Project: Auto leveling new character

agonic
VIP
Posts: 159
Joined: Tue Jan 10, 2017 6:39 pm
Has thanked: 34 times
Been thanked: 112 times

Re: Project: Auto leveling new character

Post by agonic » Wed Aug 30, 2017 9:36 pm

cooco wrote:
Wed Aug 30, 2017 6:59 pm
I never play asmodian side :(
:shock: :shock: :lol: :lol: :lol: :lol:

agonic
VIP
Posts: 159
Joined: Tue Jan 10, 2017 6:39 pm
Has thanked: 34 times
Been thanked: 112 times

Re: Project: Auto leveling new character

Post by agonic » Wed Aug 30, 2017 9:38 pm

But imo, I you make like this script, it should be universal. Not for a side ;) ;)

User avatar
nucular
Site Admin
Posts: 260
Joined: Sat Jan 07, 2017 9:08 pm
Has thanked: 27 times
Been thanked: 388 times

Re: Project: Auto leveling new character

Post by nucular » Wed Aug 30, 2017 10:02 pm

agonic wrote:
Wed Aug 30, 2017 9:38 pm
But imo, I you make like this script, it should be universal. Not for a side ;) ;)
Well i would say yes he can if he wants to, but no he must not.

Thank you for building this and sharing this.
Just keep up your good work and maybe at some time in the future you will add more levels and maybe other routes/factions.

On technical side:
Personally i would have relied on more xml travel paths and not inside the code.
You can add on every node custom text which you can use inside your script for the logic. "TravelList:GetCurrent():GetParam()"
This would make the travel paths much more easier to change and to test.

cooco
VIP
Posts: 218
Joined: Fri Feb 17, 2017 2:01 am
Has thanked: 58 times
Been thanked: 85 times

Re: Project: Auto leveling new character

Post by cooco » Wed Aug 30, 2017 10:39 pm

agonic wrote:
Wed Aug 30, 2017 9:38 pm
But imo, I you make like this script, it should be universal. Not for a side ;) ;)
I dont't know asmodiam map, i don't know teleport, airline, mob zone and level. This is my problem.

nucular wrote:
Wed Aug 30, 2017 10:02 pm
Personally i would have relied on more xml travel paths and not inside the code.
You can add on every node custom text which you can use inside your script for the logic. "TravelList:GetCurrent():GetParam()"
This would make the travel paths much more easier to change and to test.
I tried to inizialize TravelList inside lua file with no success so i wrote my coordinate inside an array.

A fast question, how can i know if and "invite party dialog" is visible? I need it to auto invite two character to run Nochsana training camp

unkn0wnus3r
Posts: 75
Joined: Wed Jan 18, 2017 12:27 pm
Has thanked: 10 times
Been thanked: 13 times

Re: Project: Auto leveling new character

Post by unkn0wnus3r » Thu Aug 31, 2017 12:39 am

cooco wrote:
Wed Aug 30, 2017 10:39 pm
agonic wrote:
Wed Aug 30, 2017 9:38 pm
But imo, I you make like this script, it should be universal. Not for a side ;) ;)
I dont't know asmodiam map, i don't know teleport, airline, mob zone and level. This is my problem.

nucular wrote:
Wed Aug 30, 2017 10:02 pm
Personally i would have relied on more xml travel paths and not inside the code.
You can add on every node custom text which you can use inside your script for the logic. "TravelList:GetCurrent():GetParam()"
This would make the travel paths much more easier to change and to test.
I tried to inizialize TravelList inside lua file with no success so i wrote my coordinate inside an array.

A fast question, how can i know if and "invite party dialog" is visible? I need it to auto invite two character to run Nochsana training camp
Doesnt Grinderframework accept any request by default?
If i invite a char running the grinder it will always accept group requests and other stuff.

cooco
VIP
Posts: 218
Joined: Fri Feb 17, 2017 2:01 am
Has thanked: 58 times
Been thanked: 85 times

Re: Project: Auto leveling new character

Post by cooco » Thu Aug 31, 2017 1:22 am

unkn0wnus3r wrote:
Thu Aug 31, 2017 12:39 am
Doesnt Grinderframework accept any request by default?
If i invite a char running the grinder it will always accept group requests and other stuff.
Tnx, nice info :mrgreen:

User avatar
Quirunerk
Posts: 65
Joined: Sun Aug 20, 2017 3:06 pm
Has thanked: 24 times
Been thanked: 1 time

Re: Project: Auto leveling new character

Post by Quirunerk » Thu Aug 31, 2017 2:32 am

RESPECT.

creatine
Posts: 120
Joined: Wed Jan 18, 2017 4:12 pm
Has thanked: 19 times
Been thanked: 5 times

Re: Project: Auto leveling new character

Post by creatine » Thu Aug 31, 2017 5:23 am

cooco wrote:
Tue Aug 29, 2017 4:29 pm
Hello community

I'm writing a script for auto leveling new character automatically. This script implement OfficialGrinderFramework to have his own attack, potion, etc.. routine.
Actually i implement level 1 to 9 and 10 to 25.

How to use it:
Download and put the base framework file LevelingNewCharacter.lua in Scripting folder.


Level 1 to 9 Poeta
Put file Level 1-9 Poeta.lua in Scripting folder.
Image
Cause a problem with Pernos need to manually choose Class Path.

This is a video with the script at work.
https://www.youtube.com/watch?v=3IEpBg4Dwbw

Level 10 to 25 - Verteron
Put file Level 10-25 Verteron.lua in Scripting folder.
Bind at Verteron Obelisk.
Take Pink quest and deliver first Verteron campaign quest.
Run script.

When you reach lvl25 deliver Campaign quest Deeply rooted thirst for vengeance in verteron citadel and Santum (unlock first stigma slot). Complete new pink quest too

This is a video with the script at work.
https://youtu.be/TRqZm4mt3vI


Any feedback would be greatly appreciated! :)
I tried it with gunner. bot jsut leveled to level 4, then just walked past mob to an area of level 6 mobs, and started attacking (and died). ended up in a loop with the bot attacking training dummy endlessly.

cooco
VIP
Posts: 218
Joined: Fri Feb 17, 2017 2:01 am
Has thanked: 58 times
Been thanked: 85 times

Re: Project: Auto leveling new character

Post by cooco » Thu Aug 31, 2017 10:38 am

creatine wrote:
Thu Aug 31, 2017 5:23 am
I tried it with gunner. bot jsut leveled to level 4, then just walked past mob to an area of level 6 mobs, and started attacking (and died). ended up in a loop with the bot attacking training dummy endlessly.
Your gunner rest if low hp/mana?

unkn0wnus3r
Posts: 75
Joined: Wed Jan 18, 2017 12:27 pm
Has thanked: 10 times
Been thanked: 13 times

Re: Project: Auto leveling new character

Post by unkn0wnus3r » Thu Aug 31, 2017 12:29 pm

cooco wrote:
Thu Aug 31, 2017 10:38 am
creatine wrote:
Thu Aug 31, 2017 5:23 am
I tried it with gunner. bot jsut leveled to level 4, then just walked past mob to an area of level 6 mobs, and started attacking (and died). ended up in a loop with the bot attacking training dummy endlessly.
Your gunner rest if low hp/mana?
i guess the problem is that there are 2 worgs at some point, if aggroed by both u might end up dieing even with full hp.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest