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Re: Energy of Justice

Posted: Sun Jun 17, 2012 4:08 pm
by rock5
The QuestByName functions are part of the bot now. Delete the userfunctions file.

Re: Energy of Justice

Posted: Sun Jun 17, 2012 4:59 pm
by harbifm
rock5 wrote:The QuestByName functions are part of the bot now. Delete the userfunctions file.
did that, but it did not work , same problem

deleted all the addons, I thought that they might make some issues with rombot, but still did not do it.

re-installed rombot and update with new ingamefunctions in addon file . I am running out of ideas

I am using version 690 and our game version is 4.06

by the way, the addon dailynotes does not work for me either ? ! only in this PC!! it runs ok in my notebook

Re: Energy of Justice

Posted: Mon Jun 18, 2012 4:24 am
by rock5
The code looks like it would work even with revision 690. The only thing I can think of is if you are running in a different language. Are you running in English?

When it gets stuck in that loop, what status is the quest in, Accepted, Completed or Not Accepted? And double check to see that the quest names match.

Re: Energy of Justice

Posted: Mon Jun 18, 2012 5:10 am
by harbifm
rock5 wrote:The code looks like it would work even with revision 690. The only thing I can think of is if you are running in a different language. Are you running in English?

When it gets stuck in that loop, what status is the quest in, Accepted, Completed or Not Accepted? And double check to see that the quest names match.
yep, still it does not accept the quest.

my setting is english it. actulay they give up on traslating the arabic sitting so that half of the players play on the server is alsways shouting for that, which cuased lot of truople when they did this update

it stuck as in picture, trying to accept the quest. still it does not accept the quest.

Re: Energy of Justice

Posted: Mon Jun 18, 2012 5:30 am
by rock5
When it gets stuck in that loop, what status is the quest in, Accepted, Completed or Not Accepted? And double check to see that the quest names match.

Re: Energy of Justice

Posted: Mon Jun 18, 2012 6:25 am
by arkeolog44
sometimes event timer disapair, and bot dont work. I know this waypoints dont work in out of event time but my problem is, it dont work if disapair event time. So how can this waypoints works, dont need check event timer?

Re: Energy of Justice

Posted: Mon Jun 18, 2012 3:35 pm
by harbifm
rock5 wrote:When it gets stuck in that loop, what status is the quest in, Accepted, Completed or Not Accepted? And double check to see that the quest names match.
here it is again, it is trying the name of the quest , not accepting it.
see attached

Re: Energy of Justice

Posted: Mon Jun 18, 2012 4:09 pm
by rock5
Sorry, I'm not even able to test it because when I talk to John Carter (is that John Carter of Mars?) I don't get the quest. There is probably some pre quest I haven't done.

But what you showed me tells me that line 35 isn't working

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RoMScript("OnClick_QuestListButton(1, 1)")
Actually that is for selecting the quest, not 'accepting' it. Maybe the author of the script uses an auto accept addon. The same is true a few lines back

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RoMScript("OnClick_QuestListButton(3, 1)")
That selects the quest to complete but doesn't complete it.

You can install an auto accept addon such as 'Streamline'. Or you could fix the script. To fix the script follow every

Code: Select all

RoMScript("OnClick_QuestListButton(1, 1)")
with

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RoMScript("AcceptQuest()")
and follow every

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RoMScript("OnClick_QuestListButton(3, 1)")
with

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RoMScript("CompleteQuest()")
Or you could replace them with one of the in build functions for quests eg.

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AcceptQuestByName(questname_1)
and

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CompleteQuestByName(questname_1)
that does that for you.

Re: Energy of Justice

Posted: Mon Jun 18, 2012 5:24 pm
by harbifm
rock5 wrote:Sorry, I'm not even able to test it because when I talk to John Carter (is that John Carter of Mars?) I don't get the quest. There is probably some pre quest I haven't done.

