Ancient Treasures waypoint

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

Re: Ancient Treasures waypoint

#181 Post by lisa » Sat Jan 14, 2012 10:08 am

Hmm I don't have latest version but version I do have uses this

Code: Select all

	_Elemental = GetIdName(113614)
	if player:findNearestNameOrId(_Elemental) then
So it should work on any language client, unless I edited that in, not sure.
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

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rock5
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Location: Australia

Re: Ancient Treasures waypoint

#182 Post by rock5 » Sat Jan 14, 2012 10:11 am

The problem is the hyphen in your language name '-'. It interferes with pattern matching when trying to match the name. Try this.

Change

Code: Select all

_Elemental = GetIdName(113614)
to

Code: Select all

_Elemental = "Elementar.Kerzenleuchter"
The dot '.' just means "any character".
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Sithlord512589
Posts: 36
Joined: Thu Mar 04, 2010 9:21 am

Re: Ancient Treasures waypoint

#183 Post by Sithlord512589 » Sat Jan 14, 2012 10:27 am

Thanks rock5,
will try it tomorrow and report the success i guess :D

Just as expected :D

It´s working.... yeah

Thanks to all involved to make this possible

So here´s to any german client user my translated version
Attachments
000-mini_treasure_german.xml
(15.64 KiB) Downloaded 182 times
MAGE 75/ PRIEST 72 (soon 75) / ROUGE 6x
german client, Server Europe
Thankful User of the other peoples mindwork :-)

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#184 Post by M4gm4 » Mon Jan 16, 2012 7:00 pm

rock5 wrote:The problem is the hyphen in your language name '-'. It interferes with pattern matching when trying to match the name. Try this.

Change

Code: Select all

_Elemental = GetIdName(113614)
to

Code: Select all

_Elemental = "Elementar.Kerzenleuchter"
The dot '.' just means "any character".
works fine
I use the google translator, so do not be surprised if my english is funny

berlin25
Posts: 24
Joined: Sun Oct 16, 2011 5:14 pm

Re: Ancient Treasures waypoint

#185 Post by berlin25 » Fri Jan 20, 2012 2:06 am

It doesn't :( After the first elemental candle nothing more happens...

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#186 Post by M4gm4 » Fri Jan 20, 2012 5:05 am

Hast du auch die deutsche variante von Sithlord512589 genommen ?

Have you taken the German variant of Sithlord512589 ?
I use the google translator, so do not be surprised if my english is funny

berlin25
Posts: 24
Joined: Sun Oct 16, 2011 5:14 pm

Re: Ancient Treasures waypoint

#187 Post by berlin25 » Fri Jan 20, 2012 5:58 am

Ja, das habe ich. Habe ihr nun schon 3 Chancen gegeben und entweder hängt mein char an einem torbogen oder nach dem Anzünden der ersten Kerze fest.

Yes I did. I gave it 3 chances and there was no success. My char gets stucked after burning the first candle or when it flies through a door.

Edit: yeah! bi-lingual thread!

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#188 Post by M4gm4 » Fri Jan 20, 2012 6:07 am

Meiner ist anfangs immer nur am ersten durchgang hängen geblieben, einfach den wegpunkt tiefer setzen.
an der kerze sollte er scih unsichtbar machen, runter gehn, kerze anzünden, hoch gehen, und warten bis der buff abgelaufen ist. dann erst sollte er weiter machen.

Mine is stuck at first only on the first crossing, simply use the Waypoint deeper.
at the candle, he should make himself invisible, go down, candle light, go up, and wait until the buff is expired. only then should he do next.
I use the google translator, so do not be surprised if my english is funny

Germangold
Posts: 276
Joined: Thu Oct 22, 2009 3:58 am

Re: Ancient Treasures waypoint

#189 Post by Germangold » Fri Jan 20, 2012 6:15 am

ich hab es nie für nötig gehalten dieses minigame zu machen oder mich mit nem waypoint dafür zu beschäftigen
klar für phirusmuscheln gibts nette sachen aber der aufwand war es mir nicht wert, zudem besteht die gefahr, dass froggster einfach kleinigkeiten ändert im minigame sodass die arbeit dann wieder umsonst war/ist bis man das problem behoben hat.


i've personaly never done minigames and doesn't like them anyway. sure for phriusshells there nice stats and items but the efford i have to put into it wasnt worth my time. furthermore there is a possibilty that frogster immedeately shut down some processes in the mini game with small obstalcales or change of routines that would waste the waypoint completely until its solved.

Bi-Lingual like a bozz

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#190 Post by M4gm4 » Fri Jan 20, 2012 6:29 am

ja, aber für 250 stück bekommt man schon ein high stat. alle 3 tage 2 stk. den crap kann man für 1,5kk verkaufen und aus/patk für min. 6kk.
für alle 4 minigames zusammen brauch ich ca. 30-40 minuten. in 3 tagen sind das 1,5-2,5std. das sind 3-12kk pro char. so viel machste pro char nicht im KS in der zeit.

yes, but you get 250 pieces already a high stat. every 3 days 2 pcs. the crap they can sell for 1.5kk and aus / Patk. min. 6kk.
for all 4 mini games together I need about 30-40 minutes. in 3 days are the 1.5 to 2.5 std. that is 3-12kk per char. do as much per char not in KS in time.
I use the google translator, so do not be surprised if my english is funny

berlin25
Posts: 24
Joined: Sun Oct 16, 2011 5:14 pm

Re: Ancient Treasures waypoint

#191 Post by berlin25 » Fri Jan 20, 2012 6:33 am

Wenn ich nicht bisweilen schon nen Crit gehabt hätte würde mein Char immernoch warten, dass der buff abläuft. Was ich damit sagen will: unsichtbar->runter->kerze angezündet->hoch-> buff läuft ab -> ablauf der minigame zeit

If I haven't got a critical error my char would still wait for the end of the buff. He lights the candle, gets up, the buff ends and then he runs out of time waiting above the candle.

