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JT's Rappelz Bot

Discussion on JT's Rappelz Bot within the Rappelz forum part of the MMORPGs category.

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Old 04/23/2008, 05:33   #181
 
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my first functional beta of the reader fell on its face. I will keep everyone posted on its progress.
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Old 04/23/2008, 05:59   #182
 
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Thanks for the update JT, and hey, that's a part of testing, sometimes **** don't work...

Appreciate you stickin with it, and looking forward to seeing what goodies the next release will offer :P
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Old 04/23/2008, 06:10   #183
 
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I am thinking about fixing some issues and posting that. I am still trying to make the reader work though.
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Old 04/23/2008, 06:11   #184
 
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I'm sure it'll be sexy either way lol
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Old 04/23/2008, 06:32   #185
 
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In JT we trust

may the force with u. ,-)
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Old 04/23/2008, 07:43   #186
 
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Vx.x4
-added .ini save file
-repaired battle code, it should not attack anything that does not have full health

Still working on the reader - I might limit it's functionability to just reading known bot-trap names. I know I can make it do that, since that is a whole lot easier to write, and i have already got a very small part of it working right now... though it is a much simpler version, which is why it is giving false possitives.
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Old 04/23/2008, 07:44   #187
 
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Sweet! Sounds great bro, will test and let you know of any issues
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Old 04/23/2008, 09:25   #188
 
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THANK YOU Very very very very much for the update.
also may i ask how hard it would be to have the bot rechip every 10 seconds? in the dungeons i use the bot with huge success (never runs out of mobs to kill in an area) and i think it would be nice if i could rechip until the mob is dead because they take long time to kill.
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Old 04/23/2008, 10:23   #189
 
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V10
New bot-trap detection method... unfortunately it only supports 3 NA mobs only at this time, but rest assured I will add more. I just ran out of time to add more today. It does take a minute when it actually targets a bot-trap in the known list... really long IF statement causing that. This does not seem to affect targeting regular enemies though.

Will avoid only these "exact" three bot-traps

Moon Rabbit
Kukuri
Megaloceros

Like I said - more to come, please have patience.

@ Avignale2
I have been considering it... what you can do is set the f/l chips to the attack skill slots. This might get you by until I come up with something. I have to wait until I completely fix the bot-trap code before I change the battle while loops. I have left the old style bot-trap detection in place to offset the other bot-traps i do not have programmed in yet.
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Old 04/23/2008, 10:30   #190
 
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Man, you are the awesomest, i absolutely love the way you address everybody's personal idea about the bot, it shows you are really great guy.
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Old 04/23/2008, 15:33   #191
 
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Thumbs up Another Helpful List

It's me again with some more advice, or help for you to help us. I have noticed a couple more things, I haven't used the Vx.x4 or V10 yet so I don't know what improvements have truly been made but here are the things that I have noticed:

1) When fighting using the self heal sometimes he will cast it in the middle of battle then need to use it again at the end and he will sit there trying to use it for a few seconds and if you are being hit by another enemy the whole healing thing is kind of pointless anyways.

2) If the ability to self heal is not available when he tries to use it he will wait either until he gets really low to use it or he will not use it again at all. So I was thinking is there any chance you could possibly add a pull down menu or a bar to adjust at what percentage he is to heal himself at? Not sure if that is even possible.

3) The distance thing has already been mentioned and I understand the tabbing and you would need to run around so I thought I would mention the idea someone else posted (forget who sorry, but it's your credit) of allowing the player to put dots on the screen or map that will allow your character to run around in that area only. Not sure if this is possible either.

4) Maybe make it so that after you die and it automatically sends you back to town that is pauses on it's own because if a character has pk you may attack them. Don't know if you have prevented that or not because it has not happened to me but I thought it might.

5) You have already discussed using the chips with someone else.

6) Someone integrate that he will automatically attack a mob if it is attacking him. i.e. when you are fighting one mob, you get aggro from another he will target the closest (no problem with that) or begin to loot and allow that mob to beat on him. Possibly make it so if you are being attacked he will pause looting or targeting and target the one mob still attacking him? Not sure if this is possible either.

