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[Plugin] MapRunner

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I mean, yeah, but surely my suggestion would be a better way for the plugin to work? Automatically changing manually set options is a bad 'feature' which I assumed was an accident, so I thought I'd bring it up so that you could fix it.

dbf is an accident, this isn't :D
 
i have a problem with ignoring maps i added CHANNEL MAP and channel to ignore by name but the bot still do channel maps.
i want to ignore the map because the bot get stuck there 99% of time.
hope someone can help me fix that problem.

Copy paste this : Channel Map

And paste it in your ignore list.

Don't say you already tried, jusd to it :-P
 
Copy paste this : Channel Map

And paste it in your ignore list.

Don't say you already tried, jusd to it :-P

he tried CHANNEL MAP, i guess it's the same as saying "I love you little fucks" but writing it "I LOVE YOU LITTLE FUCKS".
 
It's not working for me, I have a fresh install and all i get is "Fail to find a proper map in the Map Tab". I haven't done anything. I told it what tab my level 66 maps are in and put the max level to 66.. Thats it... Wont work, just gives me that error msg =( What am i doing wrong?
 
It's not working for me, I have a fresh install and all i get is "Fail to find a proper map in the Map Tab". I haven't done anything. I told it what tab my level 66 maps are in and put the max level to 66.. Thats it... Wont work, just gives me that error msg =( What am i doing wrong?
66 level maps are legacy only. Do you have a tab full of legacy maps? Anyway, try set max map level to some higher value.
 
he tried CHANNEL MAP, i guess it's the same as saying "I love you little fucks" but writing it "I LOVE YOU LITTLE FUCKS".
Although a 'ToLower().Contains()' would solve alot of problems for people I guess.
 
In SellMapsTask
Code:
Log.WarnFormat("[SellMapTask] Min map amount reached.");
break;
Imho it should be changed to continue, otherwise ignored maps are not going to be sold if some non-ignored maps are first in the loop.
 
In SellMapsTask
Code:
Log.WarnFormat("[SellMapTask] Min map amount reached.");
break;
Imho it should be changed to continue, otherwise ignored maps are not going to be sold if some non-ignored maps are first in the loop.
Didn't you see the outer if? (!MapRunnerSettings.Instance.SellIgnoredMaps || !groupArray[0].IsIgnored())



Is it possible to set up max death per map less then 6 ? i want 3 in my case
MapRunner does not provide any "max death per map" functionality at all. Where did that 6 value come from?
 
Didn't you see the outer if? (!MapRunnerSettings.Instance.SellIgnoredMaps || !groupArray[0].IsIgnored())




MapRunner does not provide any "max death per map" functionality at all. Where did that 6 value come from?

I see it. Let me clarify

1) MapRunnerSettings.Instance.SellIgnoredMaps set to true.
2) We have two grouped maps: Dungeon Map, Crypt Map.
3) Crypt Map is ignored in settings.
4) !MapRunnerSettings.Instance.SellIgnoredMaps returned false but !groupArray[0].IsIgnored() returned true for Dungeon Map
5) !MinMapAmountCheck(amountForMove) returned true for Dungeon Map. It's not going to be sold.
6) Loop breaks, Crypt Map that should be sold is not being checked for sell.


Now this code
Code:
if (!MapRunnerSettings.Instance.SellIgnoredMaps || !groupArray[0].IsIgnored())
                {
                    if (!MinMapAmountCheck(amountForMove))
                    {
                        Log.WarnFormat("[SellMapTask] Min map amount reached. Won't sell {0}", groupArray[0].Name);
                        if (!MapRunnerSettings.Instance.SellIgnoredMaps)
                            break;

                         continue;
                    }
                }
1) MapRunnerSettings.Instance.SellIgnoredMaps set to true.
2) We have two grouped maps: Dungeon Map, Crypt Map.
3) Crypt Map is ignored in settings.
4) !MapRunnerSettings.Instance.SellIgnoredMaps returned false but !groupArray[0].IsIgnored() returned true for Dungeon Map
5) !MinMapAmountCheck(amountForMove) returned true for Dungeon Map. It's not going to be sold.
6) !MapRunnerSettings.Instance.SellIgnoredMaps returned false, loop continues.
7) (!MapRunnerSettings.Instance.SellIgnoredMaps || !groupArray[0].IsIgnored()) returned false for Dungeon Map, it's being sold.
 
wait what? Sec let me re-read your logic, something's wrong.

!MapRunnerSettings.Instance.SellIgnoredMaps means, check if SellIgnoreMaps isn't checked

!groupArray[0].IsIgnored() so first element in our grouped list is not ignored

Dungeon Map = false(because it is checked), true because it isn't ignored.

Code:
var groupArray = mapGroup.ToArray();
                int amountForMove = groupArray.Length - (groupArray.Length%3);

Code:
private static bool MinMapAmountCheck(int moveAmount)
        {
            if (MapRunnerSettings.Instance.MinMapAmount == 0) return true;

            int mapAmount = Stash.CurrentTabInventory.Items
                .OfType<Map>()
                .Count(m => m.Rarity != Rarity.Unique);

            return (mapAmount - moveAmount) > MapRunnerSettings.Instance.MinMapAmount;
        }

sec. will continue..



Ok, what's your "Min Map amount" set to?
 
Last edited:
Yes, in that rarest case when a group of unignored maps are processed before another group of ignored maps and you have reached the min map amount, the group of ignored maps will not be sold. Not much to worry about however, plugin sells map groups when they become available, so that group of ignored maps should be already sold before this can even happen.

p.s I will change that to continue, as you suggested, to completely avoid that "rarest case".
 
Last edited:
Yes, in that rarest case when a group of unignored maps are processed before another group of ignored maps and you have reached the min map amount, the group of ignored maps will not be sold. Not much to worry about however, plugin sells map groups when they become available, so that group of ignored maps should be already sold before this can even happen.
Exactly, Exy took the words out of my mouth.
 
Since the BETA is out today, can you please give information on when a working maprunner will be out? :) Thanks in advance
 
12 days, 3 hours and 5 seconds.

That question is wrong on so many levels. It will be out when it is done.
 
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