On that note the 5.0.1 patch will be changing the Warden Frantic briar from 2 sec cast to instant with 12 sec cooldown so you may wish to remove that. But the potws will now hit 3 targets so mabye that could be used instead?rock5 wrote:Not really. Only spammable aoe skills are viable in the aoe lists.
Malatina's survival
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Only post additional bot resources here. Please do not ask unrelated questions.
Only post additional bot resources here. Please do not ask unrelated questions.
Re: Malatina's survival
Re: Malatina's survival
That's a shame. Cool thing about Frantic Briar was that it could hit 5 at a time. Still, if Power of the Wood Spirit remains spamable it could sort of be like Purgatory Fire. We'll have to see if it's a viable aoe skill to use or not.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Malatina's survival
Yeah no cast time so loses the damage bonus and 12 sec cd hurts loved that skill used to sit on the 2nd row corner titles and spam it could clear the edges in 4 hits
Re: Malatina's survival
Did a quick fix and removed Frantic Briar from the skill list, potws will hit 3 targets no worries but bot will do 2 laps around the edge. Will try adding potws to the aoe skill list and test it tomorrow but it should work the same as purg fire.
Re: Malatina's survival
Have tested this with "Power of the Woodspirit" - NICE! Have cleaned the trash within 20 sec. Thanx frogster!
Re: Malatina's survival
hey comm,
i have a big problem with the minigame waypoints! when i start bot with mala 1 or mala 2 script i allways get an critical error of Runes of magic when the bot starts the fly or swim hack!
i have a big problem with the minigame waypoints! when i start bot with mala 1 or mala 2 script i allways get an critical error of Runes of magic when the bot starts the fly or swim hack!
Re: Malatina's survival
i updated my /rom with svn update and also the ingamefunction folder with svn update... but still the same
Re: Malatina's survival
my champion cant make survival, no atack ...or all melee characters have this problem?
Re: Malatina's survival
Champions use rage don't they? It should automatically attack for melees except when COMBAT_RANGED_PULL is enabled. Maybe you have a ranged skill that requires rage? If so, try disabling COMBAT_RANGED_PULL.
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Malatina's survival
i try this
<option name="COMBAT_RANGED_PULL" value="false" /> <!-- only important for melees -->
but no atack...
champions have a rage skill
<skill name="CHAMPION_RUNE_DRAW" hotkey="MACRO" priority="90" pullonly="true" />
but no use in maltina
<option name="COMBAT_RANGED_PULL" value="false" /> <!-- only important for melees -->
but no atack...
champions have a rage skill
<skill name="CHAMPION_RUNE_DRAW" hotkey="MACRO" priority="90" pullonly="true" />
but no use in maltina
Re: Malatina's survival
maybe this needs to include champion?
V 2.52 line 214, not sure what current version is.
and line 437
line 429 might need warlock too, I think it is ranged anyway *shrug*
Code: Select all
if player.Class1 == CLASS_WARRIOR then Attack() end
and line 437
Code: Select all
if player.Class1 == CLASS_WARRIOR then -- because warriors move closer.
attackdistance = 20
end
Code: Select all
if player.Class1 == CLASS_SCOUT or player.Class1 == CLASS_PRIEST or player.Class1 == CLASS_DRUID or player.Class1 == CLASS_MAGE then
Remember no matter you do in life to always have a little fun while you are at it
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
Re: Malatina's survival
hi guys..just tried this today im having errors
sorry i did not go through all the pages so i dont know if this was answered or not
thanks by the way Rock5! ^_^
Code: Select all
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
Duplicate address found. #tiles = 37. Redoing table.
thanks by the way Rock5! ^_^
Re: Malatina's survival
There are only 36 tiles. Sometimes it finds the wrong number of tiles. When that happens, it tries again until it finds only 36.
Most of the time it works fine. Occasionally it will find the wrong number of tiles and you will get a few of those messages and then it recovers and continues. Vary rarely it never recovers and always reads the wrong number of tiles until it times out. I think you were unlucky if it never recovered on your first time.
