Hunting Zherlthsh (technology: wrong actor recognition)
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Hunting Zherlthsh (technology: wrong actor recognition)
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
Thanks for your help.
Note: i'm currently using 2.0.6.1
Re: Hunting Zherlthsh
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.
Re: Hunting Zherlthsh
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
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
Still stuck attacking Zerlohtus npc in gl_prison1
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.
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.
Re: Hunting Zherlthsh
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.
Re: Hunting Zherlthsh
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.
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.
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- Super Moderators
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Re: Hunting Zherlthsh
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.
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? (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.
EDIT:
moved topic to bug reports
i figured,
if the homunculus/mercenary can differentiate between npc/monster,
then so can kore.
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,
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!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!
Re: Hunting Zherlthsh
Yes. That Table/Enum is Actor Type.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?(i am not sure, i'd like to see some official server packets...)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,
Re: Hunting Zherlthsh (technology: wrong actor recognition)
Fixed in 2.0.7 and later.
Closed.
Closed.
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Re: Hunting Zherlthsh (technology: wrong actor recognition)
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!
One ST_kRO to bring them all and in the darkness bind them...
Mount Doom awaits us, fellowship of OpenKore!