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Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Sat Dec 29, 2012 1:31 pm
by rock5
All the skills in the skills database are by no means all correct. They get fixes when and if people report errors.
So it's a dot. Is that buff id for the debuff on the target? Does the target get "Cursed Fangs" debuff? If so it should probably be
Code: Select all
<skill name="MAGE_CURSED_FANGS" id="491578" range="200" type="dot" buffname="501960" target="enemy" />
Could you try it and see if it works as intended?
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Sat Dec 29, 2012 4:06 pm
by kenzu38
Checked just now, yes, the debuff name is Cursed Fangs.
I'm ready to try it but I don't know how to induce errors. Earlier, I used my Mage/Rogue to farm with this line in the profile:
Code: Select all
<skill name="MAGE_CURSED_FANGS" hotkey="MACRO" priority="80" />
...and I didn't notice anything peculiar, everything seemed to work fine. Can you tell me how to properly test it?
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Sat Dec 29, 2012 11:03 pm
by rock5
You don't have to induce errors. I'm just happy if you add it to your skill rotation and it works as expected.
I'll add it like this then.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Sun Dec 30, 2012 12:39 am
by kenzu38
I see. Ok, I'll just post here when I experience some bugs with the skill.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 5:35 am
by kuripot
only now i use RC3 file in DOD so im outdated in all changed.... i just download the file and i encountered teleport back the portal inside to the door of okander
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 5:59 am
by rock5
kuripot wrote:only now i use RC3 file in DOD so im outdated in all changed.... i just download the file and i encountered teleport back the portal inside to the door of okander
Sorry, I didn't quite understand that. Are you saying you had a problem? Could you explain it again more carefully.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 7:56 am
by kuripot
my character are in last waypoint inside the dod that he are suppost to exit the dod but he suddenly teleport in the broken door from hallway to room of okander.. it cause bot waiting for loading screen and it will failed.. so my character break the party and restart from ressurect
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 8:18 am
by rock5
Sounds like a problem with your DoD script.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 11:56 am
by kuripot
i using same script in old MM file and work smoothly
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Mon Dec 31, 2012 12:14 pm
by rock5
Some things do work a bit differently in the RC. It should pretty much still be compatible with existing code but the more complex the code the more likely that something might break. Without actually looking at your DoD code I can't offer any suggestions.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Tue Jan 01, 2013 11:13 am
by kuripot
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
cprintf(cli.pink, "\n\n\nWaypoint create by Xxxxxxx\n\n\n")
loadProfile("Magepriest")
setwindow(206879)
changeProfileOption("INV_AUTOSELL_FROMSLOT", 1)
changeProfileOption("INV_AUTOSELL_TOSLOT", 30)
changeProfileOption("EGGPET_ENABLE_ASSIST", "true")
changeProfileOption("INV_AUTOSELL_ENABLE", "true")
changeProfileOption("AUTO_ELITE_FACTOR", 1000)
settings.profile.friends = {"Incomplete Bloody Beast"}
dura = 0.9
Magic_Tambourine = true
Magic_Guitar = true
__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
Count = 0
Zid = 0
BuffCount = 0
srun = 1
if not eventparty then
function eventparty()
checkeventparty()
end
end
function Cooldown()
item = inventory:findItem(instrumentID)
if item then
if item.SlotNumber > 60 then
_slot = item.SlotNumber - 60
func = "GetBagItemCooldown"
elseif 51 > item.SlotNumber then
_slot = item.SlotNumber
func = "GetGoodsItemCooldown"
else
error("There is no cooldown function for the magic box. Take the item out of the box.")
