Changelog 745 (RC3)

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lisa
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Re: Heads up! Big update comming. Public Release RC2 ready.

#241 Post by lisa » Wed Nov 28, 2012 6:40 pm

haplo wrote: I imagine that I need a player:update or something like that.
Yes to use that code you would need to add in an update, if the values are never updated then they never change and so it will remain in the loop forever. This may have worked in previous versions because player:update() was done in just about every single bit of code in the entire bot and so everything was constantly being updated even when it wasn't needed to be updated.

In RC2 you would use

Code: Select all

player:updateHP()
which only updates the hp values for player and not absolutely everything.
Remember no matter you do in life to always have a little fun while you are at it ;)

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grande
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Re: Heads up! Big update comming. Public Release RC2 ready.

#242 Post by grande » Wed Nov 28, 2012 9:06 pm

RC2 gives me all sorts of heck indicating a problem with line 735 in the classes/skill file. Has to do with cooldowns. But the normal version has no problems at all.

Code: Select all

function CSkill:getRemainingCooldown()
	if self.BaseItemAddress ~= 0 then
		local offset = memoryReadRepeat("int", getProc(), self.BaseItemAddress + addresses.skillRemainingCooldown_offset) or 0
		if offset and offset ~= 0 then
			return (memoryReadRepeat("int", getProc(), addresses.staticCooldownsBase + (offset+1)*4) or 0)/10
		end
	end
	return 0
end
Something about the BaseItemAddress. I was playing on a rogue/scout. It works with the default but the combat seemed really slow and clunky. When I played on the actual profile for the character (which is the profile I always use) it would just give the arithmetic error, BaseItemAddress is nil.

Did not find any crashed game clients.
10:27pm - X:/micromacro/scripts/rom/classes/skill.lua:735: attempt to perform ar
ithmetic on field 'BaseItemAddress' (a nil value)
~*~*EDIT--EDIT~*~*

I deleted the following from my profile and it is working fine:

Code: Select all

		<skill name="ROGUE_ENERGY_THIEF"    modifier="" hotkey="MACRO" inbattle="true" reqbuffname="Grievous Wound" reqbufftarget="target" priority="250" targethpper="80" cooldown="120" />
		<skill name="ROGUE_COMBAT_MASTER"    modifier="" hotkey="MACRO" priority="150" inbattle="false" rebuffcut="10" cooldown="900" />
		<skill name="ROGUE_YAWAKAS_BLESSING" modifier="" hotkey="MACRO" priority="150" inbattle="false" rebuffcut="10" cooldown="900" />
		<skill name="ROGUE_UNKNOWN_CHOICE"    modifier="" hotkey="MACRO" autouse="false" inbattle="true" reqbuffname="Grievous Wound" reqbufftarget="target" priority="250" targethpper="80" cooldown="180" />
		<skill name="ROGUE_ASSASSINS_RAGE"    modifier="" hotkey="MACRO" inbattle="true" reqbuffname="Grievous Wound" reqbufftarget="target" priority="250" targethpper="80" cooldown="300" />
		<skill name="ROGUE_FERVENT_ATTACK"    modifier="" hotkey="MACRO" inbattle="true" reqbuffname="Grievous Wound" reqbufftarget="target" priority="250" targethpper="80" cooldown="300" />
		<skill name="ROGUE_INFORMER"    modifier="" hotkey="MACRO" inbattle="true" reqbuffname="Grievous Wound" reqbufftarget="target" priority="250" targethpper="80" cooldown="300" />
did something change in rogue skills?

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rock5
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Re: Heads up! Big update comming. Public Release RC2 ready.

#243 Post by rock5 » Thu Nov 29, 2012 12:43 am

haplo wrote:but now the bot doesn't press the "9" key to launch the macro.
Even though you bypassed this, it is still an issue I will have to address as users are supposed to be able to use macros like that. I'll put this on my list of things to look at once I fix my main pc.
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Re: Heads up! Big update comming. Public Release RC2 ready.

#244 Post by rock5 » Thu Nov 29, 2012 2:21 am

There was a bug with partying in the functions.lua file on the first post. I've fixed it. Please re-download it.

The issue also exists in rev 743. I'm unable to commit the file at the moment. It looks like Lisa was able to. So if you use 743 update to 744.
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Re: Heads up! Big update comming. Public Release RC2 ready.

#245 Post by rock5 » Thu Nov 29, 2012 11:28 am

haplo wrote:- In the game I defined a macro that I want the bot call it in some waypoints. I assigned it to the key 9.
Then in the profiles I have a skill defined for that key:

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<skill name="WARRIOR_SLASH"          modifier="" hotkey="VK_9" autouse="false"  />
and in my waypoint I call:

Code: Select all

player:cast("WARRIOR_SLASH");
but now the bot doesn't press the "9" key to launch the macro.

Note: I solved it putting the macro code in the bot.
The way you solved it was correct but for future reference, the reason it didn't work is because you used an attack skill. The bot still checks your target and doesn't cast because you have no target. If you had used a buff it would have worked. But because the bot detects that the skill failed it would have tried to cast it again a few times before giving up. I used Enraged. It worked but pressed it 7 times. In the end the best solution would have been to just press that key

Code: Select all

keyboardPress(key.VK_9)
It did expose a bug though because when I used Enraged it pressed VK_9 but also cast Enraged. I've fixed that so it will be included when I commit.
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Re: Heads up! Big update comming. Public Release RC2 ready.

#246 Post by nightclaw » Fri Nov 30, 2012 5:09 am

ok i thought i post my findings i was running the ks script but the bot wont sell the items but in the updated current bot it does they both use same scripts and profiles so its not them also seams like the RC beta is a slower on charge chop then current bot this is fact tested it many times on same target but seams like the warden on all my bots are 1s haveing the issues over all but the selling of items is all my bots no matter what class...just letting you know ..

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Re: Heads up! Big update comming. Public Release RC2 ready.

#247 Post by rock5 » Fri Nov 30, 2012 6:31 am

First of all the skill database in 744 is out of date. I updated it to compare. They performed fairly similarly except the RC version often cast 2 skills nearly at the same time. 744 never did that. It pretty much always cast the next skill when the cooldown of the previous skill was just about finished. It works well enough for now. I don't want to start messing with it. I do plan to do more work on it in the future; more spamming, so faster casting.

Your problem with the selling would depend on your code. I just tested player:merchant() and it worked. If you still have trouble selling, show me your selling script.

