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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 20 Jun 2017, 13:42 
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Joined: 06 Apr 2016, 08:43
Posts: 4
dude can i ask again..
my macro/reactonnpc no action after answer npc bot checker when enter map farming.. still looping after answer always chat agains on npc,but when im answer with command console like "talk text 13asiopsa32qwer" my char can enter the map farming.

this log

Quote:
Talking to NPC at (331, 175) using sequence: c
Penjaga#comodo3: [Penjaga]
[reactOnNPC] NPC message saved (0): "[Penjaga]".
Penjaga#comodo3: untuk memasuki dungeon ini
menuliskan jawaban
[reactOnNPC] NPC message saved (1): "untuk
memasuki dungeon ini menuliskan jawaban".
Penjaga#comodo3: dengan benar
[reactOnNPC] NPC message saved (2): "dengan
benar".
Penjaga#comodo3: Auto-continuing talking
[reactOnNPC] onNPCAction type is: continue.
[reactOnNPC] Conditions for reactOnNPC_0
(npc:continue, rect:text) 'type' not met.
Penjaga#comodo3: [Penjaga]
[reactOnNPC] NPC message saved (0): "[Penjaga]".
Penjaga#comodo3: ketikkan 6gjsb3dsvq10qwdq
[reactOnNPC] NPC message saved (1): "ketikkan
6gjsb3dsvq10qwdq".
Penjaga#comodo3: Jika jawaban yang kamu berikan
salah
[reactOnNPC] NPC message saved (2): "Jika jawaban
yang kamu berikan salah".
Penjaga#comodo3: Kamu akan dipindahkan ke kota
Prontera
[reactOnNPC] NPC message saved (3): "Kamu akan
dipindahkan ke kota Prontera".
Penjaga#comodo3: Auto-continuing talking
[reactOnNPC] onNPCAction type is: continue.
[reactOnNPC] Conditions for reactOnNPC_0
(npc:continue, rect:text) 'type' not met.
Penjaga#comodo3: Type 'talk text' (Respond to
NPC)
[reactOnNPC] onNPCAction type is: text.
[reactOnNPC] Conditions for reactOnNPC_0
(npc:text , rect:text) is met.
[reactOnNPC] Matching [msg (0)] "[Penjaga]" to
"/[Penjaga]/" ... regexp ok.
[reactOnNPC] Matching [msg (1)] "ketikkan
6gjsb3dsvq10qwdq" to "/ketikkan (.*)/" ... regexp
ok.
[reactOnNPC] Matching [msg (2)] "Jika jawaban
yang kamu berikan salah" to "/Jika jawaban yang
kamu berikan salah/" ... regexp ok.
[reactOnNPC] Matching [msg (3)] "Kamu akan
dipindahkan ke kota Prontera" to "/Kamu akan
dipindahkan ke kota Prontera/" ... regexp ok.
[reactOnNPC] React to NPC with delay. Execute
command "talk text 6gjsb3dsvq10qwdq" after 3
seconds.
[reactOnNPC] Reacting to NPC. Executing command
"talk text 6gjsb3dsvq10qwdq".
Penjaga#comodo3: Done talking
[reactOnNPC] onNPCAction type is: close.
[reactOnNPC] Conditions for reactOnNPC_0
(npc:close, rect:text) 'type' not met.
Done talking with Penjaga#comodo3.
Calculating lockMap route to


thanks..


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 04 Aug 2017, 02:58 
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Joined: 11 Jul 2017, 00:49
Posts: 48
Trying to set it up to close the chat window when the NPC pops this up during the knight quest. You're in the room and after you kill the monsters his window just pops up with a close option.

reactOnNPC talk no {
type close
location job_knt
}



First room here you have to click close twice.


[Aug 3 23:32:04 2017.15] Unknown #50016: [Sir Windsor]
[Aug 3 23:32:04 2017.15] Unknown #50016: ...
[Aug 3 23:32:06 2017.59] Unknown #50016: [Sir Windsor]
[Aug 3 23:32:06 2017.59] Unknown #50016: ...On to
[Aug 3 23:32:06 2017.59] Unknown #50016: the next level.

2nd Room same thing twice.


[Aug 3 23:32:42 2017.76] Unknown #50018: [Sir Windsor]
[Aug 3 23:32:42 2017.77] Unknown #50018: ...Hmm.
[Aug 3 23:32:44 2017.87] Unknown #50018: [Sir Windsor]
[Aug 3 23:32:44 2017.87] Unknown #50018: ...One stage left.


3rd room 3 times.


