4.0.0 any issues/solutions (CHAPTER IV)

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kanta
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#121 Post by kanta » Sat Jun 18, 2011 2:41 am

I'm not sure that you would need to get the skill info for the 3rd class (I'm not a programmer, just giving my thoughts) because only the skills from the 2 active classes can be used. The unassigned class skills are unavailable.

And thank you for posting that zip of your files. Bot is up and running KS perfectly. Just have to figure out my new scout skill rotation. Also, I've been using the MACRO option for a little bit now, makes profiles much easier to change around.
Scout/Knight/Rogue 70/66/66

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#122 Post by kanta » Sat Jun 18, 2011 2:55 am

One other thing. It isn't something that needs to be figured out right away, but they added a new bag to put permanent mounts and pet eggs into. The cosmetic pets, not the ones that you level. The player:mount() function isn't seeing the mounts once they are placed in the new bag. I know there's a command to list the bag info, but I don't remember what it is or if it would even work with the new bag.
Scout/Knight/Rogue 70/66/66

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#123 Post by rock5 » Sat Jun 18, 2011 3:21 am

What I meant by getting skills from memory is, getting the list of skills you currently have. Then you can check a profile skill against this list. If you don't have the skill then it doesn't try to cast it.

But I'm open to suggestions. What other ways can we deal with unavailable skills?
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#124 Post by rock5 » Sat Jun 18, 2011 3:23 am

kanta wrote: they added a new bag to put permanent mounts and pet eggs into.
Where do you get those from?
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#125 Post by kanta » Sat Jun 18, 2011 3:47 am

As far as the skills are concerned, I honestly don't know. I just wasn't sure if I was clear in how I explained things (not an uncommon occurrence) so I tried to explain in a little more detail.

The new mount/pet bag button is labeled "Open Partner Bag" and is located in the lower left of your normal bag interface between the item shop and transmuter buttons. It's a default option now given to every player.

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#126 Post by Mushroomstamp » Sat Jun 18, 2011 3:48 am

Anyone else having problems with the fly() userfunction not working? MM window shows "Swimhack activated!" but character does not swim.

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#127 Post by lisa » Sat Jun 18, 2011 4:28 am

Mushroomstamp wrote:Anyone else having problems with the fly() userfunction not working? MM window shows "Swimhack activated!" but character does not swim.
the addresses for fly "hack" are in the userfunction, so no one has bothered to find the new addresses, main concern was making bot run first.
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#128 Post by MiesterMan » Sat Jun 18, 2011 4:31 am

It came back again:

Code: Select all

...Store/Micromacro/scripts/rom/classes/memorytable.lua:288: bad argument #2 to 'memoryReadInt' ((null))
This could just be a flaw in the client. Wouldn't be the first time.

No... I just restarted the client, same error, again. Is it possible for RoMBot to somehow become corrupt? Are there any files that that are modified by the bot while running? Namely files involving memory or tables or whatever...

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#129 Post by Mushroomstamp » Sat Jun 18, 2011 5:04 am

lisa wrote:no one has bothered to find the new addresses
Well now would be a great time to learn something new... how do I go about finding the new addresses?

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#130 Post by lisa » Sat Jun 18, 2011 5:08 am

here is a good place to start
Remember no matter you do in life to always have a little fun while you are at it ;)

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InuYasha
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#131 Post by InuYasha » Sat Jun 18, 2011 5:21 am

Germangold wrote: 1. Just be patient
2. Follow Rule 1. and wait for a proper svn release
3. Dude srysly you just registered to tell us that, awesome, saved my day
Working hard for solutions many people think 'Hey, I work for it and no one say thanks, getting no feedback for it...

Well, I looked for some help getting my bot running, finding this forum - et voila - it is running now;) So I just registered to tell you:

THANK YOU!


Many greetings from Oldenburg, Germany;)

KaMaro
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I've problem.

#132 Post by KaMaro » Sat Jun 18, 2011 6:26 am

Hi, I'm an Englishman so my English is not beautiful.

What am I doing wrong? I downloaded the link rock5 bot (Fri June 17 2011 08:5), but unfortunately I do not work properly. What value do I enter the line?


Thx :)
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lisa
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#133 Post by lisa » Sat Jun 18, 2011 6:30 am

I'm guessing you want to run a millers ranch script.

