Quote:
Originally Posted by Paraly
If you die to the enemy faction at his CoE loop script he revives and waits 5 minutes (adjustable) at the obelisk before he retrys to reach the gate
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The only thing I would have to see how to implement is where the portal is. I could do this with the macroexpress for example where the program can see the colour of a specific pixel, thus opening the map and seeing where the pixel is the specific blue colour that the portal has. I do not know the command he used for vanilla, but for now I am only trying to customize all the scripts for my use.
Like I wrote this code for luna daily:
Code:
_IFInventoryContains=188055598; <--Contaminated Underpath Highest Grade Bundle
Command=/use Contaminated Underpath Highest Grade Bundle;
Delay=4000;
#ENDIF
_IFInventoryContains=188057960; <--Contaminated Underpath Normal Bundle
Command=/use Contaminated Underpath Normal Bundle;
Delay=4000;
#ENDIF
_IFInventoryContains=188055460; <--Luna Material Chest
Command=/use Luna Material Chest;
Delay=4000;
#ENDIF
And I placed this right before the
#DO=3600000; 60 minute timeout command, so when he does it all and goes there to wait for the npcs to do their job, he simply opens the luna chests.
BUT that only works if you have one of them in your inventory, if you have more than 1 then it will prompt you to put how many you want to open which requires a click in specific coordinates which I won't bother for now, I took the time and opened them all and I assume it will work from the next time I use it.
I did this because at some point I had like 40 pouches and luna chests
(I haven't tested it yet to be honest)
And now I'll do one for kumuki. I already made a copy to run it once the normal entries are done so they use their free tickets
Command=/use Kumuki Cave Bonus Entry Scroll;
Delay=4000;
right before he goes to click and enter (if he is not already in). I could make it see if there is a scroll and if not to skip trying but it still works like this, it just delays a few seconds per char that don't have it.
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The next thing is to add a protection to the end of every char, I'll do it for the next week probably.
After each char ends, he is supposed to have 4
Poppy's Gift Bundle. I do not know where the command to see how many we have, but the script will look something like this:
_IFInventoryContains=188057828; <--Poppy's Gift Bundle
Command=/use Poppy's Gift Bundle;
<I'll insert the mouse coordinated here to select "all" and click "ok"
Delay=20000;
#ELSE <-- if we have no poppy's then there is a problem so lets take action
WaitForResponse=Problem;
Delay=60000;
#ENDIF
In the case my char got ping problems and ended up not finishing his kumuki, I'll personally end the script manually (hence the 60000 delay) and restart it with this char upfront.
So many of my chars have less poppy's gift bundles than they should, which means at some point they got stuck with ping and the script thought they were finished, took them out of the kumuki and went to next char.
Another protection would be to give a simple location check at the end of every char, if the char is there it means the script was run successfully (I think the first single player script had something like it)