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  1. #226
    W@RRIOR's Avatar Member
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    bot seem to be blocked with this :
    Code:
    Uncaught TypeError: Cannot read property 'currentrank' of undefinedVM965:1019 createNextTaskVM965:963 (anonymous function)VM922:21 d.(anonymous function)
    anyone have this problem ?

    edit i found why .... this the winter festival slot of prof .. :'(
    Last edited by W@RRIOR; 01-08-2015 at 04:08 PM.

    [Browser Bot] Neverwinter Profession Script Bot
  2. #227
    RottenMind's Avatar Knight-Lieutenant
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    Originally Posted by electropica View Post
    Does someone know how many and what quality of asset is need to reach 24k for an amount of task ?
    Depends slot count...

    I use 8x Footman + 8xMerc with APBI, I get 22 - 24K, Buntas script gives same amount with 7x slot?

  3. #228
    electropica's Avatar Member
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    Originally Posted by RottenMind View Post
    Depends slot count...

    I use 8x Footman + 8xMerc with APBI, I get 22 - 24K, Buntas script gives same amount with 7x slot?
    So you use only normal asset.
    Maybe i should look to "fill optional asset".

  4. #229
    RottenMind's Avatar Knight-Lieutenant
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    Originally Posted by electropica View Post
    So you use only normal asset.
    Maybe i should look to "fill optional asset".
    Yup, Mercenaries are good and next Bunta´s script release contains "Openrewards&sell items" you then can use all extra stuff and script can try catch more "Rare" jobs etc.

    Anyway its small performance add but really fun to see how well it work, .

  5. #230
    breadguy's Avatar Knight-Lieutenant
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    Originally Posted by RottenMind View Post
    Yup, Mercenaries are good and next Bunta´s script release contains "Openrewards&sell items" you then can use all extra stuff and script can try catch more "Rare" jobs etc.

    Anyway its small performance add but really fun to see how well it work, .
    how will it work? you specify what items to sell? how big is the config window popup looking haha

  6. #231
    RottenMind's Avatar Knight-Lieutenant
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    Originally Posted by breadguy View Post
    how will it work? you specify what items to sell? how big is the config window popup looking haha
    Hahahah, again "..you are too late..." (reminds me Tiamat failures), but serilously...

    https://greasyfork.org/en/forum/disc...-needs-testing

    ...and it will bring you... well go look for it.

    OK, code what is done now opens,

    • advanced sell filter
    • sell filter safety options
    • character based "sell filter"


    Tested it on my main character/account and it gives me little "chills" when I see all "unidentified green, blue gear", rank1- 2 enchants, lockboxes, altars and various so called "junk" items just disappearing from inventory, but it is good and not sell items you dont want.(NOTE, I use own "junk" -filter, script has softer setting)


    Here is code block, I think any one can see patterns there... (its MAC-NW handwork) and its on UI...

    Code:
    function vendorJunk(evnt) {
    
    		var _vendorItems=[];
    		var _sellCount=0;
    
    		if (settings["autovendor_kits"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Consumable_Skill/,limit:50}
    		if (settings["autovendor_altars"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Portable_Altar$/,limit:80}
    		if (settings["autovendor_rank1"]) {
    			_vendorItems[_vendorItems.length] = {pattern:/^T1_Enchantment/,limit:0}
    			_vendorItems[_vendorItems.length] = {pattern:/^T1_Runestone/,limit:0}
    		}
    		if (settings["autovendor_rank2"]) {
    			_vendorItems[_vendorItems.length] = {pattern:/^T2_Enchantment/,limit:0}
    			_vendorItems[_vendorItems.length] = {pattern:/^T2_Runestone/,limit:0}
    		}
    		if (settings["autovendor_pots1"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Potion_Rejuvenation)$/,limit:0}
    		if (settings["autovendor_pots2"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Potion_Rejuvenation)_2$/,limit:0}
    		if (settings["autovendor_pots3"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Potion_Rejuvenation)_3$/,limit:0}
    		if (settings["autovendor_pots4"])
    			_vendorItems[_vendorItems.length] = {pattern:/^Potion_(Healing|Tidespan|Force|Fortification|Reflexes|Accuracy|Potion_Rejuvenation)_4$/,limit:0}
    		if (settings["autovendor_junk"]) {
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Snowworks_/,limit:0} // Winter Festival fireworks small & large
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Skylantern$/,limit:0} // Winter Festival skylantern
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Partypopper_/,limit:0} // Party Poppers
    			_vendorItems[_vendorItems.length] = {pattern:/^Item_Fireworks_/,limit:0} // Fireworks
    		}