Note: I was testing on rom4u which is still 5.0.4. I'm not sure if that is an issue.
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lisa
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Re: Heads up! Big update comming. Public Release RC2 ready.

#248 Post by lisa » Fri Nov 30, 2012 7:22 am

rock5 wrote:Your problem with the selling would depend on your code. I just tested player:merchant() and it worked. If you still have trouble selling, show me your selling script.
Rev 741 had an incorrect address for inventory bags, that may be the cause but to be honest it is more than likely a profile issue.
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nightclaw
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Re: Heads up! Big update comming. Public Release RC2 ready.

#249 Post by nightclaw » Fri Nov 30, 2012 4:43 pm

rock5 wrote:First of all the skill database in 744 is out of date. I updated it to compare. They performed fairly similarly except the RC version often cast 2 skills nearly at the same time. 744 never did that. It pretty much always cast the next skill when the cooldown of the previous skill was just about finished. It works well enough for now. I don't want to start messing with it. I do plan to do more work on it in the future; more spamming, so faster casting.

Your problem with the selling would depend on your code. I just tested player:merchant() and it worked. If you still have trouble selling, show me your selling script.

Note: I was testing on rom4u which is still 5.0.4. I'm not sure if that is an issue.

ya we on 5.05 that may be it it works before in 5.04 and script i using never changed its the http://solarstrike.net/phpBB3/viewtopic ... 52cb043073 and works great on the 744 but wont sell on RC i may agree though it may be the 5.05 patch that got all out sorts do to worked month before

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Re: Heads up! Big update comming. Public Release RC2 ready.

#250 Post by rock5 » Fri Nov 30, 2012 10:48 pm

I tested player:merchant() on 5.0.5 it worked.

So, like I said, let me see your selling code and I'll try to figure out what the problem is.

Also I need to know where it fails. Does it find the npc? Does it open the store dialog? Does it fail to sell just some items or all of them?
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Re: Heads up! Big update comming. Public Release RC2 ready.

#251 Post by lisa » Fri Nov 30, 2012 11:01 pm

I farmed KS for a few days straight on RC1 without issue, haven't tried RC2 yet.


--=== added ===--
Just tested selling at merchant with RC2 and it worked fine, current official server.
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Re: Heads up! Big update comming. Public Release RC2 ready.

#252 Post by nightclaw » Fri Nov 30, 2012 11:50 pm

its the newest Rc i am using and it finds the npc opens and does not sell its not the scrip do works fine on 744 and same script also i am starting see issues on not using potions on the newest rc but works fine on 744 ..
even though not script here it is on the ks 1
also the potions it does on wander but all i do is delete and repast in my scripts from 744 and profiles that way i know they same

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
	<onLoad>
	ToPancer = 1
	StopAtBoss = 0
	repeat
	cprintf(cli.lightgreen,"\n          Kalin Shrine script\n")
	print("Type number before which boss you want to stop farm KS")
	print("		1. Iron Rune Warrior")
	print("		2. Yusalien")
	print("		3. Locatha")
	print("		4. Harp")
	print("		5. Full run")
	print("		6. Quit")
	print("\n StopAtBoss>")
	StopAtBoss = io.stdin:read()
	StopAtBoss = tonumber(StopAtBoss)
	until StopAtBoss and StopAtBoss > 0
	if StopAtBoss == 6 then error("Closing.",0) end	
	</onLoad>

	<!-- #  1 --><waypoint x="4714" z="885">
	if (not player:hasBuff("506687")) then
    inventory:useItem(207203);
    end  

	if (not player:hasBuff("506686")) then
    inventory:useItem(207202);
    end 

	if (not player:hasBuff("506684")) then
    inventory:useItem(207200);
    end	</waypoint>
	<!-- #  2 --><waypoint x="4626" z="913">changeProfileOption("MAX_TARGET_DIST", 90);
	        if( 60 > player.HP/player.MaxHP*100 ) then
         inventory:useItem(203494);
        end
	</waypoint>
	<!-- #  3 --><waypoint x="4456" z="912">	</waypoint>

	<!-- #  4 --><waypoint x="4447" z="913" >changeProfileOption("MAX_TARGET_DIST", 130);	</waypoint>
	<!-- #  5 --><waypoint x="4378" z="1029" >	</waypoint>
	<!-- #  6 --><waypoint x="4364" z="822" >
	
	if player.Class1 == 5 or player.Class2 == 5 then -- priest
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("PRIEST_URGENT_HEAL");
			yrest(2300);
		end
	end
	if player.Class1 == 8 or player.Class2 == 8 then -- druid
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("DRUID_RECOVER");
			yrest(2300);
		end
	end
	</waypoint>
	<!-- #  7 --><waypoint x="4193" z="792" >	</waypoint>
	<!-- #  8 --><waypoint x="4211" z="917" >	</waypoint>

	<!-- #  9 --><waypoint x="4207" z="911" >changeProfileOption("MAX_TARGET_DIST", 130);	</waypoint>
	<!-- # 10 --><waypoint x="4030" z="915" >	</waypoint>
	<!-- #  11 --><waypoint x="3954" z="1003" >	</waypoint>
	<!-- #  12 --><waypoint x="3853" z="773" >	</waypoint>
	<!-- #  13 --><waypoint x="3793" z="763" >	</waypoint>
	<!-- #  14 --><waypoint x="3754" z="747" >	</waypoint>

	<!-- # 15 --><waypoint x="3754" z="802">	</waypoint>
	<!-- # 16 --><waypoint x="3752" z="958">	</waypoint>
	<!-- # 17 --><waypoint x="3752" z="1117">	</waypoint>
	<!-- # 18 --><waypoint x="3797" z="1178">	</waypoint>
	<!-- # 19 --><waypoint x="3830" z="1199">changeProfileOption("MAX_TARGET_DIST", 110);	</waypoint>
	<!-- # 20 --><waypoint x="3891" z="1200">	</waypoint>
	<!-- # 21 --><waypoint x="3958" z="1176">	</waypoint>
	<!-- # 22 --><waypoint x="4010" z="1166">	</waypoint>
	<!-- # 23 --><waypoint x="4030" z="1207">	</waypoint>
	<!-- # 24 --><waypoint x="4033" z="1278">	</waypoint>
	<!-- # 25 --><waypoint x="4040" z="1359">	</waypoint>
	<!-- # 26 --><waypoint x="4064" z="1428">	</waypoint>
	<!-- # 27 --><waypoint x="4148" z="1439">	</waypoint>
	<!-- # 28 --><waypoint x="4212" z="1411">	</waypoint>
	<!-- # 29 --><waypoint x="4233" z="1336">changeProfileOption("MAX_TARGET_DIST", 50);	</waypoint>
	<!-- # 30 --><waypoint x="4232" z="1262">changeProfileOption("MAX_TARGET_DIST", 50);	</waypoint>
	<!-- # 31 --><waypoint x="4235" z="1153">	</waypoint>
	<!-- # 32 --><waypoint x="4269" z="1155">	</waypoint>
	<!-- # 33 --><waypoint x="4339" z="1150">	</waypoint>
	<!-- # 34 --><waypoint x="4421" z="1149">	</waypoint>
	<!-- # 35 --><waypoint x="4418" z="1278">	</waypoint>
	<!-- # 36 --><waypoint x="4418" z="1437">       </waypoint>
	<!-- # 37 --><waypoint x="4339" z="1438">	</waypoint>
	<!-- # 38 --><waypoint x="4267" z="1436">	</waypoint>
	<!-- # 39 --><waypoint x="4202" z="1444">	</waypoint>
	<!-- # 40 --><waypoint x="4164" z="1492">	</waypoint>
	<!-- # 41 --><waypoint x="4100" z="1500">	</waypoint>
	<!-- # 42 --><waypoint x="4052" z="1509">	</waypoint>
	<!-- # 43 --><waypoint x="3980" z="1532">	</waypoint>
	<!-- # 44 --><waypoint x="3911" z="1508">	</waypoint>
	<!-- # 45 --><waypoint x="3831" z="1441">	</waypoint>
	<!-- # 46 --><waypoint x="3777" z="1416">	</waypoint>
	<!-- # 47 --><waypoint x="3757" z="1362">	</waypoint>
	<!-- # 48 --><waypoint x="3763" z="1307">	</waypoint>
	<!-- # 49 --><waypoint x="3781" z="1238">changeProfileOption("MAX_TARGET_DIST", 150);
	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end 	</waypoint>
	<!-- # 50 --><waypoint x="3771" z="1176">	</waypoint>
	<!-- # 51 --><waypoint x="3728" z="1149">	</waypoint>
	<!-- # 52 --><waypoint x="3601" z="1157">	</waypoint>
	<!-- # 53 --><waypoint x="3474" z="1162">	</waypoint>
	<!-- # 54 --><waypoint x="3448" z="1211">	</waypoint>
	<!-- # 55 --><waypoint x="3454" z="1313">	</waypoint>
	<!-- # 56 --><waypoint x="3466" z="1408">	</waypoint>
	<!-- # 57 --><waypoint x="3427" z="1456">	</waypoint>
	<!-- # 58 --><waypoint x="3313" z="1444">	</waypoint>
	<!-- # 59 --><waypoint x="3198" z="1429">	</waypoint>
	<!-- # 60 --><waypoint x="3149" z="1446">	</waypoint>
	<!-- # 61 --><waypoint x="3127" z="1472">	</waypoint>
	<!-- # 62 --><waypoint x="3160" z="1514">	</waypoint>
	<!-- # 63 --><waypoint x="3169" z="1617">	</waypoint>
	<!-- # 64 --><waypoint x="3137" z="1716">	</waypoint>
	<!-- # 65 --><waypoint x="3111" z="1784">	</waypoint>
	<!-- # 66 --><waypoint x="3158" z="1813">	</waypoint>
	<!-- # 67 --><waypoint x="3172" z="1887">	</waypoint>
	<!-- # 68 --><waypoint x="3172" z="1969">	</waypoint>
	<!-- # 69 --><waypoint x="3169" z="2050">	</waypoint>
	<!-- # 70 --><waypoint x="3168" z="2138">	</waypoint>
	<!-- # 71 --><waypoint x="3178" z="2255">	</waypoint>
	<!-- # 72 --><waypoint x="3148" z="2287">	</waypoint>
	<!-- # 73 --><waypoint x="3059" z="2282">	</waypoint>
	<!-- # 74 --><waypoint x="2958" z="2288">       </waypoint>
	<!-- # 75 --><waypoint x="2927" z="2245">changeProfileOption("MAX_TARGET_DIST", 60);      </waypoint>
	<!-- # 76 --><waypoint x="2938" z="2157">     </waypoint>
	<!-- # 77 --><waypoint x="3045" z="2008">       </waypoint>
	<!-- # 78 --><waypoint x="2920" z="2012">	</waypoint>
	<!-- # 79 --><waypoint x="2867" z="1987">
    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end </waypoint>
	<!-- # 80 --><waypoint x="2811" z="2029">	</waypoint>
	<!-- # 81 --><waypoint x="2806" z="2088">	</waypoint>
	<!-- # 82 --><waypoint x="2845" z="2148">	</waypoint>
	<!-- # 83 --><waypoint x="2857" z="2210">	</waypoint>
	<!-- # 84 --><waypoint x="2766" z="2266">	</waypoint>
	<!-- # 85 --><waypoint x="2705" z="2289">	</waypoint>
	<!-- # 86 --><waypoint x="2636" z="2242">	</waypoint>
	<!-- # 87 --><waypoint x="2628" z="2175">	</waypoint>
	<!-- # 88 --><waypoint x="2621" z="2106">	</waypoint>
	<!-- # 89 --><waypoint x="2614" z="2042">	</waypoint>
	<!-- # 90 --><waypoint x="2649" z="1989">	</waypoint>
	<!-- # 91 --><waypoint x="2688" z="1945">	</waypoint>
	<!-- # 92 --><waypoint x="2694" z="1912">	</waypoint>
	<!-- # 93 --><waypoint x="2693" z="1798">