I've actually made a version that just deletes duplicates and, if I remember correctly, it used to work fine. I should see about posting it. Maybe a bit later.
Most of the time it works fine. Occasionally it will find the wrong number of tiles and you will get a few of those messages and then it recovers and continues. Vary rarely it never recovers and always reads the wrong number of tiles until it times out. I think you were unlucky if it never recovered on your first time.
I've actually made a version that just deletes duplicates and, if I remember correctly, it used to work fine. I should see about posting it. Maybe a bit later.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
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- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Malatina's survival
Updated to version 2.60.
Changes:
Changes:
- - Removed non viable AOE skills from the skills lists. If you want any added let me know. (note: Power of the Wood Spirit hasn't been updated in skills.xml yet.)
- Added options "Too_Many_Shells", "Bag_Space_Limit" and "Not_Enough_Bag_Space" to top of survivalR5.xml. Descriptions are also included.
- When finding too many tiles, it now just removes the duplicate.
- When clearing the trash, it now faces the mob so you can see what you are fighting.
- Optimised pauses while clearing trash to improve speed.
- Put yrests in cpu intensive loops.
- And other fixes to problems reported in the past.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Malatina's survival
Hi,
I have problems with this script(version 2.5?) since last RoM-Patch (Aug. 28).
Before Patch my Char teleports around the tiles and kills first the bizarre mechanisms and then in a second round the guardian rock spirits.
Now he teleports (or swim) again and again to the same position. I have made some outputs in trashmelee()
and this is the output
If I pause the bot, kill all mobs and resume the script at this point all works fine. He teleports around the tiles to start-tile and begins to open all tiles.
Yesterday I have tried version 2.60. Now he teleport and swim like crazy. He killed a lot mobs on his way criss-cross over the tiles, but suddenly he died.
What can I do?
I have problems with this script(version 2.5?) since last RoM-Patch (Aug. 28).
Before Patch my Char teleports around the tiles and kills first the bizarre mechanisms and then in a second round the guardian rock spirits.
Now he teleports (or swim) again and again to the same position. I have made some outputs in trashmelee()
Code: Select all
repeat
teleport(x, z, 18)
cprintf(cli.green,"Player: X: %d\tZ: %d\n",player.X,player.Z);
if distance(player.X, player.Z, x, z) > 5 then yrest(500) end
cprintf(cli.green,"Distance: %d\n",distance(player.X, player.Z, x, z));
until 5 > distance(player.X, player.Z, x, z)
Code: Select all
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2666 Z: 3117
Distance: 24
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2667 Z: 3120
Distance: 27
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2666 Z: 3117
Distance: 24
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2667 Z: 3120
Distance: 27
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2666 Z: 3116
Distance: 23
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2667 Z: 3120
Distance: 27
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2666 Z: 3117
Distance: 24
Player Teleported to X: 2658 Z: 3094 Y: 18
Player: X: 2666 Z: 3118
Distance: 25
Yesterday I have tried version 2.60. Now he teleport and swim like crazy. He killed a lot mobs on his way criss-cross over the tiles, but suddenly he died.
What can I do?
Re: Malatina's survival
I think it used to keep trying to teleport like that but sometimes, due to lag or bad connections, it wouldn't be able to teleport. So now it teleports once and if it fails, it just does a moveTo. This shouldn't be a problem, it should still finish fine.
If it inexpicably dies on you it's probably because the server got confused and killed you to reset you to the respawn point. This is usually due to poor performing PC or connection. Nothing we can do about that. You can try some of the tricks to improve performance; set lowest video settings, use a models file, shrink the window to a small window, zoom all the way in so it doesn't have to draw the character, etc.
If it inexpicably dies on you it's probably because the server got confused and killed you to reset you to the respawn point. This is usually due to poor performing PC or connection. Nothing we can do about that. You can try some of the tricks to improve performance; set lowest video settings, use a models file, shrink the window to a small window, zoom all the way in so it doesn't have to draw the character, etc.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: Malatina's survival
ok, i will try this, but before last patch i had never this problem, now reproducible each time on every char. and after all mobs was killed, i can teleport without problems.
