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Contracts

Alright, to anyone following this thread with ideas.

So far I'm able to get myself moved over to the next zone, and kill the mobs that are needed for the particular contract, and of course get back to the creature that should provide transport back to Thayd. I'm having trouble though getting back to Thayd. When I interact with the NPC, I get the same type of menu as I do for the teleporters in Thayd, with the Yes or No options and I pass:
Code:
<CSIAction YesNoOrder="Y" DelayInputMs="500" />
in the profile. However, all that happens is a loop:

Code:
Interacting with creature.
Moving towards interact creature.
Interacting with creature.
Moving towards interact creature.
Interacting with creature.
Moving towards interact creature.
Interacting with creature.
Moving towards interact creature.
Interacting with creature.

This happens indefinitely, I don't see another input, but it seems like NPCs are different from Ships and require a different input. If anyone knows of another interaction method for these menus, I'd appreciate it.

Second is the LUA for turn in of the contracts. I have no idea what lua behavior should be used for turn in, I did a dump and don't see the behaviors, Accept for that matter like what DD has put in to the QuestHelper.

Once these two items are under wraps should be able to get first blush of this profile knocked out in a day or two.

Thanks in advance for any assistance.
 
Ensure your InteractTag is RunOnce="true"? Otherwise, I am not sure what could be wrong. Haven't been able to recreate your issues. =P

Oh, it's "InputDelayMs", never trust my code! Hahaha. :D
 
Found typo, been working on PC too long today, was trying to RuneOne for my return trip instead of RunOnce.

Now to solve the turn in part and get this going.
 
Found typo, been working on PC too long today, was trying to RuneOne for my return trip instead of RunOnce.

Now to solve the turn in part and get this going.

Added Buddy.Contracts.Complete()

It will run through and hand in all contracts in one go, no need for parameters or thinking!
 
Added Buddy.Contracts.Complete()

It will run through and hand in all contracts in one go, no need for parameters or thinking!


I wish I could give you more reputation, but I need to rep someone else first, you sir are amazing.

Looking forward to trying to piece it all together once bot gets updated for today's patch.
 
DD I'm curious how your Complete is inteded to be used. I provide no arguments and call it in the same way as the Accept method and receive errors.

First how I'm calling it:

Code:
	<Interact CreatureName="Protostar Contract Dispenser" CreatureId="69721" X="4051.677" Y="-796.9938" Z="-2394.372" MapId="51" RunOnce="true" />

<If Condition="Buddy.Contracts.IsAtContractBoard" >

   <If Condition="Buddy.Contracts.Complete()" />

</If>

Second, the error that I receive:

Code:
Exception during execution of profile tag <While Condition="1 == 1" /> (Line #7)Buddy.Wildstar.Game.LuaException: [string "?"]:7: function arguments expected near ')'
   at Buddy.Wildstar.Game.GameLua.GetReturnValues(String lua)
   at Buddy.Contracts.Complete() in f:\gamestuff\wbbeta\Plugins\QuestHelper\Contracts.cs:line 55
   at Microsoft.Scripting.Interpreter.ActionCallInstruction.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.Interpreter.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.LightLambda.Run3[T0,T1,T2,TRet](T0 arg0, T1 arg1, T2 arg2)
   at Microsoft.Scripting.Interpreter.DynamicInstruction`3.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.Interpreter.Run(InterpretedFrame frame)
   at Microsoft.Scripting.Interpreter.LightLambda.Run1[T0,TRet](T0 arg0)
   at _Scripting_(Object[] )
   at Buddy.Wildstar.Engine.Profiles.IfTag.<ProfileTagLogic>d__15.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Buddy.Wildstar.Engine.Profiles.IfTag.<ProfileTagLogic>d__15.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Buddy.Wildstar.Engine.Profiles.WhileTag.<ProfileTagLogic>d__21.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Buddy.ProfileBot.ProfileBot.<CoroutineImplementation>d__17.MoveNext()

Looking at it and trying to sort it out, but I'm not coming up with any ideas, not really a programmer ;) just do some scripting for work occasionally.
 
Already is. :o


Cool, well now there is no exception being thrown, which seems cool, but there's also nothing else occurring.

Pasted log at pastebin, but I don't see anything in it that would be helpful.

http://pastebin.com/6FZV6pp6

And then the tag, just for you to look at again in case I'm doing it wrong:

Code:
<Profile Name="testing" Author="themarketguy">

	<Interact CreatureName="Protostar Contract Dispenser" CreatureId="69721" X="4051.677" Y="-796.9938" Z="-2394.372" MapId="51" RunOnce="true" />
	
<If Condition="Buddy.Contracts.IsAtContractBoard" >

   <If Condition="Buddy.Contracts.Complete()" />

</If>

</Profile>
 
Has anyone made a contract profile that they got to work?

Yes. With that said, what I'm working on still has some hiccups and frankly will be a while until it's ready to be given out to the public. Considering the number of servers, with static hotspots and what not I don't think it's appropriate to post until I'm able to implement some randomness into it. Don't need trains of bots running around. Very doable though given the work that DD put into the behaviors.

I will be continuing to refine my piece of work here and once it's working flawlessly I'll look into a way to randomize it - once complete I'll try to provide a public profile.

If you are working on something and are having issues, post them and I'm sure someone will try to help.
 
Now that the tag changes are out, I'll actually put some effort into this and make them all nice and tidy, as well. :)
 
Im still having trouble after I change worlds and when I use the creatureexists function it breaks my profile. Anyone know how I can solve the inbetween worlds problem?
 
I don't use that, I simply move into position and start grinding instead of checking if creatureexists, so I'm not sure what to recommend for that.
 
ok. If I can figure out how to keep the profile going after switching worlds or have it successfully switch profiles. I can put it all together but for now thats the part im stuck on.
 
So I can get individual profiles to work from accepting a contract and doing that certain contract, but when I try to put them all together into one profile or compile them through a compiler profile it kills my Wildbuddy. Could I get somebody to look over my code to help me see where I'm going wrong, and help me understand how to loop it after?
 
So I can get individual profiles to work from accepting a contract and doing that certain contract, but when I try to put them all together into one profile or compile them through a compiler profile it kills my Wildbuddy. Could I get somebody to look over my code to help me see where I'm going wrong, and help me understand how to loop it after?

PM it! I love free profiles! :P
 
So far stuff is working after lots of mistakes, but the one thing I think that wont get fixed easily is the Time Out contract. Looking around for solutions but it comes down to the cr and interrupting telegraphs. If anyone has a solution so far let me know.
 
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