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Livingdeadman1

Beta Tester
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About Livingdeadman1

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  1. Damn. Wish there was some way I could aid in bug tracking or really any kind of way honestly. I utilize this tool and keep up with the updates consistently. 15,000 lines of code is alot to maintain though, sad news indeed! For what its worth, I greatly appreciate your program and contribution to EB.
  2. Livingdeadman1

    my pickit, add yours please.

    This is nothing glorious or even advanced but I put these extra codes under the appropriate lines/catagory of the default pickit provided. Im pretty sure they're correct and seeing how nothing new was really implemented in this topic, I figured i'd share for all interested. Im not a coder by any means really but if im not mistaken I believe this is C++ scripting. For the purposes of using the chaos recipe, (manually) I opened the IPD editor and scrolled all the way down to the Rare Amulets Section. For those who dont know, placing "//" in front of any created code will cancel out actions taken by the bot, so naturally removing them will cause the bot to execute the specified action. That being said I placed "//" in front of all rare code modification's and placed this on a line of its own without them: [Category] == "Amulet" && [Rarity] == "Rare" && [stashItem] == "true" The same goes for the rare ring's section. [Category] == "Ring" && [Rarity] == "Rare" && [stashItem] == "true" I also scrolled up to the chancing section and put this extra code in: [Type] == "Imperial Bow" # [ChanceItem] == "true" // Windripper/Lioneye's Glare
  3. Livingdeadman1

    v 0.20 B bugs

    So i've been sitting here checking to see if theres possibly a way to hash this problem out myself and I noticed that my bot only idles in town when it's returned to sell something. If it's completed a map/area fully and returns to town, it continues on with its process. Just figured i'd share my input on the matter, thinking maybe it may narrow the coding down some solution wise
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