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Re: Rock5's Millers Ranch Scripts
Posted: Thu May 19, 2011 8:38 pm
by lisa
you seem to have an old version of rombot, the revision was added into the splash image a while back.
to start a WP though type this
Re: Rock5's Millers Ranch Scripts
Posted: Fri May 20, 2011 12:25 am
by rozowykubek
after update rom bot script golden eggs working fine

Re: Rock5's Millers Ranch Scripts
Posted: Sat May 21, 2011 12:25 pm
by energyplay
Hi,
nice scripts and very nice work! Can someone explain me how can i use miller chicken script with autologin? My problem is that i have only 24 hours sometimes fewer the same ip and my router make a reconnection. After that my gameclient logout me of the game and miller chicken script can't relog. Any ideas?
I propose this one
http://www.solarstrike.net/phpBB3/viewt ... =27&t=2111 and set the autorelog on true but it doesn't work. If i logout of the game the script don't send me back to the game.
Re: Rock5's Millers Ranch Scripts
Posted: Sat May 21, 2011 8:22 pm
by rock5
I'm assuming rombot crashed? Probably some memory reading related error? I don't think it's possible to stop the bot from crashing when the client looses connection.
Re: Rock5's Millers Ranch Scripts
Posted: Sun May 22, 2011 7:30 pm
by kanta
I think what energyplay is trying to say is that his ISP forces an IP renewal every 24 hours or less which interrupts his internet connection which makes the RoM client disconnect and I assume it goes back to the login screen.
Re: Rock5's Millers Ranch Scripts
Posted: Sun May 22, 2011 8:12 pm
by lisa
generally when the RoM client stops for what ever reason, ie goes to login screen or dissappears altogether the MM errors out, it's not 100% though and can sometimes just sit there stuck in a loop. Generally though the MM errors and therefore you can't recover from that, without user input.
Re: Rock5's Millers Ranch Scripts
Posted: Wed May 25, 2011 11:08 am
by squeekthegeek
Would it be easier to create another function inside the WP xml to run out of Miller's Ranch, To Logar Mailbox, Mail to ToonX, run back in(no speed hack or teleport) and resume farming eggs.
Or would it be better to create a return path that gets loaded after X time/number of runs
Re: Rock5's Millers Ranch Scripts
Posted: Wed May 25, 2011 11:22 am
by rock5
Problem is you can use 1 of a number of Sorrun brothers to get to miller's ranch so the script would be too complex to handle all locations.
Re: Rock5's Millers Ranch Scripts
Posted: Wed May 25, 2011 12:03 pm
by squeekthegeek
rock5 wrote:Problem is you can use 1 of a number of Sorrun brothers to get to miller's ranch so the script would be too complex to handle all locations.
Ok but if we take for granted that everyone uses Logar as a starting point it would simplify things. Or create different return WP based on player ZoneID when zoning in-out (or just one file with different waypoints according to ZoneID)
Code: Select all
<onLoad>
local zoneid = RoMScript("GetZoneID()")
if zoneid == 1 --(logar)
loadPaths("logarEggMailer");
end
if zoneid == 10000 --(varanas)
loadPaths("varanasEggMailer");
end
if zoneid == 4 --(silverfall)
loadPaths("silverfallEggMailer");
end
if zoneid == 10001 --(lobsidianStronghold)
loadPaths("obsidianStrongholdEggMailer");
end
if zoneid == 12 --(elven)
loadPaths("elvenEggMailer");
end
</onLoad>
Something like that?
Re: Rock5's Millers Ranch Scripts
Posted: Wed May 25, 2011 6:54 pm
by lisa
Wouldn't it be easier to make a WP that has coords for each area with a donkey man and then when you leave millers load that WP. It should go to the nearest set of coords, so no real need to detect which zone you are in as coords are for the entire world and not just for zones.
Re: Rock5's Millers Ranch Scripts
Posted: Wed May 25, 2011 11:50 pm
by rock5
It's a bit of work but it could be done. The question now is how do you want it to work. Maybe an enable option, 3 options to choose what to send and who to send to.
Code: Select all
EnableMailing = true/false
MailEggs = true/false
MailCake = true/false
MailMaterials = true/false
MailTo = "RecipientsName"
Then how do we decide when to go send? When your inventory is full? When you have x number of Golden Eggs? At a certain time of day? I think different people will have different preferences.
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 12:00 am
by lisa
Maybe you can have both number of eggs and also time passed and which ever comes first is when you go sell eggs. So could just add 2 more options, 1 for number of eggs and the other for time.
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 12:42 am
by rock5
Yeh, I was thinking along those lines. Have multiple options and whichever the user sets then the program checks it.
Code: Select all
MailNumberOfEggs = 50
MailAtTime = 14:00
MailOnRemainingEmpties = 5
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 1:36 am
by Germangold
I think froggster did sth to the hens!!
