would it be possible for the tool to work without keybinds? - so it reads what is available and "just" uses it?
It's def possible, but pretty hard to do, and it will add more things to maintain on the code, the good thing about keybinds from a developer's perspective is I will probably never have to change the code, it's just a hassle for the user to setup 1 time though.
I posted my keybind setup, I have 0 issues with it.
Updated with some very small improvements on 1* & 2**
It's def possible, but pretty hard to do, and it will add more things to maintain on the code, the good thing about keybinds from a developer's perspective is I will probably never have to change the code, it's just a hassle for the user to setup 1 time though.
I posted my keybind setup, I have 0 issues with it.
Updated with some very small improvements on 1* & 2**
thanks buddy, my issue is more like that on machine A it works ok but on machine B where I have a lot of numpad binds it seems to have issues to use them - the second I rebind it from any numpad key to another "normal" key it works flawlessly
Finally managed to set up all the hotkeys :D
And I have to admit, it looks pretty awesome!
Had a couple of issues with Esc key before I figured out it was actually disabling things. And then spent some time trying to understand why Esc began to toggle crafting all of a sudden, lol. But in the end, it worked flawlessly.
Acme, I could help you with giving insights into how keybinds work in the game, if you want. It would actually make things much easier.
When reading the available keybinds and icons directly from memory, you could make use of a clever trick - to access any skill on any hotbar by simply switching the first hotbar back and forth.
Your bot is already smart, and with keybinds recognition it would become completely self-sufficient.
So right now I'm sending KeyBinds through the Windows API, I can already tell which skills the player has through Level + reading crossskills + checking if they have a specialist soulstone equipped, the problem is that SE's UI is really unresponsive and doesn't behave as it should, so shift + x sometimes fires as just X.
But your solution is interesting if I could move any skill to be a specific a keybind on the bar, and that not requiring any type of remote thread insertion in XIV it'd be amazing .
The problem with Shift + X is actually pretty easy to fix - don't fire all keys at once :)
Send Shift down first, then wait a fraction of a second, and then send X. That fraction actually depends on your FPS. For example, if you want to run in background with Frame Rate Limiter on, aim for 100-200 ms.
But what I mean is that you can read all the keybinds from inside the game. The table of actions itself:
Slot 1 -> key "1"
Slot 2 -> key "2"
Slot 3 -> key "3"
Slot 4 -> key "E"
Slot 5 -> key "Q"
And so on.
And you can also detect where the skills are, like:
Slot 1 -> Careful Synthesis II
Slot 2 -> Basic Touch
Slot 3 -> Comfort Zone
Slot 4 -> Steady Hand II
Slot 5 -> Inner Quiet
You can find the layout of skills for every hotbar.
And then you just use these 2 tables to transform any Skill -> Slot -> Keybind.
Maybe this is a bit hard to describe so if it's confusing I'll post a video.
After the bot has to go to the recipe to change the ingredient quantities, it returns to the Synthesize button by pressing the down button several times. The time between the last two button presses is very fast, so when using low FPS it will get stuck here. All of the other button presses when navigating this menu are delayed properly to account for low FPS, it's just the last one right before pressing synthesize. It ends up overshooting and often gets caught in a loop here.
So, please check the delay on the transition between ingredient selection and pressing the Synthesize button.
Almost every selectable item has a Frame, Row & Column, so it's all the same method to go to every component if I need to select a material it's just SelectControl(Mat1NQ)
or SelectControl(Mat1HQ) for example, and the cursor can be anywhere on the recipemenu, as long as that "spot" is mapped out, not everywhere the cursor can be is mapped out, the loop is where exactly? (keeps looping up & down I assume?)
As I thought a video is much easier. :D (you can click Download→Direct Download to avoid preview quality compression).
At first it works fine at 30fps, as expected. After I switch to 15fps, I show a few different ways that it gets stuck. It just seems to be pressing/checking for some menu updates too quickly for the given fps.
By the way, for crafting, the 100ms delay has been working fine for my ctrl / alt / ctrl&alt key combinations at 15 fps. 133 ms is enough for two frames at 15fps (the software limited rate). Though, 200ms shouldn't hurt.
(Of course, this is fixed by capping at 30 fps so it's not such a big deal to me.)
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