Pre Farmer

01/27/2019 23:17 maril15#16
Quote:
Originally Posted by amazinghaaze View Post
if i have bags disabled at a merchant ie. i want some bags not to be shown at merchant because i have nick items in them, will the bot sell everything even though i have some bags "unchecked"
I put a bag selector on my TODO list. You can make that bags are ignored by the bots by commenting/deleting the line 1621 (big bag 20slots),1622 (little bag 5slots), 1623(charr bag 1 : 10slots), 1624(charr bag 2 : 10slots)
01/27/2019 23:29 amazinghaaze#17
Quote:
Originally Posted by maril15 View Post
I put a bag selector on my TODO list. You can make that bags are ignored by the bots by commenting/deleting the line 1621 (big bag 20slots),1622 (little bag 5slots), 1623(charr bag 1 : 10slots), 1624(charr bag 2 : 10slots)

im very new at this, dont really know what to delet to be perfectly honest, could you make it so it ignores the 2 charr bags for me and upload that one? id be so happy
01/28/2019 17:55 maril15#18
Quote:
Originally Posted by amazinghaaze View Post
im very new at this, dont really know what to delet to be perfectly honest, could you make it so it ignores the 2 charr bags for me and upload that one? id be so happy
I did a some fixes and added the bag selector today. I'm currently working on more features and bug fixes befor release.

P.S.: I'm gonna need 2charrs bags and 1charr salvage kit to code some functions, if someone have some for me.
01/28/2019 20:43 Bad Head Trip#19
Quote:
Originally Posted by maril15 View Post
I did a some fixes and added the bag selector today. I'm currently working on more features and bug fixes befor release.

P.S.: I'm gonna need 2charrs bags and 1charr salvage kit to code some functions, if someone have some for me.
I have a Charr salvage kit you can use. Do you need the itemID?
01/28/2019 21:07 maril15#20
Quote:
Originally Posted by Bad Head Trip View Post
I have a Charr salvage kit you can use. Do you need the itemID?
ItemID and modelID yep
01/29/2019 22:14 maril15#21
Here is a new version with some new features of the OmniFarm_Bot - PreSearing :

Changelog (January the 27th 2019) by DeeperBlue :
- All Presearing farm available
- Upgraded Belt farm
- Added Dull carapace farm
- Added Baked husks farm
- Added Charr carving farm
- Added UseLever() function
- Added Enchanted lodestone farm
- Added Gargoyle skull farm
- Added Necklace farm
- Added Icy lodestone farm
- Added Red Iris flower farm
- Added Skale Fin farm
- Added Skeletal limb farm
- Added Spider leg farm
- Added Unnatural seed farm
- Added LDoA1 - lvl2 to 10 (based on Aidenn)
- GUI update
- Added farm selector
- Added total time running
- Added Runs
- Added Fails counter
- Added Profession detection : Build adaptability
- Added Merchants coord for all towns
- Updated Selling functions for all farms
- PopStone function now check player's level
Changelog (January the 29th 2019) by DeeperBlue :
- Cleaned OmniFarm_Bot - Presearing.au3's code. Put functions in regions and intensly commented the code to make it easier to understand for everybody.
- GUI update
- Added a SellBag selector (unchecked bag = ignore the bag while selling)
- Added a RunToTowns selectors
- Added a Job selector de-activation while the bot is doing the job (befor, you were able to cause a bug by changing the job between the bot was exiting outpost and start farming. This made the bot try to farm with the other Farm path causing bug).
- Selectors de-activate when user selects a job or a run, preventing user form selecting both run and farm at the same time (user can re-enable interface by setting selector back to default).
- GUI de-activates itself when the user hits Start.
- GUI re-activates itself after pressing Pause button and finishing the last action the bot was doing (farm/run).
- Offline checkbox is currently disabled because OfflineMod() causes a bug with Loadings.
- Re-enable rendering of GW window befor closing the bot.
- Added a RunToTowns function that makes the bot run from Ascalon City to the selected outpost (usefull when creating a new character).
- Does not sell ID kits/Charr bags/Charr salvage kit anymore.
- Added delays to the spider farm. The bot wait a bit longer for the spiders to spawn.
- In Charr farm : Does not pull the lever twice anymore (opening and closing the door at once).
- In Charr farm : The re-try counter at the door is now able to count the re-tries properly.
- Added MoveXYZ and MoveToXYZ functions that takes the Z coord for moving in multiple layers zones (ex : under charrs bridge).
- In Charr farm : The bot use a faster path to go through door and check for coords on the Z-axis.
- Charr farm is a bit less messy, the bot is able to kill charrs groups sometimes (still not efficient enough : Win/fail ratio ~ 1/8 at lvl15 with Summonning Stone)
- BuildForProfession() checks if the player is in an outpost (if not it teleports player to the outpost linked to the farm selected) befor trying to load a build (it was causing crash when you started the bot while being outside).
- All functions involving Outposts' MapIDs call GetStartMapByJobID function to get the Outpost's ID insteed of having hard-coded IDs in each functions.
- In Baked Husks Farm : The bot detects and kills Plague Worms properly.
- In Spider Legs Farm : The bot wait a bit more for the spiders to spawn befor killing. Therefor it does not skip spiders anymore.
Changelog V1.3 (January the 29th 2019) by DeeperBlue :
- The bot teleports back to town after finishing a farm.
- The bot keeps 2 empty slots for ID kits.
- Go to merchant, buy kit and sell items properly.
- The bot tries pickup items only if inventory is not full.
- In Spider Legs Farm : Added a bit more waiting time again.
01/31/2019 14:09 maril15#22
Here is the new version with some fixes and new features.

