Magi
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- Oct 12, 2012
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Yea bout 7 runs now. Seems like its typical for it to be a lot of runs on mp0.
Can you please explain the KeyWarden Health part of the code? Whats it purpose? and how does it work?
Thanks
EDIT... runs right pass the keywarden...
[02:48:46.214 N] [KeyRun] ========== KEYWARDEN WITHIN RANGE ============
[02:48:50.554 N] [KeyRun] WARDEN HP: 1074350
[02:48:50.554 N] [KeyRun] ========== KEYWARDEN OUT OF RANGE ============
[02:50:03.024 N] ========== KEYWARDEN NOT FOUND/TRIGGERED ============
It can run past the warden if he is too far out, but should find him eventually. You may have found a missing spawn point that we don't visit. Did this happen in Oasis? I think there are still a few missing spawn spots there.
As for the health think, in order to determine if the warden is dead, I look to see if his health has reached 0. This is how I determine if he goes out of range or actually died. However, my script can only fire every few 100ms to check for his health. Sometimes, you could kill him before my next script call verified his health has reached 0, so I have to set an "assumed death" HP. This is to make sure I get a proper death reading on the warden. If the warden has only 10,000 HP, he is likely going to die.
So as default, I've set 350,000HP as an assumed death HP for botters doing around +/- 100k DPS. If you are doing much less than that, drop your estimated HP of the warden. If you are doing a lot more DPS than 100k, up the HP.
You'll know if it needs to be increased if you killed the warden, and is says he is out of range. Decrease it if the warden does go out of range but my plugin says you killed him.
I might try putting back the "walk to" warden when he is in range. The problem with this was your character could get stuck. DB looks like they may have improved some of this in A3 stonefort which is where it used to get stuck a lot when I did the walk to.