I've made a working DBOG bot, which has such functions as target mob, using starting skill, regular skills, RP skill, pick up drops, heal up, using recovery food, search for mobs in near area, unstuck when walk into obstacle
it's almost
It's working with AC Tool 5.4.0 (download at actool.net)
EDIT2: However there might be a problem when you're playing full screen mode
HP MP TOOL
constants
selfhpx=146
selfhpy=75
// health X, Y
selfmpx=146
selfmpy=90
// mana X, Y
hp=9
mp=0
// HP / MP potion keys
end
while 1=1
// mana wwws
delay 500
loadrgb $selfmpx , $selfmpy
if {rgbgreen} > 130
else
delay 500
keys $mp
end
// potionFFFFDWEFFFFFFFwFFFFFF
delay 500
loadrgb $selfhpx , $selfhpy
if {rgbred} > 130
delay 100
else
delay 500
keys $hp
end
end
selfhpx=146
selfhpy=75
// health X, Y
selfmpx=146
selfmpy=90
// mana X, Y
hp=9
mp=0
// HP / MP potion keys
end
while 1=1
// mana wwws
delay 500
loadrgb $selfmpx , $selfmpy
if {rgbgreen} > 130
else
delay 500
keys $mp
end
// potionFFFFDWEFFFFFFFwFFFFFF
delay 500
loadrgb $selfhpx , $selfhpy
if {rgbred} > 130
delay 100
else
delay 500
keys $hp
end
end
It's DBOG (farmer)
- just figured out that rgb value may be always around 130 and it works, some little bugs fixed and now here is final. I advice you to learn about how to create procedure ignore, it's great
Simple picture guide
Target monster, make print screen and open with paint
Useful tips - you can CTRL + M inside AC tool to get mousepos
constants
//WINDOW
selfhpx=182 // check guide - how to obtain x, y
selfhpy=75
rgb1=130 // regular value - should work for everyone
// your hp X, Y up to use recovery food
mobhpxminx=577
mobhpxminy=68
rgb2=130
// X, Y of the monster minimal hp
mobhpmaxx=689
mobhpmaxy=71
rgb3=130
// X, Y of the monster full hp
walkingdeadx=577
walkingdeady=68
// X, Y of the monster already dead are same as mobhpmin x, y, but the $rgb is different
//SETUP
lifes=0
buffs=0
stuck=0
// do not change value at lifes, buffs, stuck
startingskill=12371237
// attack on full hp
attackskills=12371237
// after the starting skill
numberofbuffs=3
// how many buffs set
buffskill1={f2}
buffskill2={f3}
buffskill3={f4}
buffskill4=
buffskill5=
// buff skills
timer1=12
// how many monster until rebuff
timer2=22 //(effective 20-40)
// up to how long fighting monster (seconds)
timer3=18 //(effective 15-20)
// URGENT - between 15 - 30 to have effective
// if stuck, how long until walkback
// ( 5 = 15 seconds )
// if ignore, pick functions off, set 20
pick=1
// pick up drops 1 - ON, 0 - OFF
loot=v
// loot key
ignore=0
// ignore mode 1 - ON, 0 - OFF
// check the Ignore picture guide
// in order to learn how to setup
recovery=1
timer4=0
wait=200
// do not change recovery, timer4, wait
recoveryhp={f9}
recoverymp={f10}
// recovery food hotkeys
walkbackskill=3
//close combat skill ex. fist
stuckwalkback=1
// when stuck
randomtimew=0
randomtimes=0
// do not change the starting values
walkback=0.75
startingvalue=0.75
crouch=0.75
// Those three values might be the same
strafe=0
strafeconst=1
direction1=e
direction2=q
direction3=wq{space}
direction4=we{space}
// avoid obstacles (those only hotkeys)
end
//36666666668909660609019990090999994040909999910949 94090909090909099666969660909666669999999999666666 66666666660606666666666066666666666666666666666666 66666666666698066666666660666666666606666666666066 66666666066666666660666666669916666668066666666666 66666666806666666666866666666666666666666666666666 6666666666666666666666666666
while 1=1
call fight
end
//99
procedure fight
loop 999999999
compute $stuckwalkback = 0
// target mob, clear the stuckwalkback
//unstuck (e - target)
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
if $buffs > $timer1
isred $selfhpx, $selfhpy
delay 1500
call buff$numberofbuffs
restart
compute $buffs = 0
end
end
isred $mobhpmaxx , $mobhpmaxy
compute $stuck = $stuck + 1
else
compute $stuck = 0
end
compute $lifes = $lifes + 1
// call 966666669999666966666866666669dwerrrr6666666wa6666 66666666666666666666666666666666666666666666666666 66666666666666666666666666666666666666666666666666 6669
if $lifes < $timer2
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
loadrgb $mobhpmaxx, $mobhpmaxy
if {rgbred} > $rgb3
if $ignore = 1
delay 50
call ignore
end
//ignore
if $strafe > 4
call strafe
end
keys $startingskill
delay 150
