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View Full Version : Make the bot stop random "browse fields"?



topnotch
04-10-2016, 12:13 AM
Hey,

When i hunt manually, and i run with a lot of monsters arounds me the bot randomly decides to "browse field" anywhere on the screen, not even on a dead body. This have got me traped so many times for no reason, cus the bot decides to just do a turn around and run straight into a group of mobs cus it wants to browse field an empty sqm. Even if im manually controlling.

Why is it doing this? and is there any way to stop it?

topnotch
04-11-2016, 01:19 PM
bumpppp

Sheradial
04-11-2016, 04:30 PM
Are you sure you dont have some lua scriot running?

topnotch
04-12-2016, 02:15 PM
Are you sure you dont have some lua scriot running?


Yes that is correct, im using a lua scrip for looting. But ive heard that its a bot issue and not the lua script issue? maybe ive been missinformed?

maroxy
04-12-2016, 02:49 PM
Yes that is correct, im using a lua scrip for looting. But ive heard that its a bot issue and not the lua script issue? maybe ive been missinformed?

Post the script son, so we can help you.

Fatality
04-12-2016, 05:45 PM
Yes that is correct, im using a lua scrip for looting. But ive heard that its a bot issue and not the lua script issue? maybe ive been missinformed?

If it is in the GUI in game, It is the bot's fault (90% of them time) The rest is the scripters fault.

topnotch
04-12-2016, 07:04 PM
Post the script son, so we can help you.

I am using ShadowArts looting lua script which looks like this.

Like ive said, i thought it was a bot issue. Thats why i made a new thread and not including a script. Since this script is designed to loot dead bodies, not random browse fields with no monster on that sqm? it does it while running, even when theres no bodies on the screen.




-----------------------------------------------
-------------------- CONFIG -------------------
-----------------------------------------------

LootGold = true
LootAboveValue = 1 -- Will loot any item with an NPC price greater or equal to this.
LootAboveValueRatio = 5 -- Will loot any stackable item with a NPC price to weight ratio greater or equal to this.
LootList = -- Will loot all items on this list even if they don't meet any of the above criteria.
{
"Great Spirit Potion",
"Crude Umbral Spellbook",
"Meat"
}

-- You need to open your backpacks on your own. 0 is your main backpack.
BpStacks = 1
BpRares = 2
BpGold = 3 -- Not needed it not looting gold.

-- Increase these if the script misses loot. Decrease them to increase speed.
MinWait = 20
MaxWait = 50

OpenCorpses = false
CloseCorpses = true -- The corpse opener works better if you also let it close corpses.
LootFirst = true -- Only relevant if OpenCorpses is true.

-----------------------------------------------
----------------- DESCRIPTION -----------------
-----------------------------------------------
--[[
This script will open and loot corpses within 1sqm of your character.
It will also loot any corpse that you open manually.
Known issues:
- The script is only able to open very fresh corpses.
- The script will not retry opening a corpse if you walk away
while it is being looted.
- The script cannot open corpses on top of ladders and rope spots.
]]
-----------------------------------------------
-----------------------------------------------
-----------------------------------------------

-- CONVERT CONFIG
local LootAboveValue = LootAboveValue
local LootAboveValueRatio = LootAboveValueRatio
OldLootList = LootList
local LootList = {}
for _, name in ipairs(OldLootList) do
LootList[Item.GetItemIDFromDualInput(name)] = true
end

local BpStacks = BpStacks
local BpRares = BpRares
local BpGold = BpGold

-- POSITION HASHING
local function ToNumber(pos)
return 10000000000*pos.x+100000*pos.y+pos.z
end

local function ToPos(num)
local x = math.floor(num/10000000000)
local y = math.floor(num/100000)%100000
local z = num%100000
return {x=x, y=y, z=z}
end

-- WAITING
local MinWait = MinWait
local MaxWait = MaxWait
local function Wait()
wait(MinWait, MaxWait)
end

-- LOOTER
local Corpses = {}
local Monsters = {}


Module("Find Corpses", function(find)
local UpdatedMonsters = {}
for pos, monster in pairs(Monsters) do
if monster:isAlive() and monster:DistanceFromSelf() < 20 then
UpdatedMonsters[ToNumber(monster:Position())] = monster
elseif Corpses[ToNumber(monster:Position())] then
Corpses[ToNumber(monster:Position())] = Corpses[ToNumber(monster:Position())] + 1
else
Corpses[ToNumber(monster:Position())] = 1
end
end

for _, monster in Creature.iMonsters(7) do
UpdatedMonsters[ToNumber(monster:Position())] = monster
end

