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depot runemaking
#1
Hi guys, I'd like to know what scripts do I need to make runes outside a depot, for example if Im in ankrahmun the bot would go up the pyramid if any PK attacks me, or if the ancient scarabs invasion comes, etc... and of course refill on depot automatically... please, thank you ! 

(PS: tried to find it on forum on the search tool using Keyword such as: Depot runemaking, dp runemaking, depot rune, but couldn't find anything, Am I using the search feature wrong?).
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#2
Depot runemaking

This script check if there's no blank runes left then disabled runemaker, walk around depot, reach and open locker, drop backpacks inside locker, open depot chest, pickup more backpacks, open and resize them, finally enable runemaker again.

It will move rune backpacks inside LOCKER and will pickup blank rune bps from DEPOT CHEST.
You can use this script with Runemaker->Refill Settings, like On danger, etc. but you should not use those options for blank runes. Because, ofc, this script will do that job.


MAIN_BP = Container window name or index. You must not have any blank runes here. I recommend you to use DIFFERENT backpack type for runes and main bp. So if you are using red backpack as main backpack then use gold bp, blue bp or any other kind for blank runes.

BP_COUNT = How many blank backpacks should it carry?

DEPOT_LOCATION = Depot location where you can see locker, etc. like in middle of depot area... It should NOT be LOCKER location!


local MAIN_BP = 'red backpack' -- Container window name or index. You must not have any blank runes here. I recommend you to use DIFFERENT backpack type for runes and main bp. So if you are using red backpack as main backpack then use gold bp, blue bp or any other kind for blank runes.

local BP_COUNT = 3 -- How many blank backpacks should it carry?

local DEPOT_LOCATION = { X = 12345, Y = 12345, Z = 6 } -- Depot location where you can see locker, etc. like in middle of depot area... It should NOT be LOCKER location!


if runemaker_isondanger() == false and runemaker_isrefilling() == false and itemcount('blank rune') == 0 then
    setsettings('Runemaker/Enabled', false)
    reachlocation(DEPOT_LOCATION.X, DEPOT_LOCATION.Y, DEPOT_LOCATION.Z, false)
    wait(800, 1200)

    reachgrounditem('locker')
    wait(800, 1200)

    openitem('locker')
    wait(800, 1200)


    local container = getcontainer(MAIN_BP)
    for __, item in ipairs(container.items) do
        if itemhasflags(item.id, 4) then
            moveitems(item.id, 'locker', container.index, 100)
            wait(500, 800)
        end
    end

    openitem('depot chest', 'locker')
    wait(800, 1200)

    local count = 0
    local depotChest = getcontainer('depot chest')
    for __, item in ipairs(depotChest.items) do
        if itemhasflags(item.id, 4) then
            moveitems(item.id, container.index, 'depot chest', 100)
            wait(500, 800)
            count = count + 1
            if count == BP_COUNT then
                break
            end
        end
    end

    if count == 0 then
        playsound('default')
        flashclient()
        printerror('Could not find any backpack on depot chest.')
    else
        container = getcontainer(MAIN_BP)
        for __, item in ipairs(container.items) do
            if itemhasflags(item.id, 4) then
                openitemslot(item.index, container.index, true)
                wait(800, 1000)
                resizewindows()
                wait(300, 500)
            end
        end
        setsettings('Runemaker/Enabled', true)
    end

end

keywords: runemaker depot, runemaking depot, rune dp, rune depot, depot runemaking
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#3
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#4
This script will not walk back to your spot, that's on Runemaker-> Refill Settings' job. Perhaps, you are not using Refill Settings-> Character.
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#5
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I did actually made him go back throught the Refill Settings>Character, but if someone takes my spot its over 
|Only Registered members can see download links. | Click here to buy subscription or here to register.
|Only Registered members can see download links. | Click here to buy subscription or here to register.alt="Sad" title="Sad" class="smilie smilie_8" /> is there a way to avoid it?
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#6
Yes, make your own script to check your location and reach your spot or so.
If you don't know how to do that, I recommend you to go to another spot.
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#7
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So, I've been trying to do it myself, so Im doing it trhought 'cavebot' instead of 'runemaker', So I actually created a NODE in front of ank depot with 8x1 range, so if the first SQM on the left is taken, it jumps to the next on the right and so on, but it would not work on other depots like venore, so Im think on puting on the cavebot all the STAND that he could use, with an ACTION to make the bot jump to the next STAND if the SQM is is already taken, and an ACTION to make him stand there once he can take one of the SQMS, could you help me on that pleasee?  
|Only Registered members can see download links. | Click here to buy subscription or here to register.
|Only Registered members can see download links. | Click here to buy subscription or here to register.alt="Tongue" title="Tongue" class="smilie smilie_5" />

and if possible make the bot choose random SQM's, cuz since I have 2 chars in front depot they would always follow each other, but thats not priority, I can just create a different waypoints for both.

And how could I make the bot go up the pyramid, once he is attacked? and then go down after some minutes?


Thank you Sr!
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#8
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Hello.



About node, it's correct. Why would it not work on Venore?



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Use one of those functions to check your location then skip (or not) to next waypoint.
  • islocation(optional number range) [boolean] Returns true if the action script is executed at the location where the action waypoint was set and false otherwise. If the optional parameter range is specified, return true/false if you are standing within range tiles of the waypoint location in x or y.
  • islocationxyz(number X, number Y, number Z, optional number range) [boolean] Returns true if the action script is executed at the location within range.
Example:
if not islocation() then
     gotolabel(wpt().id + 1)
end
if not islocationxyz(12345, 12345, 12345, 0) then
     gotolabel(wpt().id + 1)
end

Use this function to know when someone or something is attacking you.
isattackingme(number lastMILLISECONDS, optional string filter) [number]: Returns the amount of creatures (players and/or monsters) that are attacking you or attacked you in last milliseconds according parameters. Filter must be: 'p' => players, 'm' => monsters or 'pm' => players and monsters.

if isattackingme(1000, 'pm') > 0 then
     gotolabel('walk_upstairs')
     setsettings('Runemaker/Enabled', false)
     setsettings('Cavebot/Enabled', true)
end

Then make stand waypoint with name "walk_upstairs" and after that an Action to wait a random time.
wait(60000, 120000)

Then make stand waypoint to go downstairs and after that an Action to enable Runemaker and disable Cavebot.
setsettings('Cavebot/Enabled', false)
setsettings('Runemaker/Enabled', true)


If you're using the above script to save runes on depot and/or Runemaker->Refill Settings, your "challenge" (although it's not difficult) will be to sync it all up.
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#9
So, where exactly do I put those:



if not islocation() then
    gotolabel(wpt().id + 1)
end


if not islocationxyz(12345, 12345, 12345, 0) then
    gotolabel(wpt().id + 1)
end



tried on Cavebot 'LUA setup' and persistent,  but didnt skip the unreachable SQM, can u help me please?
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#10
The script above is duplicated, that means both piece of codes does the same. You would notice if you read what I told you.

If I understand correctly, I believe you should one of the codes above on an Action AFTER the waypoint that reaches the place. That depends how you gonna use it. So you should read what I told you above and understand what the lua functions does to make it work as you need.

Cavebot LUA Setup should not be used for that, obvious reasons, it should be used for SETUP.
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