keys $startingskill
// strafe to avoid obstacle
compute $strafe = $strafe + 1
if $stuck > $timer3
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
call walkback
call pick
end
end
keydown s 2 sec
call walkback
compute $stuck = 0
end
else
if $ignore = 1
delay 100
call ignore
end
if $strafe > 4
call strafe
end
keys $attackskills
delay 150
keys $attackskills
call walkingdead
// strafe to avoid obstacle
compute $strafe = $strafe + 1
end
else
call walkingdead
call pick
end
else
call walkback
end
else
call walkingdead
call pick
end
//
end
end
//666666666969066666pro69499966696666666968898888888 88888888888888888666666669666666666696666666666966 666dwew0066666666666666666669666666666666669666666 66669666666666696666666666966666666669666666666696 666666666966666666669666
procedure pick
delay 50
compute $buffs = $buffs + 1
compute $recovery = $recovery + 1
compute $lifes = 0
compute $stuck = 0
if $pick = 1
loop 10
delay 150
keys $loot
end
end
call recovery
call recovery
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
end
call walkback3
end
//00696666666669999696669966666666666666666666666666 66666696666666666666666666666666666666666666666666 66666666666dwe66666666668666666666698
procedure buff5
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
loop 7
keys $buffskill4
delay 250
end
loop 7
keys $buffskill5
delay 250
end
end
procedure buff4
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
loop 7
keys $buffskill4
delay 250
end
end
procedure buff3
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
end
procedure buff2
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
end
procedure buff1
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
end
//09099999999999999999
procedure walkback
keydown $direction3 0.5 sec
delay 1500
keydown $direction4 0.5 sec
delay 1500
loop 2
keys $walkbackskill
delay 100
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
//empty
end
end
//clear stuck
compute $lifes = 0
compute $stuck = 0
call target
// end
end
//
procedure fightback
//eliminate aggro
loop 2
keys $walkbackskill
delay 100
end
compute $lifes = 0
compute $stuck = 0
keydown as 1.6 sec
keydown w 2 sec
keydown we{space} 0.5 sec
// turn back, walk away
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
//empty
end
end
// cancel target and wait
delay 3000
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
loop 100
// short wait
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
//clear stuck
compute $lifes = $lifes + 1
// call 966666669999666966666866666669dwerrrr6666666wa6666 66666666666666666666666666666666666666666666666666 66666666666666666666666666666666666666666666666666 6669
if $lifes < $timer2
if $strafe > 4
call strafe
end
keys $attackskills
delay 150
keys $attackskills
call walkingdead
// strafe to avoid obstacle
compute $strafe = $strafe + 1
// end
end
else
delay 3000
keydown as 1.6 sec
call pick
restart
end
end
end
end
//666666666666666669
procedure walkw
compute $randomtimew = $walkback
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
end
procedure walks
compute $randomtimes = $walkback *2
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
end
//
procedure target
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 500
end
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
call walkingdead
end
end
procedure stuckwalkback
compute $lifes = 0
compute $stuck = 0
compute $stuckwalkback = 0
keydown qw 1.5 sec
keydown qs 0.5 sec
keydown dw{space} 0.5 sec
delay 1000
//
call target
keydown ew 1.5 sec
keydown es 0.5 sec
keydown ed{space} 0.5 sec
delay 1000
//
call target
//end
restart
end
//99999
procedure walkback3
if $recovery > $timer4
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
else
call recovery
call recovery
end
end
//9
if $stuckwalkback > 0
call stuckwalkback
end
//
compute $stuckwalkback = $stuckwalkback + 1
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
//sky
compute $lifes = 0
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
else
call walkback3
end
end
end
//
procedure recovery
compute $recovery = 0
delay 500
//
loadrgb $selfhpx, $selfhpy
if {rgbred} > $rgb1
//empty999999999
else
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
loop 3
keys $recoveryhp
delay 250
end
loop 3
keys $recoverymp
delay 250
end
call walkingdead
//not sure if it's work
loop 48
