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Aura Kingdom section

Discussion on Aura Kingdom section within the Suggestions & Feedback forum part of the General category.

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Old 02/07/2014, 23:02   #211
 
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Quote:
Originally Posted by ggdex View Post
anyone know how to have multi client on ? thanks
I will post mine tomorrow.
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Old 02/08/2014, 02:22   #212
 
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guys... can you help me how to setup anchor in asuna bot?

this is the default settings in the xml... and i already changed the anchor=false to true... but my char isn't going back to the place where I left it...

<?xml version="1.0" encoding="utf-8" ?>
<!-- This is a comment and will NOT be processed. This is good for descriptions to describe your data -->
<!--
Describe your character here. Character types are swordsman, mage, thief, archer, acolyte. Don't need
to use 2nd class names. If you are assassin, just use thief. This label detected if you are a
ranged player or not. Non-ranged players will walk up to the monster before attacking. If you are
a ranged type (eg. Archer) but prefer to be close to monster, then just use swordsman or something.

Job is for mining / farming later on when it is implemented.

Anchor = return to area where bot started after killing monster
-->
<character type="gunslinger" job="alchemist" anchor="true" assist="false" party="false" region="na">
<!--
Group of sequences and labels here. Label them carefully as you need to have
correct labels later when applying sequences to situations.

hp = HP percent to perform action. 1.0 = 100%.
mp = MP percent to perform action. 1.0 = 100%
tip: to perform action at anytime use hp="1.0 mp="1.0"

casttime = how long it takes to perform action. usually animation times are 1 second (1000ms)
tip: you can also use this to delay actions

cooldown = cooldowns to prevent action being performed until it is cooled down
tip: you can put this lower than real cooldown to spam it
-->
<sequences>
<!-- sequence to pick up items. defined multiple times to goto body and then pick up -->
<sequence label="Pickup">
<!-- this just goes to body -->
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot4" /> -->
</sequence>

<sequence label="Buffs">
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="15100" key="Slot5" /> -->
</sequence>

<sequence label="Potions">
<!-- use purple potion when hp and mp low -->
<!-- <action hp="0.25" mp="1.0" casttime="100" cooldown="100" key="Slot9" /> -->
</sequence>

<sequence label="StartAttack">
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot3" />
</sequence>

<sequence label="Attack">
<!-- basic attack -->
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot1" />
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot2" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot3" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot4" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot5" />
</sequence>

<!-- Food or sit depending on which you have -->
<sequence label="FoodAndSit">
<!-- <action hp="1.0" mp="1.0" casttime="100" cooldown="10000" key="Slot7" /> -->
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot10" /> -->
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="ToggleSit" />
</sequence>

</sequences>

<!-- this is called before battle -->
<beforebattle>
</beforebattle>

<!--
sequences to perform before looping attack. eg. thief can go invisible and then use skill
as a first attack. this is called before first attack
-->
<firsthit>
<sequence label="StartAttack" />
</firsthit>

<!-- attack loop. this will be performed until monster dead. so using potions before attack is good. -->
<attack>
<sequence label="Attack" />
</attack>

<!--
last hit to perform actions when the target is at a specific hp. eg. hp="0.1" means when
monster is 10% health, perform these actions. useful for acolyte to use hammer to try and kill
monster with it for free holy water.
-->
<lasthit hp="0.1">
</lasthit>

<!-- this is called after the monster is dead. is anchor is true, bot will return to
anchor point after battle is over -->
<afterbattle>
<sequence label="Pickup" />
</afterbattle>

<!-- resting sequence after afterbattle sequence. untilHP = rest until this percentage. untilhp="1.0" means rest until full HP.
if you don't need MP then put a low value for this. eg. untilmp="0.1" -->
<rest resthp="0.50" restmp="0.40" untilhp="1.0" untilmp="1.0">
<sequence label="FoodAndSit" />
</rest>

</character>
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Old 02/08/2014, 04:14   #213
 
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Quote:
Originally Posted by Mannke94 View Post
Well with the new content coming on the 11th of February the game will get more endgame content. I pity those who overleved the new content already xD
hahaha, i saw some people has level ?? on their char bos. i guess they're already pass level 65. even their HP surpass 70k
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Old 02/08/2014, 05:30   #214
 
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Quote:
Originally Posted by adztrisk View Post
guys... can you help me how to setup anchor in asuna bot?

this is the default settings in the xml... and i already changed the anchor=false to true... but my char isn't going back to the place where I left it...

