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  1. #421
    Methuselas's Avatar Sergeant Major
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    Originally Posted by Rocktroll View Post
    BaseN you mentioned a new version that might come out soon, will this be in the next day or so or should I go ahead and download the previous version to start learning how to use your program?

    Or do you recommend I wait for the new one?
    Get the previous version. They're virtually the same and your queues will cross-over, without issue, so it's a simple copy and paste of the new bot to your bot's directory, when the new bot comes out. You'll just need to modify your queues if you want them to use additional workers.

    APB Ultimate
  2. #422
    packetlossc's Avatar Member
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    Originally Posted by Methuselas View Post
    Therein lies the problem. I didn't pay attention to how many times I actually needed to run the experimentation. Basically, I have stacks of 99, for all the potions I need and just level my toons with alchemy as I go.I'd like to set it up, just like you mentioned, but a lot of people don't want to purchase what they need, as they go, beforehand and I wouldn't know how many experimentation jobs to run, to get all the recipes you need, so you get the alchemy knowledge you need to rank for each level. :/
    The most you need are 3 scrolls. 5 if it's a level that doesn't require potions as the resource and those are purchase resources anyway. I keep at least 20 of each these on hand anyway.

    In general 9 potions are more than enough. I don't think I've ever used more than 8.

    You don't need to know how many experimentation jobs to run. I just do it as first possible. Start with the research task, followed by experimentation. It will do the research when available and if not, it will keep experimenting. You could in theory set this up from 19 all the way down the line. I check on things daily anyway and the research is generally 10+ hours anyway. So I just set it up for whatever level I'm currently at.

  3. #423
    BaseN's Avatar Active Member
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    @RockTroll: The version is in the hands of Methuselas and Darxide23 for some first testing. If there are no issues found by tomorrow night I'll post it. Meanwhile use the previous version, upgrading to the new one is very easy when you have to.

    Ok so let's see these points one by one.

    a) The residuum recipes are faster than building the recipes in the list you mentioned. (Also residuum is very cheap at AH).

    b) If you want to do the queue you posted you should do it with First Possible mode and listing them in queue in reverse (from 20 to 1) and delete the lowest jobs as you surpass the level (for now more on this below on C). This method is the efficient one and you don't need to calculate quantities or whater, you just need to manually remove the lower level recipes from the bottom of the queue as you level up. Another method indeed is to calculate exactly how many are needed per level and queue them up from 1 to 20 not it's not the efficient one.

    c) Currently APBU does not check the current levels of the professions. If it did, it could be made to stop doing the lower level stuff on its own. The problem with that is that the gateway pages we use currently do not list your current levels anywhere. So in order for APBU to parse them it would need to do a bunch of additional page loads (for each profession). This will slow it down by 500%. I am not sure it is worth it when you can just use FP mode in reverse and just delete the jobs manually when you know you've surpassed the level. It's not like you level up every couple of minutes heh.

    d) You can not check if you have the components or not. Unless APBU frequently visits your inventory and makes a complete local dump of it and monitor it. This is so messy it's not even funny. So you can not compare the amount of needed components with the ones you have because you can't know how much you have of what. This is the main problem with intelligent handling of components. If APBU was a bot that hooked onto the client it could read that stuff on the fly from the client's memory but unfortunately with the gateway the only way that would work is visiting the inventory page and dumping the inventory, then doing that on intervals to make sure what APBU knows still stands (you may be playing and doing stuff or a timeout may have thrown a counter off). This would need data mining of all profession items with their object codes as they appear etc etc. Doing this and maintaining it (item database etc) is 20 times more work than all of APBU together. Is there any script that actually checks if you have x quantity of y item on the character? I seriously doubt that. Unless they have a way to mine that information that I somehow missed.

    Question, where does that Greasemonkey script read your profession levels from?
    Last edited by BaseN; 03-19-2014 at 12:13 PM. Reason: typos

  4. #424
    Cyntalan's Avatar Corporal
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    The script grabs the level info from the main professions page (the slot summary). In mobile mode (which APBU uses), it's the "Tasks" tab. An initial check at that point should let you get that info for all tasks in the cycle. Similarly, you should be able to extrapolate the resources listed at the task details. Below is the chunk you should be able to find the necessary info. Snapshotting your inventory over and over seems considerably inefficient, but perhaps I'm mistaken.
    Code:
    <div class="taskdetails-resources">
    <h3>Consumed Resources:</h3>
    <h6>(Expendable resources that will be used up.)</h6>
    <span><div class="icon-slot small Bronze red" data-tt-item="Crafting_Resource_Clothscraps_T3">
    <img src="tex/Crafting_Tailor_Resource_Shimmerweavescraps_01.png" alt="">
    <span class="icon-overlay"></span>
    <span>
    
    <span>
    <span class="quantity"><span>3</span>/<span>10</span></span>
    </span>
    </span>
    </div><div class="icon-slot small Silver &nbsp;" data-tt-item="Crafting_Resource_Spool_Threadsilk">
    <img src="tex/Crafting_Tailor_Resource_Spoolsilk_01.png" alt="">
    <span class="icon-overlay"></span>
    <span>
    <span class="quantity">4</span>
    
    </span>
    </div></span>
    
    
    </div>
    In this example, I only have 3/10 of my scraps, but I have all 4 of my Spool of Silk Thread.
    Last edited by Cyntalan; 03-19-2014 at 12:57 PM.

