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MuleFactory


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Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 232 posts ]  Go to page Previous  1 ... 11, 12, 13, 14, 15, 16  Next
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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Sat Jun 09, 2012 8:23 am 
 
User
User

Joined: Sat Jun 09, 2012 2:40 am
Its because Warden is active tonight. Has nothing to do with RC4. D3A will shut itself down if Warden is active (blizzard's antibotter).

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Sat Jun 09, 2012 11:46 am 
 
User
User

Joined: Sat Jun 09, 2012 6:32 am
Any idea when it will become inactive again? :)

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Sun Jun 10, 2012 6:59 pm 
 
User
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Joined: Tue Jun 05, 2012 2:29 pm
as soon as I prescribe .load qb - does abort from a game - that to do ??

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Sun Jun 10, 2012 7:01 pm 
 
User
User

Joined: Fri May 11, 2007 11:07 pm
^You cant do anything warden is up

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Sun Jun 10, 2012 10:47 pm 
 
User
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Joined: Sat Jun 09, 2012 6:32 am
^You cant do anything warden is up


How does this Warden work exactly? Are there certain time periods that the warden is active / inactive? I'm eager to return to my botting.

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Mon Jun 11, 2012 5:00 am 
 
User
User

Joined: Mon Jun 11, 2012 4:58 am
Is warden active because i start 'running' and after i login it closes and loops.

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Mon Jun 11, 2012 5:48 am 
 
User
User

Joined: Fri Feb 26, 2010 4:59 pm
Read the forum please!

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 12:36 am 
 
User
User

Joined: Tue Apr 13, 2010 9:11 pm
i just added that line to the base wizzard script, i tested this and works fine. here it is full
to add/use more skill i dont know that, i just work with it sinds an hour or so :p

using D3;
using QB.Base;

namespace QB.Class
{
    internal class Wizard
    {
        // SNOPowerId: http://d3advanced.com/help/html/627ef1e4-847c-4136-0bb9-0d650c10614c.htm
        public static void Attack(string name)
        {
            Unit unit = UnitCollection.Find(name);

            if (unit != default(Unit))
            {
                // skill you wanna use
                Me.UsePower(SNOPowerId.Wizard_RayOfFrost, unit);
            }
        }

        public static void ResetBuffs()
        {
            // list of buffs (wichever is in youre bar)
             Me.UsePower(SNOPowerId.Wizard_EnergyArmor);
             Me.UsePower(SNOPowerId.Wizard_Familiar);
             Me.UsePower(SNOPowerId.Wizard_MagicWeapon); // added just this line of code ;)
        }
    }
}



I'm using the same script, but my WZ don't use any buff (I have the 3 of them on my bar) + it's stupid because she goes in front of the enemy THEN uses Ray of frost. Just a question like this : after modifying the coding, we click save all then we click build QB right? Anything I missed cause at least my WZ should be able to buff herself, it's kinda strange...

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 1:07 am 
 
User
User

Joined: Mon Jun 11, 2012 4:58 am
Warden been up for awhile :(

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 1:23 am 
 
User
User
User avatar

Joined: Sat Apr 07, 2007 10:45 am
Location: Minnesota, USA
Anybody have a DH running decently, I'm a little confused how to lay it out in the config, if someone has a decent DH example I can see just to help understand it a bit I'd appreciate it.

_________________
Rep: +13

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 1:44 am 
 
User
User

Joined: Sat Jun 09, 2012 2:40 am
K, I see .cs for wiz, WD, Monk, DH. Been looking for a barb one, and we should have all the classes on the thread. Anyone? Anyone? TYIA

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 2:18 am 
 
User
User

Joined: Sun Jun 03, 2012 12:55 pm
Awesome bot. Works great!

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 2:21 am 
 
User
User

Joined: Sat Jun 09, 2012 7:13 pm
SetQuest doesn't seem to be working..

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 2:29 am 
 
User
User

Joined: Sat Jun 09, 2012 7:13 pm
Here's my roads to alcarnus quest script... This is UNTESTED.