call walkingdead
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
delay $wait
end
end
compute $wait = 200
// stand up and go back
end //999999999999
end
end
//
procedure walkingdead
isred $walkingdeadx , $walkingdeady
loop 40
isred $walkingdeadx , $walkingdeady
keys $walkbackskill
delay 150
end
end
end
end
// not sure if it w9ork
procedure walkback5
loop 5
delay 100
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
end
end
compute $lifes = 0
compute $stuck = 0
keydown as 1.7 sec
keydown w 2 sec
call walkback3
end
//
procedure strafe
if $strafeconst = 1
keydown $direction1 0.3 sec //safe
compute $strafe = 0
// change direction
compute $strafeconst = 2
else
keydown $direction2 0.3 sec //safe
compute $strafe = 0
// change direction
compute $strafeconst = 1
end
end
//
procedure ignore
// picture of hp 5x 20 - denied
// picture of mana 5x 20 - acceptable
loop 1
//check mob mana9
delay 200
// need some delay
// no need check for chicken9
isobject namek at 722, 53
//9
else
isred $mobhpxminx, $mobhpxminy
call fightback
//eliminate
end
end
end
end
//9
Object namek
175=0,0|160=0,2
175=2,0|161=2,2
End
//010
//WINDOW
selfhpx=182 // check guide - how to obtain x, y
selfhpy=75
rgb1=130 // regular value - should work for everyone
// your hp X, Y up to use recovery food
mobhpxminx=577
mobhpxminy=68
rgb2=130
// X, Y of the monster minimal hp
mobhpmaxx=689
mobhpmaxy=71
rgb3=130
// X, Y of the monster full hp
walkingdeadx=577
walkingdeady=68
// X, Y of the monster already dead are same as mobhpmin x, y, but the $rgb is different
//SETUP
lifes=0
buffs=0
stuck=0
// do not change value at lifes, buffs, stuck
startingskill=12371237
// attack on full hp
attackskills=12371237
// after the starting skill
numberofbuffs=3
// how many buffs set
buffskill1={f2}
buffskill2={f3}
buffskill3={f4}
buffskill4=
buffskill5=
// buff skills
timer1=12
// how many monster until rebuff
timer2=22 //(effective 20-40)
// up to how long fighting monster (seconds)
timer3=18 //(effective 15-20)
// URGENT - between 15 - 30 to have effective
// if stuck, how long until walkback
// ( 5 = 15 seconds )
// if ignore, pick functions off, set 20
pick=1
// pick up drops 1 - ON, 0 - OFF
loot=v
// loot key
ignore=0
// ignore mode 1 - ON, 0 - OFF
// check the Ignore picture guide
// in order to learn how to setup
recovery=1
timer4=0
wait=200
// do not change recovery, timer4, wait
recoveryhp={f9}
recoverymp={f10}
// recovery food hotkeys
walkbackskill=3
//close combat skill ex. fist
stuckwalkback=1
// when stuck
randomtimew=0
randomtimes=0
// do not change the starting values
walkback=0.75
startingvalue=0.75
crouch=0.75
// Those three values might be the same
strafe=0
strafeconst=1
direction1=e
direction2=q
direction3=wq{space}
direction4=we{space}
// avoid obstacles (those only hotkeys)
end
//36666666668909660609019990090999994040909999910949 94090909090909099666969660909666669999999999666666 66666666660606666666666066666666666666666666666666 66666666666698066666666660666666666606666666666066 66666666066666666660666666669916666668066666666666 66666666806666666666866666666666666666666666666666 6666666666666666666666666666
while 1=1
call fight
end
//99
procedure fight
loop 999999999
compute $stuckwalkback = 0
// target mob, clear the stuckwalkback
//unstuck (e - target)
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
if $buffs > $timer1
isred $selfhpx, $selfhpy
delay 1500
call buff$numberofbuffs
restart
compute $buffs = 0
end
end
isred $mobhpmaxx , $mobhpmaxy
compute $stuck = $stuck + 1
else
compute $stuck = 0
end
compute $lifes = $lifes + 1
// call 966666669999666966666866666669dwerrrr6666666wa6666 66666666666666666666666666666666666666666666666666 66666666666666666666666666666666666666666666666666 6669
if $lifes < $timer2
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
loadrgb $mobhpmaxx, $mobhpmaxy
if {rgbred} > $rgb3
if $ignore = 1
delay 50
call ignore
end
//ignore
if $strafe > 4
call strafe
end
keys $startingskill
delay 150
keys $startingskill
// strafe to avoid obstacle
compute $strafe = $strafe + 1
if $stuck > $timer3
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
call walkback
call pick
end
end
keydown s 2 sec
call walkback
compute $stuck = 0
end
else
if $ignore = 1
delay 100
call ignore
end
if $strafe > 4
call strafe
end
keys $attackskills