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

Re: Ancient Treasures waypoint

#192 Post by lisa » Fri Jan 20, 2012 7:32 am

This is in early stages and needs work before it works flawlessly. CoT was a big project and it took the efforts of 3 or more people to get it running smoothly. Now any lvl character can do CoT without fear of dieing.

So give it time and people will find ways to do AT better/more reliable aswell.

Or you could always offer ideas or suguestions, less negativity and more positivity is the way to go =)
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

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#193 Post by M4gm4 » Fri Jan 20, 2012 8:24 am

schau mal nach, ob das auch immer noch so bei dir aussieht, nicht das du da was verbastelt hast


Look to see if this remains the case now looks at you, not because that's what you verbastelt

Code: Select all

	--=== Code to collect Elemental candles ===--

	_Elemental = "Elementar.Kerzenleuchter"

	function getecandle()
	if player:findNearestNameOrId(_Elemental) then
	player:update()
   local cecandle = player:findNearestNameOrId(_Elemental)
			local lastpllocx = 0
			local lastpllocz = 0
			local lastpllocy = 0
			player:update()
			local dist = distance(cecandle.X,cecandle.Z,player.X,player.Z)
			local lastpllocx = player.X
			local lastpllocz = player.Z
			local lastpllocy = player.Y
			local _time
			if cecandle and (40 > dist) then
      RoMScript("UseExtraAction(1)")
      yrest(1500) -- 1 second cast on invis
      _time = os.time()
				-- goto ecandle
				teleport(cecandle.X, cecandle.Z)	-- teleport to above ecandle
				teleport(nil, nil, cecandle.Y +15)	-- teleport in range to click ecandle

				-- click ecandle
					player:target_Object(_Elemental, 5000);
					yrest(1000)
					player:update()

				teleport(nil,nil,lastpllocy)
				yrest(500)
				teleport(lastpllocx,lastpllocz)
   repeat
      yrest(500)
   until ( os.time() - _time ) > 30 -- let invis skill get off cooldown if needed   
			end
	end
	end
I use the google translator, so do not be surprised if my english is funny

berlin25
Posts: 24
Joined: Sun Oct 16, 2011 5:14 pm

Re: Ancient Treasures waypoint

#194 Post by berlin25 » Fri Jan 20, 2012 8:36 am

lisa wrote:This is in early stages and needs work before it works flawlessly. CoT was a big project and it took the efforts of 3 or more people to get it running smoothly. Now any lvl character can do CoT without fear of dieing.

So give it time and people will find ways to do AT better/more reliable aswell.

Or you could always offer ideas or suguestions, less negativity and more positivity is the way to go =)
I'm not so good in coding waypoints. I just can tell you what happens when I use the file and try to figure out what causes the problem(s). That's n negativity, that's just my bug reporting. If my posts sound negativ I'm really sorry.

So: Thanks @ll for the other waypoints which work (mostly :P) perfect :)

Germangold
Posts: 276
Joined: Thu Oct 22, 2009 3:58 am

Re: Ancient Treasures waypoint

#195 Post by Germangold » Fri Jan 20, 2012 6:50 pm

Image
tested the waypoint the first time with english client
seems to get stuck on those blue portal-ish walls

is this supposed to be like this?

bot wont get the fire buff to go tru the barrier

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

Re: Ancient Treasures waypoint

#196 Post by lisa » Fri Jan 20, 2012 7:03 pm

Make sure to download the model file. Unpack it into your "<DRIVE>:\Program Files\Runes of Magic\" folder.
First post says to make sure to use the model folder attached, the files within that folder remove the blue "doors", that is why it doesn't even try to get the flame to get through the doors because the doors shouldn't be there.
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

Germangold
Posts: 276
Joined: Thu Oct 22, 2009 3:58 am

Re: Ancient Treasures waypoint

#197 Post by Germangold » Fri Jan 20, 2012 7:06 pm

LOL lisa sorry
i was reading 1st post, and i allready have a model folder but not THAT exact modell folder :|

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

Re: Ancient Treasures waypoint

#198 Post by lisa » Fri Jan 20, 2012 7:08 pm

the files you want are in

model/element/common/prop/ancient_remains
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

M4gm4
Posts: 137
Joined: Sun Jan 30, 2011 2:30 pm

Re: Ancient Treasures waypoint

#199 Post by M4gm4 » Fri Jan 20, 2012 7:12 pm

sorry,,, aber ich mußte grad so lachen als ich dein screenshot gesehen habe.. lach
nichts gegen dich ... aber ich hab mir einfach nur bildlich vorgestellt, wie dein gesichtsausdruck war, als du vor dem portal stands und dir dachtest,, der shice geht doch gar ned *hihihihihihihihihi

sorry, but I had to laugh as if I have the degree seen your screenshot .. laughing
nothing against you ... but I've just presented only visually, how your facial expression was, as you go before the portal stood and you thought, but even the shice ned * hihihihihihihihihi
I use the google translator, so do not be surprised if my english is funny

kanta
Posts: 424
Joined: Thu Nov 11, 2010 4:08 pm

Re: Ancient Treasures waypoint

#200 Post by kanta » Mon Jan 23, 2012 3:52 pm

Well. If someone would like to take over working on this script you are more than welcome. I'm not really going to play RoM any more. I'll make a post in the general chat explaining why if anyone cares to read it.
Scout/Knight/Rogue 70/66/66

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