Autumn Banquet

Additional botting resources. Addons may be either for the game itself or for the RoM bot.
Forum rules
Only post additional bot resources here. Please do not ask unrelated questions.
Message
Author
Jandrana
Posts: 187
Joined: Thu Jul 05, 2012 5:53 am

Autumn Banquet

#1 Post by Jandrana » Sat Dec 01, 2012 9:30 am

I did a simple script for the quest chain starting at "Anoraf Laiken" at Varanas central plaza.

To ease localization, all quest names are assigned to vars at the top of the script.

Have fun.
Attachments
AutBanq_10.xml
(6.8 KiB) Downloaded 284 times

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#2 Post by grande » Sat Dec 01, 2012 5:24 pm

Here's another simple script for the Autumn Banquet. This is the kill bandit for 5 ostrich eggs. For your profile, make sure min/max mob level is set to be good for your level. Also make sure the max target range is extended a bit.. i'd say 250 or 300.

This uses the galloping gale potion if you don't have the buff. Uses GMdetect too

lol... disregard the eventtimer thing... not used in this but doesn't matter.

oh yeah, add this in the onload:

Code: Select all

   __WPL:setWaypointIndex(1);

the attachment is updated now.

EDIT: Went ahead and added the provision runner WP as well. I don't use the run speed buff. I just use a fast mount, housemaid potion, guild buff... gets score of 32 for 3 vouchers :)
Attachments
zzzAutumProvision.xml
(7.65 KiB) Downloaded 261 times
zzzAutumnKILL.xml
(3.39 KiB) Downloaded 351 times
Last edited by grande on Sat Dec 01, 2012 7:20 pm, edited 2 times in total.

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#3 Post by Cindy » Sat Dec 01, 2012 5:44 pm

Doh, those are the two I just finished. Now I feel like Alexander Graham Bell's competition, whatever her name was.

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#4 Post by Cindy » Sat Dec 01, 2012 6:22 pm

Ostrich Nurse work in progress, need help with missing parts, see TODO's in code

Also added the farm event skeleton, this will get you there, get you one voucher. The innards still need to be coded, hoping we can stimulate a group effort.

EDIT: Removed Ev_OstrichNurse.xml as there is a fully working version here : viewtopic.php?p=44972#p44972
Attachments
Ev_OstrichFarm.xml
(2.18 KiB) Downloaded 214 times
Last edited by Cindy on Mon Dec 03, 2012 4:58 pm, edited 4 times in total.

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#5 Post by Cindy » Sat Dec 01, 2012 6:26 pm

Anyone know how to read the 5 minute timer from the game? I am working on the Provisions event, can't figure out how to get the timer to when the game ended.

Thanks

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#6 Post by Cindy » Sat Dec 01, 2012 6:39 pm

I tried the following code to attack the Bandits in my script for the Bandit Eggs... however, my character just runs by the bandit, only fighting if the bandits attack (which they only do when I am practically on top of them) Any ideas what is wrong here?

Code: Select all

	settings.profile.mobs = {"Bandit"};
	settings.profile.COMBAT_DISTANCE = 300;
	settings.profile.COMBAT_STOP_DISTANCE = 60;
	settings.profile.TARGET_LEVELDIF_BELOW = player.Level - 1;
	settings.profile.LOOT_ALL = true;
	settings.profile.LOOT_DISTANCE = 400;
	settings.profile.LOOT_PAUSE_AFTER = 33;
	cprintf(cli.lightblue, player.Name.." doing the Autumn Event Bandit Eggs "..settings.profile.TARGET_LEVELDIF_BELOW.."\n");

Code: Select all

	<!-- #  1 --><waypoint x="2581" z="1253" y="19">
		player:target_NPC("George Makov") 
		AcceptQuestByName("Lost Ostrich Eggs")
		if not player.Mounted then
			player:mount();
		end	
			__WPL:setForcedWaypointType("TRAVEL")
	</waypoint>   

         ................ Empty WPs removed for clarity ......................

	<!-- # 10 --><waypoint x="1222" z="3546" y="39" tag="firstbandit">		--attack Bandit
		__WPL:setForcedWaypointType("NORMAL")
	</waypoint>

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#7 Post by grande » Sat Dec 01, 2012 6:41 pm

Hi Cindy. My profile looks like this for mob level:

Code: Select all

		<!-- Attack monsters 75 levels above or 75 below your level -->
		<option name="TARGET_LEVELDIF_ABOVE" value="75" />
		<option name="TARGET_LEVELDIF_BELOW" value="75" />

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#8 Post by Cindy » Sat Dec 01, 2012 6:45 pm

Yes, but I don't want to change all the profile files, just the settings at the beginning of this script. but for whatever reason it doesn't take?

