Allmost foolproof KS run

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rock5
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Re: Allmost foolproof KS run

#361 Post by rock5 » Wed Apr 18, 2012 8:50 am

Finally added the killzone code to the bot. Check out the changelog here.
http://www.solarstrike.net/phpBB3/viewt ... =30&t=3731
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BillDoorNZ
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Joined: Wed Aug 03, 2011 7:37 pm

Re: Allmost foolproof KS run

#362 Post by BillDoorNZ » Wed Apr 18, 2012 2:03 pm

wicked :) gj rock, will convert my code to use that and test it out :)

savvoulis_21
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Joined: Wed Apr 11, 2012 1:48 am

Re: Allmost foolproof KS run

#363 Post by savvoulis_21 » Thu Apr 19, 2012 5:59 am

i have 2 problems! when he goes and sell all the items he obtained , he start to buy staffs from the npc ! and the second is that he stuck in stairs and he cant attack couse of the stairs! he cant see the target!and he didnt ignore him too!
plz help me

Thx again

imosxxx
Posts: 9
Joined: Tue Apr 17, 2012 8:32 am

Re: Allmost foolproof KS run

#364 Post by imosxxx » Thu Apr 19, 2012 2:12 pm

Hello,
Is there a function if I am in instance longer then 30mins - leave party and run tag "rerun"? Or something like that.

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silinky
Posts: 213
Joined: Mon Nov 23, 2009 5:07 am

Re: Allmost foolproof KS run

#365 Post by silinky » Sat Apr 28, 2012 4:59 am

hey guys!
KS is getting crowded lately so sometimes when my char tries to enter, it says something about the instance reaching a maximum number and have to wait.
if i remain inside the portal nothing happens, i have to get out of it, and enter back a few seconds, and then it will let me in.
maybe when someone has exited it, don't know.

can you help me creating a script here so if i did not enter, to try again every 10 seconds?
for ex going back to the last waypoint and then use gotoportal()again?

thx for any ideas. for reference, here is my last wp before ks:

Code: Select all

	<!-- # 109 --><waypoint x="-18546" z="12468" type="TRAVEL">
	GoToPortal(400)
	waitForLoadingScreen(30);	
			yrest(5000)
	player:update();
	</waypoint>

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lisa
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Re: Allmost foolproof KS run

#366 Post by lisa » Sat Apr 28, 2012 5:17 am

Code: Select all

	<!-- # 225 --><waypoint x="-18528" z="12368" tag="enter" type="TRAVEL">
	changeProfileOption("QUICK_TURN", false)
	</waypoint>	
	<!-- # 227 --><waypoint x="-18576" z="12498" type="TRAVEL">
	repeat
		waitForLoadingScreen(20);
		if getZoneId() == 6 then
			__WPL:setWaypointIndex(__WPL:findWaypointTag("enter"));
		end
	until getZoneId() ~= 6
	yrest(3000)
	</waypoint>
If you don't enter the portal the waitForLoadingScreen(20) will wait for 20 seconds anyway so that will be your time delay it will then go to previous waypoint and try again. You should be able to implement the gotoportal userfunction in it.
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

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rock5
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Re: Allmost foolproof KS run

#367 Post by rock5 » Sat Apr 28, 2012 5:54 am

Using your code as a base I would do this.

Code: Select all

   <!-- # 109 --><waypoint x="-18546" z="12468" tag="enter" type="TRAVEL">
   GoToPortal(400)
   waitForLoadingScreen(10);   
   if getZoneId() == 6 then
      __WPL:setWaypointIndex(__WPL:findWaypointTag("enter"));
   end
   </waypoint>
  • 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
    ________________________
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silinky
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Re: Allmost foolproof KS run

#368 Post by silinky » Sat Apr 28, 2012 6:01 am

thank you! :)

TimeToShow
Posts: 1
Joined: Wed May 02, 2012 8:52 am

Re: Allmost foolproof KS run

#369 Post by TimeToShow » Wed May 02, 2012 11:46 am

HI i have problem and i don't know how to fix this. I get an error by starting it can anyone help me with this ?

Thanks.
Attachments
Bez tytułu.png

revolver
Posts: 26
Joined: Fri Dec 23, 2011 8:05 am

Re: Allmost foolproof KS run

#370 Post by revolver » Wed May 02, 2012 12:33 pm

when i run my ks script and especially when i use purgatory fire to kill mobs after that it says "We didn't move to the loot!?Root buff?Missing 'click to move' option ?