Changelog V1.4 (January the 31th 2019) by DeeperBlue :
- GUI Update :
- Added a Go to Nicholas checkbox
- Added a function to make the bot go to trade Nicholas Standford once (you have to have at least 26 of each farmable items).
- Bot Targets and uses spells on spiders, worms, aloes, ice elemental correctly (and any other farms it already did correctly).
- Bot does not randomly stop right befor portal while it tries passing through.
- Enhanced target tracking and skill targetting on Special enemies (like Worms).
- Added more checks in paths to know if the player is dead.
- In Charr farm : Added some pulls to try to make the charrs attack your fire imp &/or pet (if player have one) insteed of the player.
- Icy lodestone farm is fully functional.
- Reworked the Skill casting function to make it focus every enemies type (Agressive like Charrs, passive like Wroms,...).
02/01/2019 04:33 aidenn#23
Maril, thanks a ton for all of the work you've put in! A few comments:

- Ether Feast (Mes, Inspiration Magic) does not work, enemies are not targeted before using the spell to heal.
- Occasionally white armor such as mind spark garb are not sold to the merchant.
- When farming charr, the following can be added to CanSell() to prevent purples from being sold:

$r = GetRarity($aitem)
ElseIf ($r = 2626) Then ;Purple Item
Return False
02/01/2019 18:55 maril15#24
Quote:
Originally Posted by aidenn View Post
- Ether Feast (Mes, Inspiration Magic) does not work, enemies are not targeted before using the spell to heal.
- When farming charr, the following can be added to CanSell() to prevent purples from being sold.
I took time to fix these two today. So you're gonna have a fixed version soon.

Quote:
Originally Posted by aidenn View Post
- Occasionally white armor such as mind spark garb are not sold to the merchant.
Pls keep some of the armors which aren't sold (read your PM on the forum).
02/02/2019 23:41 Jamamon#25
Amazing job on the script! It works like a dream.

Charr farm works really well on a lvl 19 ele with imp. It would be nice to have the added functionality of killing the charr bosses, though.
02/02/2019 23:52 maril15#26
Quote:
Originally Posted by Jamamon View Post
Amazing job on the script! It works like a dream.

Charr farm works really well on a lvl 19 ele with imp. It would be nice to have the added functionality of killing the charr bosses, though.
I'm working on it. But first i'm adding a function that checks for the player's death and go back to last charrs group insteed of resigning and starting all farm back.
02/03/2019 04:09 Jamamon#27
Ran flawlessly for a few hours (charr carvings), then encountered this error (line 1381 of main script):
[Only registered and activated users can see links. Click Here To Register...]

Not too big a deal, but I'm not sure why it happened.
02/03/2019 04:14 Jamamon#28
Did a quick-and-dirty copy-paste edit so that the script only picks up purple items, charr carvings, and black and white dyes, for anyone who's interested. Also no longer merches purples, so I guess it'll stop when it gets a full inven. Seems to be working.
02/03/2019 04:16 Jamamon#29
Quote:
Originally Posted by Jamamon View Post
Ran flawlessly for a few hours (charr carvings), then encountered this error (line 1381 of main script):
[Only registered and activated users can see links. Click Here To Register...]

Not too big a deal, but I'm not sure why it happened.
Oh wait. It needs a third variable, right?
02/03/2019 04:29 maril15#30
Quote:
Originally Posted by Jamamon View Post
Oh wait. It needs a third variable, right?
Yes that's my personal Move function that is able to check for your Z coord.
It's patched on the V1.5 which i'm gonna release very soon.