Monsters = UpdatedMonsters
end)

local function GetBp(id)
return (id==3031 and BpGold) or (Item.isStackable(id) and BpStacks) or BpRares
end

local function GetSlot(id)
local bp = Container(GetBp(id))
if bp:isOpen() then
-- If bp isn't full, place it in the last slot.
if bp:ItemCount() < bp:ItemCapacity() then return bp:Index(), bp:ItemCapacity()-1, (Item.isStackable(id) and 100) or 1 end
-- If it is full and the item is stackable, try to fit it into an existing slot.
if Item.isStackable(id) then
for Spot = 0, bp:ItemCount() - 1 do
local item = bp:GetItemData(Spot)
if id == item.id and item.count ~= 100 then
return bp:Index(), Spot, (100-item.count)
end
end
end
-- If it's full and we couldn't fit it into an existing slot, try open a new bp.
if Item.isContainer(bp:GetItemData(bp:ItemCount()-1).id) then
local tries = 0
while not bp:UseItem(bp:ItemCount()-1, true) and tries < 10 do
Wait()
tries = tries + 1
end
if tries < 10 then
return GetSlot(id)
end
else
print("Error: "..bp:Name().." is full and has no container in its last slot.")
end
else
print("Error: All backpacks aren't open.")
end
end

local function MoveToSelf(Corpse, Spot)
local item = Corpse:GetItemData(Spot)
if Self.Cap() >= Item.GetWeight(item.id)*item.count then
local index, slot, count = GetSlot(item.id)
if index then
local tries = 0
local LCount = Corpse:ItemCount()
while Corpse:isOpen() and Corpse:ItemCount() == LCount and tries < 10 do
Corpse:MoveItemToContainer(Spot, index, slot, math.min(item.count, count))
Wait()
tries = tries + 1
end
Wait()
if Corpse:isOpen() and Corpse:ItemCount() ~= LCount and count == item.count then
return true
end
if Corpse:isOpen() and count < item.count then
return MoveToSelf(Corpse, Spot)
end
end
else
print("Error: Not enough capacity.")
end
return false
end

local function IsLoot(id)
return ((Item.GetValue(id) >= LootAboveValue) or
(Item.isStackable(id) and (Item.GetValue(id)/Item.GetWeight(id)) > LootAboveValueRatio) or
LootList[id]) and (LootGold or id ~= 3031)
end

local CorpseNames = {"The", "Demonic", "Dead", "Slain", "Dissolved", "Remains", "Elemental", "Split"}
local function IsCorpseByName(name)
for _, CPartName in ipairs(CorpseNames) do
if name:find(CPartName) then
return true
end
end
return false
end

local function GrabItems(Corpse)
local success = true
if (Item.isCorpse(Corpse:ID()) or IsCorpseByName(Corpse:Name())) then
for Spot = Corpse:ItemCount() - 1, 0, -1 do
if IsLoot(Corpse:GetItemData(Spot).id) then
success = success and MoveToSelf(Corpse, Spot)
Wait()
end
end
end
return success
end

local function OpenCorpse(pos, count)
if Item.isCorpse(Map.GetTopUseItem(pos.x, pos.y, pos.z).id) and count == 1 then
local tries = 0
-- We need slightly longer waits when opening corpses, or the script falls apart. However, I'd still like the user to be able to slow down the looter. Thus we use both a static wait and a user configured wait.
while tries < 10 and not (Self.UseItemFromGround(pos.x, pos.y, pos.z) and (wait(40, 50) or Wait() or true) and Item.isCorpse(Container.GetLast():ID())) do
tries = tries + 1
end
Wait()
return tries < 10
else
local Browse = Container.GetByName("Browse Field")
local tries = 0
while (not Browse:isOpen() and tries < 10) do
Self.BrowseField(pos.x, pos.y, pos.z)
Wait()
Browse = Container.GetByName("Browse Field")
tries = tries + 1
end
Wait()
local success = true
for Spot = Browse:ItemCount() - 1, 0, -1 do
if Item.isCorpse(Browse:GetItemData(Spot).id) then
local tries = 0
while tries < 10 and not (Browse:UseItem(Spot) and (wait(40, 50) or Wait() or true) and Item.isCorpse(Container.GetLast():ID())) do
tries = tries + 1
end
Wait()
success = success and tries < 10
count = count - 1
end
if count == 0 then break end
end
return success
end
end

if OpenCorpses then
Module("Open Corpses", function(open)
local UpdatedCorpses = {}
for numPos, count in pairs(Corpses) do
local pos = ToPos(numPos)
if Self.DistanceFromPosition(pos.x, pos.y, pos.z) <= 1 and (LootFirst or Self.TargetID() == 0) then
if not OpenCorpse(pos, count) then
UpdatedCorpses[ToNumber(pos)] = count
else
GrabItems(Container.GetLast())
end
else
UpdatedCorpses[ToNumber(pos)] = count
end
Corpses = UpdatedCorpses
end
end)
end

Module("Loot Corpses", function(loot)
for _, c in Container.iContainers() do
if (Item.isCorpse(c:ID()) or IsCorpseByName(c:Name())) and c:isOpen() then
if GrabItems(c) then
Wait()
if CloseCorpses then c:Close() end
end
end
end
end)