-------
XeN Bot Updates
-------
A couple of people have started taking interest into developing so this update is mostly API updates. There's still a couple more to add I'll be adding those soon as well here's the changelog:
-------
Everything here can be found at
-------
[ New Callbacks ]
+ CALLBACK_ACTION_EFFECT { executed when client receives action}
[ New Class XGlobal { contains information about global functions available } ]
- Methods:
+ LoadModule(string scriptName, string path)
[ Changes to XAction ]
- New Properties:
+ recastTime - returns float time remaining for action to be castable again
+ contains - returns an int with the cost of the action
- Method Changes:
+ XAction.canUse() - now can take object or targetid or none
[ New Class XJobGauge { default class for all job gauges } ]
[ New Class XBardGauge {class for Bard Job Gauge} ]
- Properties:
+ songTime { returns the timer of ballad in milliseconds}
+ reportoire { returns an int with reportoire value}
+ soulVoice { returns an int with soulVoice value}
[ New Class XBlackMageGauge {class for Black Mage Job Gauge} ]
- Properties:
+ enochianTimer { returns short with the remaining time of enochian }
+ elementTimer { returns short with the remaining time of current element }
+ umbralStacks { returns int with the amount of umbral stacks }
+ umbralHearts { returns int with the amount of umbral hearts }
+ astralStacks { returns int with the amount of astral stacks }
+ polyglotStaks { returns int with the amount of polyglot }
+ enochianActive { returns true if enochain is active }
+ paradoxActive { returns true if paradox can be activated }
+ isUmbralIce { returns true if player is current in umbral ice stand }
+ isAstralFire { returns true if player is current in astral fire stand }
[ New Class XDragoonGauge {class for Dragoon Job Gauge} ]
- Properties:
+ lotdTimer { returns short with the remaining time of lotd }
+ lotdState { returns int with the current value of lotd state }
+ eyesCount { returns int with the current amount of eyes }
+ firstMindsCount { returns int with the current value of first minds }
[ New Class XMachinistGauge {class for Machinist Job Gauge} ]
- Properties:
+ overHeatTime { returns short with the remaining time of over heat }
+ summonTime { returns short with the remaining time of summons }
+ heat { returns int with the heat value of gauge }
+ battery { returns int with the battery value of gauge }
+ lastSummon { returns int with the id of the last summon power }
+ timerActive { returns a bool with true if gauge timer is active }
[ New Class XNinjaGauge {class for Ninja Job Gauge} ]
- Properties:
+ hutonTimer { returns short with the remaining time of huton }
+ ninki { returns int with the ninki value of gauge }
[ New Class XSamuraiGauge {class for Samurai Job Gauge} ]
- Properties:
+ kaeshi { returns int with the kaeshi value }
+ kenki { returns int with the kenki value }
+ meditationStacks { returns int with count of Meditation Stacks }
+ sen { returns int sen value of gauge }
[ New Class XSummonereGauge {class for Summoner Job Gauge} ]
- Properties:
+ summonTime { returns short with summon timer remaining }
+ attunementTime { returns short with attunement timer remaining }
+ returnSummon { returns int with return summon id }
+ returnGlam { returns int with the glam of return summon }
+ attunement { returns int with attunement status }
+ aetherStacks { returns int with aether stacks count }
+ garudaAttuned { returns true if garuda is currently attuned }
+ ifritAttuned { returns true if ifrit is currently attuned }
+ titanAttuned { returns true if titan is currently attuned }
+ garudaReady { returns true if garuda is ready to for summon }
+ ifritReady { returns true if ifrit is ready to for summon }
+ titanReady { returns true if titan is ready to for summon }
+ phoenixReady { returns true if phoenix is ready to for summon }
+ bahamutReady { returns true if bahamut is ready to for summon }
[ New Class XCastInfo { XGameObject.castInfo } ]
- Properties:
+ isCasting { returns true if object is casting }
+ isInterruptible { returns true if object can be interrupted }
+ valid { returns true if cast info valid }
+ acitonId { returns int with actionId being used }
+ castTargetId { returns int with action target id }
+ recipientCount { returns int with amount of recepients }
