Hm... so the chests are visible before the event starts? You want to do all calculation before starting the event? Then you can still just do distance checks to the path points at the start Eg.
local ol = CObjectList()
ol:update()
for __, o in pairs(ol.Objects) do
if o.Id == 123536 then
for k,v in pairs(path) do
if v.Chests == nil or 4 > #v.Chests then
if 50 > distance(o,v) then
v.Chests = v.Chests or {}
table.insert(v.Chests,o)
break
end
end
end
end
end
Then you would end up with 4 chests per path point and need only move to the path point then loot the 4 attached chests. You could even have the above code skip path points that already have 4 chests attached thereby reducing the necessary distance checks. Here, I did it for you. If you are using a path that goes between 2 chests instead of 4 then just change the 4 to a 2.
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.
I made my waypoint for specifically level 1 alts. Added in this to delete everything except the keys/chests and charges, i'll open the chests etc when the event finishes xD
function clearAll()
keepItemId = {206824, 243215, 203178, 203487, 208932, 202928, 202929, 202930, 243216}
inventory:update()
for i = 61,240 do
throwItem = true
local item = inventory.BagSlot[i]
for i = 1, #keepItemId do
if item.Id == keepItemId[i] then
throwItem = false
print("Will not delete: "..item.Name.."");
break
end
end
if throwItem == true and item.Id ~= 0 then
item:delete()
--print("Deleting: "..item.Name.."");
end
end
end
I need to figure out a 'neater' way of finding Jamie....I have like 20 waypoints currently and a function determines what path to take to get to him...but its hella messy, need to try and condense it down to a single function, eliminating all the waypoints :/ Other than that I have run 40+ lvl 1's through averaging 43 chests in total.
The problem with Jamie is that he walks/runs around the area and is sometimes in the hallways on each side. I've been doing a distance check as i run down the hallway to see if he is in the open area and then run to each hallway and distance check if he is there. I've got a messy file as well since I've had to set up different return paths so I don't get stuck behind a wall in each hallway. I haven't implemented yet a way to see what direction he is in and skip the rest of the location checks.
Is there any way to check for Refining Gems? I tried item:isType("Refining Gem") etc. If there isnt already a check for such a thing, is it possible to get info from the tooltip?
Oh wow. Did not know that O.o That'll make soooo many things easier, thank you!
~~ Is it possible to read the tooltip though? I now have my bag clean function opening chests and moving the Refining Gems to IS bag, but is it possible to make a log of all +20 level 90 jewels specifically?
ZZZZZ wrote:but is it possible to make a log of all +20 level 90 jewels specifically?
That is only 3 items, just use the 3 Ids, if it was 10+ items then for sure but only 3 items I'd just use Id's.
Hmm or maybe it's 4, either way 4 is not many.
Remember no matter you do in life to always have a little fun while you are at it
No return path with default naming SecretGarden_return.xml found.
We use the normal waypoint path SecretGarden.xml now.
Waypoint #16 is closer then #1. Hence we start with waypoint #16.
GM detection started
We changed the option 'LOOT_ALL' from 'false' to 'true'.
Forced waypoint type 'TRAVEL' set by user.
We changed the option 'AUTO_ELITE_FACTOR' from '5' to '1000'.
The game client did not crash.
2:55pm - [string "..."]:11: attempt to call global 'SetCharList' (a nil value)
2:55pm - [string "..."]:11: attempt to call global 'SetCharList' (a nil value) would be an error with their CharList layout wouldn't it? And both the waypoints work. I with my waypoint I run 3 clients and each get almost 40 chests a game + the keys from Jamie. I just start them with a batch file and walk away and come back after the 50+ alts are done.
ZZZZZ wrote:: attempt to call global 'SetCharList' (a nil value) would be an error with their CharList layout wouldn't it
Except looking at the prints it also shows that it started at waypoint 16 as it was closer and then went to change char without even doing the event, so by knowing which WP it was that can also be addressed
But yes the actual error is in the
SetCharList
Remember no matter you do in life to always have a little fun while you are at it
SetCharList is a function in the LoginNextChar userfunction. If it says it's nil then you don't have LoginNextChar userfunction installed. That or you wrote "SetCharList = nil" somewhere deleting the function.
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.
Seems last patch made it so the 6 chests don't stay at the end, so can remove that part of the WP.
I thought it was weird that 6 stayed and just happened to be the 6 out of memory range when it started, there was probably an exploit of some sort to make more stay *shrug*
On a side note I updated a faster PC and it had the same file missing, what are the odds.
So I tweaked faster PC and it got to 42 chests but was borderline for cast being interupted, also noticed that the ping on screen spiked to 1100 once but it kept on opening chests with the same yrest times, so I don't think adding a ping check is a good idea because it would have sat there for an extra 700 on each chest.
Also I found Jamie, he moves fast sometimes lol
Remember no matter you do in life to always have a little fun while you are at it