BillDoorNZ
Posts: 446
Joined: Wed Aug 03, 2011 7:37 pm

Re: Allmost foolproof KS run

#371 Post by BillDoorNZ » Wed May 02, 2012 4:02 pm

TimeToShow wrote:HI i have problem and i don't know how to fix this. I get an error by starting it can anyone help me with this ?

Thanks.
sorry time, that file should be in the zip you downloaded and needs to be placed in the mm/scripts/rom folder. However, Rock has since added the KillZone stuff which should supercede that anyway.

I've not gotten around to converting the KS_WIP.xml file to use rock's stuff (primarily because I only use 3 points for my killzone - I assume it is rectangular and rocks killzone allows any polygon). At some point, I will and will update the file in a new thread as this one is getting too long.

BillDoorNZ
Posts: 446
Joined: Wed Aug 03, 2011 7:37 pm

Re: Allmost foolproof KS run

#372 Post by BillDoorNZ » Thu May 03, 2012 3:14 pm

ok, started a new thread for my version that uses the new KillZone stuff for anyone who is interested:

http://www.solarstrike.net/phpBB3/viewt ... =27&t=3779

jock52
Posts: 10
Joined: Wed May 16, 2012 2:18 am

Re: Allmost foolproof KS run

#373 Post by jock52 » Thu May 17, 2012 2:47 pm

Running the script, my char just runes into the entrance wall and keeps trying to unstick itself, never even trying to target a mob. Am I missing something?

BillDoorNZ
Posts: 446
Joined: Wed Aug 03, 2011 7:37 pm

Re: Allmost foolproof KS run

#374 Post by BillDoorNZ » Thu May 17, 2012 3:37 pm

which script are you running? and what version is it (usually at the top of the file).

Also, which 'Entrance wall'?

1) the one directly ahead of you when you zone into the instance?
2) one of the ones outside the instance?

What does the bot say its doing?

jock52
Posts: 10
Joined: Wed May 16, 2012 2:18 am

Re: Allmost foolproof KS run

#375 Post by jock52 » Thu May 17, 2012 6:51 pm

I am running your latest script. I come into the instance and the bot gets hung up on the first turn (the wall directly in front of you as you come in). Keeps saying I am stuck and it is re-positioning and ends up doing that non-stop because it wants to run through the wall. It never moves on from the waypoint (it says #234).

BillDoorNZ
Posts: 446
Joined: Wed Aug 03, 2011 7:37 pm

Re: Allmost foolproof KS run

#376 Post by BillDoorNZ » Thu May 17, 2012 8:36 pm


bruenor9
Posts: 59
Joined: Sun Feb 05, 2012 11:42 pm

Re: Allmost foolproof KS run

#377 Post by bruenor9 » Thu May 24, 2012 9:38 pm

Lisa I am using your ksmagma and it wont check for the Pet loot at all. Yes I put it in my profile

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lisa
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Location: Australia

Re: Allmost foolproof KS run

#378 Post by lisa » Fri May 25, 2012 1:12 am

bruenor9 wrote:Lisa I am using your ksmagma and it wont check for the Pet loot at all. Yes I put it in my profile
you mean this in your onleavecombat of profile right?

Code: Select all

  if not player:hasBuff(503479) then -- pet perfume
      inventory:useItem(207582)
   end
Are you using 7 day or 30 day pet perfume?

This is 30 day version.

Code: Select all

	if not player:hasBuff(503479) then -- pet perfume 30 days
		inventory:useItem(204514)
	end	
The bot won't loot anything, the pet will be doing the looting, make sure you have your pet out =)
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

bruenor9
Posts: 59
Joined: Sun Feb 05, 2012 11:42 pm

Re: Allmost foolproof KS run

#379 Post by bruenor9 » Fri May 25, 2012 4:59 pm

Incase I die is there a way to make it so It summons my pet each time?

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lisa
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Location: Australia

Re: Allmost foolproof KS run

#380 Post by lisa » Fri May 25, 2012 8:42 pm

bruenor9 wrote:Incase I die is there a way to make it so It summons my pet each time?
Yes by setting your profile options to do so.
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

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