end
end
repeat
local maxCD, CurrentCD = RoMScript(func.."(".._slot..");")
yrest(1000) -- 1 second rest
until CurrentCD == 0
end
function CleanBagDOD()
for i, item in pairs(inventory.BagSlot) do
if item.SlotNumber >= settings.profile.options.INV_AUTOSELL_FROMSLOT + 60 and
settings.profile.options.INV_AUTOSELL_TOSLOT + 60 >= item.SlotNumber then
if item:isType("Materials") then
item:delete()
end
if item:isType("Arrows") then
item:delete()
end
if item:isType("Projectiles") then
item:delete()
end
if ( item:isType("Weapons") or item:isType("Armor") ) and (1000 > item.Worth and 5 > item.Quality)then
item:delete()
end
if item:isType("Equipment Enhancement") then
item:delete()
end
if item.Name == "Wild Boar Meat" then
item:delete()
end
end
end
end
function Class_buff()
changeProfileSkill("MAGE_FLAME", "AutoUse", true);
changeProfileSkill("MAGE_FIREBALL", "AutoUse", true);
changeProfileSkill("MAGE_FLAME", "Priority", 90);
changeProfileSkill("MAGE_FIREBALL", "Priority", 100);
useGoodie("matt");
useGoodie("mdmg2");
useGoodie("mdmg");
useGoodie("matt3");
useGoodie("casting");
useGoodie("speed");
useGoodie("defense");
useGoodie("luck");
player:cast("MAGE_ESSENCE_OF_MAGIC");
player:cast("PRIEST_MAGIC_BARRIER");
player:cast("MAGE_ENERGY_INFLUX");
player:cast("MAGE_ELECTROSTATIC_CHARGE");
player:cast("MAGE_INTENSIFICATION");
player:cast("MAGE_ELEMENTAL_CATALYSIS");
player:cast("PRIEST_REGENERATE");
end
function Boss_buff()
if Magic_Tambourine == true then
if inventory:itemTotalCount(204463) >= 1 then
inventory:useItem(204463) -- 3 days
yrest(5500)
elseif inventory:itemTotalCount(204571) >= 1 then
inventory:useItem(204571) -- 7 days
yrest(5500)
elseif inventory:itemTotalCount(206420) >= 1 then
inventory:useItem(206420) -- 30 days
yrest(5500)
end
elseif Magic_Tambourine == party_true then
yrest(5500)
end
if Magic_Guitar == true then
if inventory:itemTotalCount(204461) >= 1 then
inventory:useItem(204461) -- 3 days
yrest(5500)
elseif inventory:itemTotalCount(206418) >= 1 then
inventory:useItem(206418) -- 7 days
yrest(5500)
elseif inventory:itemTotalCount(204569) >= 1 then
inventory:useItem(204569) -- 30 days
yrest(5500)
end
elseif Magic_Tambourine == party_true then
yrest(5500)
end
Class_buff()
end
function Memoscount()
Memosbeforeloot = inventory:getItemCount(206879)
end
function trash_boss()
local target = player:getTarget()
local _tb = false
local spawnboss = player:findNearestNameOrId("Okander \"Mad Man\" Mallen")
if spawnboss then
Boss_buff()
player:target(spawnboss)
cprintf(cli.red, "!!! Papatayin kita hayop ka !!!\n")
if target.HP > 0 then
player:update();
player:cast("MAGE_FLAME");
cprintf(cli.red, "Kame Hame Wave!!!\n")
yrest(1000);
_tb = false
else
_tb = true
end
else
_tb = true
end
return _tb
end
function Countround()
Count = Count+1;
cprintf(cli.pink, "Round Number: %s\n\n", Count)
end
function checkdura()
if dura > inventory:getMainHandDurability() then
__WPL:setWaypointIndex(__WPL:findWaypointTag("mech"))
end
local bcount = inventory:getItemCount(0)
if( 5 > bcount ) then
__WPL:setWaypointIndex(__WPL:findWaypointTag("mech"))
end
end
function findzi()
local getinlvl = sendMacro('GetInstanceLevel("normal")')
if getinlvl == ("easy") then
zid = 128
elseif getinlvl == ("normal") then
zid = 127
elseif getinlvl == ("hard") then
zid = RoMScript("GetZoneID()");
sendMacro('SetInstanceLevel("easy")');
cprint(cli.blue, "Instance Lvl change to easy\n")
end
keyboardHold( settings.hotkeys.MOVE_FORWARD.key )
yrest(400)
keyboardPress(settings.hotkeys.JUMP.key)
yrest(1000)
keyboardRelease( settings.hotkeys.MOVE_FORWARD.key )
waitForLoadingScreen(30)
yrest(500)
end
function ireset()
SlashCommand("rdd")
yrest(500)
SlashCommand("rdi")
yrest(1000)
SlashCommand("aid normal")
end
</onLoad>
<waypoint x="1645" z="-4908" y="752" tag="start" type="TRAVEL">
checkdura()
ireset()
sendPartyChat('com"nofollow"')
</waypoint>
<waypoint x="1649" z="-5018" y="761" tag="enter" type="TRAVEL">
</waypoint>
<waypoint x="1637" z="-5094" y="760">