  7. #232
    electropica's Avatar Member
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  8. #233
    RottenMind's Avatar Knight-Lieutenant
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    Originally Posted by electropica View Post
    Jep jep... but still, it will be better get "Sell&Rewards" opening + make script support RU Gateway, before do SCA... what can easily ruin script task rotation, but if someone look this old CODE and make it work with current Buntas script, then feature is done, .

  9. #234
    electropica's Avatar Member
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    Originally Posted by RottenMind View Post
    Jep jep... but still, it will be better get "Sell&Rewards" opening + make script support RU Gateway, before do SCA... what can easily ruin script task rotation, but if someone look this old CODE and make it work with current Buntas script, then feature is done, .
    I have see that rotation for task make AD retrieving very slow since it looks to add to exchange only when there is a task to collect.
    If we use the char in game and make AD, if the current tasks on this char are 18h, we will have to wait 18h to collect the add.
    This happen also if we finish the task manualy.
    Maybe add a rotation on each char every 1 hour after the last check of this char will help ?

  10. #235
    RottenMind's Avatar Knight-Lieutenant
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    Originally Posted by electropica View Post
    I have see that rotation for task make AD retrieving very slow since it looks to add to exchange only when there is a task to collect.
    If we use the char in game and make AD, if the current tasks on this char are 18h, we will have to wait 18h to collect the add.
    This happen also if we finish the task manualy.
    Maybe add a rotation on each char every 1 hour after the last check of this char will help ?
    What you mean, Bluep -timer checks when next task is finishing and do other task after rewards&tasks are done. (BTW, if you finish task manually it is then NOT script failure if its not see your action.)

    Collecting all rewards and then start all task prevents some errors when script not detect that task is allready started three times or are not available, also most times script gets stuck because "Inventory full" so "switchcharacter" must have logic what "sell" "crafted profession" -stuff if "inventory full"... script stops working because error handling is not implemented...

    If you have 2x chracter, your script has lotsa time fro SCA -rolls, but threre is users with 40 - 50 characters and then SCA rolls can be done but even with Bluep -timer, script will be busy with reward collection.... and selling "junk" from inventory (SCA brings extra junk, but maybe good stuff too).

    So if you add more stuff for script then it must handle current tasks better and have advanced control over errors what can make script stall...

  11. #236
    devirukaito's Avatar Member
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    Do you guys experiencing some failure while the script is running? the script is currently starting profession task then after a couple of round (in 1 character with 7slot free) suddenly it will stop without notice even though the script is not yet finished on its current character.. and after a couple of minute it will got disconnected and will stuck in the character select. It always happen to me recently. Any suggestion to prevent this failure? hope you can help me guys.Thanks

    btw im using bunta script 1.0.0.3
    Last edited by devirukaito; 01-12-2015 at 09:20 PM.