But what you showed me tells me that line 35 isn't working

Code: Select all

RoMScript("OnClick_QuestListButton(1, 1)")
Actually that is for selecting the quest, not 'accepting' it. Maybe the author of the script uses an auto accept addon. The same is true a few lines back

Code: Select all

RoMScript("OnClick_QuestListButton(3, 1)")
That selects the quest to complete but doesn't complete it.

You can install an auto accept addon such as 'Streamline'. Or you could fix the script. To fix the script follow every

Code: Select all

RoMScript("OnClick_QuestListButton(1, 1)")
with

Code: Select all

RoMScript("AcceptQuest()")
and follow every

Code: Select all

RoMScript("OnClick_QuestListButton(3, 1)")
with

Code: Select all

RoMScript("CompleteQuest()")
Or you could replace them with one of the in build functions for quests eg.

Code: Select all

AcceptQuestByName(questname_1)
and

Code: Select all

CompleteQuestByName(questname_1)
that does that for you.

thank you rock

that sovled it

Re: Energy of Justice

Posted: Mon Jun 18, 2012 5:36 pm
by Tamyra
lisa wrote:I use this in my KS run.

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	for i, skill in pairs(settings.profile.skills) do
		if skill.Name == "MAGE_PURGATORY_FIRE" then
			settings.profile.skills[i].AutoUse = true
		end
		if skill.Name == "MAGE_FLAME" then
			settings.profile.skills[i].AutoUse = false
		end	
		if skill.Name == "MAGE_PLASMA_ARROW" then
			settings.profile.skills[i].AutoUse = true
		end
	end

Umm, noob question, this go in the profile or the onload?

Edit: Okay, tried both, and I think I must have done something wrong, cause didn't work for either.

Re: Energy of Justice

Posted: Tue Jun 19, 2012 2:14 am
by lisa
first you need to have those skills in your profile.
ie.

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		<skill name="MAGE_FLAME"                hotkey="MACRO" priority="80" />
second that code I posted goes in the onload of the WP, when the WP starts it will turn on and off the autouse for those skills accordingly.

Re: Energy of Justice

Posted: Tue Jun 19, 2012 11:18 am
by Tamyra
Is there a list of all class skills that the bot supports somewhere so that I can be sure I have the syntax correct for the ones I want to use/not use?

Re: Energy of Justice

Posted: Tue Jun 19, 2012 11:37 am
by rock5
Have a look at 'skills.xml' in the 'database' folder.

Re: Energy of Justice

Posted: Tue Jun 19, 2012 4:15 pm
by Tamyra
rock5 wrote:Have a look at 'skills.xml' in the 'database' folder.
*smacks self on forehead* duh....thanks!! :oops:

Re: Energy of Justice

Posted: Thu Jul 12, 2012 6:38 am
by harbifm
first, that you, the idiea is fantastic. There is some truple I guss with the path, it always got stuck in the drums next to the cages. some times in the cages when they respawn

I tried to fix but could not make it much better becuase there is many objects around.
second , can someone explain how to make faste (ideas) for a mage, becasue now it is around 4500 points without looting and it is a deserted areas, i need to reach 6000 alone @@
but I am gettign stronger, I just to make the character little bit faster. how can I use romeo hack to make my character faster and do not get stuck in these items.

Re: Energy of Justice

Posted: Thu Jul 12, 2012 6:49 am
by lisa
if you are going to use hacks in the open don't bother with Romeo's, just teleport to where you want to go, you shouldn't get stuck in objects while teleporting.

http://www.solarstrike.net/phpBB3/viewt ... =27&t=2721

Re: Energy of Justice

Posted: Thu Jul 12, 2012 12:39 pm
by harbifm
lisa wrote:if you are going to use hacks in the open don't bother with Romeo's, just teleport to where you want to go, you shouldn't get stuck in objects while teleporting.

http://www.solarstrike.net/phpBB3/viewt ... =27&t=2721
tried adding the script to load> section after dowloading the addon.

did not work for some reason? unless i do not see my character teleporting !