</waypoint>
<waypoint x="1672" z="-5137" y="762" type="TRAVEL">
findzi()
--player:update
local zoneid = RoMScript("GetZoneID()")
if zoneid == 209 then
__WPL:setWaypointIndex(__WPL:findWaypointTag("enter"))
else
__WPL:setWaypointIndex(__WPL:findWaypointTag("instance"))
end
</waypoint>
<waypoint x="1793" z="2880" y="433" tag="instance">
Countround()
fly()
__WPL:setForcedWaypointType("TRAVEL") </waypoint>
<waypoint x="1889" z="2880" y="560"> </waypoint>
<waypoint x="1952" z="2814" y="560">teleportToWP() </waypoint>
<waypoint x="2019" z="2737" y="560">teleportToWP() </waypoint>
<waypoint x="2061" z="2675" y="463">teleportToWP() </waypoint>
<waypoint x="2124" z="2597" y="463">flyoff() </waypoint>
<waypoint x="2123" z="2598" y="432">teleportToWP() </waypoint>
<waypoint x="2192" z="2526" y="401"> </waypoint>
<waypoint x="2204" z="2510" y="401" tag="boss">
__WPL:setForcedWaypointType("NORMAL")
trash_boss()
player:lootAll()
</waypoint>
<waypoint x="2192" z="2526" y="401" type="TRAVEL">
settings.profile.friends = {"Incomplete Bloody Beast"}
useGoodie("godspeed");
CleanBagDOD()
fly()
</waypoint>
<waypoint x="2123" z="2598" y="432">teleportToWP() </waypoint>
<waypoint x="2061" z="2675" y="463">teleportToWP() </waypoint>
<waypoint x="2019" z="2737" y="560">teleportToWP() </waypoint>
<waypoint x="1952" z="2814" y="560">teleportToWP() </waypoint>
<waypoint x="1889" z="2880" y="560">flyoff() </waypoint>
<waypoint x="1891" z="2876" y="433" tag="exit" type="TRAVEL"> </waypoint>
<waypoint x="1700" z="2886" y="433" type="TRAVEL">
findzi()
local zoneid = RoMScript("GetZoneID()")
if zoneid == zid then
ireset()
waitForLoadingScreen()
__WPL:setWaypointIndex(__WPL:findWaypointTag("return"))
else
__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
end
</waypoint>
<waypoint x="1707" z="-4755" y="752" tag="mech" type="TRAVEL">
local bcount = inventory:getItemCount(0)
player:update()
player:merchant(115536) --== no more works on Chapter IV ==--
yrest(500)
local cbcount = inventory:getItemCount(0)
if bcount == cbcount then
if player:openStore(115536) then
for i, item in pairs(inventory.BagSlot) do
if item.SlotNumber >= settings.profile.options.INV_AUTOSELL_FROMSLOT +60 and settings.profile.options.INV_AUTOSELL_TOSLOT +60 >= item.SlotNumber then
item:use() -- sells it to the store
end
end
end
end
__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
</waypoint>
<waypoint x="-3812" z="5117" y="30" tag="return">
player:update()
flyoff()
__WPL:setForcedWaypointType("TRAVEL")
if not player.Mounted then
player:mount()
end
yrest(6000)
</waypoint>
<waypoint x="-3382" z="5466" y="23" type="TRAVEL">
</waypoint>
<waypoint x="-3100" z="5624" y="14" type="TRAVEL">
</waypoint>
<waypoint x="-2918" z="5898" y="25" type="TRAVEL">
</waypoint>
<waypoint x="-2627" z="6184" y="23" type="TRAVEL">
</waypoint>
<waypoint x="-2482" z="6432" y="28" type="TRAVEL">
</waypoint>
<waypoint x="-2490" z="6534" y="43" type="TRAVEL">
</waypoint>
<waypoint x="-2602" z="6606" y="62" type="TRAVEL">
</waypoint>
<waypoint x="-2836" z="6756" y="52" type="TRAVEL">
</waypoint>
<waypoint x="-2859" z="6949" y="52" type="TRAVEL">
</waypoint>
<waypoint x="-2904" z="7219" y="-84" type="TRAVEL">
</waypoint>
<waypoint x="-2977" z="7237" y="-88" type="TRAVEL">
waitForLoadingScreen()
</waypoint>
<waypoint x="51" z="-890" y="869" type="TRAVEL">
player:dismount()
yrest(1000)
player:target_NPC("Jake Wallanda")
sendMacro("ChoiceOption(1);")
waitForLoadingScreen()
__WPL:setWaypointIndex(__WPL:findWaypointTag("start"))
</waypoint>
</waypoints>
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Tue Jan 01, 2013 11:49 am
by rock5
It's a pretty complex DoD. I don't see anything wrong with it. I can't think of a reason why it would teleport at the last waypoint. I don't think I will be able to help.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Tue Jan 01, 2013 12:41 pm
by botje
perhaps you can fix the eggpet class a bit for next release?
