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Autofarm Interlude **UPDATED** again.

Mayhem

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//This autofarm does not pick items up
This autofarm now do pick up items
Video
In Attachment there are the HTML place them on html/en/
Also exclusive.u texture for the autofarm, place it on system folder
Add this to specify wich skill is allowed on the autofarm


HTML Stuff goes in
html/custom/autofarm/
Java:
private static final String HTML_PATH = "html/custom/autofarm/";

(dont know the original author)

Line to add to each skill:
<set name="isAutoFarm" val="true"/>

ADD <set name="isAutoFarm" val="true"/> to the skill you allow the autofarm
Example skill:
Example Skill:
<skill id="1177" levels="5" name="Wind Strike" >
        <set name="isAutoFarm" val="true"/>
        <table name="#mpInitialConsume"> 2 2 2 3 3 </table>
        <table name="#mpConsume"> 7 7 8 11 12 </table>
        <table name="#magicLvl"> 1 4 7 11 14 </table>
        <table name="#power"> 12 13 15 18 21 </table>
        <set name="mpInitialConsume" val="#mpInitialConsume"/>
        <set name="mpConsume" val="#mpConsume"/>
        <set name="magicLvl" val="#magicLvl" />
        <set name="power" val="#power"/>
        <set name="target" val="ONE"/>
        <set name="element" val="WIND"/>
        <set name="reuseDelay" val="6000"/>
        <set name="hitTime" val="4000"/>
        <set name="skillType" val="MDAM"/>
        <set name="isMagic" val="true"/>
        <set name="operateType" val="ACTIVE"/>
        <set name="castRange" val="600"/>
        <set name="effectRange" val="1100"/>
    </skill>

Pastebin --> LINK *UPDATED*
Pastebin Password: "rusacis" without the quotes
 

Вложения

  • custom.zip
    2.7 KB · Просмотры: 67
  • exclusive.zip
    220.7 KB · Просмотры: 75
Причина: Missing Import
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TioPatinhaS

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This autofarm does not pick items up
Video
In Attachment there are the HTML place them on html/en/
Also exclusive.u texture for the autofarm, place it on system folder
Add this to specify wich skill is allowed on the autofarm

Line to add to each skill:
<set name="isAutoFarm" val="true"/>
Example skill:
Example Skill:
<skill id="1177" levels="5" name="Wind Strike" >
        <set name="isAutoFarm" val="true"/>
        <table name="#mpInitialConsume"> 2 2 2 3 3 </table>
        <table name="#mpConsume"> 7 7 8 11 12 </table>
        <table name="#magicLvl"> 1 4 7 11 14 </table>
        <table name="#power"> 12 13 15 18 21 </table>
        <set name="mpInitialConsume" val="#mpInitialConsume"/>
        <set name="mpConsume" val="#mpConsume"/>
        <set name="magicLvl" val="#magicLvl" />
        <set name="power" val="#power"/>
        <set name="target" val="ONE"/>
        <set name="element" val="WIND"/>
        <set name="reuseDelay" val="6000"/>
        <set name="hitTime" val="4000"/>
        <set name="skillType" val="MDAM"/>
        <set name="isMagic" val="true"/>
        <set name="operateType" val="ACTIVE"/>
        <set name="castRange" val="600"/>
        <set name="effectRange" val="1100"/>
    </skill>

Pastebin --> LINK
Pastebin Password: "rusacis" without the quotes


Error, this is a private paste or is pending moderation. If this paste belongs to you, please login to Pastebin to view it.
 

shalva

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protected void toVillageOnDeath()
{
Location loc = null;

loc = RestartPointData.getInstance().getLocationToTeleport(_actor, ZoneId.TOWN);

_actor.setIsIn7sDungeon(false);

_actor.doRevive();

Summon summon = _actor.getSummon();

_actor.teleportTo(loc, 20);

if (summon != null)
{
if (summon.isDead())
summon.doRevive();

summon.teleportTo(loc, 25);
}

ThreadPool.schedule(() -> returnDeath(), 1000 * 15);
}



pomogite ne magu zafiqsirivot etat poket kto pomojet :)
 

