It was just a try,didnt code it yesterday,was just using macro as a addon to the script and after 30 min i just left it there .. altho looking into that now.Eliminates the need to eat or prayer potions.
Highly "bannable"tho
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Hey, I'm using this script over at waterfiends and it seems its struggling to find another NPC after every kill. It consistently delays attacking the next NPC until up to the point I exit combat mode and THEN it immediately attacks the NPC. This really affects my XP per/hr. However, besides that this script is awesome!
Any suggestions? ckbbe how are you getting those crazy xp rates and being able to camp them for 6hrs+ without having to bank for food? Have you edited the scripted at all?Quote:
***** TcombatMgr.attack: Fight initiated
***** TcombatMgr.attack: End of fight detected
***** Tcolorizer.colorize: tested 50 colors.
***** Tcolorizer.colorize: tested 100 colors.
***** Tcolorizer.colorize: tested 150 colors.
***** Tcolorizer.colorize: tested 200 colors.
***** Tcolorizer.colorize: tested 250 colors.
***** Tcolorizer.colorize: tested 300 colors.
***** Tcolorizer.colorize: tested 350 colors.
***** TcombatMgr.attack: Fight initiated
***** TcombatMgr.attack: End of fight detected
***** Tcolorizer.colorize: tested 50 colors.
***** Tcolorizer.colorize: tested 100 colors.
***** Tcolorizer.colorize: tested 150 colors.
***** Tcolorizer.colorize: tested 200 colors.
***** Tcolorizer.colorize: tested 250 colors.
***** Tcolorizer.colorize: tested 300 colors.
***** Tcolorizer.colorize: tested 350 colors.
***** TcombatMgr.attack: Fight initiated
EDIT: I was able to solve it myself :p I downloaded the waterfiend.xml and changed it from 'autodetect' and set it 'waterfiends' instead. This changed my exp p/hr from 150kish to about double with gains of about 300k exp/phr!
That all sounds normal for coloring a new NPC. It wants a healthy list of colors to work with. In between fights it tries to find more. When it has lots of colors, it doesn't spend time finding more.
Wasn't there a line on the top of the screen that said "Finding more colors"?
Bonsai I installed a fresh version and it seems like it doesnt move the mouse anymore to detect new colors?
People have talked some about that but I thought the SGS was only supposed to work at 100%?
I've been waiting for lovebotters mods to mature so I can merge them in :)
here
I haven't posted any updates in a while... not sure what it would be.
I have no clue either, first I supposed it was because I messed a little with the includes.
But didn't work after a fresh install either.
What mods do you mean? The abilities? I'll post a proper collection of the abils I added later, but I wont be needing the script anymore after about 120m combat xp gained on various accounts.
I'll start posting all the edits I've made to the script so far;
Simba Code:procedure __defaultHealthCheck();
begin
if (combatMgr.healthTimer.getTime() < 3600) then exit; //this is 6 game ticks
combatMgr.healthTimer.start();
if (actionbar.getAdrenalinePercent() = 100) and (combatMgr.berserkTimer.getTime() > 59800) and playerform has ultimate key then
begin
sendKeys('playerform berserk/ultimate key', 200, 40);
combatMgr.berserkTimer.start();
wait(gaussRangeInt(150,300));
exit;
end;
if (actionbar.getHPPercent() > playerformHeal %) and (actionbar.getAdrenalinePercent() > 50) and (combatMgr.assaultTimer.getTime() > 29800) and playerform has treshold key then
begin
sendKeys('playerform treshold (assault works best) key', 250, 40);
combatMgr.assaultTimer.start();
wait(gaussRangeInt(150,350));
exit;
end;
//perhaps allow the playerform to mention the treshold cooldown time, since they aren't all 30sec
if (actionbar.getHPPercent() < playerformHeal %) and (actionbar.getAdrenalinePercent() > 50) and form has sgs spec key then
begin
sendKeys('playerform sgs key', 140, 40);
combatMgr.specTimer.start(); //his timer isn't rly needed I suppose, just added it to prevent double specs
wait(gaussRangeInt(400,1250));
exit;
end;
if actionbar.getHPPercent() < playerformHeal % and (actionbar.getAdrenalinePercent() > 40) and form has regenerate key then
begin
sendKeys('playerform regenerate key', 200, 50);
repeat
wait (600); //I think regenerate heals hp/drains adren every tick, so repeating waits of 1 tick seems logical
