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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 20 Mar 2009, 15:23 
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Been there done that!
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Joined: 25 Oct 2008, 08:14
Posts: 144
Location: Spain, Madrid
I don't doubt of your words, just wanted to know surely. I was on pay_fild01 (the map below Payon), and I understand that it hit walls because there are very stretch areas and is not an open field, but the problem is that the flying kick didn't work either.

Now I'm in Lightalzen killing Metalings, and honestly I didn't try them without the macros, but I still think the same: doesn't matter how much you low the "waitBeforeUse", it takes like 5 or 6 tries to use it correctly.

If we accept the fact that it works for you but doesn't work for me, and we also accept the fact that the blocks I'm using are correct, then, what can be the problem? timeouts, server lag? I don't know how can be the server lag when a macro can do it correctly. I'm 100% sure that the problem is in the activation time, it doesn't stop in time to get Spourt, it doesn't use Flying kick in time after a Tumbling. The "moment" passes and even when it surely activates, it has no effect. I say this because when it has space it ALWAYS stops after doing Sprint (so the block works indeed), but, as I said, it hardly does in time.

So, any idea? I really feel irritated needing to use an "useless" macro when you say the block works fine. :/

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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 21 Mar 2009, 05:16 
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Perl Monk
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Joined: 04 Apr 2008, 17:26
Posts: 811
Part of it is OpenKore's gag-worthy implementation of skills.

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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 29 Mar 2009, 19:32 
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Joined: 25 Oct 2008, 08:14
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EDIT: I've changed a little the macro and the doCommand to make it work easier.

Remember, with these doCommand block & macro, you can make the bot to check if it has a clear path to do the running skill for Spurt and not to hit something in the way.

Code:
doCommand macro Spurt {
   disabled 0
   sp > 10
   inLockOnly 1
   notWhileSitting 1
   notInTown 1
   notOnAction attack
   whenStatusInactive Spurt
   timeout 5
}

run_path 12
timeout # -> You need to set this high enough to let the bot enough time to walk and change position for checking again. It works perfect for me with 5 seconds.

run_path # -> This is a custom line, so don't ask if it really "exists" because it doesn't. This is only for the macro to know how many squares it needs to check before starting to run. For me, 11 squares are ok, but it depends on the lag in your server so I prefer to add an extra square. If you're lagless maybe it works with less squares.

Code:
   macro Spurt {
   do eval message T("Evaluating free path for Run\n")
      [
      $i = 0
      $x = @arg ("$.pos", 1)
      $y = @arg ("$.pos", 2)
   do eval $::Macro::Data::varStack{look} = $::char->{look}{body} - 1;
      ]
   :direction
      if ($look = 6) goto northeast
      if ($look = 5) goto east
      if ($look = 4) goto southeast
      if ($look = 3) goto south
      if ($look = 2) goto southwest
      if ($look = 1) goto west
      if ($look = 0) goto northwest
      [
      $nx = $x
      $ny = @eval ($y + $i)
      ]
      goto check
   :northwest
      [
      $nx = @eval ($x - $i)
      $ny = @eval ($y + $i)
      ]
      goto check
   :west
      [
      $nx = @eval ($x - $i)
      $ny = $y
      ]
      goto check
   :southwest
      [
      $nx = @eval ($x - $i)
      $ny = @eval ($y - $i)
      ]
      goto check
   :south
      [
      $nx = $x
      $ny = @eval ($y - $i)
      ]
      goto check
   :southeast
      [
      $nx = @eval ($x + $i)
      $ny = @eval ($y - $i)
      ]
      goto check
   :east
      [
      $nx = @eval ($x + $i)
      $ny = $y
      ]
      goto check
   :northeast
      [
      $nx = @eval ($x + $i)
      $ny = @eval ($y + $i)
      ]
   :check
      [
   do eval $::Macro::Data::varStack{walk} = $::field->isWalkable($nx, $ny) ? 1 : 0
   do eval $::Macro::Data::varStack{char} = 0;foreach (@{$::playersList->getItems()}) { next if (($_->{pos_to}{x} != $nx) || ($_->{pos_to}{y} != $ny));$::Macro::Data::varStack{char} = 1; last;}
   do eval $::Macro::Data::varStack{mon} = 0;foreach (@{$::monstersList->getItems()}) { next if (($_->{pos_to}{x} != $nx) || ($_->{pos_to}{y} != $ny));$::Macro::Data::varStack{mon} = 1; last;}
      ]
      if (($walk == 0 || $char == 1) || ($mon == 1 || @npc ($nx $ny) > -1)) goto noskill
      if ($i == @config (run_path)) goto skill
      $i++
      goto direction
   :noskill
   do eval message T("No aviable path for Run\n")
      stop
   :skill
      do ss 411
      do ss 411
   }


This is the checking macro. You don't need to change or tweak anything, just keep the same name in the doCommand and the macro so it can be called correctly. The only problem is that if something triggers another macro, it will fail, but I don't know how to make it "exclusive 1" in macro, it only works for automacros. I could do all as an automacro but I think it's simpler to do with the doCommand, at least to change variables and all the stuff.

