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AutoIt Eudemon Bot

Discussion on AutoIt Eudemon Bot within the EO Exploits, Hacks, Tools & Macros forum part of the Eudemons Online category.

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Old   #1
 
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AutoIt Eudemon Bot

Hi,
I made a Bot with AutoIt for eudemons.

This is my first Bot, so don't flame me. I tested the Bot at Volcano and Cata, and there it workds good. I also tested the Bot at LostLand and it don't work there, cos of the Colors of the Background (tried many things, but then the bot just worked very bad).

Screen Resolution 1280x1024 isnt implemented yet, cos I dont have the PC to test it on, if somebody got 1280x1024 pls send me the coords of the first Pixel of the EudemonsOnline Window. For example: at 1280x800 it is 128:1.

The Character always moves to down-left and back.

Little intoduction

Attack:
left or right mouse (u just can use left or right or F-Buttons, First true value will be taken)
or with 1 or 2 F-Buttons (just leave it empty if u wanna use one or none)

Screen Resolution:
Choose your Resolution

XP Skill:
count from right to left what Xp Skill u wanna use
For example: I got a Mage with all Xp Skill, the 7th is InfernoFire so i have to choose 7th.

other Color:
if the Bot won't work with ur Mobs u need to find out the Color Value of the Mobs Name.
For example: I used the green-value of mobs, cos i think it is good to just kill green mobs with a Bot. (But your green value could difference from mine)

To leave the Bot press F11 and then exit the window.

The Bot press 4 every 10min (I guess). I used this for my ExpBalls. So better don't put Random Scrolls or Town Portals to 4 ^^


For the people who want to see the code, I also attached the au3 File. And I'm sorry for not commenting anything :S
I also started an pickup function but it isn't completed yet.

And if u dont trust me, cos I'm very new, pls scan the files before using with Online Scanner like

Hopefully this helps some people

#edit: I wanna thank spallapiden for sharing some small Functions.
Attached Files
File Type: rar AutoIt EudemonBot au3 and exe.rar (351.2 KB, 2730 views)
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Old 05/13/2008, 21:24   #2
 
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So nobody is interested in this...

And I got a question to make my bot a little bit better. Is there a way to get values out of the RAM, because I need the coordinations where the character is and I dont wanna scan this square because this would kill the CPU. If i would got the coordinates I could easily make a route for the character to move or an area to stay in.
If reading out of the memory isnt possible could anybody share knowledge with how the get the coorsd more easy. Thanks
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Old 05/14/2008, 02:05   #3
 
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If you look through my auto-it tutorial you will see that i have posted a number of functions that will help you with working with memory values, however you need to first discover what those values are before you can manipulate them, cheat engine or similar can help you in that vain.

I have only just started with manipulating memory, so i am no expert in working out what values do what, and when you add DMA into the equation it can become very messy indeed to locate the correct memory space to change.

It would be nice if someone could post a tutorial on how to locate memory values and such using cheat engine.

Also i looked at your code/bot tho never tested it out, there are a few things that i would do differently, the first one is use the monsters HP bar as the monster scan colour, the 2nd thing i would do is use progressive scanning to find a monster, start with a small square around the player, if you find nothing then scan a larger square around the player, if nothing again then scan an even larger area.

This will make the bot look a little more natural, attacking the closest monster to the player, by scanning the whole visible area each time, you A. waste time, and B. you will always be moving towards coords 0,0 the start point of your scan.

Another thing i would do is to have all the main functions called from the main loop, IE: you call move_char from within attack_mob if it fails to find a monster to attack. My personal view is that functions should just do 1 job and when complete return to the main loop and that the main loop should contain all the logic of the bot. In sudo code something like below.

Code:
main_loop
{
    find_mob
    {
       if found_mob
          {
          attack mob
          }
       else
           {
           move_char
           }
     }
     find_obj
           {
            if found_obj
                 {
                 collect obj
                 }
            }
}
What this does is give you a 1 stop shop when it comes to bot logic, all the logic is contain in the main loop, so when your testing and debugging you can work out if its the logic thats wrong or the function being called that is playing up.

With random movement, the way i would do it is to have a set of functions like the points of a compas, North, North_East, East, South, South_East...... and have them click at defines X,Y values. you can randomly select a direction and then go that way 3 or 4 moves before selecting a new direction, you can also set priorities for what directions to use based on the map the char is hunting in, lost island for example would be best only using diagonal movements because of the shape of the map and your bot would look stupid there if it was only using up down east weat movements.