until actionbar.getAdrenalinePercent() < 15; //can remove the check for > 40 if you put this at 0 i suppose, but > 40 and < 15 seems like a good start
wait(gaussRangeInt(100,1300)); //perhaps add a regenerate timer like the others, but might not be needed. Waits around 600msec, so 1 game tick, so regen lasts a little longer
exit;
end;
//perhaps allow playerform to select healing method; sgs or regenerate and they share same key, that way you have heal hp%, food hp%, healing method, healing key and food key in playerform
if (actionbar.getHPPercent() < playerformFood %) then
begin
sendKeys('playerform food key', 250, 40);
wait(gaussRangeInt(500,1200));
exit;
end;
if (actionbar.getHPPercent() < playerformLog %) then
begin
writeln('***** Terminating script due to low health');
terminateScript();
end;
end;
Simba Code:MOUSE_RIGHT, MOUSE_MOVE:
begin
fastClick(MOUSE_RIGHT);
if (mouseButton = MOUSE_RIGHT) then
begin
result := chooseoption.select(['Attack Fire'], 250); //change to Attack NPC name it should attack
exit;
end
opts := chooseOption.getOptions();
chooseOption.close();
for j := 0 to high(opts) do
begin
if (pos(self.uptext, opts[j].str) > 0) then
begin
menuText := opts[j].str;
break;
end;
end;
mouse(point(x,y), MOUSE_MOVE);
end;
Using both assault and berserk gained me about 15% more kills/hour.
Just add it like I suggested and see what users think about it. I have not tested the regenerate myself.
Use upgraded darklight and offhand drygore rapier,dont waste inv.space for extreme or super potions,unless u have salves etc.
I use imp,4 charm placeholders and the rest is Super prayer renewal potion .. i flick prayers and zip every time its ends.. and im not maxed melee,u obv could go higher with xp rates but in the long run its more reasonable to get a bit lower xp but go longer :)
The sgs special uses 50% of the adrenaline bar each use, so if at 100% and the special attack is used, it drops to 50%. Then can be used immediately after to use another 50%. I'd suggest it to be used in a range of 50 - 63, rarely using the same number. To help decrease the chances of a ban.
Thanks! :o
Ckbbe's idea for prayer flickering sounds amazing. I'd ask him to go in depth on how he manages that with his macro and how to reduce the chances of bans with that as well. There are a lot of good suggestions for updates, haha. Oh, the sgs special also restores prayer points. Another reason to always use it.
Like I said above, it restores prayer points. Letting you use deflect from magic, the prayer, at waterfiends. In turn letting you camp as long as you'd wish. You could use the quick prayer button, to allow the user to use piety prayers as well. Which increases your combat style ratings.
Just posting to let you know I tested out the regenerate mod but it's not working. Unfortunately it doesn't do anything with the bot except disable its ability to heal with food. I'm assuming it's because the bot doesn't have a built in method to go out of combat in between fights to heal. I would try to implement this code myself but as it stands my current knowledge of scripting and computer language is like a person who knows English trying to decipher the meaning behind a piece of Greek literature. I'm sure it's more simple than it looks and maybe that will change soon. I just haven't had the motivation to learn it yet.
It should go afk once the key activates untill the adren is below 15%.
Can you tell if it does activate the regenerate ability?
Can you tell me exactly what you have added? Because the latest code I posted was for bonsai to implement, it is not a working code at all. Most of the code in there was changed to make it clear for him how to implement it with a player form, so users can select their own keys and healing methods in the startup form!
Simba Code:{¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯}
{ _defaultHealthCheck() }
{ Written by: bonsai }
{ Date Last Modified: 2014/09 }
{¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯}
procedure __defaultHealthCheck();
begin
if (combatMgr.healthTimer.getTime() < 5000) then
exit;
if actionbar.getHPPercent() < 80 and (actionbar.getAdrenalinePercent() > 30) then
begin
sendKeys('r', 200, 50);
repeat
wait (600);
until actionbar.getAdrenalinePercent() < 15;
wait(gaussRangeInt(100,1300));
exit;
end;
The reason it wasn't initially working is because I had regenerate bound to R on my keybind bar. I wasn't aware that my quick heal key needed to be bound instead.