<?xml version="1.0" encoding="utf-8" ?>
<!-- This is a comment and will NOT be processed. This is good for descriptions to describe your data -->
<!--
Describe your character here. Character types are swordsman, mage, thief, archer, acolyte. Don't need
to use 2nd class names. If you are assassin, just use thief. This label detected if you are a
ranged player or not. Non-ranged players will walk up to the monster before attacking. If you are
a ranged type (eg. Archer) but prefer to be close to monster, then just use swordsman or something.

Job is for mining / farming later on when it is implemented.

Anchor = return to area where bot started after killing monster
-->
<character type="gunslinger" job="alchemist" anchor="true" assist="false" party="false" region="na">
<!--
Group of sequences and labels here. Label them carefully as you need to have
correct labels later when applying sequences to situations.

hp = HP percent to perform action. 1.0 = 100%.
mp = MP percent to perform action. 1.0 = 100%
tip: to perform action at anytime use hp="1.0 mp="1.0"

casttime = how long it takes to perform action. usually animation times are 1 second (1000ms)
tip: you can also use this to delay actions

cooldown = cooldowns to prevent action being performed until it is cooled down
tip: you can put this lower than real cooldown to spam it
-->
<sequences>
<!-- sequence to pick up items. defined multiple times to goto body and then pick up -->
<sequence label="Pickup">
<!-- this just goes to body -->
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot4" /> -->
</sequence>

<sequence label="Buffs">
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="15100" key="Slot5" /> -->
</sequence>

<sequence label="Potions">
<!-- use purple potion when hp and mp low -->
<!-- <action hp="0.25" mp="1.0" casttime="100" cooldown="100" key="Slot9" /> -->
</sequence>

<sequence label="StartAttack">
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot3" />
</sequence>

<sequence label="Attack">
<!-- basic attack -->
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot1" />
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot2" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot3" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot4" />
<action hp="1.0" mp="1.0" casttime="250" cooldown="1000" key="Slot5" />
</sequence>

<!-- Food or sit depending on which you have -->
<sequence label="FoodAndSit">
<!-- <action hp="1.0" mp="1.0" casttime="100" cooldown="10000" key="Slot7" /> -->
<!-- <action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="Slot10" /> -->
<action hp="1.0" mp="1.0" casttime="1000" cooldown="1000" key="ToggleSit" />
</sequence>

</sequences>

<!-- this is called before battle -->
<beforebattle>
</beforebattle>

<!--
sequences to perform before looping attack. eg. thief can go invisible and then use skill
as a first attack. this is called before first attack
-->
<firsthit>
<sequence label="StartAttack" />
</firsthit>

<!-- attack loop. this will be performed until monster dead. so using potions before attack is good. -->
<attack>
<sequence label="Attack" />
</attack>

<!--
last hit to perform actions when the target is at a specific hp. eg. hp="0.1" means when
monster is 10% health, perform these actions. useful for acolyte to use hammer to try and kill
monster with it for free holy water.
-->
<lasthit hp="0.1">
</lasthit>

<!-- this is called after the monster is dead. is anchor is true, bot will return to
anchor point after battle is over -->
<afterbattle>
<sequence label="Pickup" />
</afterbattle>

<!-- resting sequence after afterbattle sequence. untilHP = rest until this percentage. untilhp="1.0" means rest until full HP.
if you don't need MP then put a low value for this. eg. untilmp="0.1" -->
<rest resthp="0.50" restmp="0.40" untilhp="1.0" untilmp="1.0">
<sequence label="FoodAndSit" />
</rest>

</character>
The bot doesn't have anchor functionality. It is a stripped down version of the RO2 bot as per comments.
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Old 02/08/2014, 20:07   #215
 
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Quote:
Originally Posted by jelal View Post
hahaha, i saw some people has level ?? on their char bos. i guess they're already pass level 65. even their HP surpass 70k
Yep that is possible.
Once you are lvl 66 or even higher the level gets shown as ??
And I guess it was a bard or guard, since even level 53 bards have 38k HP (at least in my guild)
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Old 02/08/2014, 20:44   #216
 
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Hey. So i started playing this game yesterday and i simply love it! Which class are you and on which server?
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Old 02/08/2014, 21:42   #217
 
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Quote:
Originally Posted by SkibbelsHD View Post
Hey. So i started playing this game yesterday and i simply love it! Which class are you and on which server?
Sorcerer/Bard - Siren server
if you mind buying gold for elitegold, let me know. lol.
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Old 02/09/2014, 13:01   #218
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