The first code segment I posted is in the onload event of the script Ev_BanditEggs.xml

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#9 Post by grande » Sat Dec 01, 2012 6:58 pm

Oops, sorry bout that. Probably something like,

Code: Select all

settings.profile.options.TARGET_LEVELDIF_ABOVE=75
in the onload section.

That 'should' work... just going off previous tips from the master: http://solarstrike.net/phpBB3/viewtopic ... ab9#p42600

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#10 Post by grande » Sat Dec 01, 2012 7:27 pm

Cindy wrote:Ostrich Nurse work in progress, need help with missing parts, see TODO's in code
I think the answer is somewhere between here: http://solarstrike.net/phpBB3/viewtopic ... a38#p41812

and here:
http://solarstrike.net/phpBB3/viewtopic ... it=monitor

But I can't pull it out... right now.

dr-nuker
Posts: 145
Joined: Sun Oct 09, 2011 7:33 am

Re: Autumn Banquet

#11 Post by dr-nuker » Sat Dec 01, 2012 7:30 pm

You should increase the value for "level.Below" and put wolves that hang out in that region on the friendslist.

Code: Select all

		-- Profile changes to get bandits down
		settings.profile.options.HARVEST_DISTANCE=200
		changeOptionFriendMob("mob", "Bandit", "Add") 
		changeOptionFriendMob("friend", "Silvermane Hound", "Add") 
		changeProfileOption("TARGET_LEVELDIF_BELOW", 70);
		changeProfileSkill("MAGE_FLAME", "AutoUse", false);
After running around and gathering eggs i just do it the other way round to get back to default. But a loadProfile() would also do.


For the delivery game:
Just do like:
wait to get Buff: Provisions Dispatcher
then run to a farm and back until the buff runs out.

This might result in the way that you run to a farm with only a little time left but thats then just a bit of waste of runtime nothing more.

I also made something to gather eggs on the farm but it is very bad on that event. Always just get's one ticket :/

The event in dalanis can easily be done with rock5's catchcavy function. Just exchange ids from cavies to ostrich and dont use trap but feed.
At least that's how i would try to get it done.

I will try my script next days and then repost if they are not too bad :&

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#12 Post by Cindy » Sat Dec 01, 2012 9:17 pm

Hmm neither above or below worked.. also the loot doesnt work, I got characters running two feet from dead body, not looting :(

Code: Select all

<onLoad>
	settings.profile.mobs = {"Bandit"};
	settings.profile.COMBAT_DISTANCE = 300;
	settings.profile.COMBAT_STOP_DISTANCE = 60;
	settings.profile.TARGET_LEVELDIF_BELOW = player.Level - 1;
	settings.profile.TARGET_LEVELDIF_ABOVE = player.Level - 1;
	settings.profile.LOOT_ALL = true;
	settings.profile.LOOT_DISTANCE = 400;
	settings.profile.LOOT_PAUSE_AFTER = 33;
	cprintf(cli.lightblue, player.Name.." doing the Autumn Event Bandit Eggs "..settings.profile.TARGET_LEVELDIF_BELOW.."\n");
	
	function checkdone()
		if getQuestStatus("Lost Ostrich Eggs") == "complete" then
			if not player.Mounted then
				player:mount();
			end
			__WPL:setWaypointIndex(__WPL:findWaypointTag("headback"));	
			__WPL:setForcedWaypointType("NORMAL")
		end
	end
</onLoad>

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#13 Post by grande » Sat Dec 01, 2012 9:26 pm

Cindy wrote:Hmm neither above or below worked.. also the loot doesnt work, I got characters running two feet from dead body, not looting :(
Should look just like this:

Code: Select all

settings.profile.options.TARGET_LEVELDIF_ABOVE=75
The "player.Level - 1;" code must be for non-profile type scripting... you're too smart for your own good! haha just playing :-)

Here's all the loot settings I'm running in my profile:

Code: Select all

		<!-- Loot settings -->
		<option name="LOOT"               	value="true" />
		<option name="LOOT_AGAIN"         value="500*math.random(8)" />
		<option name="LOOT_ALL"			  	value="true" />  		<!-- Loot all nearby dead mobs after combat -->
		<option name="LOOT_IN_COMBAT"     	value="true" />
		<option name="LOOT_DISTANCE"      	value="1520" />
		<option name="LOOT_PAUSE_AFTER"   	value="0" />			<!-- probability in % for a short rest -->
		<option name="LOOT_SIGILS"			value="" />				<!-- Loot sigils or not. If ommitted, will depend on "LOOT" value -->
		<option name="SIGILS_IGNORE_LIST"	value="" />				<!-- List of any sigils you wish to ignore, in language of client -->
LOL... don't ask why I have my loost distance so far right now... just paranoid lolol

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#14 Post by Cindy » Sat Dec 01, 2012 9:30 pm

The code player.Level -1 works fine, I printed it at the end of the load function, it is correctly set to one lower than my level. Which means I should hit all mobs except level 1's (of course the Bandit setting ensures I only hit bandits).

I have my loot distance high, it doesn't work, I watched my characters, they run right by mobs and right by dead mobs.

User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Autumn Banquet

#15 Post by grande » Sat Dec 01, 2012 9:37 pm

Did you try the loot again feature?

Code: Select all

 <option name="LOOT_AGAIN"         value="500*math.random(8)" />
Also, now I'm confused. Is it attacking the bandits just fine or is there an issue with that?

User avatar
lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

Re: Autumn Banquet

#16 Post by lisa » Sat Dec 01, 2012 9:51 pm

Cindy wrote:Anyone know how to read the 5 minute timer from the game? I am working on the Provisions event, can't figure out how to get the timer to when the game ended.

Thanks

Code: Select all

if not RoMScript("TimeKeeperFrame:IsVisible()") then -- no timer
the romscript checks if the timer is active (visible), so the "not" is checking if there is no timer active (visible).
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

User avatar
rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Autumn Banquet

#17 Post by rock5 » Sun Dec 02, 2012 2:22 am

Cindy wrote:Anyone know how to read the 5 minute timer from the game? I am working on the Provisions event, can't figure out how to get the timer to when the game ended.
To know if it's still visible do what Lisa said. If you want to know how much time is left you can copy the code from the AT, Survival or cot_tele scripts.

Code: Select all

local secondsleft = RoMScript("TimeKeeperFrame.startTime-GetTime()")
dr-nuker wrote:and put wolves that hang out in that region on the friendslist.
You don't need the friends list if you use the mobs list. If you use the mobs list it will only attack targets in the mobs list.
Cindy wrote:also the loot doesnt work, I got characters running two feet from dead body, not looting
The bot only loots at the end of combat. It doesn't loot when it "runs past" loot.
Cindy wrote:The code player.Level -1 works fine, I printed it at the end of the load function, it is correctly set to one lower than my level. Which means I should hit all mobs except level 1's
This is true and a good idea for TARGET_LEVELDIF_BELOW but it doesn't really make sense when used with TARGET_LEVELDIF_ABOVE. Actually TARGET_LEVELDIF_ABOVE is unlikely to be an issue. I would just set TARGET_LEVELDIF_BELOW.
<option name="LOOT_AGAIN" value="500*math.random(8)" />
This wont work. There is no support for using code as a value.
  • 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

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#18 Post by Cindy » Sun Dec 02, 2012 2:34 am

yeah i did the above because someone suggested it...

The problem is that it does NOT attack Bandits, even though I am very close to them, like 60-100 range, the only time I fight if I run through the Bandit exactly.

Thanks for all the info, I will incorporate. The timer thing I solved differently, just used os.time for start, and check for os.time - start > 300

Jandrana
Posts: 187
Joined: Thu Jul 05, 2012 5:53 am

Re: Autumn Banquet

#19 Post by Jandrana » Sun Dec 02, 2012 8:52 am

I fixed some issues in the "Lost Ostrich Eggs" script. Now it should work with high lvl chars.
Attachments
zzzAutumnKILL.xml
(3.29 KiB) Downloaded 218 times

Cindy
Posts: 237
Joined: Fri Sep 28, 2012 4:23 pm

Re: Autumn Banquet

#20 Post by Cindy » Sun Dec 02, 2012 3:05 pm

Jandrana wrote:I fixed some issues in the "Lost Ostrich Eggs" script. Now it should work with high lvl chars.
Doesn't using a pot dismount you? if yes you might want to move Lucky Target ahead of mount in onload :)

Post Reply

Who is online

Users browsing this forum: No registered users and 9 guests