Anyone have minigames Waypoints?

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rock5
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Re: Anyone have minigames Waypoints?

#101 Post by rock5 » Sun Oct 23, 2011 5:32 am

I think the orientation mix up is because you were looking at it from the entrance point of view and I was looking at it in the map point of view. Map orientation looks like this.
survgrid.jpg
To explain a bit my functions, SEsize and NEsize basically calculates the distance of a point to a line represented by 2 of the corners. So SEsize is like an X value but at an angle and NEsize returns a Z value but at an angle (SE means to the south east and NE means to the north east).

So for example, to know if a point is along the north eastren edge, you just have to see if it's NEsize value is equal to a certain distance. On the othr hand if the NEsize value is 0 then it's along the south western edge.
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Re: Anyone have minigames Waypoints?

#102 Post by rock5 » Sun Oct 23, 2011 6:29 am

ok this is untested but should do exactly what you want.

Code: Select all

function addToNE(_x, _z, _s)
	return _x + (_s * 0.9397), _z - (_s * 0.3420)
end

function addToSE(_x, _z, _s)
	return _x + (_s * 0.3420), _z + (_s * 0.9397)
end

local attackdistance = 50
function GetAttackPosition(_x, _z)
	local SEvalue = SEsize(_x, _z)
	local NEvalue = SEsize(_x, _z)
	if 1 > SEvalue then -- nw edge
		return addToSE(_x, _z, - attackdistance)
	elseif SEvalue > 159 then -- se edge
		return addToSE(_x, _z, + attackdistance)
	elseif 1 > NEvalue then -- sw edge
		return addToNE(_x, _z, - attackdistance)
	elseif NEvalue > 159 then -- ne edge
		return addToSE(_x, _z, + attackdistance)
	end
end
The 'GetAttackPosition' function should, given the x, z coords of a an edge tile, return coords for the attack position directly outwards of the tile. You can specify the distance by changing 'attackdistance '. If the coords given are not an outer tile then it will return nil.
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Re: Anyone have minigames Waypoints?

#103 Post by lisa » Sun Oct 23, 2011 9:31 am

the + made it error.

So I took out the + and ran it, it did 2 sides perfectly and with the tiles on the other 2 sides it said

Code: Select all

Must supply at least 1 coordinate
Must supply at least 1 coordinate
Must supply at least 1 coordinate
Must supply at least 1 coordinate
So I think it assumes the tile isn't an outter tile, when it is.
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Re: Anyone have minigames Waypoints?

#104 Post by lisa » Sun Oct 23, 2011 9:48 am

Code: Select all

local orderlist = {6, 12, 18, 24, 30, 36, 35, 34, 33, 32, 31, 25, 19, 13, 7, 1, 2, 3, 4, 5}

--[[
	1 7 13 19 25 31
	2 8 14 20 26 32
	3 9 15 21 27 33
	4 10 16 22 28 34
	5 11 17 23 29 35
	6 12 18 24 30 36
* -- entrance to room.
]]
should be right, my numbering seems different to your image though. you go across at top 1-6 (following ling), mine shows as down 1-6.
Unless the table order is getting mixed up somehow again.

worked out the ones not being done are

1 7 13 19 25 31
6 12 18 24 30 36
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Re: Anyone have minigames Waypoints?

#105 Post by rock5 » Sun Oct 23, 2011 10:36 am

There was a couple of bugs in it. Try this.

Code: Select all

function GetAttackPosition(_x, _z)
	local SEvalue = SEsize(_x, _z)
	local NEvalue = NEsize(_x, _z)
	if 1 > SEvalue then -- nw edge
		return addToSE(_x, _z, - attackdistance)
	elseif SEvalue > 159 then -- se edge
		return addToSE(_x, _z, attackdistance)
	elseif 1 > NEvalue then -- sw edge
		return addToNE(_x, _z, - attackdistance)
	elseif NEvalue > 159 then -- ne edge
		return addToNE(_x, _z, attackdistance)
	end
end
I can't figure out why you are getting a different orientation. I know, I'm understanding the correct orientation because when I move toward the upper left corner of the map, both the x and z values decrease. But the strange thing is the way you display it is not only rotated but flipped as well.

Ah figured it out, I was looking at the coords at the bottom of the map but I just tried "rom/getpos" and it looks like the Z value is reversed. When the value is going up in game it, going down for the bot.

By the way that would mean the dirrections I say are wrong. So don't rely on them.
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Re: Anyone have minigames Waypoints?

#106 Post by lisa » Sun Oct 23, 2011 11:14 am

I sent in a low geared character to test the coords, worked like a charm.