7) And my final problem is with you JT, if you are pushing yourself or trying to hard on this just for us I don't think we want you to do that so take your time and relax. You have already done us a great favor. Just don't over work yourself! Thank you again Almighty Jtremblay.
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Old 04/23/2008, 17:31   #192
 
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Hmm according bottrap detection. I do it by reading out the lvl color of
the mob. If it is magenta I don't attack and as far as I know all bottraps
have very low lvl... (very easy but fast)

Quote:
Originally Posted by jtremblay View Post
The mouse movements are different on every machine. CPU lag causes most of the inaccuracies.
Problem can probably be solved by code optimization. For me it runs on 3 different pc very accurate (one of it is really old) even with [, <speed>]) = 0 and and no sleep().
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Old 04/23/2008, 18:13   #193
 
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Quote:
Originally Posted by theallknowingone View Post
It's me again with some more advice, or help for you to help us. I have noticed a couple more things, I haven't used the Vx.x4 or V10 yet so I don't know what improvements have truly been made but here are the things that I have noticed:
Use V10... there are several improvements over what you are using.
Quote:
Originally Posted by theallknowingone View Post
1) When fighting using the self heal sometimes he will cast it in the middle of battle then need to use it again at the end and he will sit there trying to use it for a few seconds and if you are being hit by another enemy the whole healing thing is kind of pointless anyways.
It is understood that on some job classes self heal is the only healing spell. With that said, on those jobs you should use potions on F4 and your self heal on ALT F1. This feature was put in place for those that are playing jobs that can take advantage of it. It can be toggled on/off if you do not want to use it.
Quote:
Originally Posted by theallknowingone View Post
2) If the ability to self heal is not available when he tries to use it he will wait either until he gets really low to use it or he will not use it again at all. So I was thinking is there any chance you could possibly add a pull down menu or a bar to adjust at what percentage he is to heal himself at? Not sure if that is even possible.
This is in the works.
Quote:
Originally Posted by theallknowingone View Post
3) The distance thing has already been mentioned and I understand the tabbing and you would need to run around so I thought I would mention the idea someone else posted (forget who sorry, but it's your credit) of allowing the player to put dots on the screen or map that will allow your character to run around in that area only. Not sure if this is possible either.
I am continually trying to resolve this one, as soon as i can figure something out it will be implimented.
Quote:
Originally Posted by theallknowingone View Post
4) Maybe make it so that after you die and it automatically sends you back to town that is pauses on it's own because if a character has pk you may attack them. Don't know if you have prevented that or not because it has not happened to me but I thought it might.
The bot already has this feature, but it does noy always work. I will be addressing it soon.
Quote:
Originally Posted by theallknowingone View Post
5) You have already discussed using the chips with someone else.
yup
Quote:
Originally Posted by theallknowingone View Post
6) Someone integrate that he will automatically attack a mob if it is attacking him. i.e. when you are fighting one mob, you get aggro from another he will target the closest (no problem with that) or begin to loot and allow that mob to beat on him. Possibly make it so if you are being attacked he will pause looting or targeting and target the one mob still attacking him? Not sure if this is possible either.
not possible. if you can tell me how to tell the bot that it is being attacked by an aggressive mob, then i might think of a way to integrate it.
Quote:
Originally Posted by theallknowingone View Post
7) And my final problem is with you JT, if you are pushing yourself or trying to hard on this just for us I don't think we want you to do that so take your time and relax. You have already done us a great favor. Just don't over work yourself! Thank you again Almighty Jtremblay.
I use this thing too. I want new features more than yall do.
Quote:
Originally Posted by hallimasch View Post
Hmm according bottrap detection. I do it by reading out the lvl color of
the mob. If it is magenta I don't attack and as far as I know all bottraps
have very low lvl... (very easy but fast)


Problem can probably be solved by code optimization. For me it runs on 3 different pc very accurate (one of it is really old) even with [, <speed>]) = 0 and and no sleep().
The only problem i have with this is that if you wander near an area with lower level mobs, and some are aggressive, you the bot will refuse to attack... so you will be running arround with 20 aggressive mobs on you.
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Old 04/23/2008, 20:15   #194
 
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hi work for me few minute and later i have this error grrrrr how can i fix it?
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Old 04/23/2008, 20:26   #195
 
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meilleur, did you try pausing the script and then unpausing by pressing the insert key? If you did, that's probably your problem :/

When pausing, to unpause, press the same key, not insert again... insert should only be used when starting the script...
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