Code: Select all
To Collect To Deliver Golden Eggs Dropped
2m 5s 1
5m 5s 0
7m 6s 0
8m 5s 3
11m 5s 1
7m 5s 0
5m 5s 0
7m 5s 1
5m 5s 0
304m 5s 2
7m 7s 2
5m 6s 0
6m 5s 0
Fresh Eggs average drop rate: 20.21 per hour
Golden Eggs average drop rate: 1.55 per hour
Total stuck eggs = 1
i have 8 windows running and after 10 hrs like 62 Golden Eggs in total!!!!!!
they patched somehow the hens
it took the boot 304 minutes to collect 10!!!! fresh eggs?? wtf
bettweend 03:00 am and 08:00 am the Dropp rate was tampered with
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 1:38 am
by lisa
ouch and I thought having 5 per hour was a horrible drop rate. If they are going to make it even worse why bother having golden eggs at all? They may aswell just remove the item from the game.
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 2:36 am
by rock5
Besides that 304m, your drop rate is good. You didn't pause the game accidentally did you? Or maybe all 3 hens got stuck and they eventually recovered and continued. Was there a "Total stuck hen" value?
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 3:07 am
by Germangold
i had exactly 302 ~ 304 min pause an all 8 windows tonight beetween 03 and 08 am
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 5:48 am
by MinMax
My goods this night : (two bots on the same PC, 8 hours, EU, )
Char a) 41 golden (Yesterday 9 )
Char b) 7 golden (Yesterday 11 )
Normally are constant between 35 - 45 pcs for this time. But yesterday and tonight i was astonished about the output. Curios, one bot tonight made the normal quantity.
For tonight i activate a logfile to check what happens.
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 3:02 pm
by squeekthegeek
rock5 wrote:It's a bit of work but it could be done. The question now is how do you want it to work. Maybe an enable option, 3 options to choose what to send and who to send to.
Code: Select all
EnableMailing = true/false
MailEggs = true/false
MailCake = true/false
MailMaterials = true/false
MailTo = "RecipientsName"
Then how do we decide when to go send? When your inventory is full? When you have x number of Golden Eggs? At a certain time of day? I think different people will have different preferences.
The mail recipient could be defined in the profile, that way you can either mail mats, cakes, eggs to 3 different characters or just one or whatever.
i also added 2 lines in the debug section
Code: Select all
printf("Golden Eggs in backpack: ") cprintf(cli.red, inventory:itemTotalCount(204792) .. " GOLDEN EGGS\n")
printf("Miller's Cake in backpack: ") cprintf(cli.red, inventory:itemTotalCount(204791) .. " MILLER CAKE\n")
Then i would add this in profile
Code: Select all
<option name="MAILING_ENABLED" value="true" />
<option name="MAIL_EGGS" value="character_NAME1" />
<option name="MAIL_CAKE" value="character_NAME2" />
<option name="MAIL_MATERIALS" value="character_NAME3" />
<option name="EGG_STACKS_MINIMUM" value="1" /> <!--number of egg stacks before mailing-->
<option name="CAKE_STACKS_MINIMUM" value="4" /> <!--number of cake stacks before mailing-->
and then something like this in the ranch EggScript
Code: Select all
if settings.profile.options.MAILING_ENABLED == true then
MillerRanchMailer();
end
Code: Select all
function MillerRanchMailer()
local FreeSlots = inventory:itemTotalCount(0)
if settings.profile.options.MAIL_EGGS != nil then
if ( inventory:itemTotalCount(204792) / 99) >= EggStacksMinimum or FreeSlots < 1
loadPaths("MillerRanchMailer");
end
end
if settings.profile.options.MAIL_CAKE != nil then
if ( inventory:itemTotalCount(204791) / 99 ) >= CakeStacksMinimum or FreeSlots < 1
loadPaths("MillerRanchMailer");
end
end
if FreeSlots < 1 and ( inventory:itemTotalCount(204791) % 99 ) = 0 and ( inventory:itemTotalCount(204792) % 99 ) = 0
if settings.profile.options.MAIL_MATERIALS != nil then
loadPaths("MillerRanchMailer");
else
printf(cli.red, "Backpack is full!!!\nBackpack is full!!!\nBackpack is full!!!\nBackpack is full!!!\n")
player:Sleep();
end
end
... need to make the MillerRanchMailer XML

...
Re: Rock5's Millers Ranch Scripts
Posted: Thu May 26, 2011 6:38 pm
by bobdole
So I been running 8 bots on my laptop and they run pretty good most of the time. Sometimes though they seem to take a bad turn (I assume due to lag) and get stuck. I was coming back to a lot of clients auto logging off. I think I fixed that by changing the settings in each profile but I thought of an idea I haven't seen mentioned. I want to find the model files for the house the hens are in and the fences and remove them. I extracted the whole model.fdb file and could not find anything called millers ranch. Has this been tried and does anyone know where the miller ranch models files are stored?