On the home stretch now, just a matter of doing different things for different attck styles.

melee -- already works
ranged -- just increase attackdistance to 50 at top of WP, can do an if, else for it. Casters could make an instant cast higher priority for now, so it will always try to use the instant cast before a long cast.

aoe -- need to think of how to deal with this.

I'll post it here, if char is melee it will run through pretty much without hassle. If ranged just change that attackdistance to 50 near the top, there is a description. If mage then need to deal with it trying to use flame on the trash, looong cast time is no good.
survival.xml
V 2.0
Fully functional for melee chars at this stage.
(9.51 KiB) Downloaded 180 times
To do list:

1. Tweak it to go faster
A. Might do a speed(70) to make getting to mobs faster when needing to attack.
B. Work out way to use skills efficiently

2. Add in check for melee or ranged and adjust the attackdistance according

3. Implement an aoe option.

4. ?? because there is always something else lol


This project sure turned into a monster, onload is about 300 lines long, with spacing for easier reading.
Literally 4 waypoints lol

No doubt be longer by the time it is actually finished.
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Re: Anyone have minigames Waypoints?

#107 Post by rock5 » Sun Oct 23, 2011 11:29 am

I went in ther to have a look at the orientation. Is it just me or does it look like you are going straight up when entering the room?
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Re: Anyone have minigames Waypoints?

#108 Post by lisa » Sun Oct 23, 2011 11:37 am

the corridoor and the tiles are same orientation, neither are along an axis though.
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Re: Anyone have minigames Waypoints?

#109 Post by rock5 » Sun Oct 23, 2011 11:54 am

I mean I know the coordinates are on an angle but it looks like on the map that I'm goinf straight up. Is it possible the map is on an angle in there?
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Re: Anyone have minigames Waypoints?

#110 Post by lisa » Sun Oct 23, 2011 11:55 am

honestly i have never clicked to open map in there lol
I'll check it out.
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Re: Anyone have minigames Waypoints?

#111 Post by rock5 » Sun Oct 23, 2011 12:02 pm

I mean the mini map.
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Re: Anyone have minigames Waypoints?

#112 Post by botique » Sun Oct 23, 2011 2:32 pm

zin40 wrote:You can use flyhack in goblin mine mini game. Just fly over gates and you dont even have to spend tokens. At the begining if you fly near goblin that takes the tokens it will start the timer and just fly to end and get the last 4 chests. This exploit worked in ch 3 but i havent tried since patch. I have 64 mage, 62 r/k, and a scout that go through it so fast I dont use this.
Does anyone know if this still works?

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Re: Anyone have minigames Waypoints?

#113 Post by kanta » Sun Oct 23, 2011 5:59 pm

@Botique Yes, fly in Goblin still works.

My character still stands there constantly attacking the mechanisms for almost 10 seconds till they despawn
Fight finished. Killed 8 Bizarre Mechanism. (fight #8 / runtime 2 minutes)
Clearing target.
Player Teleported to X: 2595 Z: 3106 Y: 9
Engaging enemy [Bizarre Mechanism] in combat.
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (946/946)
Use MACRO: ROGUE_LOW_BLOW => Bizarre Mechanism (2/946)
Use MACRO: ROGUE_WOUND_ATTACK => Bizarre Mechanism (2/946)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (2/946)
Use MACRO: SCOUT_VAMPIRE_ARROWS=> Bizarre Mechanism (1/946)
Use MACRO: ROGUE_THROW => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_SHADOWSTAB => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_LOW_BLOW => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_WOUND_ATTACK => Bizarre Mechanism (1/946)
Use MACRO: SCOUT_SHOT => Bizarre Mechanism (1/946)
Use MACRO: ROGUE_THROW => <UNKNOW> (1/946)
Fight finished. Killed 9 Bizarre Mechanism. (fight #9 / runtime 2 minutes)
Is there any check that can be added to the script or should I just add something to my profile? If it's to go in my profile what should I try because all my attempts till now fail.

UPDATE
I confirm that the script works up to breaking the tiles. Can't confirm chest collection as 6 tiles were still intact when the timer ended. It isn't a matter of killing the mobs as I 1 shot them all. I think if it would detect that the BM's were "dead" and move on to the next I'd have plenty of time.
Scout/Knight/Rogue 70/66/66

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Re: Anyone have minigames Waypoints?

#114 Post by lisa » Sun Oct 23, 2011 8:49 pm

try adding this into the onload near the top

Code: Select all

function trashhp()
	local target = player:getTarget()
	if target.Id == 101489 then
		if 10 > target.HP then
			player:clearTarget();
			return false
		end
	end
end
settings.profile.events.onSkillCast = trashhp() -- deals with trash hp.
I can't test it as it always just 1-2 hits mob and then says it's dead and moves on, not sure why yours doesn't.

