Rock5's Fusion Control Functions
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Re: Rock5's Fusion Control Functions
can some one upload this scripts ?
Re: Rock5's Fusion Control Functions
It's on the first post.
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Re: Rock5's Fusion Control Functions
i see only userfunction
Re: Rock5's Fusion Control Functions
Here is my gathering waypoints: http://solarstrike.net/phpBB3/viewtopic.php?f=27&t=3603
Re: Rock5's Fusion Control Functions
Alex yes i have fusion addon i need script to buy fusions and belts to start bot pick a script to run
Re: Rock5's Fusion Control Functions
I sent code in the other topic you posted in
Here is my gathering waypoints: http://solarstrike.net/phpBB3/viewtopic.php?f=27&t=3603
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Re: Rock5's Fusion Control Functions
Each time I run Fusion_MakeMaxStones(227502, 4); (to use excellent belts and random fusion stones) it runs through and turns all available, finishes by checking all upper levels, then it restarts and does the whole thing over again, checking for any more belts, fusion stones, and all the way up through the tiers to see if it can find anything. Is that by design? ... to run though the process twice? Thanks.
Re: Rock5's Fusion Control Functions
That's the old function. I recommend you use the newer function MakeMaxManaStones. But to answer your question, it looks like it is supposed to do all the fusing in one pass but it repeats probably to make sure there were no failures, for instance if you had the speed set too high.noobbotter wrote:Each time I run Fusion_MakeMaxStones(227502, 4); (to use excellent belts and random fusion stones) it runs through and turns all available, finishes by checking all upper levels, then it restarts and does the whole thing over again, checking for any more belts, fusion stones, and all the way up through the tiers to see if it can find anything. Is that by design? ... to run though the process twice? Thanks.
If you want to use MakeMaxManaStones this is how I would do it.
Code: Select all
Fusion_Config("Use Item Whitelist", true)
Fusion_Config("Set Whitelist", "Excellent Belt")
-- You can also set what types of fusion stones to use.
MakeMaxManaStones()
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Re: Rock5's Fusion Control Functions
how do i clean bag without token coins for all level.
Re: Rock5's Fusion Control Functions
I didn't understand that. Try again.minhtien86 wrote:how do i clean bag without token coins for all level.
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Re: Rock5's Fusion Control Functions
What is wrong this script?
Micromacro says "Failed to compile and run lua code for waypoint #13"
Code: Select all
<!-- # 13 --><waypoint x="2739" z="-1626" y="53">
local fscount = inventory:getItemCount(202999) -- number of Random Fusion Stones you already have
if inventory:getItemCount(202999) >= 5 then break end
player:merchant(110576); -- Odeley Prole
inventory:storeBuyItem(Random Fusion Stone, 5 - fscount)
yrest(10000)
until false
Fusion_MakeMaxManaStones()
</waypoint>
Last edited by rido_knight on Fri Oct 25, 2013 5:53 am, edited 1 time in total.
Re: Rock5's Fusion Control Functions
1. inventory:storeBuyItem(Random Fusion Stone, 5 - fscount)
Random Fusion Stone is seen as 3 variables separated by spaces, which is a syntax error. Should be a string.
inventory:storeBuyItem("Random Fusion Stone", 5 - fscount)
2. until false
Until is the second part of repeat loops. I see no repeats.
3. if fscount >= 5 then break end
This wont cause an error but it does nothing unless there is a loop in the waypoint. 'break' breaks from loops. The whole waypoint is treated as a function so if you want to exit the waypoint, to continue to the next waypoint, you can use 'return'.
Next time please copy and paste the text, don't take a picture of the text. It saves me from having to retype your code.
Random Fusion Stone is seen as 3 variables separated by spaces, which is a syntax error. Should be a string.
inventory:storeBuyItem("Random Fusion Stone", 5 - fscount)
2. until false
Until is the second part of repeat loops. I see no repeats.
3. if fscount >= 5 then break end
This wont cause an error but it does nothing unless there is a loop in the waypoint. 'break' breaks from loops. The whole waypoint is treated as a function so if you want to exit the waypoint, to continue to the next waypoint, you can use 'return'.
Next time please copy and paste the text, don't take a picture of the text. It saves me from having to retype your code.
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Re: Rock5's Fusion Control Functions
Sorry master edited picture..rock5 wrote:1. inventory:storeBuyItem(Random Fusion Stone, 5 - fscount)
Random Fusion Stone is seen as 3 variables separated by spaces, which is a syntax error. Should be a string.
inventory:storeBuyItem("Random Fusion Stone", 5 - fscount)
2. until false
Until is the second part of repeat loops. I see no repeats.
