Option - run back after fight to wp

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Jig
Posts: 13
Joined: Tue Apr 23, 2013 4:14 pm

Option - run back after fight to wp

#1 Post by Jig » Sat Apr 27, 2013 2:06 am

Hello,

i have follow problem, i want to farm some mobs, but without running - just standing still.

if i use wander with radius 0 then i have the problem the bot doesnt run to the original position. im using this atm:

Code: Select all

<waypoints>

<option name="PATH_TYPE"              value="wander"/>
<option name="WANDER_RADIUS"          value="0" />

<!-- #  1 --><waypoint x="x" z="z" y="y">	player:restrnd(100, 3, 10) </waypoint>

</waypoints>

so he runs back after every fight, but the bot is circling his head, and that is obviously a bot after some minutes.

If i dont pause, the bot is circling his head continuously - but it doesnt fight or scan for targets.

Can someone help me?

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rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Option - run back after fight to wp

#2 Post by rock5 » Sat Apr 27, 2013 4:44 am

If you don't want it to move while it waits then you have to write some wait code
Eg.

Code: Select all

repeat
    yrest(1000)
until player:findEnemy(false,nil,evalTargetDefault)
That should work. It should stand still and wait until a valid mob is in range and then continue normally and attack it. When there are no more mobs it should return to the wp to wait again.
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lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

Re: Option - run back after fight to wp

#3 Post by lisa » Sat Apr 27, 2013 5:05 am

i really don't see how this part can work

Code: Select all

<option name="PATH_TYPE"              value="wander"/>
<option name="WANDER_RADIUS"          value="0" />
What I usually do though in this situation is do the code in onload and not even have any actual waypoints

If you are melee you would also need to add code to go back to the spot you want, if ranged it's pretty easy.

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>

changeProfileOption("MAX_TARGET_DIST", 180);
changeProfileOption("COMBAT_DISTANCE", 180);

while (true) do
local done = false
	local objectList = CObjectList();
	objectList:update();
	local objSize = objectList:size()
	for i = 0,objSize do
		obj = objectList:getObject(i);
		if done ~= true and (obj.Name == "Puppet Warrior" or obj.Name == "Puppet Shaman" and obj.Type ~= 1) then
				player:target(obj);
				--player:update();
				--if( player:haveTarget() ) then
					player:fight();
					done = true
				--end
		end
	end
	player:checkSkills(true);
end

</onLoad>
</waypoints>
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Jig
Posts: 13
Joined: Tue Apr 23, 2013 4:14 pm

Re: Option - run back after fight to wp

#4 Post by Jig » Sat Apr 27, 2013 5:15 am

Thank you very much rock5 and lisa.

It works really great. Now its perfect. :-)

minhtien86
Posts: 31
Joined: Sat Mar 17, 2012 1:14 am

Re: Option - run back after fight to wp

#5 Post by minhtien86 » Sun Jun 16, 2013 11:03 pm

lisa wrote:i really don't see how this part can work

Code: Select all

<option name="PATH_TYPE"              value="wander"/>
<option name="WANDER_RADIUS"          value="0" />
What I usually do though in this situation is do the code in onload and not even have any actual waypoints

If you are melee you would also need to add code to go back to the spot you want, if ranged it's pretty easy.

Code: Select all

<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>

changeProfileOption("MAX_TARGET_DIST", 180);
changeProfileOption("COMBAT_DISTANCE", 180);

while (true) do
local done = false
	local objectList = CObjectList();
	objectList:update();
	local objSize = objectList:size()
	for i = 0,objSize do
		obj = objectList:getObject(i);
		if done ~= true and (obj.Name == "Puppet Warrior" or obj.Name == "Puppet Shaman" and obj.Type ~= 1) then
				player:target(obj);
				--player:update();
				--if( player:haveTarget() ) then
					player:fight();
					done = true
				--end
		end
	end
	player:checkSkills(true);
end

</onLoad>
</waypoints>
How do i make char stand at one point and attack when enemy appear then go back ?

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