Just a guess but if you catch them all you become a pokeghost master...botje wrote:btw, bit offtopic, but what the hell do those ghost cards mean?
what can i do with those?
Botje
Or.. http://www.theromwiki.com/Minigames#Titles_2
Just a guess but if you catch them all you become a pokeghost master...botje wrote:btw, bit offtopic, but what the hell do those ghost cards mean?
what can i do with those?
Botje
Code: Select all
Target is to strong. More HP then player.MaxHP * settings.profile.options.AUTO_E
LITE_FACTOR, aggro, but not from that target
I believe you play on an OS server and no doubt with a ping over 300, so you will probably need to factor this in. Increase the yrests and maybe add in a yrest at WP when using fly. That will probably fix it.rock5 wrote:The second one I had a lot more problems. First it didn't successfuly select the second dialog option at the start.
I run with party bot options on all the time, so mine just attacks stuff even when it's HP is 1000000000. That print is because their is a mob nearby with lots of HP compared to your hp. The barriers that appear have a lot of HP, they are the ones I added to friends list at onload.Code: Select all
Target is to strong. More HP then player.MaxHP * settings.profile.options.AUTO_E LITE_FACTOR, aggro, but not from that target
Yes my ping is over 300. What is OS? I play on EU servers.lisa wrote:I believe you play on an OS server and no doubt with a ping over 300,
Ok I'll try that next. I'm not sure which waypoint to add the pause. This one.lisa wrote:so you will probably need to factor this in. Increase the yrests and maybe add in a yrest at WP when using fly. That will probably fix it.
Code: Select all
<waypoint x="4080" z="3499" y="18">
Code: Select all
<waypoint x="4081" z="3586" y="28">
I figured something along those lines but I would have thought that if it was on the friends list then it wouldn't do that check. Maybe it does it before the friends list check.lisa wrote:I run with party bot options on all the time, so mine just attacks stuff even when it's HP is 1000000000. That print is because their is a mob nearby with lots of HP compared to your hp. The barriers that appear have a lot of HP, they are the ones I added to friends list at onload.
They all have same Id, I am going with the theory it is because it spawns from a different Id, as in the sealed version but really can't say for sure.rock5 wrote:It's strange that it attacks the barriers. Maybe they are not all the same id?
The keys themselves sometimes take 1-2 seconds to actually be clickable, by using the numbers it allows for the fact the bot may go click a another sealed key and it will always go back and get any keys that may be left. You can't go through portal until you have all the keys for the phase.A couple of questions for you;
Why does getkey() repeat until it has the correct number of keys? Why not just repeat until there are no more keys or key seals? No wait, on second look I understand why you do it that way. Wouldn't it have been simpler to just get the number of keys before starting the repeat loop and then repeat until the number of keys = the original number + 1? Then you wouldn't need to send the "keys" argument.
yeah they keep spawning until you kill the summoning object.How about the clowns continuously respawning, does that happen to you?
Code: Select all
else
player:target(102384) -- kills the summoning portal and not the ghost clown, not sure if this code is working.
fight()
I said it wasn't pretty lolI think it's about time I told you of my pet peeve. It annoys me when people don't indent things properly. You do this alot. It's as if you use software that doesn't make it easy to indent a block of text. Is that so? I can select a block of text, press tab and it moves it over 1 tab. It makes things hard to read when not indented properly. Just thought you should know.
yeah it was nice, i commented out the print though lolDid you like how I sorted the chests so it collects them in order?
Code: Select all
if player:findNearestNameOrId(113112) then -- if there is a key seal
getkey()
Code: Select all
local phase = 0
Code: Select all
<!-- JUST AFTER THE DOOR -->
<!-- # 12 --><waypoint x="4081" z="3590" y="28" tag="START">
phase = phase + 1
local totalkeys = inventory:itemTotalCount(203027)
if totalkeys == nil then
totalkeys = 0
end
yrest(1000)
</waypoint>
<!-- HOME BASE -->
<!-- # 13 --><waypoint x="4081" z="3742" y="132" tag="HOME BASE" >
getkey()
</waypoint>
Code: Select all
function getkey()
repeat
player:update()
if not player.Battling then
if not player:findNearestNameOrId(113106) then
player:target_Object(113112,3000,nil,true) -- opens seal to reveal key
else
yrest(2000)
player:target_Object(113106,3000,nil,true) -- harvests key
end
else
player:target(102384) -- kills the summoning portal and not the ghost clown, not sure if this code is working.
player:fight()
end
until inventory:itemTotalCount(203027) = totalkeys + phase
end
The way it works is, at the "home base" it has to decide if it should get a key or go to the portal. The way it decides is to see if there is a key seal. If there is then it gets it and returns to "home base" if not it goes to the portal.lisa wrote:You check for if there is a sealed key and if not then it just goes to gate. the function getkey() should take care of that though.
Users browsing this forum: No registered users and 7 guests