       if StopAtBoss == 1 then
		sendMacro("LeaveParty();");
		yrest(4000)
		waitForLoadingScreen(); 
		player:update();
    	__WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end	</waypoint>
         <!-- Iron Rune Warrior - debut -->
 if(target.Name == "Ensia") or (target.Name == "Iron Rune Warrior") then
         player:updateBuffs();
         yrest(2300);
         if player.Class1 == 8 or player.Class2 == 8 then -- druid
         player:cast("DRUID_SAVAGE_BLESSING");
         player:cast("MAGE_ELEMENTAL_CATALYSIS");
         player:cast("MAGE_ELECTROSTATIC_CHARGE");
	 player:cast("MAGE_ESSENCE_OF_MAGIC");
	 player:cast("MAGE_ENERGY_INFLUX");
	changeProfileSkill("MAGE_FLAME", "AutoUse", true);
	changeProfileSkill("MAGE_FIREBALL", "AutoUse", true);
        player:cast("DRUID_RECOVER");
	changeProfileSkill("MAGE_FLAME", "Priority", 90);
	changeProfileSkill("MAGE_FIREBALL", "Priority", 100);
         end
         end
	<!-- # 94 --><waypoint x="2692" z="1731">	</waypoint>
	<!-- # 95 --><waypoint x="2692" z="1642">	</waypoint>
	<!-- # 96 --><waypoint x="2691" z="1579">	</waypoint>
	<!-- # 97 --><waypoint x="2677" z="1452">	
  <!-- Iron Rune Warrior - fin -->	
 if inventory:itemTotalCount(0) == 0 then  
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end </waypoint>
	<!-- # 98 --><waypoint x="2710" z="1417">	</waypoint>
	<!-- # 99 --><waypoint x="2787" z="1427">	</waypoint>
	<!-- # 100 --><waypoint x="2896" z="1428">	</waypoint>
	<!-- # 101 --><waypoint x="3054" z="1424">	</waypoint>
	<!-- # 102 --><waypoint x="3113" z="1483">	</waypoint>
	<!-- # 103 --><waypoint x="3106" z="1561">	</waypoint>
	<!-- # 104 --><waypoint x="3096" z="1627">	</waypoint>
	<!-- # 105 --><waypoint x="3137" z="1685">	</waypoint>
	<!-- # 106 --><waypoint x="3151" z="1775">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end  	</waypoint>
	<!-- # 107 --><waypoint x="3087" z="1804">	</waypoint>
	<!-- # 108 --><waypoint x="3031" z="1797">	</waypoint>
	<!-- # 109 --><waypoint x="2880" z="1795">	</waypoint>
	<!-- # 110 --><waypoint x="2734" z="1793">	</waypoint>
	<!-- # 111 --><waypoint x="2699" z="1728">      </waypoint>
	<!-- # 112 --><waypoint x="2855" z="1692">	</waypoint>
	<!-- # 113 --><waypoint x="2638" z="1703">	</waypoint>
	<!-- # 114 --><waypoint x="2532" z="1705">	</waypoint>
	<!-- # 115 --><waypoint x="2484" z="1677">changeProfileOption("MAX_TARGET_DIST", 150);
	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    

	</waypoint>
	<!-- # 116 --><waypoint x="2425" z="1594">	</waypoint>
	<!-- # 117 --><waypoint x="2454" z="1541">	</waypoint>
	<!-- # 118 --><waypoint x="2528" z="1517">	</waypoint>
	<!-- # 119 --><waypoint x="2650" z="1515">changeProfileOption("MAX_TARGET_DIST", 110);	</waypoint>
	<!-- # 120 --><waypoint x="2751" z="1532">	</waypoint>
	<!-- # 121 --><waypoint x="2811" z="1527">changeProfileOption("MAX_TARGET_DIST", 60)	</waypoint>
	<!-- # 122 --><waypoint x="2936" z="1562">	</waypoint>
	<!-- # 123 --><waypoint x="2960" z="1511">	</waypoint>
	<!-- # 124 --><waypoint x="2946" z="1424">	</waypoint>
	<!-- # 125 --><waypoint x="2786" z="1426">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>
	<!-- # 126 --><waypoint x="2597" z="1433">	</waypoint>
	<!-- # 127 --><waypoint x="2593" z="1540">	</waypoint>
	<!-- # 128 --><waypoint x="2589" z="1771">	</waypoint>
	<!-- # 129 --><waypoint x="2590" z="1867">	</waypoint>
	<!-- # 130 --><waypoint x="2594" z="1974">
	if StopAtBoss == 2 then
		sendMacro("LeaveParty();");
		yrest(4000)
		waitForLoadingScreen(); 
		player:update();
    	__WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end		</waypoint>
	<!-- # 131 --><waypoint x="2590" z="2081">	</waypoint>
	<!-- # 132 --><waypoint x="2525" z="2086"></waypoint>	
         
         player:updateBuffs();
         yrest(2300);
         if player.Class1 == 8 or player.Class2 == 8 then -- druid
         player:cast("DRUID_SAVAGE_BLESSING");
         player:cast("MAGE_ELEMENTAL_CATALYSIS");
         player:cast("MAGE_ELECTROSTATIC_CHARGE");
	 player:cast("MAGE_ESSENCE_OF_MAGIC");
	 player:cast("MAGE_ENERGY_INFLUX");
	changeProfileSkill("MAGE_FLAME", "AutoUse", true);
	changeProfileSkill("MAGE_FIREBALL", "AutoUse", true);
        player:cast("DRUID_RECOVER");
	changeProfileSkill("MAGE_FLAME", "Priority", 90);
	changeProfileSkill("MAGE_FIREBALL", "Priority", 100);
         end
         end


