OutdatedGrimoire 3.5 - Plugin system now available
Thank you! 
Yeah, labels have replace index commands, although the index commands will still work. So it looks like item rejection is in fact broken. I can't believe it lol, I was making sure all the drop stuff was working just yesterday, and it was, and I changed nothing since then. Whyyyyy...
Thanks. Next time though, you can just open the gbot file in notepad and copy the contents.

Yeah, labels have replace index commands, although the index commands will still work. So it looks like item rejection is in fact broken. I can't believe it lol, I was making sure all the drop stuff was working just yesterday, and it was, and I changed nothing since then. Whyyyyy...
Thanks. Next time though, you can just open the gbot file in notepad and copy the contents.
I found some more time to try things out. Things are working great
But certain things seems to break when you are messing around too much. But I haven't been able to reproduce what exactly yet. (maybe when you are changing certain things while the bot is enabled) Sometimes it's more obvious like not being able to move commands up and down anymore (even if bot is not enabled atm). And other times it are toggle buttons that lose their purpose.
What I want to say is, that if someone finds an issue while building a bot. Just restart Grimoire, that has solved everything so far for me.
If I find out what stupid actions of me actually causes this. I'll let it know. But all the features are working great.
And thanks again. Found something interesting to do.
But certain things seems to break when you are messing around too much. But I haven't been able to reproduce what exactly yet. (maybe when you are changing certain things while the bot is enabled) Sometimes it's more obvious like not being able to move commands up and down anymore (even if bot is not enabled atm). And other times it are toggle buttons that lose their purpose.
What I want to say is, that if someone finds an issue while building a bot. Just restart Grimoire, that has solved everything so far for me.
If I find out what stupid actions of me actually causes this. I'll let it know. But all the features are working great.
And thanks again. Found something interesting to do.
k, this is actually still bugged out for me. I thought it was fixid. But from what I can see it doesn't work when you have BOTH pick up, and reject enabled.
When I only enable Reject it will work immediatly. When I also enable pick up, it will stop working. And when disabled again, it will only reject new drops. Anything that dropped on your screen while Pickup was enabled won't be rejected (until a couple minutes have passed).
When I only enable Reject it will work immediatly. When I also enable pick up, it will stop working. And when disabled again, it will only reject new drops. Anything that dropped on your screen while Pickup was enabled won't be rejected (until a couple minutes have passed).
Gonna try that out when I finish some businesses.
And thank you for considering my suggestions, I really appreciate that.
I'm very happy indeed xD
And thank you for considering my suggestions, I really appreciate that.
I'm very happy indeed xD
That's great. It's not really an issue. So take the time to enjoy the holidays 
I'm also a bit curious to the reasoning behind the "kill" command change. It used to skip this command when all enemies are dead. But now it waits for the enemy to respawn. It was great for making bots that would work both on solo and AoE classes.
I could make it work somewhat with labels and if functions. And although it isnt that much slower when you enable the "skip bot delay...". It makes simple things rather complex fast. While it used to be so simplistic and effective.
If you really need to kill that enemy then and there. The "Kill for..." usually does the trick.

I'm also a bit curious to the reasoning behind the "kill" command change. It used to skip this command when all enemies are dead. But now it waits for the enemy to respawn. It was great for making bots that would work both on solo and AoE classes.
example
In a map with several rooms that has 3 enemies in each. The following commands used to work fantastic:
Solo classes would kill the enemies one by one. And AoE classes would always kill the whole room before going to the next. (without waiting for respawns)
Code:
Kill: * Kill: * Kill: * Move to cell: ...
I could make it work somewhat with labels and if functions. And although it isnt that much slower when you enable the "skip bot delay...". It makes simple things rather complex fast. While it used to be so simplistic and effective.
If you really need to kill that enemy then and there. The "Kill for..." usually does the trick.
Been using so far since release without any big hiccups. Great job so far , but the thing I don't like in the 3.5 Version is that you need to enable the bot to be able to use "Infinite Attack Range" , which was really really useful for me in 3.3 Version. But I guess adding some kind of command and enabling the bot is bot is not that big of a deal to do. Keep up the good work!
Awesome work, thank you so much Biney (also in the 3.4 post you said not a lot of people were willing to help test, but I'm up for it if you need testing anymore.
uhmmm...does the disable player animation works?just asking..
anyways..
Thank you so much for making this awesome trainer!!!!
Keep it up!!
You're the best!!
anyways..
Thank you so much for making this awesome trainer!!!!
Keep it up!!
You're the best!!
It doesn't disable your animations but disables them for the other players.
Did you try ticking the "Enable" check box in Bot > Options? It will enable those options without having to start the bot (or should lol).
Thanks!
No problem! You can test the 3.5 bot however much you want. The bot should work without problems for the most part, but there are probably bugs to be found still.
It should disable animations for other players. Is it broken for you?
Thank you!
Thanks!
No problem! You can test the 3.5 bot however much you want. The bot should work without problems for the most part, but there are probably bugs to be found still.
It should disable animations for other players. Is it broken for you?
Thank you!
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