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Item Type/RUES - Problem found but looking for solution

Discussion on Item Type/RUES - Problem found but looking for solution within the CO2 Programming forum part of the Conquer Online 2 category.

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Old 12/20/2008, 06:32   #16
 
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Originally Posted by naddo1 View Post
Lol , TY..

I though the intent was clear, but hey its all good, I was just looking at multiple possibilties, yes avoidance of picking everything up is the top priorty.. but that seems to be kapput no matter how we look at that.

So the next best thing (in my own mind - this may not be the case for other people) is picking everything up, but with better effeciency at knowing what what you have picked up.

Looking at the top left of your screen doesn't tell you if the item is a quality or +1 (at the moment), however I beleive this can be achieved, as it has been done in the past.

As for an external text window, this is just a different way of looking at it, instead of the top left corner, due to all the (system) message spam you get, u may miss something.

ANY feedback is good at the end of the day, it makes you think and question what and why do anything. No matter how daft an idea may be, it can lead to many possible good ideas from other people.

So keep it coming.
You could have it read the memory address of the item name, then have it check if the last 4 characters of the item's name is (+1), I forgot the function that checks first/ last or whatever letters you want it to, but if you find it, it can be done that way.
Same with Itemtype alerts. You can continue to update the itemtype, it won't show the items as [E] on the ground, but what you could do is have your program check if the first letters of the item's name is [E], [S] or whatever, and if so send out an alert.
For the alert, however, I'd recommend just recording your own sound through a mic, that says Super, Elite, +1, etc, and have it just play that sound when the item drops.

If you're using Delphi then Bass is a good sound parsing library to use.
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Old 12/23/2008, 00:07   #17
 
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Originally Posted by Ian* View Post
You could have it read the memory address of the item name, then have it check if the last 4 characters of the item's name is (+1), I forgot the function that checks first/ last or whatever letters you want it to, but if you find it, it can be done that way.
Same with Itemtype alerts. You can continue to update the itemtype, it won't show the items as [E] on the ground, but what you could do is have your program check if the first letters of the item's name is [E], [S] or whatever, and if so send out an alert.
For the alert, however, I'd recommend just recording your own sound through a mic, that says Super, Elite, +1, etc, and have it just play that sound when the item drops.

If you're using Delphi then Bass is a good sound parsing library to use.
Could this be acheived post picking an item up? this would be good - same thing as the notifier in the top left - after the item is picked up?

Works with whispers and item sold alerts on co2m8... why not on quality items or +1's after the pick up?
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Old 12/26/2008, 03:15   #18
 
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could researching the mentor system help? if we figure out how TQ can detect the +1's we can exploit that into qualities. I maybe off base but it seems to be of rational thinking.
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Old 12/27/2008, 03:14   #19
 
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Some items when dropped by a monster have different color according to their quality. For example, a normal level95 is shown as a ‘white’ one, but if the same item is a unique or refined one it is shown as blue and the elite and super ones are shown as red. So in this case u can see the quality without picking it up. I’ve seen the same whit clubs and wands. I hope this is useful information.
(srry for my bad English)
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Old 12/30/2008, 11:48   #20
 
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Originally Posted by silverstreak View Post
could researching the mentor system help? if we figure out how TQ can detect the +1's we can exploit that into qualities. I maybe off base but it seems to be of rational thinking.
Now thats a **** good idea ! anyone got any clue on this line of thought?
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Old 12/30/2008, 13:13   #21
 
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Originally Posted by naddo1 View Post
Now thats a **** good idea ! anyone got any clue on this line of thought?
thought about that, after a lot of testing i figured out that it doesnt update the +1s right away, but besides that u must have your own acc as a mentor, and logged in.
Too much hassle to see if you had a +1 drop even if it updated right away
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Old 12/31/2008, 04:04   #22
 
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Originally Posted by _fobos_ View Post
Hmm but whats the use of that?
You would still have to pick up the items
Also if it was possible to tell you when you picked up a +1 item or a super item. Then wouldn't it be feasible for someone to create a bot to detect weather items you pick up are of special value, then auto drop anything that is not to a certain quilty, that can be preset by the user? Sure you would still have to pick the items up but any crappy items would be thrown back on the ground w/o hassle of dropping each item your self. Idk just an idea... not sure if anyone though of something similar. If there was then i appologize.
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Old 01/01/2009, 19:14   #23
 
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Well, if someone could tell me how to figure out what itemnumber the star towers and fans, (since they still show up under itemfile edits), and the new ninja gear, i could come up with a new aniedit. i tried opening up the .dds files in cs2, and failed. any other ways?