When I use this, it sometimes fails to work (but not too often) and I guess it's because it still walks a little or something gets in the way, and it takes too much time to execute. Anyways, if someone has a better way to do, feedback is highly appreciated. I hope this is useful for somebody.

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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 07 Apr 2009, 10:35 
Offline
Noob
Noob

Joined: 29 Nov 2008, 08:03
Posts: 2
i am having problems with the auto skill usage i am not to sure why it isnt working this is what i got

useSelf_skill Sun Comfort {
lvl 4
sp > 10
whenStatusInactive Comfort of Sun
inLockOnly 1
notWhileSitting 1
notInTown 1
}

useSelf_skill Moon Comfort {
lvl 4
sp > 10
whenStatusInactive Comfort of Moon
inLockOnly 1
notWhileSitting 1
notInTown 1
}

useSelf_skill Star Comfort {
lvl 4
sp > 10
whenStatusInactive Comfort of Star
inLockOnly 1
notWhileSitting 1
notInTown 1
}

#Lv. 1: Seismic Weapon (Earth)
#Lv. 2: Lightning Loader (Wind)
#Lv. 3: Frost Weapon (Water)
#Lv. 4: Flame Weapon (Fire)
#Lv. 5: Ghost Weapon (Ghost)
#Lv. 6: Dark Weapon (Shadow)
#Lv. 7: Aspersio (Holy)
useSelf_skill Seven Wind {
lvl 7
sp > 50
onAction attack
whenStatusInactive Aspersio
inLockOnly 1
notWhileSitting 1
notInTown 1
}

but my bot is not using them how come please anyone who can help

Thank you


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 28 Jun 2009, 07:23 
Offline
Noob
Noob

Joined: 04 Apr 2008, 10:29
Posts: 9
Location: Bkk Thailand
Code:
nfiguring Taekwon/Star Gladiator
by dgzo » 20 Jun 2008, 03:37


TURN ON YOUR READY SKILLS BEFORE YOU START YOUR BOT.
Since it stays after death and even AFTER RELOG. You dont need attackSkillSlots.

My config is as below ( Credit to Sli )


attackComboSlot Storm Kick {
lvl 7
sp > 2
dist
afterSkill Ready Storm
isSelfSkill 0
waitBeforeUse 0.1
notWhileSitting 1
}

When Ready Storm Triggers, It uses Storm Kick.


attackComboSlot Turn Kick {
lvl 6
sp > 4
dist
afterSkill Storm Kick
isSelfSkill 0
waitBeforeUse 0.5
notWhileSitting 1
disabled 0
}

When Kore detects Storm Kick being used, After Storm Kick it will use Turn Kick.


To somone still experiment to config sequence kick of Ranked Taekwon, You may consider my config. I try this on my local official server with some modification from dgzo's guide

Code:
attackComboSlot Storm Kick {
   lvl 7
   sp > 2
   afterSkill Ready Storm
   waitBeforeUse 0.6
   dist
   isSelfSkill 0
   target_deltaHp
   disabled 0
}

attackComboSlot Turn Kick {
   lvl 7
   sp > 2
   afterSkill Storm Kick
   waitBeforeUse 1.3
   dist
   isSelfSkill 0
   target_deltaHp
   disabled 0
}

attackComboSlot Storm Kick {
   lvl 7
   sp > 2
   afterSkill Turn Kick
   waitBeforeUse 1.3
   dist
   isSelfSkill 0
   target_deltaHp
   disabled 0
}


It always work quite pretty but sometime skill not used due to internet communication. I notice that the 2nd kick should waited untill 1st kick delay time gone, then wait sometime before so I figure waitBeforeUse 1.3 and it works.


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 09 Jul 2009, 21:42 
Offline
Noob
Noob

Joined: 06 Jul 2009, 10:38
Posts: 18
My SVN will work sometimes with the Counter kick and sometimes it won't work 4 times in a row.

attackComboSlot Counter {
lvl 7
sp > 2
afterSkill Ready Counter
isSelfSkill 0
notWhileSitting 1
monsters coco, creamy, caramel, horn
}

What is the problem here? :evil: Why does it only work sometimes?

:evil: :evil: :evil: :evil: :evil:


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 30 Jul 2009, 14:58 
Offline
Noob
Noob

Joined: 29 Jul 2009, 08:39
Posts: 3
Darki wrote:
EDIT: I've changed a little the macro and the doCommand to make it work easier.