Try this link
Remember no matter you do in life to always have a little fun while you are at it ;)

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#134 Post by KaMaro » Sat Jun 18, 2011 6:37 am

Thank you very much, will check soon:)

So wrong topics ;]

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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#135 Post by lisa » Sat Jun 18, 2011 11:11 pm

rock5 wrote: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.
From what I understand this uses the actual names listed in skill_local so if you play on a server that isn't english then you would need to make sure all of the names are in that file for each skill you use.

I just tried it on the middle east server and didn't work as no middle east translations for the skills. Even though I have the english version installed and play with english settings.

I agree though using "MACRO" does seem to be the way to move forward and get better usage from bot for actual killing, especially with the intro of a third choice of class.

I think adding in which class the skill is used for would make it very easy to adjust to the new system. Could simply do a check for player.Class2.
So only add into the "table of skills" the skills that match the classes being used.

I'll do some more thinking on it and see what else I can come up with.
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#136 Post by rock5 » Sat Jun 18, 2011 11:29 pm

That's one of the options I was talking about but a problem occurs to me.

It's not enough to know the class that the skill belongs to. You would also need to know if it's a general skill or class specific as only the general skills are available as a second class.

On another note, I'm looking into getting info of the skills from memory. So far it's looking promising. I can definately get the id and level of the skills and using "GetIdName" I should also be able to get the name, although I don't think we need the name. If we just added the id of the skills to the skills database then it would be an easy check to see if it's available. And because of the way the skills are organised in memory, you would have the tab and skill number so could use "UseSkill(tab,skill number)" instead of using the skill name. That means you could use the "MACRO" option in any language.
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#137 Post by lisa » Sat Jun 18, 2011 11:48 pm

Trouble with that is that when you get elite skills it moves the skills, it doesn't just add them at the end.

I was actually thinking of only detecting second class and adding the skills for second class to the skills table.

Since you will no doubt still have <skills_mage> So you would know that class 1 is mage, so the skills in that section from another class wouldn't be primary skills, well they shouldn't, only user error would add the wrong skills to the section.
I guess we could just do a skill name check and use that instead since the class is in every name.
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#138 Post by rock5 » Sun Jun 19, 2011 1:17 am

lisa wrote:Trouble with that is that when you get elite skills it moves the skills, it doesn't just add them at the end.
Not a problem. The table in memory corresponds with the skills as they are listed in the tabs. So if you get an elite and it gets inserted into tab4 skill10 then when you match the id you just cast UseSkill(4,10).
lisa wrote:Since you will no doubt still have <skills_mage> So you would know that class 1 is mage, so the skills in that section from another class wouldn't be primary skills, well they shouldn't
Actually that's a good point. Didn't think of that. :oops:
lisa wrote:I guess we could just do a skill name check and use that instead since the class is in every name.
If doing it your way then that's probably the easiest way.

That just leaves the language limitations of using the "macro" option and the limited action keys to place the 3 different class skills on. If we did it with ids we could completely do away with the skills_local file and no one would need to put the bot skills on the action bar. Another benefit is you could add skills to your profile that are not yet available to you so that they can be used when they become available, eg. in a customised userdefault profile. Also the existing 1-10 profile could include all the useful skills that will become available while leveling 1-10.
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#139 Post by lisa » Sun Jun 19, 2011 1:43 am

rock5 wrote:Another benefit is you could add skills to your profile that are not yet available to you so that they can be used when they become available, eg. in a customised userdefault profile. Also the existing 1-10 profile could include all the useful skills that will become available while leveling 1-10.
I've actually been doing this for a while now, my 1-10/10 does this and makes the skills change from autouse false and true depending of if skill can be used or not.

Functions in the attachment deal with the checking skills against lvl and adding them to the action bar.
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userfunction_lisafunctions.lua
small collection of functions I use for lvling 1-10/10.
(10.17 KiB) Downloaded 175 times
Last edited by lisa on Sun Jun 19, 2011 1:50 am, edited 1 time in total.
Remember no matter you do in life to always have a little fun while you are at it ;)

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bloedi2000
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Re: 4.0.0 any issues/solutions (CHAPTER IV)

#140 Post by bloedi2000 » Sun Jun 19, 2011 1:45 am

First Thx very much for the help provided in this forum.

Second, I got a problem^^ Rombot continuosely posts the problem "Table not found for ID 620305" when i farm KS. There was a different code sometime, maybe it has something to do with the things in my bag. I removed everything but healing potions, phirius but i get the message further.

How can i resolve which table ID is what item?

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