My connection is not the best, i will become a better next days!
My connection is not the best, i will become a better next days!
Re: Malatina's survival
Hi,
Today I tried it again with a smaler window and lower graphic details. Same Problem!
Without manual intervention the first char died. The second ported and swam confused around. From one corner diagonal to another corner and back, ...
I think also player:moveTo does not work correctly here.
Different than the days before he had also problems in breaktiles. After 2 pauses with little manual movements it continues normal.
Today I tried it again with a smaler window and lower graphic details. Same Problem!
Without manual intervention the first char died. The second ported and swam confused around. From one corner diagonal to another corner and back, ...
I think also player:moveTo does not work correctly here.
Different than the days before he had also problems in breaktiles. After 2 pauses with little manual movements it continues normal.
Code: Select all
Lösche Ziel.
Wir versuchen den NPC Hill Joker zu finden:
Der NPC 'Hill Joker' wurde erfolgreich ausgewählt. Wir öffnen das Dialogfenster.
Drücke MACRO: RoMScript ausführen "ChoiceOption(2);".
Lösche Ziel.
Wir gehen zum Wegpunkt #2, (2546, 2681)
Wir gehen zum Wegpunkt #3, (2586, 2789)
Wir gehen zum Wegpunkt #4, (2606, 2843)
Clearing trash...
Swimhack ACTIVATED!
Player Teleported to X: 2665 Z: 2918 Y: 18
Drücke MACRO: KNIGHT_ARCHING_CHOP => Bizarre Maschine (946/946)
Drücke MACRO: KNIGHT_CHARGE Bot pausiert. (ENTF) drücken um weiterzumachen, (CTRL+L) beendet den Bot, (CTRL+C) schließt das Micromacro Fenster
Resumed.
Lösche Ziel.
Drücke MACRO: KNIGHT_ARCHING_CHOP => Wachender Felsgeist (0/5575)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2698 Z: 3008 Y: 18
Drücke MACRO: KNIGHT_CHARGE => Wachender Felsgeist (5575/5575)
Lösche Ziel.
Drücke MACRO: KNIGHT_SHIELD_OF_ATO=> Wachender Felsgeist (5575/5575)
Lösche Ziel.
Drücke MACRO: KNIGHT_ARCHING_CHOP => Wachender Felsgeist (5575/5575)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2658 Z: 3094 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2568 Z: 3127 Y: 18
Drücke MACRO: KNIGHT_DANCE_OF_TWO_=> Wachender Felsgeist (0/5575)
Lösche Ziel.
Drücke MACRO: KNIGHT_WHIRLWIND_SHI=> Wachender Felsgeist (0/5575)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2482 Z: 3087 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2449 Z: 2996 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2489 Z: 2910 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2580 Z: 2878 Y: 18
Drücke MACRO: KNIGHT_FLAWLESS_SCAR=> Wachender Felsgeist (5575/5575)
Lösche Ziel.
Digging up tiles...
Swimhack ACTIVATED!
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Bot pausiert. (ENTF) drücken um weiterzumachen, (CTRL+L) beendet den Bot, (CTRL+C) schließt das Micromacro Fenster
Resumed.
Player Teleported to X: 2623 Z: 2901 Y: 18
Swimhack ACTIVATED!
Bot pausiert. (ENTF) drücken um weiterzumachen, (CTRL+L) beendet den Bot, (CTRL+C) schließt das Micromacro Fenster
Resumed.
Player Teleported to X: 2623 Z: 2901 Y: 18
Braune Holztruhe found. Id 111956.
Swimhack ACTIVATED!
Player Teleported to X: 2655 Z: 2991 Y: 18
Kleine Bombe found. Id 101486.
Swimhack ACTIVATED!
