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Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 7:50 pm
by lolita
maybe you should register recall in varanas, and then use recall skil from limo desert, many time saved and less chanse game will crash
or you can buy fusion on obsidian glory squer, less crowded, and shorter way again

Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 7:57 pm
by Ego95
I think Varanas will be shorter because you teleport from dalanis to rorazan and then to varanas. Because dalanis is laggy inside I don't think it uses the teleporter to the obsdian.
AlterEgo95
Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 8:55 pm
by lisa
If it is a main char I don't normally set recall to varanas, you can use the teleport to heffner and then just snoop to varanas, it has the same cooldown as recall and it leaves you with the option to have recall at somewhere harder to get to.
Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 9:16 pm
by Eggman1414
Just as a FYI, while running the altat.xml, when it relogs it sometimes doesnt switch to the next account automaticaly. It logs out of the character and tries to log into the next account but a window comes up and says "You need to enter your secondary password" then you hit the ok button and it logs you in? Not sure why that message comes up.
Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 11:07 pm
by rock5
That would be an issue with autologin and that has been working fine for ages.
Is it the latest version? Have you double checked the secondary password in logindialog.lua.
Re: Elf Daily And Tier Stones
Posted: Sun Jan 27, 2013 11:18 pm
by Eggman1414
Yeah it has only happened twice so far. It may have been a fluke. Maybe took to long to get information from the server who knows. Its no big deal
Re: Elf Daily And Tier Stones
Posted: Tue Jul 02, 2013 7:09 pm
by Eggman1414
After trying all waypoints and what not, I have found a bug!
/rom/userfunctions/userfunction_GeneralHelper.lua:248: bad argument #1 to 'pairs' (table expected, got nil)
from my understanding it occurs right here:
This is from the Userfuction
Code: Select all
function getIdsFrom(items)
local result = {};
local count = 1;
for j, element in pairs(items) do
result[count]=element.Id;
count = count + 1;
end
return result;
end
And this is the waypoint:
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
-- Buy Belts script - V1.0 - written by Jandrana
-- Edited by Eggman1414
nameTable =
{
"characters go here",
}
counter = 1
itemName = "Excellent Belt";
function buyBelts()
player:openStore("Nebular Grey-Eye")
store:buyItem(itemName, 10);
yrest(1000)
end
function sendBelts()
local armor=MGbuildItemTableOfType("Armor");
armor=selectItemsByName(armor, itemName);
UMM_SendAdvanced(nameTable[counter],getIdsFrom(armor), nil, nil, nil, nil, nil, nil, 10, nil, nil);
yrest(500);
sendMacro("CloseAllWindows()");
counter = counter + 1;
end
</onLoad>
<!-- # 1 --><waypoint x="2467" z="48296" y="136">
buyBelts();
</waypoint>
<!-- # 2 --><waypoint x="2603" z="48202" y="136"> </waypoint>
<!-- # 3 --><waypoint x="2812" z="48230" y="136">
if nameTable[counter] == "Wirdyrf" then
UMM_SendAdvanced("Last character",getIdsFrom(armor), nil, nil, nil, nil, nil, nil, 10, nil, nil);
print("Done mailing.")
takemeto("VaranasWest")
load_paths("pathtosnooplimo.xml")
else
sendBelts();
end
</waypoint>
<!-- # 4 --><waypoint x="2576" z="48212" y="136"> </waypoint>
<!-- # 5 --><waypoint x="2471" z="48302" y="136">
</waypoint>
</waypoints>
It stops sending belts right after the character before the last one. It bought the 10 belts but did not send. Maybe because of this??
Code: Select all
if nameTable[counter] == "last character" then
UMM_SendAdvanced("last character",getIdsFrom(armor), nil, nil, nil, nil, nil, nil, 10, nil, nil);
print("Done mailing.")
Since I saw the userfuction uses "pairs" maybe it was already going to send but couldn't?
Re: Elf Daily And Tier Stones
Posted: Sat Aug 03, 2013 8:08 pm
by rock5
It says the 'items' variable is nil which means the 'armor' variable was nil. The armor variable is gotten from the 'MGbuildItemTableOfType' and 'selectItemsByName' functions. There is probably some situation where one of those functions returns nil.
Re: Elf Daily And Tier Stones
Posted: Wed Aug 14, 2013 10:49 am
by wiedzmin97
Hi, I want to bot buy from Item shop not charges, but Purified Stone.
Code: Select all
function buycharges()
BuyFromItemShop(896, "secondary password")
end
Which ID or code have purified Stone in item shop?