because if you have a pet in there thats 5 lvl's higher, it loops trying to summon it, which refuses because of the lvl difference.
just letting you know ^^
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Tue Jan 01, 2013 1:22 pm
by rock5
That would be easy enough to add although of course you wouldn't set an eggpet as your assist pet if you can't use it.
So you can't use eggpets that are 5 levels higher than you? Is that 5 levels higher than you or more than 5 levels?
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Tue Jan 01, 2013 1:53 pm
by botje
5 and up.
problem is when you switch to your alt, which is lower, it gets like this.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Wed Jan 02, 2013 2:02 am
by rock5
Try this.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Wed Jan 02, 2013 9:14 am
by botje
first test seems to be just fine, ill test some more.
also a suggestion, i always hated the way we use return path, seems so weird to have 2 files, cant we make the return path in the same file?
instead of <waypoints> we could use <return_waypoints> ?
less clutter in the waypoints folder, but as i said, just a suggestion
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Wed Jan 02, 2013 9:42 am
by rock5
Most people don't use the return path anyway because they usually don't plan to to die.
Anyway that isn't a bug so I wouldn't change it now even if we did decide to do it. I'm only doing bug fixes for RC3 for now.
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Wed Jan 02, 2013 9:50 am
by botje
i know i know, just a suggestion ^^
Re: Heads up! Big update comming. Public Release RC3 ready.
Posted: Thu Jan 03, 2013 12:10 pm
by BlubBlab
I have a strange error on RC3:
Micromakro:
Code: Select all
Did not find any crashed game clients.
5:58pm - .../Documents/micromacro/scripts/rc3/classes/player.lua:68: Fehler im P
rofile bei der Zeitpunktverarbeiten: onLeaveCombat error [string "..."]:5: attem
pt to index global '__WPL' (a nil value)
From my profile:
Code: Select all
<onLeaveCombat>
if(RoMScript( "GetCurrentWorldMapID();" )~= 6)then
if inventory:itemTotalCount(0) == 0 then
stopGMDetect()
flagbunch = false;
RoMScript("LeaveParty()");
waitForLoadingScreen();
loadPaths("ks-res-to-pancer");
end
player:lootAll();
end
</onLeaveCombat>
The waypoints I want too load:
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<!-- # 1 --><waypoint x="-16684" z="11339" y="155">changeProfileOption("WAYPOINT_DEVIATION",35); </waypoint>
<!-- # 2 --><waypoint x="-17224" z="11063" y="103"> </waypoint>
<!-- # 3 --><waypoint x="-17504" z="10875" y="99"> </waypoint>
<!-- # 4 --> <waypoint x="-17828" z="10550" > </waypoint>
<!-- # 5 --><waypoint x="-18036" z="10620">
player:mount();
RoMScript("InviteByName('mychar');");
changeProfileOption("WAYPOINT_DEVIATION",50);
</waypoint>
<!-- # 6 --> <waypoint x="-18296" z="11064"></waypoint>
<!-- # 7 --><waypoint x="-18546" z="12510">
changeProfileOption("WAYPOINT_DEVIATION",0);
stopGMDetect()
if not GoThroughPortal() then
__WPL:setWaypointIndex(__WPL.LastWaypoint - 1)
end
loadPaths("ks");
</waypoint>
</waypoints>
thier are some proplems with GoThroughPortal() some times it stucks so I treid a littel bit after that(I did undo my changes) the games crashed every time at waypoint 6 after I changed the positon of the waypoint this happend