Search found 21 matches
- Fri Mar 08, 2013 5:50 pm
- Forum: Runes of Magic
- Topic: Anyone have minigames Waypoints?
- Replies: 190
- Views: 64806
Re: Anyone have minigames Waypoints?
Hehe, ok thanks for the reply guys, I was just wondering if anyone had figured it out. 
- Fri Mar 08, 2013 10:04 am
- Forum: Runes of Magic
- Topic: Anyone have minigames Waypoints?
- Replies: 190
- Views: 64806
Re: Anyone have minigames Waypoints?
Any feedback on my previous post? I'd appreciate it. 
- Tue Mar 05, 2013 4:55 pm
- Forum: Runes of Magic
- Topic: Anyone have minigames Waypoints?
- Replies: 190
- Views: 64806
Re: Anyone have minigames Waypoints?
Hey all,
Quick question about the goblin mini game..
Is there a way to fool the server time or something (just an idea), so it can be done multiple times and 3k shells can be gained very easily?
Or maybe there is a way to change the player ID to fool the mini game so it doesn't recognize me being ...
Quick question about the goblin mini game..
Is there a way to fool the server time or something (just an idea), so it can be done multiple times and 3k shells can be gained very easily?
Or maybe there is a way to change the player ID to fool the mini game so it doesn't recognize me being ...
- Sun Jun 03, 2012 4:01 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Gestero waypoints
- Replies: 1
- Views: 1954
Gestero waypoints
Hi all,
I had some fun again, created Gestero waypoints.
I got to warn you though, even with a rogue/knight account 100k HP+ this is a hard task cause of annyoing 1.5k dot's.
You may want to modify some stuff or skills according to the class you play.
Have fun.
I had some fun again, created Gestero waypoints.
I got to warn you though, even with a rogue/knight account 100k HP+ this is a hard task cause of annyoing 1.5k dot's.
You may want to modify some stuff or skills according to the class you play.
Have fun.
- Sat Mar 17, 2012 11:53 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Re: Problem attacking mobs
Right, this works, thought I couldn't Edit that database file. :) Would have tried first otherwise lol.
Thanks a bunch.
Will continue testing another day, done enough for today. Just the boss fight remains, but I noticed I'm closing in on him all the time, instead of standing in 1 spot and hit ...
Thanks a bunch.
Will continue testing another day, done enough for today. Just the boss fight remains, but I noticed I'm closing in on him all the time, instead of standing in 1 spot and hit ...
- Sat Mar 17, 2012 11:21 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Re: Problem attacking mobs
On a side note:
Could you please add
<skill name="ROGUE_UNKNOWN_CHOICE" id="495715" energy="20" target="self" type="buff" buffname="..." cooldown="?3 minutes?" />
Buffnames:
Excite: 506868
Blood Boil: 506877
Immortality: 506880
to the itemset skills of rogue?
Or is this not an option ...
Could you please add
<skill name="ROGUE_UNKNOWN_CHOICE" id="495715" energy="20" target="self" type="buff" buffname="..." cooldown="?3 minutes?" />
Buffnames:
Excite: 506868
Blood Boil: 506877
Immortality: 506880
to the itemset skills of rogue?
Or is this not an option ...
- Sat Mar 17, 2012 10:31 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Re: Problem attacking mobs
Yup rock5, you're right, this solves the problems about this waypoint. These mobs are pretty annoying though with their 1.5k dot for 15 seconds.
Updated the waypoint a bit, it's safer, clearing target more often so it's easier to keep up with the spawns.
<!-- # 13 --><waypoint x="3565" z="4271" y ...
Updated the waypoint a bit, it's safer, clearing target more often so it's easier to keep up with the spawns.
<!-- # 13 --><waypoint x="3565" z="4271" y ...
- Sat Mar 17, 2012 10:05 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Re: Problem attacking mobs
Hi Lisa,
Adding this did not solve the issue.

Adding this did not solve the issue.
Right, I noticed my bot keeps spamming the skills, even if there are no mobs there, maybe that's why there is no time to loot. Got to change something in the loop. Yet to figure out what..