Re: Energy of Justice

Posted: Thu Aug 23, 2012 11:09 am
by Ego95
Hey, I like this script most, because you are able to do the event yourself. With a bot you need two players do do it. Because the script of the first post was a bit buggy and a bit too slow I wrote it new. I've tried to check the kill quest when the char leaves combat but it doesn't work. If he has completed the quest he goes on killing.
Heres my script:

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onload>
temp = 0
questname_1 = "Beseitigt weitere Gefahren";
questname_2 = "Sofortige Hilfe";

    changeProfileOption("WAYPOINT_DEVIATION", 30);
   
    YourTargetScore = 6000

	function waitForEventStart()
		repeat
			yrest(1000) -- check every second
			local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
			if Count == 2 and YourTargetScore > ScorePE then break end
		until false
	end

	function isEventFinished()
		local namePE,messagePE,namePH,ScorePE,Count , IsScoreVisible= RoMScript("PE_GetInfo(1)")
		return (Count ~= 2 or ScorePE >= YourTargetScore);
	end;
	
	changeOptionFriendMob("mob", "Ankes", "Add") 
		
	if (not player:hasBuff("506684")) then   
		inventory:useItem(207200);
	end
							
	if (not player:hasBuff("506686")) then   
		inventory:useItem(207202);
	end
</onload>

<onLeaveCombat>

questname_1 = "Beseitigt weitere Gefahren";

		queststate = getQuestStatus(questname_1)
		if queststate == "complete" then
			__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
		end
	
</onLeaveCombat>
 
	<!-- #  1 --><waypoint x="-27521" z="24357" y="-83" type="RUN">
		waitForEventStart()
		isEventFinished()
		player:target_NPC("John Carter")
		CompleteAllQuests()
		yrest(2500)
				
		player:target_NPC("John Carter") 	
		AcceptAllQuests()
		yrest(500)
		
		queststate = getQuestStatus(questname_1);
		if queststate == "accepted" then
			__WPL:setWaypointIndex(2);
		end
		
		queststate = getQuestStatus(questname_2);
		if queststate == "accepted" then
			__WPL:setWaypointIndex(17);
		end
			
		</waypoint>
	<!-- #  2 --><waypoint x="-27621" z="24327" y="-74" type="RUN">
		wallon()
		</waypoint>
	<!-- #  3 --><waypoint x="-27706" z="24256" y="-54" type="RUN">	</waypoint>
	<!-- #  4 --><waypoint x="-27627" z="24207" y="-10" type="RUN">	</waypoint>
	<!-- #  5 --><waypoint x="-27630" z="24154" y="0" type="RUN">	</waypoint>
	<!-- #  6 --><waypoint x="-27746" z="24102" y="1" type="RUN">
		walloff()
		</waypoint>
	<!-- #  7 --><waypoint x="-27857" z="24070" y="0">	
		</waypoint>
	<!-- #  8 --><waypoint x="-28026" z="24006" y="2">
		</waypoint>
	<!-- #  9 --><waypoint x="-28123" z="24018" y="6">
		</waypoint>
	<!-- # 10 --><waypoint x="-28215" z="23967" y="1">	</waypoint>
	<!-- # 11 --><waypoint x="-28308" z="24026" y="4">	</waypoint>
	<!-- # 12 --><waypoint x="-28094" z="23966" y="9">	</waypoint>
	<!-- # 13 --><waypoint x="-27962" z="24099" y="-5" tag="quest1complete"> </waypoint>
	<!-- # 14 --><waypoint x="-27771" z="24285" y="-83" type="RUN">	</waypoint>
	<!-- # 15 --><waypoint x="-27622" z="24369" y="-72" type="RUN">	</waypoint>
	<!-- # 16 --><waypoint x="-27526" z="24357" y="-83" type="RUN">
		player:target_NPC("John Carter")
		yrest(250)
		CompleteAllQuests()
		yrest(2500)
				
