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We are sorry, but Aquapolis doors are evaluated server side.
Unfortunately there is no way to cheat.We posted an illustrated analysis report at the time of Aquapolis release. If you are interested, you can read it here:
The Void of AquapolisYes, it would be simple to code š
However coding is only part of the development. If I understand your request correctly, you want Miqobot to track your Hunting Log progress automatically and show monsters which are not yet completed. Is this correct?
This would require creating a database of all Hunting Log monsters and also additional analysis of game memory layout. It will take about 80% of development time.Accepted! It will be implemented along with Combat support in v1.3.x series.
Thank you for your request!Switching minigames everytime you lose X amount of times in a row would be more human than switching every X amount of times. I.E. when Iām on a winning streak I would keep playing until I lost like 2 or 3 times in a row. Then Iād rage quit and switch minigames lol.
Edit:
I would probably switch upon losing out on a limb once myself, then Iād switch back upon losing finer miner twice in a row.Thank you for your feedback!
We will consider adjusting the AI according to your preference.
However please note that other players do not see your minigame progress and they do not know when you win or lose. Most likely these adjustments would be invisible to an outside observer.
But this behavior might become a part of a bigger system, which could control Miqobot’s personality under different circumstances.Thank you for your suggestions very much!
Some of them are already implemented in Scenario Engine in Miqobot v1.2.6 Beta.
- To use emotes, place them on your hotbar and use sendIcon() function.
- To walk, use sendKey() and holdKey() functions.
(By default, game assigns NUM/ to “Toggle Walk” and W to “Move Forward”) - To change zones, use teleport() and teleportNpc() functions.
- For timing you can use afkFor(), afkUntil() and workFor(), workUntil().
And yes, reading chatlogs and recognizing emotions is something we have also planned for the future. We will explore the idea of adding some sort of social response that would be adjustable to imitate certain personalities.
However it will probably arrive too late to be useful in the current event, so we highly recommend experimenting with Scenario Engine in the meantime šThank you for reporting very much!
We have managed to identify and alleviate the issue.
The hotfix is available for download in Miqobot v1.2.61 Beta. If you could please verify that it works correctly now, we would be most grateful.@lyfox said correctly, the problem is indeed the absence of selector logic. However due to Miqobot attempting to select NQ or HQ materials even without recipe name, it may lead to accidental changes in selection.
We have reimplemented several AI modules to make this logic more stable.From now on, Miqobot will remember the selected recipe and keep track of selection at all times. Accidental mishits should no longer break crafting activity.
Thank you for reporting issues very much!
Miqobot Beta has been updated.
Please redownload the latest version from the first post:The following problems were addressed:
– Scenario Engine: An issue wherein function goToZoneGate() would not work properly.
– Crafting: An issue wherein selected recipe in the Crafting Log would be changed accidentally under certain conditions.Do you want to make a semi-automated version of Combat?
Yes, @Perezoso is correct. Full combat support is not available yet.
But if you want Miqobot to navigate and press macros for combat yourself – it might work.
Please take a look at Scenario Engine in Miqobot v1.2.6 Beta.
It allows you to create custom navigation routes. For example, you can make Miqobot go to one waypoint, AFK there, then go to another, AFK again, and so on. You don’t even need beacons for that, only waypoint numbers.
It semms to be the closest match to your description.June 2, 2017 at 7:53 pm in reply to: [Beta] Crafting Solver for 60****, Gathering Rotations, Desynthesis #3223All of these actions are now available in Miqobot v1.2.6 Beta.
Except for minimum CP check. We are not sure whether CP should be the only condition, maybe we should also implement Craftsmanship and Control checks.
For now, please use timers and sendIcon() function šCombat support is planned for release in v1.3.x series of Miqobot. It will be available after Stormblood.
In order to make Miqobot patrol the route, you can place several beacons in a row. Miqobot will traverse through all of them one by one before stopping.
However please note that this is not the intended usage of beacons. If you are going after Unspoiled Nodes which may spawn at great distance from each other, please enable “Use Truth” on Gathering tab.This fix is now integrated into Miqobot v1.2.6 Beta.
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