- Sat Mar 17, 2012 9:41 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Re: Problem attacking mobs
Problem solved:
<!-- # 13 --><waypoint x="3565" z="4271" y="743">
yrest(3000);
while 4 > inventory:itemTotalCount(206138) do
la = player:findNearestNameOrId(102779)
lb = player:findNearestNameOrId(102738)
if la then
player:target(la);
player:cast("KNIGHT_HOLY_STRIKE");
end
if lb then ...
<!-- # 13 --><waypoint x="3565" z="4271" y="743">
yrest(3000);
while 4 > inventory:itemTotalCount(206138) do
la = player:findNearestNameOrId(102779)
lb = player:findNearestNameOrId(102738)
if la then
player:target(la);
player:cast("KNIGHT_HOLY_STRIKE");
end
if lb then ...
- Sat Mar 17, 2012 8:46 am
- Forum: Runes of Magic
- Topic: Problem attacking mobs
- Replies: 9
- Views: 2107
Problem attacking mobs
Hello,
I wish to create a bot in which I stand at some waypoint. Mobs will spawn. I kill them, next wave of mobs spawn and I kill them again and so on, until the while-statement is ok.
But I'm having problems killing them to get their loot and thus can't complete the while-statement.
Waypoint ...
I wish to create a bot in which I stand at some waypoint. Mobs will spawn. I kill them, next wave of mobs spawn and I kill them again and so on, until the while-statement is ok.
But I'm having problems killing them to get their loot and thus can't complete the while-statement.
Waypoint ...
- Wed Mar 07, 2012 10:23 am
- Forum: Runes of Magic
- Topic: Don't fight mobs before waypoint reached
- Replies: 1
- Views: 849
Don't fight mobs before waypoint reached
Hi,
I was wondering if there's a way to avoid running of track to a nearby mob like in the screenshot?
Scenario:
I run to waypoint 1. I kill a mob there. Closeby is a mob, but let's say behind a wall and therefor i need to run to waypoint 2,3,4 to reach that mob at waypoint 5.
So I don't want to ...
I was wondering if there's a way to avoid running of track to a nearby mob like in the screenshot?
Scenario:
I run to waypoint 1. I kill a mob there. Closeby is a mob, but let's say behind a wall and therefor i need to run to waypoint 2,3,4 to reach that mob at waypoint 5.
So I don't want to ...
- Mon Mar 05, 2012 1:33 pm
- Forum: Runes of Magic
- Topic: Ride mount, ignore mobs
- Replies: 2
- Views: 1157
Re: Ride mount, ignore mobs
Thank you Lisa
Am just creating some card / Talent point farming bots for fun with this x)
- Sun Mar 04, 2012 4:50 pm
- Forum: Runes of Magic
- Topic: Ride mount, ignore mobs
- Replies: 2
- Views: 1157
Ride mount, ignore mobs
Hey,
I was wondering, is there a function to ignore mobs when riding mounts?
Or something that can be added in the waypoint like
<!-- # 1 --><waypoint x="1" z="1" y="1" > player:mount(); </waypoint>
<!-- # 2 --><waypoint x="2" z="2" y="2" do="ride"> </waypoint>
I thought i saw this 2nd option ...
I was wondering, is there a function to ignore mobs when riding mounts?
Or something that can be added in the waypoint like
<!-- # 1 --><waypoint x="1" z="1" y="1" > player:mount(); </waypoint>
<!-- # 2 --><waypoint x="2" z="2" y="2" do="ride"> </waypoint>
I thought i saw this 2nd option ...
- Tue Feb 14, 2012 5:36 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Water Dragon (Lytfir) Waypoints
- Replies: 15
- Views: 7865
Re: Water Dragon (Lytfir) Waypoints
Yes, pretty smart to use the fly() method here, this will save a lot of time. My bot takes about 7 minutes to do a run, cause of the run in hide mode implemented.
To me, aslong as the mobs are no frogs it's not a problem, but still because of this there's the durability issue of armor that goes ...
To me, aslong as the mobs are no frogs it's not a problem, but still because of this there's the durability issue of armor that goes ...