Player Teleported to X: 2593 Z: 2912 Y: 18
Kleine Bombe found. Id 101486.
Swimhack ACTIVATED!
Player Teleported to X: 2625 Z: 3002 Y: 18
Braune Holztruhe found. Id 111956.
Swimhack ACTIVATED!
Player Teleported to X: 2563 Z: 2923 Y: 18
Braune Holztruhe found. Id 111956.
Swimhack ACTIVATED!
Player Teleported to X: 2595 Z: 3013 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2532 Z: 2933 Y: 18
Wir greifen den Gegner 'Rasender Klippen-Dämon' an.
Bewegung zu | Soll Entfernung: 50 | Ist: 66
Drücke MACRO: KNIGHT_RESOLUTION => Rasender Klippen-Dämon (18101/18101)
Drücke MACRO: KNIGHT_CHARGE => Rasender Klippen-Dämon (0/18101)
Kampf beendet. 1 Rasender Klippen-Dämon getötet. (Kampf #1 / Laufzeit 5 Minuten)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2532 Z: 2933 Y: 18
Wachender Verteidiger found. Id 102983.
Swimhack DEactivated.
Wir greifen den Gegner 'Wachender Verteidiger' an.
Zu nah. Nehme Abstand.
Drücke MACRO: KNIGHT_SHIELD_OF_ATO=> Wachender Verteidiger (0/18902)
Kampf beendet. 1 Wachender Verteidiger getötet. (Kampf #2 / Laufzeit 5 Minuten)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2565 Z: 3024 Y: 18
Swimhack ACTIVATED!
Mittelgroße Bombe found. Id 101487.
Swimhack ACTIVATED!
Player Teleported to X: 2502 Z: 2944 Y: 18
Mittelgroße Bombe found. Id 101487.
Swimhack ACTIVATED!
Player Teleported to X: 2535 Z: 3035 Y: 18
Kleine Bombe found. Id 101486.
Swimhack ACTIVATED!
Player Teleported to X: 2472 Z: 2955 Y: 18
Mittelgroße Bombe found. Id 101487.
Swimhack ACTIVATED!
Player Teleported to X: 2505 Z: 3046 Y: 18
Braune Holztruhe found. Id 111956.
Swimhack ACTIVATED!
Player Teleported to X: 2584 Z: 2983 Y: 18
Swimhack ACTIVATED!
Swimhack ACTIVATED!
Player Teleported to X: 2677 Z: 3051 Y: 18
Braune Holztruhe found. Id 111956.
Swimhack ACTIVATED!
Player Teleported to X: 2645 Z: 2961 Y: 18
Mittelgroße Bombe found. Id 101487.
Swimhack ACTIVATED!
Player Teleported to X: 2647 Z: 3062 Y: 18
Kleine Bombe found. Id 101486.
Swimhack ACTIVATED!
Player Teleported to X: 2614 Z: 2972 Y: 18
Swimhack ACTIVATED!
Player Teleported to X: 2617 Z: 3073 Y: 18
Wir greifen den Gegner 'Wachender Schwertkämpfer' an.
Bewegung zu | Soll Entfernung: 50 | Ist: 56
Drücke MACRO: KNIGHT_CHARGE => Wachender Schwertkämpfer (0/15412)
Kampf beendet. 1 Wachender Schwertkämpfer getötet. (Kampf #3 / Laufzeit 7 Minuten)
Lösche Ziel.
Mittelgroße Bombe found. Id 101487.
Swimhack ACTIVATED!
Player Teleported to X: 2554 Z: 2994 Y: 18
Wachender Verteidiger found. Id 102983.
Swimhack DEactivated.
Wir greifen den Gegner 'Wachender Verteidiger' an.
Zu nah. Nehme Abstand.
Kampf beendet. 2 Wachender Verteidiger getötet. (Kampf #4 / Laufzeit 7 Minuten)
Lösche Ziel.
Swimhack ACTIVATED!
Player Teleported to X: 2587 Z: 3084 Y: 18
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