3. if fscount >= 5 then break end
This wont cause an error but it does nothing unless there is a loop in the waypoint. 'break' breaks from loops. The whole waypoint is treated as a function so if you want to exit the waypoint, to continue to the next waypoint, you can use 'return'.
Next time please copy and paste the text, don't take a picture of the text. It saves me from having to retype your code.
damn i didnt make it I just understand this,your comment
Code: Select all
local fscount = inventory:getItemCount(202999) -- number of Random Fusion Stones you already have
if inventory:getItemCount(202999) >= 5 then return
player:merchant(110576); -- Odeley Prole
inventory:storeBuyItem("Random Fusion Stone", 5 - fscount)
yrest(10000)
Fusion_MakeMaxManaStones()
Re: Rock5's Fusion Control Functions
It's missing an end for the if statement. Let me see if I can figure out what it's supposed to do.
That will buy fusion stones if you don't have 5 then make maximum mana stones. Is that all you wanted it to do?
Code: Select all
local fscount = inventory:getItemCount(202999) -- number of Random Fusion Stones you already have
if 5 > fscount then
player:merchant(110576); -- Odeley Prole
inventory:storeBuyItem("Random Fusion Stone", 5 - fscount)
end
yrest(10000)
Fusion_MakeMaxManaStones()
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- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
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Re: Rock5's Fusion Control Functions
yeah..i ll send belt,money and i have all mana stones to 10 level character from main character...I m writing this script for varanas.Take mail go to stone merchant take stone make mana stone and then go to mailbox send...i achieved take mail send mail go to merchant but i failed there..Check my inventory how much fusiton i have..if i havent 5 fusion take 5 stone and then make tier.rock5 wrote:It's missing an end for the if statement. Let me see if I can figure out what it's supposed to do.That will buy fusion stones if you don't have 5 then make maximum mana stones. Is that all you wanted it to do?Code: Select all
local fscount = inventory:getItemCount(202999) -- number of Random Fusion Stones you already have if 5 > fscount then player:merchant(110576); -- Odeley Prole inventory:storeBuyItem("Random Fusion Stone", 5 - fscount) end yrest(10000) Fusion_MakeMaxManaStones()
edit:i tried this code.It doesnt give compile error anymore but when micromacro says shopping . . . bot doesnt buy anything :/
add this it works know thank u so much master
Code: Select all
player:target_NPC(110576);
sendMacro("ChoiceOption(1);");
Re: Rock5's Fusion Control Functions
Probably because player:merchant() closes the store after it finishes what it does. Basically, player:merchant buys and sells according to your profile settings.
To open the store for buying with your own code you can useWhich basically does exactly what you used but it does add a safety feature in that it returns true if the store opens. So you can do something like
When using your own custom selling script this is vital but it's not so important when buying as buying is fairly safe.
To open the store for buying with your own code you can use
Code: Select all
player:openStore("npcname")
Code: Select all
if player:openStore("npcname") then
-- your code to buy or sell stuff
end
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- Ronald Reagan
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Re: Rock5's Fusion Control Functions
rock5 wrote:Probably because player:merchant() closes the store after it finishes what it does. Basically, player:merchant buys and sells according to your profile settings.
To open the store for buying with your own code you can useWhich basically does exactly what you used but it does add a safety feature in that it returns true if the store opens. So you can do something likeCode: Select all
player:openStore("npcname")
When using your own custom selling script this is vital but it's not so important when buying as buying is fairly safe.Code: Select all
if player:openStore("npcname") then -- your code to buy or sell stuff end
thank u so much..i want to learn right and functional code so i ll change it
Re: Rock5's Fusion Control Functions
how to chooce the cheapest fusion stone to buy??
edited.
nevermind... i see it has different IDs
edited.
nevermind... i see it has different IDs
Re: Rock5's Fusion Control Functions
sdude13 wrote:@task: I do the same, i buy 27 stones, go to the mailbox get T4 items and do then exaclty one T7, doing this 3 times, then create T8 and send
it to another char.
