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CoWD Zanordoth's Gift looting,
Posted: Sun Oct 30, 2011 12:37 pm
by Marlb0ro
Dear fellow users,
After succesfully farming mementos in DoD and Origin I would like to succesfully get
a farming in CoWD working as well. From looking through posts I have managed to
get a 1-man farm working. Now I would like to add 1, maybe up till 4 farmers with me
and it would work as well except for the looting of the rewards chest.
Code: Select all
<!-- # 2 --><waypoint x="1847" z="1748" y="399">
player:merchant ("Zanordoth's Gift")
yrest(2000)
</waypoint>
<!-- # 3 --><waypoint x="1784" z="1722" y="399">
gets the job done. 1st looter will get the rewards 100%. Sadly the second only 80% and these values go down
according to the number of added farmers.
Is there a way to make a farmer check the chest repeatedly and not continue before loot is obtained?
Regards.
Re: CoWD Zanordoth's Gift looting,
Posted: Sun Oct 30, 2011 10:43 pm
by lisa
Check out the survival WP I worked on, I included in it a way to tell if chests are open, assuming the indicator is the same for the chests you want to open then it should work.
http://www.solarstrike.net/phpBB3/viewt ... 865#p28865
Re: CoWD Zanordoth's Gift looting,
Posted: Mon Oct 31, 2011 7:29 am
by Marlb0ro
Thanks for your reply, Lisa. I'm sure I will manage to insert the chest function in my existing WP.
Slightly off topic but a problem in all instances:
Farming instances with 2+ characters can go great for hours.
Tho sometimes one of them gets a
Player address changed 340238(example number)
when entering an instance. Micromacro just freezes when it happens.
They are in the same instance (one can see the other) but I believe MM thinks they aren't anymore.
Is this problem related to the game or MM?
Been having this for weeks, tho I keep trying because as mentioned, sometimes I don't get this for hours. It just made me lose faith everything will be fine, when leaving them running, .
Re: CoWD Zanordoth's Gift looting,
Posted: Mon Oct 31, 2011 7:55 am
by lisa
Marlb0ro wrote:Micromacro just freezes when it happens
If you are using latest version of bot, which you should, then try using a number in your waitforloadingscreen as a max time to wait.
That probably isn't the cause but it can rule it out.
It sounds to me like it is getting stuck in a loop.
What other code do you have after entering instance?
Re: CoWD Zanordoth's Gift looting,
Posted: Mon Oct 31, 2011 8:38 am
by Marlb0ro
Code: Select all
<!-- # 1 --><waypoint x="2390" z="-5416" y="-216">
player:updateBuffs()
if player:hasBuff("Regenerate") == false then
repeat
yrest(1500);
player:updateBuffs()
until player:hasBuff("Regenerate") == true
end
player:updateBuffs();
if not player:hasBuff("Unbridled Enthusiasm") then
inventory:useItem(207200);
end
</waypoint>
<!-- # 2 --><waypoint x="2442" z="-5494" y="-223"> waitForLoadingScreen() </waypoint>
<!-- # 3 --><waypoint x="-102" z="-2148" y="670"> changeProfileOption("MAX_TARGET_DIST", 20); </waypoint>
<!-- # 4 --><waypoint x="15" z="-1907" y="826"> fly() </waypoint>
Here's a piece of her start. It's right after a party invite by my WP Commander.
Also I have discovered nuke ID and address errors today, displayed in the attached file. (forum wont let me post links or IMG in any way, sorry)
It shows character (the instance wp commander in this case) returning from boss fight. The massive id errors are just before leaving instance, and
player address changed as he goes through the portal I guess. Still after the address change he invites my help, Regens for the go-ahead, goes through portal and address changes yet again. I will try your suggestion today of adding a max waitForLoadingScreen() to see if it will ignore the change.
Re: CoWD Zanordoth's Gift looting,
Posted: Tue Nov 01, 2011 1:48 am
by Marlb0ro
Here's an update after about 200-300 runs (Origin).
This is a report from my friend on the other side of the world, who takes over the farming when im sleeping.
We added a waitForLoadingScreen(10) to both characters. Either it be luck, or it indeed ignores the player address
change which you suspected it would do which is good.
When it does, it also seems to ignore the fly() for some reason, making em kill their way to the boss which
is fine with me, but ending up stuck on the stairs on the way out again because the fly() on the way back is ignored too. This has been confirmed on more then 1 occasion.
Can be solved by making the waypoints so that we always walk on the stairs on the way out tho. Just thought this may be a point of intrest.