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fishing on tibiascape
#11
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 Hello, i can fish only in 1 sqm per time, if i didnt wait to the effect in the right time, the fishes goes away and if its too late they gonna away too.
About the effect, i got the correct id, but the script not "see" the effect, doesnt use the fishing rod in right time
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#12
Hello.

So you can simply setup from
FISH_ATTEMPTS_EACH_RUN = {Min = 2, Max = 5}
to
FISH_ATTEMPTS_EACH_RUN = {Min = 1, Max = 1}
so it will only fish in a single sqm.
What's the effect id you have? It's weird, because i already saw at least 2 different effects.
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#13
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I already did this
FISH_ATTEMPTS_EACH_RUN = {Min = 1, Max = 1}.
the effect id i got is 78, what id u got?
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#14
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id 8 and 9 if not mistaken
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#15
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i got id 8 too, but i guess its the id of the green circle when u use the fishing rod in the right time, u understand?
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#16
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You said you got 78, so i got confused.
id 8 = yellow circle effect, which shows when you must fish.
id 9 = green circle effect, which i believe shows when you fish properly
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#17
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they changed this yellow circle, he dont appears anymore, now the effect is another, the bot detect this new effect but he not use the fishing rod when this effect appears in the screen.
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#18
Hello.

Please, record a video reproducing it like showing you fishing, the effect showing up and you fishing on effect. Send it to me by PRIVATE MESSAGE.
Also send by PM, the script that you are using, the exactly one with your changes.
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#19
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Sent, check ur dm
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#20
Hello.

Check private inbox!

Try this code:
local CONFIG = {
    PLAYER_CAP = 50,                                  -- Only fish if capacity is higher than this.
    DELAY_BETWEEN_FISHING = { Min = 200, Max = 600 }, -- Delay after using fishing rod on water.
    DELAY_WATER_RESET = 5000,                         -- How long to water sqm regenerate after fishing?
    DROP_TRASH = false,
    TRASH_IDS = { { Item = 'fish', Count = 5 } },
    TIME_SEARCH_FISH_EFFECTS = { Min = 10000, Max = 15000 }, -- For how long should script wait for the effects after fishing?
    DELAY_FISHING_ON_EFFECT = { Min = 200, Max = 600 },      -- Delay after using fishing rod water with effect.
    FISHING_ROD_ID = 3483,                                   -- Fishing rod id.
    WATER_IDS = {
        618,
        619,
        620,
        622,
        623,
        624,
        625,
        626,
        627,
        628,
        629,
        4597,
        4598,
        4599,
        4600,
        4601,
        4602,
        4608,
        4609,
        4610,
        4611,
        4612,
        4613,
        4614,
        4615,
        4616,
        4617,
        4618,
        4619,
        4620,
        4653,
        4654,
        4655
    },                    -- Water ids which script should try to fish.
    WATER_BAIT_EFFECT_ID = 79, -- Water bait effect id, effect when bait is floating.
    WATER_RESET_EFFECT_ID = 14, -- Red magic effect id that shows when water sqm resets.
}

if SPOTS_HISTORY == nil then
    SPOTS_HISTORY = {}
end

if canfishspot == nil then
    function canfishspot(historyTable, x, y, z)
        for _, spot in ipairs(historyTable) do
            if spot.x == x and spot.y == y and spot.z == z then
                if runningtimems() >= (spot.time + CONFIG.DELAY_WATER_RESET) then
                    return true
                end

                return false
            end
        end

        return true
    end
end

if addfishspothistory == nil then
    function addfishspothistory(historyTable, x, y, z)
        for _, spot in ipairs(historyTable) do
            if spot.x == x and spot.y == y and spot.z == z then
                spot.time = runningtimems()
                return
            end
        end

        table.insert(historyTable, { x = x, y = y, z = z, time = runningtimems() })
    end
end

if connected() then
    if cap() > CONFIG.PLAYER_CAP then
        local player_x = posx()
        local player_y = posy()
        local player_z = posz()
        local tiles = gettiles()
        local waterSpots = {}
        for _, tile in ipairs(tiles) do
            if
                math.abs(tile.posx - player_x) <= 7 and math.abs(tile.posy - player_y) <= 5 and tile.posz == player_z and
                canfishspot(SPOTS_HISTORY, tile.posx, tile.posy)
            then
                for __, item in ipairs(tile.items) do
                    if table.find(CONFIG.WATER_IDS, item.id) ~= nil then
                        table.insert(waterSpots, { x = tile.posx, y = tile.posy, z = tile.posz })
                        break
                    end
                end
            end
        end
        local waterSpotsCount = #waterSpots
        if waterSpotsCount > 0 then
            if waterSpotsCount > 1 then
                table.shuffle(waterSpots)
            end

            local spot =  waterSpots[1]

            useitemon(CONFIG.FISHING_ROD_ID, spot.x, spot.y, player_z)
            wait(CONFIG.DELAY_BETWEEN_FISHING.Min, CONFIG.DELAY_BETWEEN_FISHING.Max)

            spot.foundBait = false
            spot.effectDeadline = runningtimems() +
                random(CONFIG.TIME_SEARCH_FISH_EFFECTS.Min, CONFIG.TIME_SEARCH_FISH_EFFECTS.Max)

            local isSpotFinished = false
            local notFoundBaitCount = 0
            while isSpotFinished == false do
                if runningtimems() >= spot.effectDeadline and not spot.foundBait then
                    isSpotFinished = true
                else
                    local foundBaitThisExecution = false
                    local tile = gettileeffect(spot.x, spot.y, spot.z)
                    if tile ~= nil and tile.effects ~= nil and tile.count > 0 then
                        for _, effect in ipairs(tile.effects) do
                            if effect == CONFIG.WATER_BAIT_EFFECT_ID then
                                spot.foundBait = true
                                foundBaitThisExecution = true
                                break
                            elseif effect == CONFIG.WATER_RESET_EFFECT_ID then
                                isSpotFinished = true
                                break
                            end
                        end
                    end
                    
                    if isSpotFinished then
                        break
                    end
                    
                    if not foundBaitThisExecution then
                        notFoundBaitCount = notFoundBaitCount + 1
                    else
                        notFoundBaitCount = 0
                    end
                    
                    if notFoundBaitCount >= 2 and spot.foundBait then
                        useitemon(CONFIG.FISHING_ROD_ID, spot.x, spot.y, spot.z)
                        wait(CONFIG.DELAY_FISHING_ON_EFFECT.Min, CONFIG.DELAY_FISHING_ON_EFFECT.Max)

                        break
                    end
                    
                    wait(200, 300)
                end
            end
            
            if isSpotFinished then
                addfishspothistory(SPOTS_HISTORY, spot.x, spot.y, spot.z)
            end
        end
    end
    
    if CONFIG.DROP_TRASH then
        for _, item in ipairs(CONFIG.TRASH_IDS) do
            if itemcount(item.Item) >= item.Count then
                moveitems(item.Item, ground(posx(), posy(), posz()), "", 100)
                wait(400, 800)
            end
        end
    end
end
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