- Tue Feb 14, 2012 12:55 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Water Dragon (Lytfir) Waypoints
- Replies: 15
- Views: 7865
Water Dragon (Lytfir) Waypoints
Dear all,
Since I received quite a few messages about these water dragon waypoints I created I will post them on the forum, because I'm not checking my mailbox every day.
There are a few things you need to check first.
When opening the waypoint file you'll see at the top this piece of code ...
Since I received quite a few messages about these water dragon waypoints I created I will post them on the forum, because I'm not checking my mailbox every day.
There are a few things you need to check first.
When opening the waypoint file you'll see at the top this piece of code ...
- Mon Sep 05, 2011 4:29 pm
- Forum: Runes of Magic
- Topic: How to trigger if-statement when in combat
- Replies: 15
- Views: 5339
Re: How to trigger if-statement when in combat
Yea problem solved with rewriting the if-statement:
<onSkillCast><![CDATA[
target = player:getTarget();
if target ~= nil then
if target.Name == "Lytfir" then
_used = false;
if( 50 > target.HP/target.MaxHP*100 and _used ~= true) then
inventory:useItem(205836);
_used = true
end
end
end ...
<onSkillCast><![CDATA[
target = player:getTarget();
if target ~= nil then
if target.Name == "Lytfir" then
_used = false;
if( 50 > target.HP/target.MaxHP*100 and _used ~= true) then
inventory:useItem(205836);
_used = true
end
end
end ...
- Mon Sep 05, 2011 7:17 am
- Forum: Runes of Magic
- Topic: How to trigger if-statement when in combat
- Replies: 15
- Views: 5339
Re: How to trigger if-statement when in combat
@ Lisa: I tried changing combat_distance to 45 - 50 - 55, nothing worked. But ok, problem solved after trying what Mushroomstamp suggested.
@ Mushroomstamp: Thank you for the help, this works.
1 new problem occured though. :p
I start the bot, go in combat with the boss for the 1st time. And all ...
@ Mushroomstamp: Thank you for the help, this works.
1 new problem occured though. :p
I start the bot, go in combat with the boss for the 1st time. And all ...
- Sun Sep 04, 2011 8:38 pm
- Forum: Runes of Magic
- Topic: How to trigger if-statement when in combat
- Replies: 15
- Views: 5339
Re: How to trigger if-statement when in combat
I'm still experiencing some problems. I tried to change the profile options in all ways, but nothing seems to work.
Standard distances in my profile i have:
<option name="COMBAT_DISTANCE" value="200" />
<option name="MAX_TARGET_DIST" value="225" />
But this gave me 'moving in' as result.
I ...
Standard distances in my profile i have:
<option name="COMBAT_DISTANCE" value="200" />
<option name="MAX_TARGET_DIST" value="225" />
But this gave me 'moving in' as result.
I ...
- Sat Sep 03, 2011 4:58 am
- Forum: Runes of Magic
- Topic: How to trigger if-statement when in combat
- Replies: 15
- Views: 5339
Re: How to trigger if-statement when in combat
This is awesome, works perfectly.
Only 1 more problem now ^^
When I fight this boss, my range of my skills is 50 but the distance is always bigger so my character always moves in. Is there a way around this?
In the cmd screen it shows: Moving in | Suggested range: 50 | Distance: (from 52 to 96).
I ...
Only 1 more problem now ^^
When I fight this boss, my range of my skills is 50 but the distance is always bigger so my character always moves in. Is there a way around this?
In the cmd screen it shows: Moving in | Suggested range: 50 | Distance: (from 52 to 96).
I ...
- Sat Sep 03, 2011 4:17 am
- Forum: Runes of Magic
- Topic: How to trigger if-statement when in combat
- Replies: 15
- Views: 5339
Re: How to trigger if-statement when in combat
Yes, maybe I wasn't clear enough. I have to use the Crystal ball (item) when the boss (Lytfir) his HP is under 50%. 102623 is the ID of the boss and 205836 is the ID of the crystal ball.
I will upload my full waypoint file as it may make it easier for you to check what it needs to do.
So in this ...
I will upload my full waypoint file as it may make it easier for you to check what it needs to do.
So in this ...