delay 150
keys $attackskills
call walkingdead
// strafe to avoid obstacle
compute $strafe = $strafe + 1
end
else
call walkingdead
call pick
end
else
call walkback
end
else
call walkingdead
call pick
end
//
end
end
//666666666969066666pro69499966696666666968898888888 88888888888888888666666669666666666696666666666966 666dwew0066666666666666666669666666666666669666666 66669666666666696666666666966666666669666666666696 666666666966666666669666
procedure pick
delay 50
compute $buffs = $buffs + 1
compute $recovery = $recovery + 1
compute $lifes = 0
compute $stuck = 0
if $pick = 1
loop 10
delay 150
keys $loot
end
end
call recovery
call recovery
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
end
call walkback3
end
//00696666666669999696669966666666666666666666666666 66666696666666666666666666666666666666666666666666 66666666666dwe66666666668666666666698
procedure buff5
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
loop 7
keys $buffskill4
delay 250
end
loop 7
keys $buffskill5
delay 250
end
end
procedure buff4
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
loop 7
keys $buffskill4
delay 250
end
end
procedure buff3
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
loop 7
keys $buffskill3
delay 250
end
end
procedure buff2
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
loop 7
keys $buffskill2
delay 250
end
end
procedure buff1
compute $buffs = 0
loop 7
keys $buffskill1
delay 250
end
end
//09099999999999999999
procedure walkback
keydown $direction3 0.5 sec
delay 1500
keydown $direction4 0.5 sec
delay 1500
loop 2
keys $walkbackskill
delay 100
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
//empty
end
end
//clear stuck
compute $lifes = 0
compute $stuck = 0
call target
// end
end
//
procedure fightback
//eliminate aggro
loop 2
keys $walkbackskill
delay 100
end
compute $lifes = 0
compute $stuck = 0
keydown as 1.6 sec
keydown w 2 sec
keydown we{space} 0.5 sec
// turn back, walk away
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
else
//empty
end
end
// cancel target and wait
delay 3000
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
loop 100
// short wait
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
//clear stuck
compute $lifes = $lifes + 1
// call 966666669999666966666866666669dwerrrr6666666wa6666 66666666666666666666666666666666666666666666666666 66666666666666666666666666666666666666666666666666 6669
if $lifes < $timer2
if $strafe > 4
call strafe
end
keys $attackskills
delay 150
keys $attackskills
call walkingdead
// strafe to avoid obstacle
compute $strafe = $strafe + 1
// end
end
else
delay 3000
keydown as 1.6 sec
call pick
restart
end
end
end
end
//666666666666666669
procedure walkw
compute $randomtimew = $walkback
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
keydown w $randomtimew sec
call target
end
procedure walks
compute $randomtimes = $walkback *2
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
keydown s $randomtimes sec
call target
end
//
procedure target
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 500
end
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
call walkingdead
end
end
procedure stuckwalkback
compute $lifes = 0
compute $stuck = 0
compute $stuckwalkback = 0
keydown qw 1.5 sec
keydown qs 0.5 sec
keydown dw{space} 0.5 sec
delay 1000
//
call target
keydown ew 1.5 sec
keydown es 0.5 sec
keydown ed{space} 0.5 sec
delay 1000
//
call target
//end
restart
end
//99999
procedure walkback3
if $recovery > $timer4
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
else
call recovery
call recovery
end
end
//9
if $stuckwalkback > 0
call stuckwalkback
end
//
compute $stuckwalkback = $stuckwalkback + 1
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
end
end
compute $walkback = $walkback +0.25
if $walkback > $crouch
compute $walkback = $startingvalue
end
call walkw
call walks
//sky
compute $lifes = 0
keydown ds 0.75 sec
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
else
keys {tab}
delay 200
end
loop 5
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
delay 200
call fight
else
call walkback3
end
end
end
//
procedure recovery
compute $recovery = 0
delay 500
//
loadrgb $selfhpx, $selfhpy
if {rgbred} > $rgb1
//empty999999999
else
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
loop 3
keys $recoveryhp
delay 250