  12. #237
    breadguy's Avatar Knight-Lieutenant
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    Originally Posted by electropica View Post
    I have see that rotation for task make AD retrieving very slow since it looks to add to exchange only when there is a task to collect.
    If we use the char in game and make AD, if the current tasks on this char are 18h, we will have to wait 18h to collect the add.
    This happen also if we finish the task manualy.
    Maybe add a rotation on each char every 1 hour after the last check of this char will help ?
    yeah, this is a problem i have with the new way of doign things in the script, i mentioned it earlier, i'm not really a big fan of relying on a timer to go through tasks, as opposed to how it was done before, where it just scrolled through each character, looking for tasks to start / rewards to collect

    that being said, i understand the purpose of the new timer based collecting feature, it has its benefits, the one important one imo being that it will run tasks faster when you're leveling a profession....but still, it's not enough imo to warrant having to wait for a task to finish to scroll through characters, i wish we could have the option to use this feature or not use it

    that also being said, there is a workaround, if you refresh the gateway page, the script will start from the beginning, meaning, it will start from your first character and go all the way to the end, instead of having to wait for a task to finish

    Originally Posted by RottenMind View Post
    What you mean, Bluep -timer checks when next task is finishing and do other task after rewards&tasks are done. (BTW, if you finish task manually it is then NOT script failure if its not see your action.)

    Collecting all rewards and then start all task prevents some errors when script not detect that task is allready started three times or are not available, also most times script gets stuck because "Inventory full" so "switchcharacter" must have logic what "sell" "crafted profession" -stuff if "inventory full"... script stops working because error handling is not implemented...

    If you have 2x chracter, your script has lotsa time fro SCA -rolls, but threre is users with 40 - 50 characters and then SCA rolls can be done but even with Bluep -timer, script will be busy with reward collection.... and selling "junk" from inventory (SCA brings extra junk, but maybe good stuff too).

    So if you add more stuff for script then it must handle current tasks better and have advanced control over errors what can make script stall...
    he's talking about having to wait for the new script's timer to countdown on a task to finish, in order for the script to browse other characters tasks/rewards

    where before this new feature was added, (before the timer), it would just continuously scroll through characters looking for tasks to complete / restart
    Last edited by breadguy; 01-12-2015 at 10:33 PM.

  13. #238
    electropica's Avatar Member
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    I don't ask for something continuously of course because it would be useless with the new system but when timer is at 30 minutes, 1 hour or more, the script could make a full check.

    I also wonder if we can display AD on each account or just the current and not only the total because I always think I have more than the main char actually have.
    Last edited by electropica; 01-13-2015 at 02:18 AM.

  14. #239
    RottenMind's Avatar Knight-Lieutenant
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    I also wonder if we can display AD on each account or just the current and not only the total because I always think I have more than the main char actually have.
    Wait... browser bot support one account not multiple account if it one day support multiple accounts then statistics pages are last thing to code, but it will be interesting page.
    Originally Posted by breadguy View Post
    ...snip...
    When script "Reload" itself, it do full character rotation.

    Reload timer and delay can be selected/edited by user. Default time is 3 hours.

    Code:
    var reload_hours = [2, 5, 8, 11, 14, 17, 20, 23]; // logout and reload every three hours - 2:29 - 5:29 - 8:29 - 11:29 - 14:29 - 17:29 - 20:29 - 23:29
    Timer loads task "end times" on first rotation and it will not wait current character task to end, it knows after first rotation where is next task to collect/start, it OFC "do nothing if there is nothing to do", so that we call "efficient waiting"...

    Timer based -rotation has benefits when account has +10 characters and both old/new -timer will fail same situations with one exceptions, new timer will not know if user click "Finish now" -button.

    If old timer is added as option to script, it means that both options must be tested when adding new stuff to script, so...
    Last edited by RottenMind; 01-13-2015 at 08:48 AM.

  15. #240
    electropica's Avatar Member
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    Sorry, I said wrong once again, I was speaking about displaying AD for each char.

    There is something with AD consolidation.
    When script don't go on main char but go on others, we end with 5 AD exchange pending.
    So if script pass over 7 char, it create 5 exchange and the 2 char left don't send AD to the main.
    Maybe script should go back on main to take AD in exchange list when they reach 5.
    Last edited by electropica; 01-13-2015 at 12:23 PM.

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