Ok i gota go for now, i might add more to this later or if you have any questions, just ask and i will see if i can help you further.
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Old 05/14/2008, 07:43   #4
 
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Quote:
Originally Posted by spallapiden View Post
If you look through my auto-it tutorial you will see that i have posted a number of functions that will help you with working with memory values, however you need to first discover what those values are before you can manipulate them, cheat engine or similar can help you in that vain.

I have only just started with manipulating memory, so i am no expert in working out what values do what, and when you add DMA into the equation it can become very messy indeed to locate the correct memory space to change.

It would be nice if someone could post a tutorial on how to locate memory values and such using cheat engine.
I dont wanna manipulate the values, just need to get values for knowing where I am.

Quote:
Also i looked at your code/bot tho never tested it out, there are a few things that i would do differently, the first one is use the monsters HP bar as the monster scan colour, the 2nd thing i would do is use progressive scanning to find a monster, start with a small square around the player, if you find nothing then scan a larger square around the player, if nothing again then scan an even larger area.

This will make the bot look a little more natural, attacking the closest monster to the player, by scanning the whole visible area each time, you A. waste time, and B. you will always be moving towards coords 0,0 the start point of your scan.
The logic is good, but it will take much more work for the CPU because im scanning the inner-quarter several times if no mobs are in my field of view.
But the thing that havent worked good for me is scanning for the HP of the mobs, cos the red value differs very much and if u allow PixelSearch too much shade difference it will try to attack other things like the bottom.

Quote:
Another thing i would do is to have all the main functions called from the main loop, IE: you call move_char from within attack_mob if it fails to find a monster to attack. My personal view is that functions should just do 1 job and when complete return to the main loop and that the main loop should contain all the logic of the bot. In sudo code something like below.
Yeah, stupid me. This thing i copied, I'll give the monster_attack() a return value ^^

Quote:
[code]
...

What this does is give you a 1 stop shop when it comes to bot logic, all the logic is contain in the main loop, so when your testing and debugging you can work out if its the logic thats wrong or the function being called that is playing up.

With random movement, the way i would do it is to have a set of functions like the points of a compas, North, North_East, East, South, South_East...... and have them click at defines X,Y values. you can randomly select a direction and then go that way 3 or 4 moves before selecting a new direction, you can also set priorities for what directions to use based on the map the char is hunting in, lost island for example would be best only using diagonal movements because of the shape of the map and your bot would look stupid there if it was only using up down east weat movements.
Random moving hasn't worked good for me, sometimes he just ran as stupid as possible^^
So I want to get the coords to let the user decide in what area he/she want to move.

Thanks for your help!!! I'll try to make some more functions, maybe you can use them.
ATM I created a working GoldPickUp function (found good and working values) and a PickUpEgg function for Vanquisher eggs (all the other eggs have stupid colors, maybe I'll found something in the memory). But I haven't tested these functions too much, so will release them later when I'm sure they work.

Thanks again
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Old 05/14/2008, 08:03   #5
 
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Quote:
The logic is good, but it will take much more work for the CPU because im scanning the inner-quarter several times if no mobs are in my field of view.
But the thing that havent worked good for me is scanning for the HP of the mobs, cos the red value differs very much and if u allow PixelSearch too much shade difference it will try to attack other things like the bottom.
The actual way that i do it is to break the field of view up into a grid 3x3 with the center being the immediate area around the char, i should also mention that i use /scale 80 to enlarge the total area of view. I scan the center first, then randomize the scan order for the remaining 8 grids.

The load on cpu is neither here nor there, the actual scan process uses nothing in the way of cpu. The main reason for using a progressive scan is that the Char will always be moving towards the first monster found, if no progressive scan is used it will walk past monsters to kill the one closes to the start X,Y of the scan, which ultimately looks dumb and does not look natural.
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Old 05/15/2008, 12:12   #6
 
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Quote:
Originally Posted by spallapiden View Post
The actual way that i do it is to break the field of view up into a grid 3x3 with the center being the immediate area around the char, i should also mention that i use /scale 80 to enlarge the total area of view. I scan the center first, then randomize the scan order for the remaining 8 grids.

The load on cpu is neither here nor there, the actual scan process uses nothing in the way of cpu. The main reason for using a progressive scan is that the Char will always be moving towards the first monster found, if no progressive scan is used it will walk past monsters to kill the one closes to the start X,Y of the scan, which ultimately looks dumb and does not look natural.
But people won't recognize it if you don't walk there and just us windbeats or something else.