[Aug 3 23:33:09 2017.47] Unknown #50020: [Sir Windsor]
[Aug 3 23:33:09 2017.47] Unknown #50020: ...
[Aug 3 23:33:11 2017.20] Unknown #50020: [Sir Windsor]
[Aug 3 23:33:11 2017.20] Unknown #50020: ...Very good.
[Aug 3 23:33:12 2017.43] Unknown #50020: [Sir Windsor]
[Aug 3 23:33:12 2017.44] Unknown #50020: ...Go talk to
[Aug 3 23:33:12 2017.44] Unknown #50020: Amy Beatrice now.

Problem is this is triggering on all sorts of npcs and is ignoring the location condition. Is there a way to fix this and make sure it actually works properly?


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 04 Aug 2017, 09:27 
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Posts: 218
Code:
reactOnNPC talk no {
    type close
    msg_0 [Sir Windsor]
    inMap job_knt
}


Something like that...

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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 09 Aug 2017, 04:45 
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Joined: 11 Jul 2017, 00:49
Posts: 48
hakore wrote:
Code:
reactOnNPC talk no {
    type close
    msg_0 [Sir Windsor]
    inMap job_knt
}


Something like that...

Unknown #50016: [Sir Windsor]
Unknown #50016: ...
[reactOnNPC] Reacting to NPC. Executing command "talk no".
Done talking with .

The 2nd chat window never pops up so its not working. It's doing the same thing it did for me before. I don't think its properly closing the first one.


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 09 Aug 2017, 05:27 
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Joined: 16 May 2008, 08:28
Posts: 218
It seems you only have to press close on the last conversation. Try this:

Code:
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_2 the next level.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_1 ...One stage left.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_2 Amy Beatrice now.
   inMap job_knt
}

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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 09 Aug 2017, 05:49 
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Joined: 11 Jul 2017, 00:49
Posts: 48
hakore wrote:
It seems you only have to press close on the last conversation. Try this:

Code:
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_2 the next level.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_1 ...One stage left.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_2 Amy Beatrice now.
   inMap job_knt
}

I will try it, the way it works is the first room you kill everything then you click close twice. Same thing in the 2nd room. Then the 3rd room you have to press close 3 times.


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 09 Aug 2017, 06:33 
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Joined: 11 Jul 2017, 00:49
Posts: 48
Yeah still no luck, it says the same thing. If i watch it through xkore its actually not closing the first window even though it says it is.

Not sure if this helps any but i turned on debugging and captured this(this is with me clicking the close buttons myself to make it go through with xkore running). I am gonna attempt a macro to just send the packets if we can't figure this out with the plugin.