For some reason I can't get SetQuest to work on the correct step of the quest. It just says Error ####### in diablo.

using System;
using System.Collections.Generic;
using System.Linq;
using D3;
using QB.Base;

namespace QB.Quests
{
    internal class Road2Alcarnus
    {
        private static int _difficulty;
        private static int _frameCount;
        private static int _step;
        private static readonly List<Action> _actionList = new List<Action>();

        // Displays difficulty and quest, initializes creation of action list, starts on tick events
        public static void Load(int i = 0)
        {
            _difficulty = i;
            if (_difficulty == 3)
                Game.Print("Inferno ROADS TO ALCARNUS loaded");
            else if (_difficulty == 2)
                Game.Print("Hell ROADS TO ALCARNUS loaded");
            else if (_difficulty == 1)
                Game.Print("Nightmare ROADS TO ALCARNUS loaded");
            else
            {
                Game.Print("Normal ROADS TO ALCARNUS loaded");
                _difficulty = 0;
            }
            CreateActionList();
            Game.OnTickEvent += Game_OnTickEvent;
        }

        private static void CreateActionList()
        {
            // If in game, leave game
            _actionList.Add(() =>
                                {
                                    if (Game.Ingame)
                                        MouseInterface.Click(UiElementHash.LeaveGame);
                                    else
                                    {
                                        Combat.ResetBuffs();
                                        _step++;
                                    }
                                });
            // If out of game, continue
            _actionList.Add(() =>
                                {
                                    if (!Game.Ingame)
                                        _step++;
                                });
            // Sets difficulty, SNOQuestId, and step http://d3advanced.com/wiki/index.php?title=Quests

            //wont work!
            _actionList.Add(() =>
                                {
                                    Game.SetQuest(_difficulty, SNOQuestId.KhamsinGate,1);
                                       
                                    _step++;
                                });

       
            // Starts Game
            _actionList.Add(() =>
                                {
                                    MouseInterface.Click(UiElementHash.StartResumeGame);
                                    _step++;
                                });
            // If in game, continue
            _actionList.Add(() =>
                                {
                                    if (Game.Ingame)
                                        _step++;
                                });
            // Move to  Waypoint
            _actionList.Add(() =>
                                {
                                    Navigation.MoveTo("Waypoint");
                                    if (Navigation.GetDistance("Waypoint") > 2)
                                        _step++;
                                });
            // Take the correct waypoint.
            _actionList.Add(() =>
                                {

                                     try {
                                        UIElement element = UIElement.Get ().Where (u => u.Name.Contains ("stackpanel.entry 2.wrapper.button")).FirstOrDefault ();     
                                       //Trying 2.
                                        Game.Print ("'" + element.Name + "'");
                                       
                                        if (element != default(UIElement))
                                                element.Click ();
                                       
                                } catch (Exception e)
                                {
                                        Game.Print (e.Message);
                                }
                                   
                                    _step++;

                                });
            // Move to waypoint.
            _actionList.Add(() =>
                                {
                                    if (Navigation.GetDistance(1354.539f, 278.476f) > 10f)
                                        Navigation.MoveTo(1354.539f, 278.476f);
                                    else
                                        _step++;
                                });
                        // Move to waypoint.
            _actionList.Add(() =>
                                {
                                    if (Navigation.GetDistance(1311.929f, 282.5014f) > 10f)
                                        Navigation.MoveTo(1311.929f, 282.5014f);
                                    else
                                        _step++;
                                });
                                    // Move to waypoint.
            _actionList.Add(() =>
                                {
                                    if (Navigation.GetDistance(1301.325f, 339.3374f) > 10f)
                                        Navigation.MoveTo(1301.325f, 339.3374f);
                                    else
                                        _step++;
                                });
                        // Move to waypoint.
            _actionList.Add(() =>
                                {
                                    if (Navigation.GetDistance(1327.392f, 407.039f ) > 10f)
                                        Navigation.MoveTo(1327.392f, 407.039f);
                                    else
                                        _step++;
                                });
            // Move to Lieutenant Vachem
            _actionList.Add(() =>
                                {
                                    if (Navigation.GetDistance("Lieutenant Vachem") > 5f)
                                        Navigation.MoveTo("Lieutenant Vachem");
                                    else
                                        _step++;
                                });
            // If there is no conversation dialog, interact with Lieutenant Vachem
            _actionList.Add(() =>
            {
                if (!MouseInterface.Visible(UiElementHash.CloseConversation))
                    UnitCollection.Interact("Lieutenant Vachem");
                else
                    _step++;
            });
            // Close conversation dialog
            _actionList.Add(() =>
            {
                if (MouseInterface.Visible(UiElementHash.CloseConversation))
                    MouseInterface.Click(UiElementHash.CloseConversation);
                else
                    _step++;
            });
            // Move to Command Post
            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(1293.944f, 421.0988f) > 5f)
                    Navigation.MoveTo(1293.944f, 421.0988f);
                else
                    _step++;
            });
            // If Cellar of the Damned Exists, interact with it
            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Command Post"))
                {
                    UnitCollection.Interact("Command Post");
                }
                else
                    _step++;
            });
            //Move forward so magda talks.
            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(159.1746f, 159.7909f) > 5f)
                    Navigation.MoveTo(159.1746f, 159.7909f);
                else
                    _step++;
            });
            // Kill the mobs!
            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Copperfang Lurker"))
                    Combat.Attack("Copperfang Lurker");
                else
                    _step++;
            });