Remember, with these doCommand block & macro, you can make the bot to check if it has a clear path to do the running skill for Spurt and not to hit something in the way.

Code:
doCommand macro Spurt {
   disabled 0
   sp > 10
   inLockOnly 1
   notWhileSitting 1
   notInTown 1
   notOnAction attack
   whenStatusInactive Spurt
   timeout 5
}

run_path 12
timeout # -> You need to set this high enough to let the bot enough time to walk and change position for checking again. It works perfect for me with 5 seconds.

run_path # -> This is a custom line, so don't ask if it really "exists" because it doesn't. This is only for the macro to know how many squares it needs to check before starting to run. For me, 11 squares are ok, but it depends on the lag in your server so I prefer to add an extra square. If you're lagless maybe it works with less squares.

Code:
   macro Spurt {
   do eval message T("Evaluating free path for Run\n")
      [
      $i = 0
      $x = @arg ("$.pos", 1)
      $y = @arg ("$.pos", 2)
   do eval $::Macro::Data::varStack{look} = $::char->{look}{body} - 1;
      ]
   :direction
      if ($look = 6) goto northeast
      if ($look = 5) goto east
      if ($look = 4) goto southeast
      if ($look = 3) goto south
      if ($look = 2) goto southwest
      if ($look = 1) goto west
      if ($look = 0) goto northwest
      [
      $nx = $x
      $ny = @eval ($y + $i)
      ]
      goto check
   :northwest
      [
      $nx = @eval ($x - $i)
      $ny = @eval ($y + $i)
      ]
      goto check
   :west
      [
      $nx = @eval ($x - $i)
      $ny = $y
      ]
      goto check
   :southwest
      [
      $nx = @eval ($x - $i)
      $ny = @eval ($y - $i)
      ]
      goto check
   :south
      [
      $nx = $x
      $ny = @eval ($y - $i)
      ]
      goto check
   :southeast
      [
      $nx = @eval ($x + $i)
      $ny = @eval ($y - $i)
      ]
      goto check
   :east
      [
      $nx = @eval ($x + $i)
      $ny = $y
      ]
      goto check
   :northeast
      [
      $nx = @eval ($x + $i)
      $ny = @eval ($y + $i)
      ]
   :check
      [
   do eval $::Macro::Data::varStack{walk} = $::field->isWalkable($nx, $ny) ? 1 : 0
   do eval $::Macro::Data::varStack{char} = 0;foreach (@{$::playersList->getItems()}) { next if (($_->{pos_to}{x} != $nx) || ($_->{pos_to}{y} != $ny));$::Macro::Data::varStack{char} = 1; last;}
   do eval $::Macro::Data::varStack{mon} = 0;foreach (@{$::monstersList->getItems()}) { next if (($_->{pos_to}{x} != $nx) || ($_->{pos_to}{y} != $ny));$::Macro::Data::varStack{mon} = 1; last;}
      ]
      if (($walk == 0 || $char == 1) || ($mon == 1 || @npc ($nx $ny) > -1)) goto noskill
      if ($i == @config (run_path)) goto skill
      $i++
      goto direction
   :noskill
   do eval message T("No aviable path for Run\n")
      stop
   :skill
      do ss 411
      do ss 411
   }


This is the checking macro. You don't need to change or tweak anything, just keep the same name in the doCommand and the macro so it can be called correctly. The only problem is that if something triggers another macro, it will fail, but I don't know how to make it "exclusive 1" in macro, it only works for automacros. I could do all as an automacro but I think it's simpler to do with the doCommand, at least to change variables and all the stuff.

When I use this, it sometimes fails to work (but not too often) and I guess it's because it still walks a little or something gets in the way, and it takes too much time to execute. Anyways, if someone has a better way to do, feedback is highly appreciated. I hope this is useful for somebody.


I was having the same problem, and this worked like a charm

thanks dude :-)


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 31 Jul 2009, 00:04 
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Noob
Noob

Joined: 30 Jul 2009, 04:26
Posts: 3
how can i autorespawn my bot cuz it only stock when it die???
-tnx


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 30 Oct 2009, 14:32 
Offline
Noob
Noob

Joined: 27 Oct 2009, 04:37
Posts: 2
can we config the 2 taekwon to sit beside each other..

to have the fast HP and SP recovery skills?


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 Post subject: Re: Configuring Taekwon/Star Gladiator
PostPosted: 30 Oct 2009, 14:45 
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Noob
Noob
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Joined: 27 Oct 2009, 01:09
Posts: 15
kokben wrote:
can we config the 2 taekwon to sit beside each other..

to have the fast HP and SP recovery skills?


set your TK slave to followsit should work nicely i guess

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