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PPOSB - AIO Hunter


ProjectPact

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12 minutes ago, ProjectPact said:

No, I am deleting posts that aren't following the proper guidelines. I have a report section for a reason. If there is a bug, you report it and I will fix it.

 

http://projectpactscripting.com/bug_reports.php

 

 

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Before i buy script i read all comments and wheres no bad, only goods and now i understand why... u just delete it. I dont flame in post i dont rage. It was just my oppinion of a lot of hours test. and u just delete it and let peoples think this script is incredible one.

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Just now, futbolistas said:

Before i buy script i read all comments and wheres no bad, only goods and now i understand why... u just delete it. I dont flame in post i dont rage. It was just my oppinion of a lot of hours test. and u just delete it and let peoples think this script is incredible one.

Report problems to me and I can fix them. If you sit back like a turtle in it's shell and don't say anything, how am I supposed to know to fix them. Please stop commenting on my thread.

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Version 5.7 has been pushed! Please allow time for the developers to release it to the public!

 

Hunter Updates:

 

  • Preset Salamanders to never be able to use one tick
  • Added a new check for bird hunting and low inventory room 
  • Rewrote a new check for making sure to handle fallen traps first before checking
  • Walkover traps will automatically be enabled if you are one ticking
  • Removed a delay after dropping entire inventory
  • Tweaked up the dropping task a bit
  • Added a new advanced mouse hover feature to know how to handle miss-clicks
  • Added tile locations to my custom debugger
  • Removed some extra debug logger information
  • Smoothed out a lot of the performance in event handling
  • Adding dynamic multi-threading to the trapping system
  • Added a new check to fallen traps
  • Fixed a double texting glitch 
  • Fixed a possible detection problem with the next setup spot if a tile collapsed at the same time
  • Fixed a trap relocation bug caused by updated logic
  • Added new checks to picking up all traps before break
  • Rewrote parts of the break handler
  • Rewrote the entire trap relocation handler
  • Revised some of the setup task
  • Reordered some event tasks 
  • Fixed an issue with traps not being declared active right away
  • Added a secondary myTrap confirmation
  • Added a new cache system

 

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@ProjectPact From what i can tell progressive mode (with 15) hunter teleports to castle wars and then gets stuck. Also if you can make it detect if we have fairy rings unlocked to get to copper tails instead of staying at crimson. And if it doesnt have it unlocked. it should use the boat outside on the fence line of gnome stronghold to get to the hunting grounds for copper tails.

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2 hours ago, gosubear said:

@ProjectPact From what i can tell progressive mode (with 15) hunter teleports to castle wars and then gets stuck. Also if you can make it detect if we have fairy rings unlocked to get to copper tails instead of staying at crimson. And if it doesnt have it unlocked. it should use the boat outside on the fence line of gnome stronghold to get to the hunting grounds for copper tails.

What was your inventory setup when you started progression? You teleported to castle wars because you were walking to crimson swift 

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