+ currentCastTime { returns float with current cast time }
+ adjustedCastTime { returns float adjusted cast time }
[ XGameObject Changes ]
- Properties:
+ isMelee { returns true if object is melee }
+ isRanged { returns true if object is ranged }
- Local Player Only:
+ isMoving { returns true if player is moving }
+ isAutoRunning { returns true if player is auto Running}
+ isAutoDescending { returns true if player is auto Descending }
+ setAutoRunning(bool value) { sets auto running value }
+ setAutoDescending(bool value) { sets auto descend value }
[ XGameObjectManager Changes ]
- New :
+ GetById(int id) { returns the object by given id }
+ PartyMembers() { returns all objects in same party as player}
+ BattleObject() { returns single battle object that passes filter}
+ EventObject() { returns single event object that passes filter}
+ EventObjects() { returns table of event object that passes filter}
+ EventObject() { returns single event object that passes filter}
+ EventObjects() { returns table of event objects that passes filter}
+ EventNpcObject() { returns single eventnpc object that passes filter}
+ EventNpcObjects() { returns table of eventnpc objects that passes filter}
+ TreasureObject() { returns single treasure object that passes filter}
+ TreasureObjects() { returns table of treasure objects that passes filter}
+ GetClosestBattleObj() { returns closest battle obj that passes filter }
-------
08/22/2022 - XeN Bot version 1.1.0.30
"This update adds some features requested as well as some bug fixes and some new features to existing scripts"
-------
[ XPVE ]
+ Added draw settings showing if rotations are on / off with menu option
+ Fixed issues with targeting mounts/allies
[ XPVP ]
+ Fixed issue with targetting allies (for good hopefully)
[ XSquadron ]
- Reworked the way missions are being used
+ Switched objects from obj.name to obj.npcId for cross-region support
+ Added The Aurum Vale [Lvl 47]
[ XeN Library ]
+ Fixed FPS Drop issue that occured when menu is showing
- Deleted class AgentModule { Reworked into AgentManager }
[ New clas XAgentManager { Manages UI Agents } ]
- Methods:
+ GetAgent(string agentName)
[ New class XAgentMap { handles map agents }]
- Properties:
+ currentMapPath { returns string with current map path }
+ currentMapPathBg { returns string with current map path's bg }
+ currentMapSize { returns short with current map size }
+ currentMapSizeF { returns float with current map size }
+ currentOffsetX { returns short with current map offset x }
+ currentOffsetY { returns short with current map offset y }
+ currentTerritoryId { returns int with current territory id }
+ currentMapId { returns int with current map id }
+ currentMarkerRange { returns int with map marker range }
+ currentDiscoveryFlag { returns int with current map discovery flags }
+ selectedMapPath { returns string with selected map path }
+ selectedMapBgPath { returns string with selected map path's bg }
+ selectedMapSize { returns short with selected map size }
+ selectedMapSizeF { returns float with selected map size }
+ selectedOffsetX { returns short with selected offset x }
+ selectedOffsetY { returns short with selected map size }
+ selectedTerritoryId { returns int with selected territory id }
+ selectedMapId { returns int with selected map id }
+ selectedMarkerRange { returns int with selected marker range }
+ selectedDiscoveryFlag{ returns int with selected discovery flags }
+ mapMarkerCount { returns int with map marker count }
+ tempMapMarkerCount { returns int with temp marker count }
- Methods:
+ GetMapMarkers(function filter) { returns a table with maap markers }
[ New class XMapMarker { class agent map markers }]
- Properties:
+ text { Returns string with marker text }
+ textStyle { Returns string with marker text style }
+ iconId { Returns int with marker icon id }
+ iconFlags { Returns int with marker icon id Flags }
+ secondaryIconId { Returns int with marker secondary icon id }
+ scale { Returns int with marker scale }
+ x { Returns short with marker x pos }
+ y { Returns short with marker y pos }
-------
08/23/2022 - Updated for today's 6.2 patch.
-------
Haven't tried XenBot out? Grab a Key Today for FREE and try us out! You won't regret it!
Click the image above to be directed to our Discord!