  5. #425
    Rocktroll's Avatar Member
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    Methusulas and BaseN thank you both for the response. Will.download once I get home tonight

  6. #426
    BaseN's Avatar Active Member
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    Yes that was the problem, with mobile mode (which is mandatory can't switch to full) that I have to visit the tasks tab and parse profession levels before starting any new task. This is what will slow down APBU a lot! I was planning to do that at some point but think of a way to make it optional as it's only useful for leveling professions up. For everything else the extra time spent doing that is absolutely pointless. That is why I said "for now" on my post above.


    Now regarding the checking of components available indeed I missed that entirely so thanks for bringing it to my attention. While developing and testing I never checked any recipe that I didn't have the appropriate components for (there was no point to it..as I needed to actually start tasks while testing heh) and the way the DOM is structured there hid this entirely for me. See:
    Code:
    <span class="quantity">4</span>
    The above does not even hint that it would list if there are components missing and it was all I saw. I never saw this:
    Code:
    <span class="quantity"><span>3</span>/<span>10</span></span>
    while examining the DOM.

    This opens up quite a few possibilities on doing things. But still dependency lists have to be made. Meaning the recipe xmls have to be changed a lot and requires rewriting of all the xml saving and loading functions everywhere. Basically it requires a rewrite of a good 30% of APBU's code which is now about 5k lines long I wish I had seen this sooner.
    I will see what I can do about this for version 2.0.0 after all basic functionality is implemented and working properly. The worst part is the xml work which means I actually have to build some tools for manipulating the recipe files because currently I've been working with notepad++ replace functions and regex but once indexes and dependencies come into play I'll need a real tool to properly update, sort indexes etc. Oh well.

  7. #427
    Cyntalan's Avatar Corporal
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    Originally Posted by BaseN View Post
    Yes that was the problem, with mobile mode (which is mandatory can't switch to full) that I have to visit the tasks tab and parse profession levels before starting any new task. This is what will slow down APBU a lot! I was planning to do that at some point but think of a way to make it optional as it's only useful for leveling professions up. For everything else the extra time spent doing that is absolutely pointless. That is why I said "for now" on my post above.
    Would it really slow it down at all? I could understand if you did that check for every task about to be performed, but I would think that it'd be quite minimal if you had it check that after collecting results but before going into the task cycles. The levels aren't going to change once all results are collected, so it'd only be one check per character cycle.

    There isn't a chance I could take a look at the source, could I? I'd like to see how you do things different from the greasemonkey script.

  8. #428
    BaseN's Avatar Active Member
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    I only collect a reward prior to starting the task. I check slots one by one. See if it is running, completed or free. If it's completed I pick up reward and start new task on it. If it's free I start new task on it and if it's running I skip to next. I also always check the slot again to see if the task actually started, to safeguard against some gateway glitches that I've noticed.
    I have to check the levels after the collecting the reward step, which if APBU is running for a while and not just starting or relogging due to timeout, is always prior to starting a task. So assuming APBU is running normally it will always check prior to starting a new task in between collecting the reward and starting the task. This will slow it down.

    Before you ask, I don't collect all the rewards on one go due to the way I'm safeguarding against a fundamental flaw in Neverwinter's system and that's the inability to select which slot you start the task in. No matter which slot you select the task will always start on the first free one. This can cause issues with tasks starting in the wrong slots and messing up the queues under certain conditions. This is why my logic is isolating slots and processes them one by one, doublechecking every step of the process that it succeeded before proceeding to the next.

    And no, I'll only share the source under GPL if I stop working on it
    Perhaps you could send me the script in question instead, to see how it does things and if there's any idea I can use. Notice though that I'm working with QtWebkit on C++ and it's not a full blown browser. It uses JavascripCore engine with JIT (I don't rely on JS though, I'm only using a miniscule amount of JS) but several things I've had to implement myself (eg persistent cookie storage for one-time code etc) and some things are done in a very hackish way (eg in order to know when a Gateway page has finished its scripts, because they manipulate the DOM, I'm injecting JS that I tie back to a QObject that's firing a Qt signal). To get an idea of what's possible (without subclassing every high level Qt API) check:
    QtWebKit 5.0: QWebElement Class | Documentation | Qt Project
    QWebFrame Class Reference | Documentation | Qt Project
    QWebPage Class Reference | Documentation | Qt Project
    https://qt-project.org/doc/qt-5.0/qt...it-bridge.html
    Last edited by BaseN; 03-19-2014 at 03:37 PM.