	<!-- # 133 --><waypoint x="2457" z="2153">  <!-- Yusalien - debut -->	</waypoint>
	<!-- # 134 --><waypoint x="2329" z="2164">	</waypoint>
	<!-- # 135 --><waypoint x="2399" z="2200">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>
<!-- Yusalien - fin -->
	<!-- # 136 --><waypoint x="2581" z="2366">	</waypoint>
	<!-- # 137 --><waypoint x="2595" z="2496">	</waypoint>
	<!-- # 138 --><waypoint x="2595" z="2685">	</waypoint>
	<!-- # 139 --><waypoint x="2593" z="2846">	</waypoint>
	<!-- # 140 --><waypoint x="2570" z="2961">	</waypoint>
	<!-- # 141 --><waypoint x="2464" z="2946">	</waypoint>
	<!-- # 142 --><waypoint x="2342" z="2949">	</waypoint>
	<!-- # 143 --><waypoint x="2291" z="3004">	</waypoint>
	<!-- # 144 --><waypoint x="2307" z="3088">	</waypoint>
	<!-- # 145 --><waypoint x="2318" z="3228">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>
	<!-- # 146 --><waypoint x="2303" z="3284">	</waypoint>
	<!-- # 147 --><waypoint x="2178" z="3289">	</waypoint>
	<!-- # 148 --><waypoint x="2050" z="3274">	</waypoint>
	<!-- # 149 --><waypoint x="2056" z="3366">	</waypoint>
	<!-- # 150 --><waypoint x="2065" z="3441">
	if StopAtBoss == 3 then
		sendMacro("LeaveParty();");
		yrest(4000)
		waitForLoadingScreen(); 
		player:update();
    	__WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end		</waypoint>
	<!-- # 151 --><waypoint x="2163" z="3795">	</waypoint>
	<!-- # 152 --><waypoint x="2277" z="3802">	</waypoint>
	<!-- # 153 --><waypoint x="2401" z="3782">	</waypoint>
	<!-- # 154 --><waypoint x="2391" z="3604">	</waypoint>
	<!-- # 155 --><waypoint x="2394" z="3351">	</waypoint>
	<!-- # 156 --><waypoint x="2319" z="3310">	</waypoint>
	<!-- # 157 --><waypoint x="2062" z="3276">	</waypoint>
	<!-- # 158 --><waypoint x="1921" z="3312">	</waypoint>
	<!-- # 159 --><waypoint x="1807" z="3362">yrest(2000);	</waypoint>
	<!-- # 160 --><waypoint x="1797" z="3544">	</waypoint>
	<!-- #  1 --><waypoint x="1804" z="3768">
	if player.Class1 == 5 or player.Class2 == 5 then -- priest
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("PRIEST_URGENT_HEAL");
			yrest(2300);
		end
	end
	if player.Class1 == 8 or player.Class2 == 8 then -- druid
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("DRUID_RECOVER");
			yrest(2300);
		end
	end		</waypoint>
	<!-- #  2 --><waypoint x="1977" z="3939">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>
	<!-- #  3 --><waypoint x="2279" z="4011">	</waypoint>
	<!-- #  4 --><waypoint x="2309" z="4130">	</waypoint>
	<!-- #  5 --><waypoint x="2290" z="4245">	</waypoint>
	<!-- #  6 --><waypoint x="2340" z="4307">	</waypoint>
	<!-- #  7 --><waypoint x="2433" z="4273">	</waypoint>
	<!-- #  8 --><waypoint x="2542" z="4276">	</waypoint>
	<!-- #  9 --><waypoint x="2600" z="4352">	</waypoint>
	<!-- # 10 --><waypoint x="2605" z="4550">	</waypoint>
	<!-- # 11 --><waypoint x="2485" z="4583">	</waypoint>
	<!-- # 12 --><waypoint x="2564" z="4576">	</waypoint>
	<!-- # 13 --><waypoint x="2619" z="4625">	</waypoint>
	<!-- # 14 --><waypoint x="2586" z="4697">	</waypoint>
	<!-- # 15 --><waypoint x="2572" z="4834">	</waypoint>
	<!-- # 16 --><waypoint x="2530" z="4898">	</waypoint>
	<!-- # 17 --><waypoint x="2405" z="4912">	</waypoint>
	<!-- # 18 --><waypoint x="2212" z="4909">
	if StopAtBoss == 4 then
		sendMacro("LeaveParty();");
		yrest(4000)
		waitForLoadingScreen(); 
		player:update();
    	__WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end	
</waypoint>
	<!-- # 19 --><waypoint x="2170" z="4911">	</waypoint>


	<!-- # 20 --><waypoint x="2147" z="4912">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>

	<!-- # 21 --><waypoint x="2019" z="4913">	</waypoint>
	<!-- # 22 --><waypoint x="1902" z="4954">	</waypoint>
	<!-- # 23 --><waypoint x="1839" z="5011">	</waypoint>
	<!-- # 24 --><waypoint x="1682" z="5008">	</waypoint>
	<!-- # 25 --><waypoint x="1625" z="5085">	</waypoint>
	<!-- # 26 --><waypoint x="1624" z="5205">	</waypoint>
	<!-- # 27 --><waypoint x="1663" z="5243">	</waypoint>
	<!-- # 28 --><waypoint x="1858" z="5178">	</waypoint>
	<!-- # 29 --><waypoint x="1989" z="5178">	</waypoint>
	<!-- # 30 --><waypoint x="2059" z="5074">	</waypoint>
	<!-- # 31 --><waypoint x="2125" z="5007">	</waypoint>
	<!-- # 32 --><waypoint x="2253" z="4961">	</waypoint>
	<!-- # 33 --><waypoint x="2315" z="4966">	</waypoint>
	<!-- # 34 --><waypoint x="2355" z="5010">	</waypoint>
	<!-- # 35 --><waypoint x="2425" z="5047">	    if inventory:itemTotalCount(0) == 0 then    
    sendMacro("LeaveParty();");
     yrest(4000)
    waitForLoadingScreen(); 
    player:update();
    __WPL:setWaypointIndex(__WPL:findWaypointTag("rerun"));
    end    
	</waypoint>
	<!-- # 36 --><waypoint x="2508" z="5130">	</waypoint>
	<!-- # 37 --><waypoint x="2595" z="5143">	</waypoint>
	<!-- # 38 --><waypoint x="2645" z="5192">	</waypoint>
	<!-- # 39 --><waypoint x="2642" z="5395">	</waypoint>
	<!-- # 40 --><waypoint x="2587" z="5438">	</waypoint>
	<!-- # 41 --><waypoint x="2419" z="5441">	</waypoint>
	<!-- # 42 --><waypoint x="2364" z="5320">	</waypoint>
	<!-- # 43 --><waypoint x="2359" z="5216">	</waypoint>
	<!-- # 44 --><waypoint x="2283" z="5104">	</waypoint>
	<!-- # 45 --><waypoint x="2191" z="5129">	</waypoint>
	<!-- # 46 --><waypoint x="2157" z="5211">	</waypoint>
	<!-- # 47 --><waypoint x="2160" z="5301">	</waypoint>
	<!-- # 48 --><waypoint x="2199" z="5383">	</waypoint>
	<!-- # 49 --><waypoint x="2256" z="5463">
	sendMacro("LeaveParty();");  
	           yrest(4000)	waitForLoadingScreen(); 	