Mayhem

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protected void toVillageOnDeath()
{
Location loc = null;

loc = RestartPointData.getInstance().getLocationToTeleport(_actor, ZoneId.TOWN);

_actor.setIsIn7sDungeon(false);

_actor.doRevive();

Summon summon = _actor.getSummon();

_actor.teleportTo(loc, 20);

if (summon != null)
{
if (summon.isDead())
summon.doRevive();

summon.teleportTo(loc, 25);
}

ThreadPool.schedule(() -> returnDeath(), 1000 * 15);
}



pomogite ne magu zafiqsirivot etat poket kto pomojet :)
what's exactly your problem ?, send a screen, or the debug log
 

leonardoalves

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Added 100% but it never deactivates and even activated it does not stay like the auto farm O_O
 

Atrein

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protected void toVillageOnDeath()
{
Location loc = null;

loc = RestartPointData.getInstance().getLocationToTeleport(_actor, ZoneId.TOWN);

_actor.setIsIn7sDungeon(false);

_actor.doRevive();

Summon summon = _actor.getSummon();

_actor.teleportTo(loc, 20);

if (summon != null)
{
if (summon.isDead())
summon.doRevive();

summon.teleportTo(loc, 25);
}

ThreadPool.schedule(() -> returnDeath(), 1000 * 15);
}



pomogite ne magu zafiqsirivot etat poket kto pomojet :)
protected void toVillageOnDeath()
{
final Location respawnLocation = RestartPointData.getInstance().getLocationToTeleport(_actor, ZoneId.TOWN);

_actor.setIsIn7sDungeon(false);

if (_actor.isDead())
_actor.doRevive();

_actor.teleportTo(respawnLocation, 20);

final Summon summon = _actor.getSummon();
if (summon != null)
{
if (summon.isDead())
summon.doRevive();

summon.teleportTo(respawnLocation, 25);
}

ThreadPool.schedule(this::returnDeath, 15_000);
}
 

Mayhem

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protected void toVillageOnDeath()
{
final Location respawnLocation = RestartPointData.getInstance().getLocationToTeleport(_actor, ZoneId.TOWN);

_actor.setIsIn7sDungeon(false);

if (_actor.isDead())
_actor.doRevive();

_actor.teleportTo(respawnLocation, 20);

final Summon summon = _actor.getSummon();
if (summon != null)
{
if (summon.isDead())
summon.doRevive();

summon.teleportTo(respawnLocation, 25);
}

ThreadPool.schedule(this::returnDeath, 15_000);
}
wich version are you using, ? this was updated to March revision of this year, i dont have access to newer sources.
 

Atrein

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wich version are you using, ? this was updated to March revision of this year, i dont have access to newer sources.
For 3.8
Any code still needs to be tested.
Well this optimized method should work.
You can add logging to catch errors.
Can be changed to ThreadPoolManager.getInstance().schedule(this::returnDeath, 15_000);
 
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kunstmann

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1753894245453.png

trabajando al 100%
créditos: Mayhem
 
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Mayhem

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For 3.8
Any code still needs to be tested.
Well this optimized method should work.
You can add logging to catch errors.
Can be changed to ThreadPoolManager.getInstance().schedule(this::returnDeath, 15_000);
all loggers where removed after debugging, that's why it doesn't contains so much loggers around.
aslo threadpoolmanager it doesn't exists in my source at least, was updated to ThreadPool as i can remember.
 

Atrein

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}

ThreadPool.schedule(this::returnDeath, Duration.ofSeconds(15));
}
*no magic numbers =)
*But Duration is most likely not accepted by the "acis" core

<!--after 2 minutes of searching-->

*No, there is no duration in the code support*
only here "public static ScheduledFuture<?> schedule(Runnable r, long delay)"
"long delay" - method only.


<!--This can be done pretty easily, but let's have the RUSAcis dev handle it. That way it'll stick around for good, and we won’t have to redo it every time the game server gets updated.-->
 
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