            //Move to the cage...
            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(159.1746f, 173.6681f) > 5f)
                    Navigation.MoveTo(159.1746f, 173.6681f);
                else
                    _step++;
            });

            //Open the cage
            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Locked Cage"))
                {
                    UnitCollection.Interact("Locked Cage");
                }
                else
                    _step++;
            });

            //Leave the command post back to the kasim outpost.
            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(158.4999f, 97.7180f) > 5f)
                    Navigation.MoveTo(158.4999f, 97.7180f);
                else
                    _step++;
            });

            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Khasim Outpost"))
                {
                    UnitCollection.Interact("Khasim Outpost");
                }
                else
                    _step++;
            });

            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Copperfang Lurker"))
                    Combat.Attack("Copperfang Lurker");
                else
                    _step++;
            });

            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(1342.75f, 423.9367f) > 5f)
                    Navigation.MoveTo(1342.75f, 423.9367f);
                else
                    _step++;
            });

            _actionList.Add(() =>
            {
                if (UnitCollection.Exists("Copperfang Lurker"))
                    Combat.Attack("Copperfang Lurker");
                else
                    _step++;
            });


            _actionList.Add(() =>
            {
                if (Navigation.GetDistance(1296.438f, 306.9593f) > 5f)
                    Navigation.MoveTo(1296.438f, 306.9593f);
                else
                    _step++;
            });
   



        }

        private static void Game_OnTickEvent(EventArgs e)
        {
            if (++_frameCount%20 != 0)
                return;
#if DEBUG
            Game.Print("_step = " + _step);
#endif
            // Check if dead
            if (Game.Ingame && Me.Life <= 0f && Me.Mode == UnitMode.Dead)
            {
                MouseInterface.Click(UiElementHash.Revive);
                _step = 19;
            }
            // Invoke action
            if (_actionList.Any())
                _actionList[_step].Invoke();
        }
    }
}

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 Post subject: Re: [Source] 6/4/2012 QuestBot v1.0.2
PostPosted: Tue Jun 12, 2012 2:35 am 
 
User
User

Joined: Tue Apr 13, 2010 9:11 pm
i just added that line to the base wizzard script, i tested this and works fine. here it is full
to add/use more skill i dont know that, i just work with it sinds an hour or so :p

using D3;
using QB.Base;

namespace QB.Class
{
    internal class Wizard
    {
        // SNOPowerId: http://d3advanced.com/help/html/627ef1e4-847c-4136-0bb9-0d650c10614c.htm
        public static void Attack(string name)
        {
            Unit unit = UnitCollection.Find(name);

            if (unit != default(Unit))
            {
                // skill you wanna use
                Me.UsePower(SNOPowerId.Wizard_RayOfFrost, unit);
            }
        }

        public static void ResetBuffs()
        {
            // list of buffs (wichever is in youre bar)
             Me.UsePower(SNOPowerId.Wizard_EnergyArmor);
             Me.UsePower(SNOPowerId.Wizard_Familiar);
             Me.UsePower(SNOPowerId.Wizard_MagicWeapon); // added just this line of code ;)
        }
    }
}



I'm using the same script, but my WZ don't use any buff (I have the 3 of them on my bar) + it's stupid because she goes in front of the enemy THEN uses Ray of frost. Just a question like this : after modifying the coding, we click save all then we click build QB right? Anything I missed cause at least my WZ should be able to buff herself, it's kinda strange...


I just found out what was the problem, it was my bad. This bot works great thank you. A suggestion : Would be nice to implement a ''push space bar'' twice after killing all the zombies just before killing Mira so we could skip the quest dialog of the blacksmith and her wife (save us few sec each run).

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