<!--
	player:rest(3);
	player:target_Object("Great Door of the Inner Hall")
	player:rest(30);
	loadPaths("END.xml");	-->		</waypoint>
<!-- going to sold out -->	
	<!-- #  1 --><waypoint x="-15147" z="11542" y="136" tag="rerun">
	player:updateBuffs();
	 if not player.Buffs["May Establish Honor Party"] then
   inventory:useItem(202879);
  end

    while not RoMScript("UnitExists('party1')") do
        sendMacro('InviteByName("Agtest")');
        yrest(4000)
    end
    if (not player:hasBuff("506687")) then
    inventory:useItem(207203);
    end  

	if (not player:hasBuff("506686")) then
    inventory:useItem(207202);
    end 

	if (not player:hasBuff("506684")) then
    inventory:useItem(207200);
    end    
    player:mount();	</waypoint>
	<!-- #  2 --><waypoint x="-15764" z="11358" type="TRAVEL">	</waypoint>
	<!-- #  3 --><waypoint x="-15967" z="11304" type="TRAVEL">	</waypoint>
	<!-- #  4 --><waypoint x="-16078" z="11312" type="TRAVEL">	</waypoint>
	<!-- #  5 --><waypoint x="-16249" z="11327" type="TRAVEL">	</waypoint>
	<!-- #  6 --><waypoint x="-16450" z="11350" type="TRAVEL">	</waypoint>
	<!-- #  7 --><waypoint x="-16607" z="11365" type="TRAVEL">	</waypoint>
	<!-- #  8 --><waypoint x="-16618" z="11352" type="TRAVEL">	
		changeProfileOption("HARVEST_DISTANCE", 200);  

		yrest(100);
	player:merchant("Pancer");
		yrest(100); 
	</waypoint>
	<!-- #  1 --><waypoint x="-16650" z="11463" type="TRAVEL">	</waypoint>
	<!-- #  2 --><waypoint x="-16836" z="11573" type="TRAVEL">	</waypoint>
	<!-- #  3 --><waypoint x="-17141" z="11250" type="TRAVEL">
        if player.Class1 == 5 or player.Class2 == 5 then -- priest
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("PRIEST_URGENT_HEAL");
			yrest(2300);
		end
	end
	if player.Class1 == 8 or player.Class2 == 8 then -- druid
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("DRUID_RECOVER");
			yrest(2300);
		end
            end	
        </waypoint>
	<!-- #  4 --><waypoint x="-17448" z="10703" type="TRAVEL">	</waypoint>
	<!-- #  5 --><waypoint x="-17668" z="10680" type="TRAVEL">
	if player.Class1 == 5 or player.Class2 == 5 then -- priest
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("PRIEST_URGENT_HEAL");
			yrest(2300);
		end
	end
	if player.Class1 == 8 or player.Class2 == 8 then -- druid
		while (80 > player.HP/player.MaxHP*100) do
			player:cast("DRUID_RECOVER");
			yrest(2300);
		end
	end	
</waypoint>
	<!-- #  6 --><waypoint x="-17936" z="10586" type="TRAVEL">	</waypoint>
	<!-- #  7 --><waypoint x="-18160" z="10707" type="TRAVEL">player:mount();	</waypoint>
	<!-- #  8 --><waypoint x="-18288" z="11068" type="TRAVEL">	</waypoint>
	<!-- #  9 --><waypoint x="-18416" z="11681" type="TRAVEL">	</waypoint>
	<!-- # 10 --><waypoint x="-18546" z="12468" type="TRAVEL">	</waypoint>
	<!-- # 55 --><waypoint x="-18549" z="12522" type="TRAVEL">	
	changeProfileOption("MAX_TARGET_DIST", 90);	
			yrest(30000);	
			player:update();
			</waypoint>

	
</waypoints>
also heres my profile its just basics

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<profile>
	<options>
		<!-- Try the bot with a new char mage                   -->
		<!-- At the pioneer village. Use demo.xml waypoint file -->
		<option name="HP_LOW"				value="80" />
		<option name="MP_LOW_POTION"		value="50" />
		<option name="HP_LOW_POTION"		value="60" />
		<option name="USE_HP_POTION"		value="best" />			<!-- potion select strategy: best|minstack -->
		<option name="USE_MANA_POTION"		value="best" />			<!-- potion select strategy: best|minstack -->
		<option name="USE_PHIRIUS_POTION"	value="true" /> 		<!-- false | true if you want to use the Phirus Potions -->
		<option name="PHIRIUS_MP_LOW"		value="5" />
		<option name="PHIRIUS_HP_LOW"		value="30" />

		<!-- Rest if HP or Mana is below that level -->
		<option name="HP_REST" 				value="40" />
		<option name="MP_REST" 				value="20" />

		<!-- Shopping options, how many of what do you want to keep in your inventory -->
		<option name="HEALING_POTION" 		value="0" />
		<option name="MANA_POTION" 			value="0" />			<!-- set to "0" if not required to buy -->
		<option name="ARROW_QUIVER" 		value="0" /> 			<!-- set to "0" if not required to buy -->
		<option name="THROWN_BAG" 			value="0" />			<!-- set to "0" if not required to buy -->
		<option name="POISON" 				value="0" />			<!-- set to "0" if not required to buy -->

		<!-- either false or arrow or thrown -->
		<option name="RELOAD_AMMUNITION" 	value="arrow" />		<!-- false|arrow|thrown -->

		<!-- Combat options -->
		<option name="COMBAT_TYPE"        	value="melee" />				<!-- leave empty or choose ranged/melee if not using class default -->
		<option name="COMBAT_RANGED_PULL" 	value="false" /> 		<!-- only important for melees -->
		<option name="COMBAT_DISTANCE"    	value="225" />			<!-- Distance at which it starts using skills -->
		<option name="COMBAT_STOP_DISTANCE" value="250" />			<!-- Distance at which it stops moving towards the target -->
		<option name="MAX_FIGHT_TIME"     	value="15" />			<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"        	value="90" />
		<option name="ANTI_KS"            	value="true" />
		<option name="MAX_TARGET_DIST"    	value="230" />
		<option name="PRIORITY_CASTING"		value="false" />		<!-- If you want to cast attack skills by 'priority' or 'sequencially' -->
		<option name="COUNT_AGGRO_ONLY"		value="false" />		<!-- If you want to count only aggro mobs within range of aoe skills  -->

		<!-- Attack monsters 3 levels above or 70 below your level -->
		<option name="TARGET_LEVELDIF_ABOVE" value="75" />
		<option name="TARGET_LEVELDIF_BELOW" value="70" />

