OutdatedGrimoire 3.5 - Plugin system now available

Posts 16–30 of 132 · Page 2 of 9
Quote Originally Posted by anguy View Post


Here is the bot I'm using.

I'm actually out of the loop on the no index thing. Is it unnecessary to include due to the new statement feature you have in this newer client?

https://www.virustotal.com/#/file/69...199a/detection
https://virusscan.jotti.org/en-US/fi...job/eevvdq5gly
Approved, and added virus links. Next time post virus scans of your file, and picture if possible. I also recommend creating a separate thread for your bot. And I'm assuming this is for Grimoire 3.5 right?
Quote Originally Posted by Dab View Post
Approved, and added virus links. Next time post virus scans of your file, and picture if possible. I also recommend creating a separate thread for your bot. And I'm assuming this is for Grimoire 3.5 right?
Biney wanted me to paste my bot to see why it didn't reject items. Wasn't meant to be in its own thread. I'll add virus scans next time.

- - - Updated - - -

Quote Originally Posted by KekkeTex View Post
I was als looking for the wrong thing. But just found it's now done with labels. Which makes it MUCH easier to edit.
In the 'Misc'tab. On the bottom right (just above the 'Logout')
You can add a label, e.g "Label 1" And then add another command to goto that label.

Wow. That's pretty cool.
Quote Originally Posted by meme View Post
Fantastic work Biney, keep it up.
Thank you!

Quote Originally Posted by KekkeTex View Post
edit: I was looking for goto index, but just found out it's now done with labels. Much easier to use, and edit.

But the "Reject non-whitelisted items" doesn't work for me either. I tested with a single kill command (at stalagbite, I also tried adding 'Axe of the Prospector' to whitelist) But screen still gets filled with rocky club drops.


On the other side, accept quest commands seems to work now. And thank you for adding some interesting new toggles. Also the triple click to edit is a blessing
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...

Quote Originally Posted by anguy View Post
Here is the bot I'm using.

I'm actually out of the loop on the no index thing. Is it unnecessary to include due to the new statement feature you have in this newer client?
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.
Quote Originally Posted by KekkeTex View Post
I found some more time to try things out. And first thing I noticed is that the reject non-whitelisted items actually works. (sorry about that ... again)

It's that 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. 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.
How do you make the reject drop thing to work? i tried, but it ain't working for single kill bots.
Quote Originally Posted by pingu sohan View Post
How do you make the reject drop thing to work? i tried, but it ain't working for single kill bots.
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).
Quote Originally Posted by KekkeTex View Post
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).
I'll be damned. You found the problem - the bot will currently accept items, or reject them. Not both. I'll fix this and release and update soon. :P
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
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.
 
example
In a map with several rooms that has 3 enemies in each. The following commands used to work fantastic:
Code:
Kill: *
Kill: *
Kill: *
Move to cell:
...
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)


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!!
It doesn't disable your animations but disables them for the other players.
Quote Originally Posted by Zypppy1 View Post
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!
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!

Quote Originally Posted by Mario5710 View Post
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.
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.

Quote Originally Posted by berzz View Post
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!!
It should disable animations for other players. Is it broken for you?
Thank you!
Quote Originally Posted by Biney View Post
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!
Tried it , bot just does not enable , no " v , check " marker near Enable

Love that FPS Feature , game feels so smooth now when you set it to 60+ fps
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