Hunting Zherlthsh (technology: wrong actor recognition)

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tomcs70
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Hunting Zherlthsh (technology: wrong actor recognition)

#1 Post by tomcs70 »

Ok, my problem is that i'm hunting down Zherlthsh on gl_prison1, but whenever i reach the Zherlthsh NPC the bot keeps trying to atack the NPC. So i think i need a macro to deal with these problem, and i'am asking for tips to How to achieve my goal, how not to attack the Zherlthsh NPC.
Thanks for your help.
Note: i'm currently using 2.0.6.1

ezza
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Re: Hunting Zherlthsh

#2 Post by ezza »

tomcs70 wrote:Ok, my problem is that i'm hunting down Zherlthsh on gl_prison1, but whenever i reach the Zherlthsh NPC the bot keeps trying to atack the NPC. So i think i need a macro to deal with these problem, and i'am asking for tips to How to achieve my goal, how not to attack the Zherlthsh NPC.
Thanks for your help.
Note: i'm currently using 2.0.6.1

Search healring macro... its the same condition.

tomcs70
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Re: Hunting Zherlthsh

#3 Post by tomcs70 »

Thanks for your reply. But maybe i wasnt clear:
i dont want to talk to the npc, and when i did, the bot keeps attacking the npc, and that's what i dont want; so after a while i got these idea:
1.-record the x y points where the bot stands when trying to attack the npc
2.-make a macro to trigger teleport when reach thouse x y points to avoid getting stuck attacking the npc

tomcs70
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Still stuck attacking Zerlohtus npc in gl_prison1

#4 Post by tomcs70 »

i took this macro from some pretty girl, and change it:

automacro notIn {
location gl_prison1 137 137, gl_prison1 137 136, gl_prison1 136 140, gl_prison1 137 139, gl_prison1 138 139
run-once 1
exclusive 1
priority 3
call {
do ss 26 1
release notIn
}
}
but what i got is this message: unable to cast teleport in 3 tries.
Can anybodie tell what's wrong, PLEASE.

Mushroom
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Re: Hunting Zherlthsh

#5 Post by Mushroom »

You can get the Zherlthsh ID and then put in mon_control like this

Code: Select all

xxxxx 2 0 0
Instanted of this
Zherlthsh 2 0 0
Quit.

tomcs70
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Re: Hunting Zherlthsh

#6 Post by tomcs70 »

Good idea Mushroom, but sadly the Zherlthsh NPC and the Zherlthsh monster ID is the same: 1200.
So if i type in mon_control.txt
1200 -1 0 0
it would tell to openkore to ignore the Zherlthsh monster and the NPC as well.

Ok, after loosing interest, drop out of openkore and came back again i look again into this
problem and found a way to solve this :

automacro notIn { #not exactly a good name but you can fix that
console /place. Ohohohohoho/i #Zherlthsh NPC final first dialog.
call yurto #not exactly a good name but you can fix that
run-once 1
}
macro yurto {

do conf attackAuto 0 #Here you disable the attack against all monsters
do move @rand (10, 100) @rand (101, 200) #You move to a random position on the map, like you will on a real case
pause 1 #Here you wait until the bot moves away from the Zherlthsh NPC
do conf attackAuto 2 #Now you enable the attack against all monsters on mon_control.txt
release notIn #You are done.
}

It works all the time for me, but if you can make it better, just drop me a line in here, ok.

Technology
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Re: Hunting Zherlthsh

#7 Post by Technology »

Bug confirmed. We need correct actor recognition.

EDIT:
moved topic to bug reports

i figured,
if the homunculus/mercenary can differentiate between npc/monster,
then so can kore. :lol:

So, lets look in the kRO serverType's history, (Sakexe_2007_11_06a)
bingo, they added a new flag to the actor packets when merc/homun came out.
the 'object_type' parameter.

So, i guess we could also use this 'object_type' param.
Now, which values are possible for this parameter?
maybe it is this list?

Code: Select all

  PC_TYPE =  0x0,
  NPC_TYPE =  0x1,
  ITEM_TYPE =  0x2,
  SKILL_TYPE =  0x3,
  UNKNOWN_TYPE =  0x4,
  NPC_MOB_TYPE =  0x5,
  NPC_EVT_TYPE =  0x6,
  NPC_PET_TYPE =  0x7,
  NPC_HO_TYPE =  0x8,
  NPC_MERSOL_TYPE =  0x9,
  NPC_ELEMENTAL_TYPE =  0xa,
(i am not sure, i'd like to see some official server packets...)

So, POST merc/homun, it wasn't really necessary to differentiate. (it would only confuse the player a bit)
But after merc/homun, i guess it actually became mandatory.

Thats just my theory, prove me wrong. ;)
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...

Mount Doom awaits us, fellowship of OpenKore!

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kLabMouse
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Re: Hunting Zherlthsh

#8 Post by kLabMouse »

Technology wrote: So, i guess we could also use this 'object_type' param.
Now, which values are possible for this parameter?
maybe it is this list?

Code: Select all

  PC_TYPE =  0x0,
  NPC_TYPE =  0x1,
  ITEM_TYPE =  0x2,
  SKILL_TYPE =  0x3,
  UNKNOWN_TYPE =  0x4,
  NPC_MOB_TYPE =  0x5,
  NPC_EVT_TYPE =  0x6,
  NPC_PET_TYPE =  0x7,
  NPC_HO_TYPE =  0x8,
  NPC_MERSOL_TYPE =  0x9,
  NPC_ELEMENTAL_TYPE =  0xa,
(i am not sure, i'd like to see some official server packets...)
Yes. That Table/Enum is Actor Type.

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kLabMouse
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Re: Hunting Zherlthsh (technology: wrong actor recognition)

#9 Post by kLabMouse »

Fixed in 2.0.7 and later.
Closed.

Technology
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Re: Hunting Zherlthsh (technology: wrong actor recognition)

#10 Post by Technology »

actually, this hasn't been fixed and i'm not sure if eA implements it correctly.
One ST0 to rule them all? One PE viewer to find them!
One ST_kRO to bring them all and in the darkness bind them...

Mount Doom awaits us, fellowship of OpenKore!

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