		<!-- Waypoint and movement settings -->
		<option name="WAYPOINTS"			value="" />  			<!-- leave empty to show a list -->
		<option name="RETURNPATH"			value="" />
		<option name="PATH_TYPE"			value="waypoints" />	<!-- waypoints | wander -->
		<option name="WANDER_RADIUS"		value="300" />
		<option name="WAYPOINT_DEVIATION"	value="0" />
		<option name="QUICK_TURN" 			value="true" />

		<!-- Loot settings -->
		<option name="LOOT"               	value="true" />
		<option name="LOOT_ALL"			  	value="true" />  		<!-- Loot all nearby dead mobs after combat -->
		<option name="LOOT_IN_COMBAT"     	value="false" />
		<option name="LOOT_DISTANCE"      	value="300" />
		<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 -->

		<!-- Auto selling options when used with player:merchant -->
		<option name="INV_AUTOSELL_ENABLE"	value="true" />		<!-- true | false -->
		<option name="INV_AUTOSELL_FROMSLOT" 	value="31" /> 			<!-- 1 = bag 1 slot 1 -->
		<option name="INV_AUTOSELL_TOSLOT"	value="180" /> 			<!-- 30 = last slot bag 1 -->
		<option name="INV_AUTOSELL_QUALITY"	value="white,green,blue,purple" /> 	<!-- white,green,blue,purple  -->

		<!-- Harvest options -->
		<option name="HARVEST_DISTANCE"		value="300" />
		<option name="HARVEST_WOOD"			value="true" /> 		<!-- Choose which types to harvest. -->
		<option name="HARVEST_HERB"			value="true" /> 		<!-- "true" = harvest, "false" = do not harvest -->
		<option name="HARVEST_ORE"			value="true" />

		<!-- Eggpet options -->
		<option name="EGGPET_ENABLE_CRAFT"	value="false" />		<!-- If using same slot for assist and craft, onlt 1 can be enabled. -->
		<option name="EGGPET_CRAFT_SLOT"	value="1" />
		<option name="EGGPET_ENABLE_ASSIST"	value="false" />
		<option name="EGGPET_ASSIST_SLOT"	value="1" />
		<option name="EGGPET_CRAFT_RATIO"	value="1:1:1" /> 		<!-- mining:woodworking:herbalism ratio to produce. -->
		<option name="EGGPET_CRAFT_INDEXES"	value="" /> 	 		<!-- override auto craft index for mining,woodworking,herbalism eg. "2,,"-->


		<!-- Log out and resurrect settings -->
		<option name="LOGOUT_TIME" 			value="0" />			<!-- in minutes, 0 = timer disabled -->
		<option name="LOGOUT_SHUTDOWN"		value="false" />
		<option name="LOGOUT_WHEN_STUCK"	value="true" />
		<option name="CLOSE_WHEN_STUCK"		value="true" />
		<option name="RES_AFTER_DEATH" 		value="true" />
		<option name="MAX_DEATHS" 			value="50" /> 			<!-- Log out after this many deaths -->

		<!-- Party Bot options  -->
		<!-- <option name="PARTY"			value="true" /> -->
		<!-- <option name="PARTY_ICONS"		value="true" /> -->
		<!-- <option name="PARTY_INSTANCE"	value="true" /> -->

		<!-- Healing options -->
		<!-- <option name="HEALER_FIGHT"		value="true" /> --> 	<!-- For party bot if you want healer to also fight -->

		<!-- pvp -->
		<!--option name="PVP"			value="true" /> --> 		<!-- To enable PVP, with this set to true it will auto attack any players with red names -->

		<!-- For more options and documentation see the RoM Bot Wiki:  -->
		<!-- http://www.solarstrike.net/wiki/index.php5?title=RoM_Bot  -->

	</options>

	<friends>
		<!-- names of friends we help fighting or enemys we don't want to attack -->
		<!-- for umlauts use \129 (ue),\132 (ae),\148 (oe) e.g. K\132fer         -->
		<friend name="MyOtherCharacter1" />
		<friend name="MyOtherCharacter2" />
		<friend name="Elite_Mob_Name1" />
		<friend name="Elite_Mob_Name2" />
	</friends>

	<mobs>
		<!-- names of mobs we want to attack 				-->
		<!-- if no names defined we will attack all mobs	-->
		<mob name="" />
		<mob name="" />
		<mob name="" />
	</mobs>

	<hotkeys>
    	<!-- to communicate with the RoM API / define ingame dummy macro at place 1 -->
		<hotkey name="MACRO"          key="VK_0" />
	</hotkeys>

	<!-- define your skills depending from your actual primary class -->
	<!-- see the example for a priest/mage                           -->
	<!-- delete skills you don't have or don't want to use.          -->
	<!-- For more skills to use see /database/skills.xml             -->
	<!-- demo skills for LvL 1 character for all classes             -->
	<!-- to use a specific key instead of MACRO then use hotkey="VK_1" this example is for hotkey 1 -->
	<skills_scout>
		<skill name="SCOUT_VAMPIRE_ARROWS" 				hotkey="MACRO" priority="70" />
		<skill name="WARDEN_CHARGED_CHOP"	  			hotkey="MACRO" priority="100" />
                <skill name="SCOUT_SNIPE"                                       hotkey="MACRO" priority="90" /> inbattle="true" />
		<skill name="SCOUT_VAMPIRE_ARROWS" 				hotkey="MACRO" priority="70" />
                <skill name="WARDEN_BRIAR_SHIELD"	  			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_ELVEN_PRAYER" 				hotkey="MACRO" priority="90" /> inbattle="true" />
		<skill name="SCOUT_WIND_ARROWS"	  				hotkey="MACRO" priority="90" />
		<skill name="WARDEN_SAVAGE_POWER" id="493406" 			hotkey="MACRO" priority="90" />
	</skills_scout>