It then started working but was for some reason spamming the regenerate button and wasn't sitting through the full heal. I edited the code to my liking though and it works perfectly now. Thanks for the original coding. :)
Also added in the ice asylum ability as an emergency backup and metamorphosis for more damage and so far I'm able to completely AFK.
Can I be in direct xmode you guys?
The link is on the OP in the description.
And I figured out how to camp indefinitely! Depending on your stats, you can stay there forever with a Blood Amulet Fury.
Yep. It was just hitting around 8000ish colors and that didn't seem right.
going to try running this script til morning while fighting Minotaurs in dungeon below barbarian hold, will post proggy when done.
Sadly when i checked it this morning it only ran for about 50 min because the angle changed and it couldn't see the minataurs, going to try running it again today. here is the proggy, nothing impressive.
////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// Bonsai ////////////////////////////////////////
//////////////////////////////////////// Fighter ////////////////////////////////////////
//////////////////////////////////////// _______ ////////////////////////////////////////
////////// //////////
////////// Script runtime: //////////
////////// 48 min 47 sec(Total) 48 min 47 sec(Active) 0 sec(Break) //////////
////////// //////////
//////////////////////////////////////// Kills ////////////////////////////////////////
////////// Total Per Hour /Hour Active //////////
////////// Minotaur 280 344.38 344.38 //////////
////////// XP 8,652 10,641.45 10,641.45 //////////
////////// Const XP 2,884 3,547.15 3,547.15 //////////
////////// //////////
////////////////////////////////////////////////////////////////////////////////////////////////////
it ran for 50 minutes before failing last night, going to try running again today. the camera angle changed and it could not see the Minotaurs.
////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////// Bonsai ////////////////////////////////////////
//////////////////////////////////////// Fighter ////////////////////////////////////////
//////////////////////////////////////// _______ ////////////////////////////////////////
////////// //////////
////////// Script runtime: //////////
////////// 48 min 47 sec(Total) 48 min 47 sec(Active) 0 sec(Break) //////////
////////// //////////
//////////////////////////////////////// Kills ////////////////////////////////////////
////////// Total Per Hour /Hour Active //////////
////////// Minotaur 280 344.38 344.38 //////////
////////// XP 8,652 10,641.45 10,641.45 //////////
////////// Const XP 2,884 3,547.15 3,547.15 //////////
////////// //////////
////////////////////////////////////////////////////////////////////////////////////////////////////
Who knows it probably didn't originally work because of something I did wrong. :P
The post I made earlier was actually my current code. Previously I had just used what you originally posted.
Which was this:
Simba Code:if actionbar.getHPPercent() < 70 then
begin
sendKeys('r', 200, 50);
repeat
wait (600);
until actionbar.getAdrenalinePercent() < 15;
wait(gaussRangeInt(100,1300));
exit;
end;
Really tempted to use this for 120 strength at waterfiends and to save the charms for enlightenment/bxpw.
Man, these proggies are nice!
EDIT: fixed it, had to move around a bit where more were nearby.
When I try to add your improvements for thresholds/ultimates it tells me "has" is an error when I try to compile.
Any ideas?
I'm assuming I might have to put some more things in the playerform but when I tried to do that it didn't work either, maybe I am doing something wrong :p
Since I fired this up last night (and my comp ran out of battery when I was out doing something else, thus eliminating my 8hr progress report was like 3m xp at 400k~/hr at waterfiends), I feel obliged to report it still owns. The only issues were the misclicks when the monster has moved from/while you're trying to click it. It actually caused me to move into another room at the chaos tunnels :c However, I don't see a workable solution to that problem and it isn't particularly bad so it's still the best I've used.
Yeah, with left clicking that's about the best we can do. I miss by hand that way, too.
Good reason to babysit!
It used to re-attack the npc it just killed and suffer a long delay. So the code to avoid the player box and current fight probably adds too much leeway.
I'm going to try to work in some of the mods lovebotter / others have posted. I have to gather and organize it first. Not sure my character can do the things people are talking about :)
You'll probably be able to do all the mods I suggested, besides SGS IIRC. Feel free to pm me the codes you want to add if I need to look for errors.
What could perhaps lead to a more clean code would be something like this;
While hp>heal hp (the one for sgs/regenerate) do various combat abils for better dps
else heal with sgs/regenerate.
And have a different procedure to eat food that differs from the combat abils, that automaticly eats under a certain hp. Independent of timers etc. And you call that procedure before the abils procedure. And perhaps more often in the main loops if needed.