Buy 27 Stones:Make one T7/T8 Stone:Code: Select all
local tobuy = 27 local npcname = RoMScript("TEXT('Sys111392_name')") -- Leskar Prole local stonename = RoMScript("TEXT('Sys202999_name')") -- Random Fusion Stone repeat local fscount = inventory:getItemCount(202999) -- number of Random Fusion Stones you already have if fscount >= tobuy then break end player:target_NPC(npcname); yrest(2000); sendMacro("ChoiceOption(1);"); yrest(2000); -- open store BuyItemByName(stonename, tobuy - fscount) yrest(10000) until false
What i do is check if fusion stones are 27 if not go to waypoint to buy stones.Code: Select all
function Fusion_MS() ------------------------------------------------ -- Creates exactly one fusion stone T7 and one T8 if 3xT77 are avaible -- using 27 mana stones -- using 27 grade 4 items -- ------------------------------------------------ -- Open dialogs if RoMScript("AdvancedMagicBoxFrame ~= nil") then sendMacro("AdvancedMagicBoxFrame:Show()"); yrest(2000) else sendMacro("MagicBoxFrame:Show()"); yrest(2000) end sendMacro("FusionFrame:Show()"); yrest(2000) -- Set number to make sendMacro("FusionFrameFusionNumberEditBox3:SetText('0')"); yrest(1000) sendMacro("FusionFrameFusionNumberEditBoxFusionAndItem:SetText('27')"); yrest(1000) sendMacro("FusionFrameFusionNumberEditBox5:SetText('9')"); yrest(1000) sendMacro("FusionFrameFusionNumberEditBox6:SetText('3')"); yrest(1000) sendMacro("FusionFrameFusionNumberEditBox7:SetText('1')"); yrest(1000) sendMacro("FusionFrameFusionNumberEditBox8:SetText('1')"); yrest(1000) -- Do sendMacro("Fusion_QueueManastones(FusionFrame_Do)"); repeat yrest(2000) until RoMScript("Fusion.LastGrad")==0 -- close yrest(15000) if RoMScript("AdvancedMagicBoxFrame ~= nil") then sendMacro("AdvancedMagicBoxFrame:Hide()"); yrest(1500) else sendMacro("MagicBoxFrame:Hide()"); yrest(1500) end end
if 27 are present set waypoint to go to postbox. This way, you can run it endlessly
with the standard 60 bag slots, because at the postbox you can get as many items
until the bag is full. 27 fusion 33 T4, after fusion its 6 t4 items and one t7 so still place to do another two round
to get 3 T7, doing then a T8 send it and restart from scratch.
because ultimate mail takes automaticly all mails, and if it aborts because of the bag is full
there are empty mail in your box.
so before using take all mail i delete the empty mails:Code: Select all
player:target_Object("Postfach",1000) -- need to translate to english if you need -- clean up empty mail RoMScript("UMMFrameTab1Tools:ButtonClick('tagempty');"); yrest(2000) RoMScript("UMMFrameTab1Tools:ButtonClick('delete');"); yrest(10000) sendMacro("CloseWindows()") yrest(1000) -- get new mail local occupiedSlots, totalSlots = sendMacro("GetBagCount()") --if bag is full if 60>occupiedSlots then player:target_Object("Postfach",1000) -- need to translate to english if you need UMM_TakeM() yrest(2000) sendMacro("CloseWindows()") yrest(1000) end
what is that mean??
Code: Select all
Waypoint #5 is closer then #1. Hence we start with waypoint #5.
Moving to waypoint #5, (-23434, 4091)
We found Mailbox and will harvest it.
No mail to take.
Use MACRO: Executing RoMScript "CloseWindows()".
Use MACRO: Executing RoMScript "GetBagCount()".
Use MACRO: Executing RoMScript "MagicBoxFrame:Show()".
Use MACRO: Executing RoMScript "FusionFrame:Show()".
The game client did not crash.
12:19am - IGF:\FusionFrame:Show()\ [string "local a={FusionFrame:Show()} return
a"]:1: attempt to index global 'FusionFrame' (a nil value)
AL lib: FreeContext: (02102EC0) Deleting 1 Source(s)
Please enter the script name to run.
Type in 'exit' (without quotes) to exit.
Script>
Re: Rock5's Fusion Control Functions
That's because it tries to do everything manually so when the frame names changed a while ago it stopped working.
You can pretty much completely replace the Fusion_MS function with Fusion_MakeMaxManaStones(). Just make sure you don't have any low tier items in your inventory before you use it.
You can pretty much completely replace the Fusion_MS function with Fusion_MakeMaxManaStones(). Just make sure you don't have any low tier items in your inventory before you use it.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
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