Edit: At lease for the weapons and talismans i could.
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Old 01/01/2009, 22:49   #24
 
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Quote:
Originally Posted by Albey View Post
Well, if someone could tell me how to figure out what itemnumber the star towers and fans, (since they still show up under itemfile edits), and the new ninja gear, i could come up with a new aniedit. i tried opening up the .dds files in cs2, and failed. any other ways?

Edit: At lease for the weapons and talismans i could.
Nice but this is already been done, and is working fine with ANieditV4 (up to now) for weaps and talismans (dunno about the new ninja gear). But nice thought.

u can open .dds files in cs2 by googleing .dds addon for cs2

I'm looking at other solutions but I still think the old way of hunting is still going to have to apply, pick it all up, but with a notifier.

I think the way items show a different colour no longer works. It does on some weaps but there is no noticable difference between super and ref boots.

Keep digging
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Old 01/01/2009, 23:05   #25
 
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Well, i'll get that addon. I will try to come up with something soon, for the weapons, and tali's. Atleast we can get those. As for the armor, i'm not sure.. Is there some memory address scanning tool i can use, i'll impliment the item notifier with it.
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Old 01/06/2009, 04:37   #26
 
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My solution would be to just pick up all items indeed, make a tool to empty invent by hooking to the item dropping function and make it drop the first item in inventory every time untill a message "Do you really to drop this item" pops up and then repeat the same to the next item slot.
along the lines of cotobo, only without there being any giftboxes for quality items.
And in my opinion Cotobo was the best hunting tool there was

Just my 2 cents, with some creative programming its do-able
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Old 01/06/2009, 19:18   #27
 
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Quote:
Originally Posted by _fobos_ View Post
My solution would be to just pick up all items indeed, make a tool to empty invent by hooking to the item dropping function and make it drop the first item in inventory every time untill a message "Do you really to drop this item" pops up and then repeat the same to the next item slot.
along the lines of cotobo, only without there being any giftboxes for quality items.
And in my opinion Cotobo was the best hunting tool there was

Just my 2 cents, with some creative programming its do-able
Now we are getting somewhere! Thats just spot on!

However how would you get around bot jail, for dropping while jumping/running?

How would you stop it from dropping arrows, scrolls and pots?

Could it just be hooked to equips/weapons?

Anyone got the "creative programming" nonce to create this?
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Old 01/06/2009, 19:29   #28
 
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Quote:
Originally Posted by Albey View Post
Well, i'll get that addon. I will try to come up with something soon, for the weapons, and tali's. Atleast we can get those. As for the armor, i'm not sure.. Is there some memory address scanning tool i can use, i'll impliment the item notifier with it.
Honestly anyone thinging about this problem and trying to come up with help is all good, but;

1) already exist and works good for items that you can see plus gems.

2) <---- can read memory addresses, and is quite good for it.

3) <--- Section 9 in this link is another good source for other ways to get information for what you are attempting, there are some good tutorials here too.
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Old 01/06/2009, 19:44   #29
 
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Originally Posted by naddo1 View Post
Now we are getting somewhere! Thats just spot on!

However how would you get around bot jail, for dropping while jumping/running?

How would you stop it from dropping arrows, scrolls and pots?

Could it just be hooked to equips/weapons?

Anyone got the "creative programming" nonce to create this?
Well I'm guessing for the arrow scrolls and pot problem since u have to hook to the dropping function there should most likely be an item ID number involved (just a hunch tho) so for that issue comparing the ID's if they match move to next invent slot would be a solution, because think about it, your client recognizes the item that's dropped think along the lines of the pot sound when u drop a pot, or a weapon or an armor they are all 3 different sounds tracing to that function wouldn't be hard just put a bp in Olly on all DXPlaySound and I'm sure you'll get somewhere when looking in the stack.
And about if anyone got the "creative programming" lol most likely chocoman did it why not others?

I'm working on this too BTW, that is why i been looking into this a lot and the only reason i read threads like these. ^^

Edit:

I can confirm what i said about the ID's i just went to play around dropping a stancher and i found the expected ID to be moved into EAX
then it compares EAX with the ID of silver to determine if gold was dropped or not, wich makes sense
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