Re: Elf Daily And Tier Stones
Posted: Wed Aug 14, 2013 11:06 am
by rock5
It's different for different servers so you have to get your own ids. Just follow the instructions here
http://www.solarstrike.net/phpBB3/viewt ... 281#p28281 under "How to get 'itemGUID':"
Re: Elf Daily And Tier Stones
Posted: Wed Aug 14, 2013 12:03 pm
by wiedzmin97
It can be possible to move Puriffied Stone from Item Sho Backpack to normal Backpack? When Stone is in Item shop backpack, Fusion addon dont find this stone.
@edit
And why i get that info after send to main char stone?
Code: Select all
Sending items by name or id.
Sending items to Nick... Did not find any crashed game clients.
7:20pm - IGF:\igf_events:getLastEventMessage('WARNING_MESSAGE','Recipient's mail
box is full!',6.9429999999993)\ Error in command sent to IGF.
I checked mail box on main char and it isnt full

Re: Elf Daily And Tier Stones
Posted: Sat Dec 21, 2013 8:55 pm
by rock5
wiedzmin97 wrote:It can be possible to move Puriffied Stone from Item Sho Backpack to normal Backpack?
Code: Select all
local stone = inventory:findItem("Fusion Stone","itemshop")
if stone then
stone:moveTo("bags")
end
wiedzmin97 wrote:And why i get that info after send to main char stone?
The current revision 761 of the bot fixes that bug.
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Sun Dec 22, 2013 8:45 pm
by Eggman1414
Updated with V2.0.
Features:
Uses blank Tier 5 Belts from Sarlo instead of Tier 4 Belts from Limon
More compact code
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Sun Dec 22, 2013 11:10 pm
by rock5
Have you started using the new fusion? Does the userfunction still work with that or does it need updating?
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Mon Dec 23, 2013 12:21 am
by Eggman1414
Havent tried the new fusion, Ill check it out see what happens
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Tue Dec 24, 2013 4:21 am
by Eggman1414
Ok so I'm running into some problems. The first problem is something I should of added in the beginning, Is there a way to code a menu to come up in Rombot and list the characters, and have the user select which one to start at or start at the beginning. For example, if the client crashes you have to restart the whole script. Is there a way to say, start at character 7 and go from there instead of starting at character 1 again?
The second problem came when I was sending belts. For some reason it was telling me, I am not allowed to send the belts. lol sounded weird. It sent belts to the first 3 characters fine, then sent 6 belts to the 4th character, and told me I still cant send. It kept reloging trying to fix it, but it didn't work.
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Tue Dec 24, 2013 5:51 am
by rock5
Eggman1414 wrote:Is there a way to say, start at character 7 and go from there instead of starting at character 1 again?
Just start character 7 and start the script. This is assuming you are using my LoginNextChar function.
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Tue Dec 24, 2013 6:04 am
by Eggman1414
Maybe I should of explained it better. If I am running my buybelts script, and the client crashes while sending belts to character 7, I have to restart the script and hence start over sending belts. It starts at 1 again.
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Tue Dec 24, 2013 7:02 am
by rock5
In that case it's upto the code to work out where it's up to. Maybe the author will do something.
On another note, there has been discussion about a resume feature for the bot. If/when that get implemented, resuming where you left off will be easy.
Re: Tier Stone Production: 2 Scripts to Rule them All
Posted: Thu Dec 26, 2013 12:39 am
by Eggman1414
Does anyone know how to get a table to print each entry with an index number next to it using columns?
for example:
Code: Select all
for k,v in pairs(nameTable) do print(k, v) end;
That will print all names in nameTable. In a single column looks like this
1 character
2 character
3 character
4 character
5 character
6 character
7 character
8 character
9 character
10 character
But I want that split into 4 columns, but when I split it using:
Code: Select all
local inc = math.ceil(#nameTable/4)
for i = 1,inc do
local val1 = nameTable[i];
local val2 = nameTable[i + inc];
local val3 = nameTable[i + inc*2];
local val4 = nameTable[i + inc*3];
if( not val1 ) then val1 = ""; end;
if( not val2 ) then val2 = ""; end;
if( not val3 ) then val3 = ""; end;
if( not val4 ) then val4 = ""; end;
printf("[%s]\t[%s]\t[%s]\t[%s]\n",val1, val2, val3, val4);
end
It looks like this:
character character character character
character character character character
character character character character
character character character character
character character character character
character character character character
but with no numbers next to it. I want it to look similar to the waypoint columns when you start the bot, but cant recreate it with numbers. Any help would be appreciated.