	<skills_warden> 
		<skill name="WARDEN_CHARGED_CHOP"	  			hotkey="MACRO" priority="100" />
		<skill name="WARDEN_ANTI-MAGIC_ARROW"				hotkey="MACRO" priority="100" />
		<skill name="SCOUT_VAMPIRE_ARROWS" 				hotkey="MACRO" priority="100" />
		<skill name="WARDEN_BRIAR_SHIELD"	  			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_POWER_OF_THE_WOOD_SPIRIT" 			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_ELVEN_AMULET" 	 			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_SAVAGE_POWER" 				hotkey="MACRO" priority="90" />
		<skill name="WARDEN_HEART_OF_THE_OAK" 				hotkey="MACRO" priority="90" />
		<skill name="WARDEN_EXPLOSION_OF_POWER" 			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_PROTECTION_OF_NATURE" 			hotkey="MACRO" priority="90" />
		<skill name="WARDEN_SUMMON_CHIRON_THE_CENTAUR"  		hotkey="MACRO" priority="110" />
		<skill name="WARDEN_MORALE_BOOST" 				hotkey="MACRO" priority="90" />
		<skill name="WARDEN_POWER_OF_THE_OAK" 				hotkey="MACRO" priority="90" />
		<skill name="WARDEN_ELVEN_PRAYER"				hotkey="MACRO" priority="100" />

	</skills_warden>

	<onLoad><![CDATA[
		-- Additional Lua code to execute after loading the profile
		-- and before the bot starts. e.g. You could overwrite profile settings here
		-- like: changeProfileOption("HP_REST", 60);
	]]></onLoad>

	<onDeath><![CDATA[
		-- Additional Lua code to execute on death
		-- pauseOnDeath(); -- Stop the script
		-- player:logout();	-- logout
	]]></onDeath>

	<onLeaveCombat><![CDATA[
		-- Additional Lua code to execute after killing an enemy
	]]></onLeaveCombat>

	<onLevelup><![CDATA[
		-- Additional Lua code to execute after having a levelup
		-- and levelup the skills for a new character (mage or priest recommended)
		-- e.g. sendMacro("SetSpellPoint(_tabnr, _skillnr);"); would levelup a skill
	]]></onLevelup>

	 <onSkillCast><![CDATA[
           	target = player:getTarget();
   		if target.Id == 103857 then
     		if sendMacro("madman.Time") >= 1 then
        	player:clearTarget();
        	printf("Running\n")
        	yrest(4000)
      	end
   end
   ]]></onSkillCast>

	<onHarvest><![CDATA[
		-- Additional Lua code to execute directly before the actual harvesting takes place.
		-- Note: arg1 contains the object to be harvested.
		-- i.e. arg1.Name will be the name of the node you are about to harvest
		-- If this snippet returns 'false', the node will *not* be harvested.
		-- All other return values result in the player attempting to harvest the node.
		-- Note that returning 'false' here breaks out of harvesting completely;
		-- You will not attempt to harvest other nearby nodes instead.
	]]></onHarvest>

	<onUnstickFailure><![CDATA[
		-- Lua code to execute when MAX_UNSTICK_TRIALS is reached.
	]]></onUnstickFailure>
</profile>

User avatar
nightclaw
Posts: 123
Joined: Sun Sep 02, 2012 4:39 am

Re: Heads up! Big update comming. Public Release RC2 ready.

#253 Post by nightclaw » Fri Nov 30, 2012 11:55 pm

oo ya and clear on what i am using RC2.7 and 744 on client slim 5.05 US

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

Re: Heads up! Big update comming. Public Release RC2 ready.

#254 Post by rock5 » Sat Dec 01, 2012 12:01 am

2 things I want to ask. Did you update those 3 extra files on the first post? and does the addresses.lua file have a green icon next to it?

Also try adding this before talking to the merchant

Code: Select all

settings.profile.options.DEBUG_AUTOSELL = true
That should tell you why it is deciding not to sell and will help us to figure out if there is a bug that needs fixing.
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grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Heads up! Big update comming. Public Release RC2 ready.

#255 Post by grande » Sat Dec 01, 2012 2:17 pm

I got over my cooldown issues by deleting cooldowns from most of my skills listed in the profile (I only left in cooldown times for wound attack and vampire arrows).

Just a question though, are the "undercut cooldown by..." messages now omitted or should I still be seeing them in the current RC?

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

Re: Heads up! Big update comming. Public Release RC2 ready.

#256 Post by rock5 » Sun Dec 02, 2012 2:30 am

The extra debug messages such as the undercut message was only for the beta test. I removed them in the RC versions to get it ready for committing. You liked them, did you? :)
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User avatar
grande
Posts: 261
Joined: Tue Jun 28, 2011 4:46 pm

Re: Heads up! Big update comming. Public Release RC2 ready.

#257 Post by grande » Sun Dec 02, 2012 11:33 am

Yes, Rock, I liked them! I like to see the details especially if it shows progress or gives an indication that some advantage was gained.

User avatar
nightclaw
Posts: 123
Joined: Sun Sep 02, 2012 4:39 am

Re: Heads up! Big update comming. Public Release RC2 ready.

#258 Post by nightclaw » Tue Dec 04, 2012 2:52 am

rock5 wrote:2 things I want to ask. Did you update those 3 extra files on the first post? and does the addresses.lua file have a green icon next to it?

Also try adding this before talking to the merchant

Code: Select all

settings.profile.options.DEBUG_AUTOSELL = true
That should tell you why it is deciding not to sell and will help us to figure out if there is a bug that needs fixing.
yes i deleted old 1s replaced with 3 new ones and no green icon nor red on any thing on RC all green on 744....added the debug soon as i get some more time i test it this week when server comes back up

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

Re: Heads up! Big update comming. Public Release RC2 ready.

#259 Post by rock5 » Thu Dec 06, 2012 9:36 am

Did a couple of things today. First I changed the initial waypointlist list to show only folders and files, no sub files. To load a sub file you select the folder and it shows the sub files. It was a little tricky to get it to work with the new romglobal foldr but it's working nicely. Second I added a little funtion to the functions.lua file to return the ingame TEXT value of the language strings. So instead of writing

Code: Select all

tologar = RoMScript("TEXT(\"SC_111256_1\")")
which is a bit confusing for some to write, you can use

Code: Select all

tologar = getTEXT("SC_111256_1")
Also, in the example above, the RoMScript would include a sub TEXT string Transport to [ZONE_ROGSHIRE]. Whereas the getTEXT command will translate the sub TEXTs as well Transport to Logar.

If anyone want to experience these features right away, let me know and I'll upload them.
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chesterfield
Posts: 34
Joined: Thu Feb 16, 2012 4:03 am

all skills for Warlock

#260 Post by chesterfield » Fri Dec 07, 2012 2:48 am

where can i find all skills for warlock ..
i will copy it to mý skills.lua

Beast roar usw.......

thank you for answer

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