Code: Select all

Use MACRO: SCOUT_SHOT          =>   Bizarre Mechanism (1/946)
Fight finished. Killed 1 Bizarre Mechanism. (fight #1 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT          =>   Bizarre Mechanism (946/946)
Use MACRO: ROGUE_SHADOWSTAB    =>   Bizarre Mechanism (1/946)
Use MACRO: ROGUE_ASSASSINS_RAGE=>   Bizarre Mechanism (2/946)
Fight finished. Killed 2 Bizarre Mechanism. (fight #2 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT          =>   Bizarre Mechanism (1/946)
Fight finished. Killed 3 Bizarre Mechanism. (fight #3 / runtime 0 minutes)
Use MACRO: SCOUT_SHOT          =>   Bizarre Mechanism (946/946)
Use MACRO: ROGUE_SHADOWSTAB    =>   Bizarre Mechanism (1/946)
Fight finished. Killed 4 Bizarre Mechanism. (fight #4 / runtime 0 minutes)
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Re: Anyone have minigames Waypoints?

#115 Post by lisa » Sun Oct 23, 2011 10:03 pm

actually trying to do the onskillcast like that isn't working =(

try increasing priority on shot, Might be a thing where it goes to change to melee and mob is low hp, I notice mine always use a ranged and then melee, yours always start with melee.
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Re: Anyone have minigames Waypoints?

#116 Post by rock5 » Sun Oct 23, 2011 10:20 pm

lisa wrote:

Code: Select all

settings.profile.events.onSkillCast = trashhp() -- deals with trash hp.
actually trying to do the onskillcast like that isn't working =(
That's because whats in the events gets turned into a function. So if you wanted to do that, you could do it like this.

Code: Select all

settings.profile.events.onSkillCast = function () trashhp() end
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Re: Anyone have minigames Waypoints?

#117 Post by lisa » Sun Oct 23, 2011 10:38 pm

cool that works, kind of

Code: Select all

function trashhp()
	printf(arg1.Name.." test\n")
	local target = player:getTarget()
	if target.Id == 101489 then
		printf("id is right\n")
		if arg1.Name == "MAGE_FLAME" then 
			printf("return false\n")
			return false
		end		
		if 10 > target.HP then
			player:clearTarget();
			return false
		end
	end
end
settings.profile.events.onPreSkillCast = function() trashhp() end 
MM print looks like this.

Code: Select all

Engaging enemy [Bizarre Mechanism] in combat.
MAGE_FLAME test
id is right
return false
Use MACRO: MAGE_FLAME          =>   Bizarre Mechanism (946/946)
MAGE_LIGHTNING test
id is right
So it should be returning false before using flame but it still uses it.
Code works fine when I just put it in profile.
So it seems to me the code is being called but it doesn't affect the player:cast()
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Re: Anyone have minigames Waypoints?

#118 Post by rock5 » Mon Oct 24, 2011 12:05 am

Try this

Code: Select all

settings.profile.events.onPreSkillCast = function() return trashhp() end 
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Re: Anyone have minigames Waypoints?

#119 Post by lisa » Mon Oct 24, 2011 12:11 am

yup that works, I think I will use this in other WP aswell now, like DoD.
Hate having code in the profile skill cast unless it is someone I always want used. No point checking Id for the survival trash as you run round killing other stuff, it would just put more load on PC.



Now that is working can make the skill usage much better for survival =)
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Re: Anyone have minigames Waypoints?

#120 Post by rock5 » Mon Oct 24, 2011 7:16 am

I finally tried the survival script today. Here are my observations.

I did the outer edge with 2 of my characters. My scout did it well and succeeded the game. My slightly lower level light mage seemed to fail completely. I had to abort and take over manually. And it didn't finish the game in time because of that. Even the scout took too long though. It seemed to pause at each location.

I think clearing the trash is going to be so difficult that it might be a good idea to split the project into 2 parts. One clearing the tiles and two clearing the trash. That way we could come up with numerous files for clearing the trash for different classes in different ways.

As for clearing the tiles, it seemed to work well enough to complete if given enough time. I used it with 3 of my characters today. 2 things I noticed that I didn't like.

1. When teleporting to a tile it quite often teleported to the center of the tile, start digging, the casting bar would flash red, he'd shift a little in position then start digging again. It's a very small waste of time but I don't like it. If it's due to landing in the center of the tile we could try teleporting a bit offcenter and see if that helps.

2. When a mob spawns why do we teleport away from it? Wouldn't it make more sense to attack it first then teleport away instead of starting to dig at the next location only to be interrupted? There is already a findenemy before the teleport but it only looks for aggro mobs. We should just change it to attack mobs even if not aggroed. That would fix it.
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