end
loop 3
keys $recoverymp
delay 250
end
call walkingdead
//not sure if it's work
loop 48
call walkingdead
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
call fight
else
delay $wait
end
end
compute $wait = 200
// stand up and go back
end //999999999999
end
end
//
procedure walkingdead
isred $walkingdeadx , $walkingdeady
loop 40
isred $walkingdeadx , $walkingdeady
keys $walkbackskill
delay 150
end
end
end
end
// not sure if it w9ork
procedure walkback5
loop 5
delay 100
loadrgb $mobhpxminx , $mobhpxminy
if {rgbred} > $rgb2
keys {esc}
delay 1000
end
end
compute $lifes = 0
compute $stuck = 0
keydown as 1.7 sec
keydown w 2 sec
call walkback3
end
//
procedure strafe
if $strafeconst = 1
keydown $direction1 0.3 sec //safe
compute $strafe = 0
// change direction
compute $strafeconst = 2
else
keydown $direction2 0.3 sec //safe
compute $strafe = 0
// change direction
compute $strafeconst = 1
end
end
//
procedure ignore
// picture of hp 5x 20 - denied
// picture of mana 5x 20 - acceptable
loop 1
//check mob mana9
delay 200
// need some delay
// no need check for chicken9
isobject namek at 722, 53
//9
else
isred $mobhpxminx, $mobhpxminy
call fightback
//eliminate
end
end
end
end
//9
Object namek
175=0,0|160=0,2
175=2,0|161=2,2
End
//010
How to configure and get it work
Open 'new macro' in AC tool
and paste this
EDIT: old guide. you may not need this atm
//This macro will help you to easly bring setup
constants
x=173
y=72
//WINDOW
// STEP 1
// your hp X, Y up to use recovery food
selfhpx=173
selfhpy=72
rgb1=232
// Go to game window and move cursor
// to the half of your HP bar (on the red)
// Alt + tab go to the macro and press CTRL + M
// Set the value X and Y as selfhpx / selfhpy
// Next Copy the same values as x= and y=
// press start to get the value rgb1
// set rgb1
// STEP 2
// X, Y of the monster minimal hp
mobhpxminx=577
mobhpxminy=70
rgb2=216
// Go to the game window, target mob
// and point a curosr on the left side
// of the monster's hp bar ( bofore the LP )
// make sure that you're pointing red
// alt + tab go to macro and press CTRL + M
// set values X, Y as mobhpxminx / mobhpxminy
// Also set those values as x= and y=
// and press start macro
// will tell you the rgb2, which you set
// STEP 3
// X, Y of the monster full hp
mobhpmaxx=689
mobhpmaxy=71
rgb3=234
// Go to the game window, target mob
// and point a curosr on the right side
// of the monster's hp bar
// make sure that you're pointing red
// alt + tab go to macro and press CTRL + M
// set values X, Y as mobhpmaxx / mobhpmaxy
// Also set those values as x= and y=
// and press start macro
// will tell you the rgb3, which you set
// STEP 4
// X, Y of the monster already dead
// values walkingdeadx and walkingdeady
// are the same as mobhpxminx and mobhpxminy
// so you make copy them
// but the value rgb4 is different
// because it comes from mob who's hp is 0
// set the x= and y=
// afterwards kill a monster
// alt + tab quickly and press start
// before the monster tab get closed
// this will be rgb4 value
walkingdeadx=577
walkingdeady=70
rgb4=84
// Once gathered all values, copy them to the setup
end
loadrgb $x , $y
saypaste {rgbred}
// if looking for green change - {rgbgreen}
// CLICK HERE BEFORE START
// rgb =
//
constants
x=173
y=72
//WINDOW
// STEP 1
// your hp X, Y up to use recovery food
selfhpx=173
selfhpy=72
rgb1=232
// Go to game window and move cursor
// to the half of your HP bar (on the red)
// Alt + tab go to the macro and press CTRL + M
// Set the value X and Y as selfhpx / selfhpy
// Next Copy the same values as x= and y=
// press start to get the value rgb1
// set rgb1
// STEP 2
// X, Y of the monster minimal hp
mobhpxminx=577
mobhpxminy=70
rgb2=216
// Go to the game window, target mob
// and point a curosr on the left side
// of the monster's hp bar ( bofore the LP )
// make sure that you're pointing red
// alt + tab go to macro and press CTRL + M
// set values X, Y as mobhpxminx / mobhpxminy
// Also set those values as x= and y=
// and press start macro
// will tell you the rgb2, which you set
// STEP 3
// X, Y of the monster full hp
mobhpmaxx=689
mobhpmaxy=71
rgb3=234
// Go to the game window, target mob
// and point a curosr on the right side
// of the monster's hp bar
// make sure that you're pointing red