Code:
[Aug 9 04:23:46 2017.14] An unexpected npc conversation has started, auto-creating a TalkNPC Task
[Aug 9 04:23:46 2017.67] Task::TalkNPC::new has been called with sequence ''.
[Aug 9 04:23:46 2017.12] Unknown #50020: [Sir Windsor]
[Aug 9 04:23:46 2017.19] Unknown #50020: ...
[Aug 9 04:23:46 2017.26] We received an strange 'npc_talk_done', ignoring it.
[Aug 9 04:23:46 2017.32] [reactOnNPC] Reacting to NPC. Executing command "talk no".
[Aug 9 04:23:46 2017.38] Task::TalkNPC::addSteps has been called with value 'n'.
[Aug 9 04:23:46 2017.43] Talking was initiated by the other side and finished instantly
[Aug 9 04:23:46 2017.99] : Sending talk cancel after NPC has done talking
[Aug 9 04:23:47 2017.51] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:47 2017.50] Task::TalkNPC::conversation_end called at ai npc_talk 'close'.
[Aug 9 04:23:47 2017.56] Done talking with .
[Aug 9 04:23:47 2017.61] : Task::TalkNPC::DESTROY was called
[Aug 9 04:23:47 2017.66] Target died
[Aug 9 04:23:48 2017.14] Picking up: Red Herb (0)
[Aug 9 04:23:48 2017.20] Planning to take Red Herb (0), distance 1
[Aug 9 04:23:48 2017.26] Sent packet    : 0361    [ 5 bytes] 
[Aug 9 04:23:48 2017.33] Sent packet    : 0362    [ 6 bytes] 
[Aug 9 04:23:48 2017.41] Planning to take Red Herb (0), distance 1
[Aug 9 04:23:48 2017.50] Planning to take Red Herb (0), distance 1
[Aug 9 04:23:48 2017.56] Item added to inventory: Red Herb (13) x 1 - Usable Heal
[Aug 9 04:23:48 2017.61] Planning to take Red Herb (0), distance 1
[Aug 9 04:23:48 2017.68] You pick up Red Herb (0)
[Aug 9 04:23:48 2017.74] Item Disappeared: Red Herb (0)
[Aug 9 04:23:49 2017.10] << Sent by RO client:    0146 [ 6 bytes]
[Aug 9 04:23:49 2017.59] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:49 2017.41] An unexpected npc conversation has started, auto-creating a TalkNPC Task
[Aug 9 04:23:49 2017.47] Task::TalkNPC::new has been called with sequence ''.
[Aug 9 04:23:49 2017.54] Unknown #50020: [Sir Windsor]
[Aug 9 04:23:49 2017.62] Unknown #50020: ...Very good.
[Aug 9 04:23:49 2017.67] We received an strange 'npc_talk_done', ignoring it.
[Aug 9 04:23:49 2017.73] [reactOnNPC] Reacting to NPC. Executing command "talk no".
[Aug 9 04:23:49 2017.79] Task::TalkNPC::addSteps has been called with value 'n'.
[Aug 9 04:23:49 2017.84] Talking was initiated by the other side and finished instantly
[Aug 9 04:23:50 2017.40] : Sending talk cancel after NPC has done talking
[Aug 9 04:23:50 2017.47] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:50 2017.54] << Sent by RO client:    0360 [ 6 bytes]
[Aug 9 04:23:50 2017.60] Sent packet    : 0360    [ 6 bytes] 
[Aug 9 04:23:50 2017.67] << Sent by RO client:    0146 [ 6 bytes]
[Aug 9 04:23:50 2017.72] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:50 2017.91] Task::TalkNPC::conversation_end called at ai npc_talk 'close'.
[Aug 9 04:23:50 2017.97] Done talking with .
[Aug 9 04:23:51 2017.27] : Task::TalkNPC::DESTROY was called
[Aug 9 04:23:51 2017.10] An unexpected npc conversation has started, auto-creating a TalkNPC Task
[Aug 9 04:23:51 2017.16] Task::TalkNPC::new has been called with sequence ''.
[Aug 9 04:23:51 2017.22] Unknown #50020: [Sir Windsor]
[Aug 9 04:23:51 2017.27] Unknown #50020: ...Go talk to
[Aug 9 04:23:51 2017.33] Unknown #50020: Amy Beatrice now.
[Aug 9 04:23:51 2017.39] We received an strange 'npc_talk_done', ignoring it.
[Aug 9 04:23:51 2017.46] [reactOnNPC] Reacting to NPC. Executing command "talk no".
[Aug 9 04:23:51 2017.51] Task::TalkNPC::addSteps has been called with value 'n'.
[Aug 9 04:23:51 2017.58] Talking was initiated by the other side and finished instantly
[Aug 9 04:23:52 2017.13] : Sending talk cancel after NPC has done talking
[Aug 9 04:23:52 2017.19] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:52 2017.29] << Sent by RO client:    0146 [ 6 bytes]
[Aug 9 04:23:52 2017.36] Sent packet    : 0146    [ 6 bytes]  [Talk Cancel]
[Aug 9 04:23:52 2017.64] Task::TalkNPC::conversation_end called at ai npc_talk 'close'.
[Aug 9 04:23:52 2017.70] Done talking with .
[Aug 9 04:23:52 2017.75] : Task::TalkNPC::DESTROY was called


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 09 Aug 2017, 20:41 
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Joined: 16 May 2008, 08:28
Posts: 218
Let me get this straight, you are using XKore 1/2/3, running the game client, and on the client you want the pop-up NPC conversation window to close and disappear from the screen automatically?

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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 10 Aug 2017, 01:17 
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Joined: 11 Jul 2017, 00:49
Posts: 48
hakore wrote:
Let me get this straight, you are using XKore 1/2/3, running the game client, and on the client you want the pop-up NPC conversation window to close and disappear from the screen automatically?

No i want to run the bots in xkore 0 and just get through this without me having to manually login and either do the quest myself or load up xkore 1 and sit here to click close 7 times. I loaded it up with xkore so it would do the rest for me and i would just click close a few times. Typically they are ran in xkore 0. I used xkore 1 simply because of the problem and i wanted to capture the packets of it successfully being done.

I noticed the plugin is sending the same packets as the client. Is there some reason it's not triggering properly and causing the NPC to do the 2nd/3rd part of the messages?


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 Post subject: Re: reactOnNPC v.2.0.2 by hakore
PostPosted: 10 Aug 2017, 02:47 
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Posts: 218
Ok, first off, I noticed the code I gave you is wrong, it's missing a line. Try this one:

Code:
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_1 /.*/
   msg_2 the next level.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_1 ...One stage left.
   inMap job_knt
}
reactOnNPC talk no {
   type close
   msg_0 [Sir Windsor]
   msg_1 /.*/
   msg_2 Amy Beatrice now.
   inMap job_knt
}


The missing "msg_1" in the first and third blocks makes the plugin ignore "msg_2" entirely so the block would trigger on any NPC conversation that starts with "[Sir Windsor]", which is not what you want.

Also, please set debugPacket_sent and debugPacket_ro_sent to 2 so we can compare the packets sent by openkore and the client.

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