Another idea is the split the screen in 4 areas and start scanning with a random one, with this "technique" your character won't move as often to the left corner.
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Old 05/15/2008, 17:45   #7
 
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collect items>> does not work
XP Skill >> does not work
the bot only moves to the left, at the end of the map he is arrested!


my resolution is 1280 x 1024
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Old 05/16/2008, 05:21   #8
 
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@@Deleted, double post.
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Old 05/16/2008, 05:22   #9
 
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@Fipsi16, i have posted a picture of roughly how i broke the screen up, I do a few other things as well,

1. I have a check box that will put priority on pixelscan box 2,4,6,8 in places where up and down is an advantage.
2. I have a check box that will put priority on pixelscan box 1,3,5,7 in places where diagonal movement is an advantage.
3. On big wide maps like Gobi there is no priority.

I do random movement based on the same set of values, with each box, 1,2,3,4,5,6,7,8 being given an x,y value from with each range and i have no problems with it working incorrect.

@ulissesdmd look at the below picture, you need to make sure your client is positioned to the upper left hand corner of the monitor, like i have mine set. You should then not keep walking till you hit the edge of the map.

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Old 05/16/2008, 06:34   #10
 
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@ spallapiden

ok I did what you said, now the bot vai for one to the other side .. the diagonal .. but does not use the xp skill or collect item!
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Old 05/16/2008, 07:03   #11
 
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@ulissesdmd, sorry man other than that i cannot help you much more, i have not actually used flipsi's bot, i have made my own that i use and i don't have such issues with it.

@fipsi, below is some code that i came up with for collecting items, it works for the most part, its based on the yellow text of items, it means you cannot have Mage UE out following, because they have the same yellow above their names, so its of most use to a Mage who is conjoined with warrior eu and using their own wind beads.

Sorry for the wall of text, stupid forum ganks things from the code.

Func GetObject()
$Coords=PixelSearch(30,175,455,580,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(4000)
EndIf

$Coords=PixelSearch(460,315,1010,580,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(4000)
EndIf

$Coords=PixelSearch(455,175,475,300,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(4000)
EndIf

$Coords=PixelSearch(550,175,1010,345,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(4000)
EndIf
EndFunc ;==> This function searches for the Yellow in the droped item text.
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Old 05/16/2008, 11:46   #12
 
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As i said, I haven't implemented the PickUp Item Method because it has some bugs and sometimes make strange things.
I also haven't implemented the 1280x1024 resolution because I don't have monitor to test it on. But I will try to implement these functions.
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Old 05/16/2008, 11:54   #13
 
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Func GetObject()
$Coords=PixelSearch(30,175,455,580,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(3000)
$ITEMPICKED = True
Return($ITEMPICKED)
EndIf

$Coords=PixelSearch(460,315,1010,580,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(3000)
$ITEMPICKED = True
Return($ITEMPICKED)
EndIf

$Coords=PixelSearch(455,175,475,300,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(3000)
$ITEMPICKED = True
Return($ITEMPICKED)
EndIf

$Coords=PixelSearch(550,175,1010,345,0xFFFF00,7)
If NOT @error Then
MouseClick("left",$Coords[0]+30,$Coords[1],1,0)
Sleep(3000)
$ITEMPICKED = True
Return($ITEMPICKED)
EndIf

$ITEMPICKED = False
Return($ITEMPICKED)
EndFunc ;==> This function searches for the Yellow in the droped item text.

This actually now works remarkably well, you need a global called $ITEMPICKED, then in your main loop after Attack() you need to add this:

GetObject()
If $ITEMPICKED == True Then
GetObject()
EndIf

That way it pickes up all the items before moving on to kill again, Also i should mention that the above method works with warrior and summoned mage eudemon, I have tested it out on my warrior with 2 converged warrior eudemons and 1 summoned mage. It does sometimes catch the yellow on the mage eudemon, but other than that it works pretty well.

Drop it in and tell me what you think.
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Old 05/17/2008, 07:33   #14
 
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have managed to fix the error? can compile to test?
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Old 05/18/2008, 09:24   #15
 
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Works good in Volcano. But need a pick item function. at least gold for now and some of the gems base on color. Need a F key that will continuously press to cast wind beads by mage eud lvl faster this way. I manually put some weights to hold down the F2 key while the char moves around. Kills mobs really fast.
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