// alt + tab go to macro and press CTRL + M
// set values X, Y as mobhpmaxx / mobhpmaxy
// Also set those values as x= and y=
// and press start macro
// will tell you the rgb3, which you set
// STEP 4
// X, Y of the monster already dead
// values walkingdeadx and walkingdeady
// are the same as mobhpxminx and mobhpxminy
// so you make copy them
// but the value rgb4 is different
// because it comes from mob who's hp is 0
// set the x= and y=
// afterwards kill a monster
// alt + tab quickly and press start
// before the monster tab get closed
// this will be rgb4 value
walkingdeadx=577
walkingdeady=70
rgb4=84
// Once gathered all values, copy them to the setup
end
loadrgb $x , $y
saypaste {rgbred}
// if looking for green change - {rgbgreen}
// CLICK HERE BEFORE START
// rgb =
//
How to setup ignore:
procedure ignore
// picture of hp 5x 20 - denied
// picture of mana 5x 20 - acceptable
loop 2
//check mob mana9
isobject 802 at 649, 81
else
isobject 1140 at 649, 81
else
isobject 2674 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
end
end
end
end
end
On the beggining we put
" isobject <mana amount>, which is a saved image, which we capture inside ac tool - explain it further
so " isobject <mana amount> at x, y - also capture when creating object - need to copy it, before exit
ex. isobject 802 at 649, 81
- then we put command 'else', because do do not need to make it any action for the mob we accept.
we put 'else' and then
'loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4' for ex.
so the bot will normally skip to 'procedure fight' and if it's other mob, it will make a walkback
If you want to add more 'acceptable mob' you make it this way
ex.
isobject 802 at 649, 81
else
isobject 1020 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
and at the end of procedure ignore, put 'end' how many times used 'isobject' or 'if'
so
ex.
isobject 802 at 649, 81
else
isobject 1020 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
end
end
end
How to capture object:
go the the end of your script in the AC tool window
from 'command and macros' chose 'object commands'
the first in menu is 'object..end'
doubleclick, open panel
Tab to the game window press {printscreen}
Back to the panel and click paste
1. Scroll image to mob's mana, click on it on the max mana (on the numbers)
set object w/h - 20/5
2. Name the object ex. number
3. Copy the coordinates, came from this and click ok
4. Go back to 'procedure ignore' and setup the isobject (name) at x, y
THAT'S IT, can setup ignore=1 it's working
// picture of hp 5x 20 - denied
// picture of mana 5x 20 - acceptable
loop 2
//check mob mana9
isobject 802 at 649, 81
else
isobject 1140 at 649, 81
else
isobject 2674 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
end
end
end
end
end
On the beggining we put
" isobject <mana amount>, which is a saved image, which we capture inside ac tool - explain it further
so " isobject <mana amount> at x, y - also capture when creating object - need to copy it, before exit
ex. isobject 802 at 649, 81
- then we put command 'else', because do do not need to make it any action for the mob we accept.
we put 'else' and then
'loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4' for ex.
so the bot will normally skip to 'procedure fight' and if it's other mob, it will make a walkback
If you want to add more 'acceptable mob' you make it this way
ex.
isobject 802 at 649, 81
else
isobject 1020 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
and at the end of procedure ignore, put 'end' how many times used 'isobject' or 'if'
so
ex.
isobject 802 at 649, 81
else
isobject 1020 at 649, 81
else
loadrgb $mobhpxminx, $mobhpxminy
if {rgbred} = $rgb2
call walkback4
end
end
end
How to capture object:
go the the end of your script in the AC tool window
from 'command and macros' chose 'object commands'
the first in menu is 'object..end'
doubleclick, open panel
Tab to the game window press {printscreen}
Back to the panel and click paste
1. Scroll image to mob's mana, click on it on the max mana (on the numbers)
set object w/h - 20/5
2. Name the object ex. number
3. Copy the coordinates, came from this and click ok
4. Go back to 'procedure ignore' and setup the isobject (name) at x, y
THAT'S IT, can setup ignore=1 it's working
Good luck
Feel free to ask me