesterMan
***Seems to be resolved***

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 5:09 pm
by Alkaiser
Calling egg pet for assist causes this error:
6:2pm - ...Magic/micromacro/scripts/rom/classes/memorytable.lua:288: bad argument #2 to 'memoryReadInt' (number expected, got nil)

I turned eggpet assist off to avoid it. Feed pet function also causes memoryReadInt error.

Mounts aren't used when they are in partner bag. I guess the bot hasn't been made aware of partner bag slots yet.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 8:57 pm
by lisa
Alkaiser wrote:Calling egg pet for assist causes this error:
6:2pm - ...Magic/micromacro/scripts/rom/classes/memorytable.lua:288: bad argument #2 to 'memoryReadInt' (number expected, got nil)

I turned eggpet assist off to avoid it. Feed pet function also causes memoryReadInt error.

Mounts aren't used when they are in partner bag. I guess the bot hasn't been made aware of partner bag slots yet.
I don't have any perm mounts so I can't even test the new pet/mount system

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 9:13 pm
by lisa
Choose your character that you want to play on:

(RoM window 1)
(RoM window 2)
This means MM isn't getting the informaton from the clients, either that or you didn't have any characters loaded which doubt.

Open up functions.lua and line 70

Code: Select all

	local windowList = findWindowList("*", "Radiant Arcana");
change to

Code: Select all

	local windowList = findWindowList("Runes of Magic", "Radiant Arcana");
See if it helps, it should still work with the * but you never know it might help.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 9:22 pm
by lisa
Still seems to be an issue with actionbar, I made a new account of new characters and just did the elf daily to run through the whole account.it was trying to use different keys each time as if the macro was in that key.

I'll try to find out why but there is deffinately an issue there.
If there is already a macro set up for the bot then it works perfectly.
So it is just the placing of the macro in the hot bar.

going to use this to test it.

setActionKeyToId(hotkey,skillid)

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 10:24 pm
by lisa
I can't recreate the actionbar issue, just went through 2 accounts and different classes and all worked perfectly.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 10:42 pm
by rock5
Not much progress has been happening with various peoples problems recently so I've committed what is done so far. Please try revision 607. Don't forget to revert if you have any conflicts.

If you are still having problems try to also update your macromicro version.
http://www.solarstrike.net/downloads.php
Some people reported that fixed their problem.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 11:14 pm
by MiesterMan
Ok, my assignment is done and turned in. I'll try to figure some of this out.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Fri Jun 17, 2011 11:32 pm
by Merlin
The solution to my problem regarding the crush of the game was the deletion of all previous macros.
Now the bot starts without problems.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Sat Jun 18, 2011 12:46 am
by lisa
Table not found for ID: 240397
Wrong value returned in update of item id: 240397
Table not found for ID: 240060
Wrong value returned in update of item id: 240060
I think there is the indicator to the real issue. This has been happening for people since the last patch.

Have you tried doing the work around posted in the table not found topic?

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Sat Jun 18, 2011 1:36 am
by kanta
To Rock5:

How the 3rd class works: You have the ability to have 3 classes but only 2 can be active at any point. For example I have scout/knight/priest. Can use s/k, s/p, k/s, k/p, p/s, p/k (yes, you have to do the elite quests for every combination). When you ask an NPC to change your class it has the 2 classes possible listed in the dropdown (because you are already on one of them). You also do not get another equipment setup. You are stuck with 2 configurations. Same with the skill bars. For example. The game gives me the same skill bar for both s/k and s/p. So the k and p skills have to be jammed into the main scout skill bar set.

Kinda tired, can't think of anything else to add.

Re: 4.0.0 any issues/solutions (CHAPTER IV)

Posted: Sat Jun 18, 2011 1:53 am
by rock5
Thanks Kanta, that's good info. I think we'll wait until people stop reporting problems before figuring out how to add 3rd class support.

Off the top of my head I'd say we need to add variables like player.Class3 and player.Level3 but it's possible that with only 2 classes active, we might not be able to get that information.

Also, obviously, you would add the third class skills in the profile. That's easy enough but I'm not sure how it will deal with skills that are not currently available. Only 2 options spring to mind.

One is to add a variable to the skills saying which class it belongs to, then you can check if you have that class active before using the skill.

Second is to somehow check if you have the skill before casting. I'm not sure how this could be done but maybe it's time to revisit trying to get skill data from memory.

As to the actionbar issue, you are given an actionbar per class. The number of classes hasn't change so neither has the actionbar. I'd just use hotkey = "MACRO". Why put all the skills the bot uses in the actionbar? The actionbar should be reserved for the skills you use when playing manually, which probably wont be as many as you set the bot to use.