Oh wow its looking way nice
Not messy like my old C# interface haha
Good job
Looks don't mean a thing, this is functional and functional the way I want it to be, thats all that matters.
Besides map fun UI looked a million times better than this.
On that note, I would love your mobblock scanner code from old mapfun, I lost the source in re-format. Then I could see an efficient way to scan mobs in each mobblock, to check if I want the bot to initiate autowalking.
I suppose make it do a check through each mobblock if they have died once or something, if so move to next, then back again.
Another small update on the UI and some other things that you cannot see in the picture. Not much again, but any real opinions would be nice. Anybody have any input on this "project"?
Anybody out there would find a bot like this useful? I am botting right now with TwelveSky2 minimized in my task bar by the way, just so you understand that this bot does not press buttons.
Again the UI is nothing special, but it is simple and what I wanted for this. It is bound to a hotkey and can be toggled on or off at any time. When the menu is toggled it on it takes topmost priority of all open windows so you can use it over the TS2 window and then close it, or leave it up.
-Mob distance detection, only AOE's when mobs are in range.
-Player detection, detects other players in range.
Other small changes as well.
Not sure if its possible or not but perhaps theres a way to autoloot items by name rather than color? This could help to weed out those pesky bocf boa jades unis etc. and just pick up the money and rares and elites you need like those wonderful rudolphs lol.
Id love to use something like this just for pure merit grinding. Looks and sound amazing.
Not sure if its possible or not but perhaps theres a way to autoloot items by name rather than color? This could help to weed out those pesky bocf boa jades unis etc. and just pick up the money and rares and elites you need like those wonderful rudolphs lol.
Id love to use something like this just for pure merit grinding. Looks and sound amazing.
This does not loot items by color. This loots items by offsets to ItemID, ItemRareity, and ItemType. I can customize it anyway I like in the code to change up witch items it would loot or not, and it can only loot those items. I may add something later on to the menu where the user can select a list of items to exclude from looting, for now it suites me.
Example:
The line below tells the bot to only loot Rare SkillBooks(3), the type==5 refers to skillbooks. So if the type is a skillbook, and the rarity is less than 3(less than 3 is unis/commons) then block them:
Code:
if(rarity < 3 && type == 5 )
The portion below is what I use personally right now. It blocks all unis except Lucky Tickets/Gift Boxes and Fortune Pouches. It allows the pickup of any rare/leet item or silver as well.
Code:
if((rarity == 1 || rarity == 2) && type >= 6) //Prevents all common/uni gear items from being looted
{
//BlockItem
}
else if(rarity < 3 && type == 5 ) // Prevents all unique skill books from being looted.
{
//BlockItem
}
else if(rarity == 1 && type == 2 ) //Prevents all common support type items from being looted(pills).
{
//BlockItem
}
This does not loot items by color. This loots items by offsets to ItemID, ItemRareity, and ItemType. I can customize it anyway I like in the code to change up witch items it would loot or not, and it can only loot those items. I may add something later on to the menu where the user can select a list of items to exclude from looting, for now it suites me.
Example:
The line below tells the bot to only loot Rare SkillBooks(3), the type==5 refers to skillbooks. So if the type is a skillbook, and the rarity is less than 3(less than 3 is unis/commons) then block them:
Code:
if(rarity < 3 && type == 5 )
The portion below is what I use personally right now. It blocks all unis except Lucky Tickets/Gift Boxes and Fortune Pouches. It allows the pickup of any rare/leet item or silver as well.
Oh wow thats a totally different picture than i had painted in my head. Thanks for the info though.
Now is there any possible way to perhaps enable the hermits chest for extra storage space? I actually found the address for it but when i attempted to put something in there i was D/Ced. Just wondering if maybe theres a way around this and perhaps it could be used in your bot.
Btw if you don't mind my asking (idk if you mentioned it before) what program are you using for all of this?
Oh wow thats a totally different picture than i had painted in my head. Thanks for the info though.
Now is there any possible way to perhaps enable the hermits chest for extra storage space? I actually found the address for it but when i attempted to put something in there i was D/Ced. Just wondering if maybe theres a way around this and perhaps it could be used in your bot.
Btw if you don't mind my asking (idk if you mentioned it before) what program are you using for all of this?
-SkillBar scanning. Bot now has the ability to scan the skillbar for skills, pills or heavens fruit and use them accordingly. No more need to select the slot where your skills/items are located.
Soon:
Working on skill execution without the skillbar. Executing the skill by pushing the ID/Skill rank.
Planning to implement a loot filter customization option in the menu soon. I'll add an editable text box or something that allows the user to add ID's of items to BLOCK or ALLOW to be looted witch will save to a .txt document. Or maybe make a list and scan through all items in game and add them into a list, but that would probably be too many entries. I will most likely just provide a list of ID's to users if I give out the bot, and allow them to choose from the ID list to add to the BLOCK or ALLOW list. This is stuff I have never done before as far as loading entries from a .txt document and adding into an array or vector, so I am bit sketchy on implementation. I will give it a shot though. For now I have added all ID's of specific Items I don't want to be looted and ID's that I want to be looted into my code, so it works for me.
Code:
//rarity == 1 and 2 hides commons&unis, IDs here hide the items with those IDs IDs here specifiy commons and unis that are allowed to be looted
if((rarity == 1 || rarity == 2 || ID == 1024 || ID == 1025 || ID == 1066 || ID == 1019 || ID == 1022 || ID == 1027) && (ID != 1 && ID != 1045 && ID != 1035 && ID != 1036 && ID != 1037 && ID != 1041 && ID != 1039))