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Run Type Waypoints

Posted: Wed Dec 19, 2012 8:11 am
by kenzu38
Hi guyz, just a question. I have this line at the start of my script:

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<?xml version="1.0" encoding="utf-8"?><waypoints type="RUN">
Now, this is a script for running from point a to point b in a beginner's area. So it's very simple and I'm not using any forced waypoint commands. And from what I understand the "RUN" should make the char ignore any attacks and just keep running but my char still attacked the lvl 15 mob that hit it. So I'm wondering if this is indeed a bug or it's just me not having my profile settings set correctly.

I use a userdefault xml file for my profile btw and it looks like this:

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		<!-- Combat options -->
		<option name="COMBAT_TYPE"        	value="" />				<!-- leave empty or choose ranged/melee if not using class default -->
		<option name="COMBAT_RANGED_PULL" 	value="true" /> 		<!-- only important for melees -->
		<option name="COMBAT_DISTANCE"    	value="200" />			<!-- Distance at which it starts using skills -->
		<option name="COMBAT_STOP_DISTANCE" value="200" />			<!-- Distance at which it stops moving towards the target -->
		<option name="MAX_FIGHT_TIME"     	value="15" />			<!-- Max time without damage before break -->
		<option name="DOT_PERCENT"        	value="90" />
		<option name="ANTI_KS"            	value="true" />
		<option name="MAX_TARGET_DIST"    	value="225" />
		<option name="PRIORITY_CASTING"		value="false" />		<!-- If you want to cast attack skills by 'priority' or 'sequencially' -->
		<option name="COUNT_AGGRO_ONLY"		value="false" />		<!-- If you want to count only aggro mobs within range of aoe skills  -->

		<!-- Attack monsters 3 levels above or 10 below your level -->
		<option name="TARGET_LEVELDIF_ABOVE" value="3" />
		<option name="TARGET_LEVELDIF_BELOW" value="10" />

		<!-- Waypoint and movement settings -->
		<option name="WAYPOINTS"			value="" />  			<!-- leave empty to show a list -->
		<option name="RETURNPATH"			value="" />
		<option name="PATH_TYPE"			value="waypoints" />	<!-- waypoints | wander -->
		<option name="WANDER_RADIUS"		value="500" />
		<option name="WAYPOINT_DEVIATION"	value="0" />
		<option name="QUICK_TURN" 			value="true" />
And like with the waypoints, I'm not using a forced profile change command in my script.

Can anyone tell me what I am doing wrong? Thanks.

Re: Run Type Waypoints

Posted: Wed Dec 19, 2012 8:37 am
by rock5
RUN ignores mobs but fights back if attacked. TRAVEL ignores mobs and doesn't fight back if attacked.

There was a time, a while back, where these got mixed up and it's possible there are instructions somewhere that are still out of date. But at the moment, what I said above is how it works.

Re: Run Type Waypoints

Posted: Wed Dec 19, 2012 11:02 am
by kenzu38
I see. I will change and test it later. As always, thanks rock for helping me out.

Btw, this is the outdated instruction that caused this minor problem.

So if the one maintaining the wiki reads this thread, please change it now. :)

Re: Run Type Waypoints

Posted: Wed Dec 19, 2012 11:10 am
by rock5
The wiki is very out of date. I want to update it but I'm waiting for a better editor to become available. The wiki code that it uses now would be too time consuming to update. Good new is I don't think it will be much longer.

Re: Run Type Waypoints

Posted: Wed Dec 19, 2012 3:10 pm
by kenzu38
Good news indeed. I'll be looking forward to that. :)