		player:target_NPC("John Carter") 	
		AcceptAllQuests()
		yrest(500)
		
		queststate = getQuestStatus(questname_1);
		if queststate == "accepted" then
			__WPL:setWaypointIndex(2);
		end
		
		queststate = getQuestStatus(questname_2);
		if queststate == "accepted" then
			__WPL:setWaypointIndex(17);
		end
		</waypoint>
	<!-- # 17 --><waypoint x="-27582" z="24323" y="-79" type="RUN">
		wallon()
		</waypoint>
	<!-- # 18 --><waypoint x="-27704" z="24265" y="-55" type="RUN">	</waypoint>
	<!-- # 19 --><waypoint x="-27631" z="24214" y="-13" type="RUN">	</waypoint>
	<!-- # 20 --><waypoint x="-27640" z="24142" y="-2" type="RUN">	</waypoint>
	<!-- # 21 --><waypoint x="-27776" z="24084" y="1" type="RUN">
		walloff()
		</waypoint>
	<!-- # 22 --><waypoint x="-27864" z="24048" y="1"  type="RUN">		
		player:target_Object("Gefangener der Diebe");
		yrest(250)
		queststate = getQuestStatus(questname_2)
		if queststate == "incomplete" then
			__WPL:setWaypointIndex(22);
		end
		
		queststate = getQuestStatus(questname_2)
		if queststate == "complete" then
			__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
		end
		</waypoint>
	<!-- # 24 --><waypoint x="-27944" z="23960" y="2" type="RUN">		
		player:target_Object("Gefangener der Diebe");
		yrest(250)
		queststate = getQuestStatus(questname_2)
		if queststate == "incomplete" then
			__WPL:setWaypointIndex(22);
		end
		
		queststate = getQuestStatus(questname_2)
		if queststate == "complete" then
			__WPL:setWaypointIndex(__WPL:findWaypointTag("quest2complete"));
		end
		</waypoint>
	<!-- # 26 --><waypoint x="-27902" z="24038" y="2" type="RUN" tag="quest2complete">	</waypoint>
	<!-- # 27 --><waypoint x="-27800" z="24090" y="2" type="RUN">	</waypoint>
	<!-- # 28 --><waypoint x="-27684" z="24126" y="10" type="RUN">	</waypoint>
	<!-- # 29 --><waypoint x="-27555" z="24296" y="-80" type="RUN">	</waypoint>
	<!-- # 30 --><waypoint x="-27522" z="24360" y="-83" type="RUN">	</waypoint>
</waypoints>
You see, it has less waypoints than the other script and it works faster. But the onLeaveCombat function doesn't work like it should.

Code: Select all

<onLeaveCombat>

questname_1 = "Beseitigt weitere Gefahren";

		queststate = getQuestStatus(questname_1)
		if queststate == "complete" then
			__WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
		end
	
</onLeaveCombat>
I don't know why but like I said above he goes on killing if he has killed 5 mobs to complete the quest. Anyone has got ideas how to fix it?

Re: Energy of Justice

Posted: Thu Aug 23, 2012 12:39 pm
by rock5
The only sections you can have in a waypoint file are waypoints and onLoad sections. If you want to change your onLeaveCombat you can do it like this in the onLoad section.

Code: Select all

function settings.profile.events.onLeaveCombat()
      questname_1 = "Beseitigt weitere Gefahren";

      queststate = getQuestStatus(questname_1)
      if queststate == "complete" then
         __WPL:setWaypointIndex(__WPL:findWaypointTag("quest1complete"));
      end
end
Just add it to the begginning or end of your current onLoad section.

Re: Energy of Justice

Posted: Thu Aug 23, 2012 12:55 pm
by Ego95
Ok, thank you, I'll try it :)