  9. #429
    Cyntalan's Avatar Corporal
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    Originally Posted by BaseN View Post
    I only collect a reward prior to starting the task. I check slots one by one. See if it is running, completed or free. If it's completed I pick up reward and start new task on it. If it's free I start new task on it and if it's running I skip to next. I also always check the slot again to see if the task actually started, to safeguard against some gateway glitches that I've noticed.
    I have to check the levels after the collecting the reward step, which if APBU is running for a while and not just starting or relogging due to timeout, is always prior to starting a task. So assuming APBU is running normally it will always check prior to starting a new task in between collecting the reward and starting the task. This will slow it down.

    Before you ask, I don't collect all the rewards on one go due to the way I'm safeguarding against a fundamental flaw in Neverwinter's system and that's the inability to select which slot you start the task in. No matter which slot you select the task will always start on the first free one. This can cause issues with tasks starting in the wrong slots and messing up the queues under certain conditions. This is why my logic is isolating slots and processes them one by one, doublechecking every step of the process that it succeeded before proceeding to the next.

    And no, I'll only share the source under GPL if I stop working on it
    Perhaps you could send me the script in question instead, to see how it does things and if there's any idea I can use. Notice though that I'm working with QtWebkit on C++ and it's not a full blown browser. It uses JavascripCore engine with JIT (I don't rely on JS though, I'm only using a miniscule amount of JS) but several things I've had to implement myself (eg persistent cookie storage for one-time code etc) and some things are done in a very hackish way (eg in order to know when a Gateway page has finished its scripts, because they manipulate the DOM, I'm injecting JS that I tie back to a QObject that's firing a Qt signal). To get an idea of what's possible (without subclassing every high level Qt API) check:
    QtWebKit 5.0: QWebElement Class | Documentation | Qt Project
    QWebFrame Class Reference | Documentation | Qt Project
    QWebPage Class Reference | Documentation | Qt Project
    https://qt-project.org/doc/qt-5.0/qt...it-bridge.html
    Gotcha. I do think that checking it at the very beginning of the character cycle before even checking slots would still work in almost every case other than the few that actually manage to push you over the level threshold, and only require one check per character cycle. I think the issue is less the "too low level" tasks and more the "too high level" ones. As you typically set up your queue to assign highest to lowest level tasks, something is always going to trigger before getting to the lower ones. However, in all cases, it still has to go through what it can't, which is where I can see a major bottleneck that would be remedied with a start of character cycle check.

    As for the script I'm using, it's basically a task-tweaked version of this - http://pastebin.com/raw.php?i=3cf8w5e7

  10. #430
    Rocktroll's Avatar Member
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    I downloaded the bot, ( super fast) opened it up and used Methuselas very easy to understand step by step guide. I have one of my three toons right now using all three of its slots doing tailoring task of creating bolts of wool every 5 minutes ( I bought a bunch of thread and wool scraps). This means that every hour it will make 10 bolts of wool and 60 exp times 3 slots. That's pretty good I think for starting off until I get a chance to try something more complex.

    Is there a way for me to have all 3 of my toons doing this at the same time and do I open up the bot 3 times and log in 3 times or the same bot will run all 3 characters?

  11. #431
    BaseN's Avatar Active Member
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    You actually gave me an idea. How about a new slot mode, "First Possible with level checking". Check current levels at start of a character cycle, then skip trying to start the ones that are higher higher than the current level. This way it's optional (and modular since you can set it on a single slot that you want to use for leveling something for example while you got the others crafting whatever) and does what you want it to do.

  12. #432
    BaseN's Avatar Active Member
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    Originally Posted by Rocktroll View Post
    I downloaded the bot, ( super fast) opened it up and used Methuselas very easy to understand step by step guide. I have one of my three toons right now using all three of its slots doing tailoring task of creating bolts of wool every 5 minutes ( I bought a bunch of thread and wool scraps). This means that every hour it will make 10 bolts of wool and 60 exp times 3 slots. That's pretty good I think for starting off until I get a chance to try something more complex.

    Is there a way for me to have all 3 of my toons doing this at the same time and do I open up the bot 3 times and log in 3 times or the same bot will run all 3 characters?
    It's made to support an infinite amount of characters. It wll go through all the characters one by one. You can not do simultaneously characters on the same account as it's not possible due to gateway design. You can do multiple accounts though with n characters each if you set up APBU for each one and run several instances of it.

  13. #433
    Darxide23's Avatar Member
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    Originally Posted by BaseN View Post
    You actually gave me an idea. How about a new slot mode, "First Possible with level checking". Check current levels at start of a character cycle, then skip trying to start the ones that are higher higher than the current level. This way it's optional (and modular since you can set it on a single slot that you want to use for leveling something for example while you got the others crafting whatever) and does what you want it to do.
    This would be awesome.

  14. #434
    RogerAngell's Avatar Member
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    Help me please, the bot crash every time when I click on "add".
    APB Ultimate-screenshot_3-jpg

  15. #435
    BaseN's Avatar Active Member
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    You attachment is not approved yet so I can't see it. Please describe exactly what you are doing. Specifically which add button? There are two. One in settings and one in professions. Also what are you trying to add. I need details.

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