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Pre Farmer

Discussion on Pre Farmer within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

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Old 02/21/2020, 09:06   #211
 
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Most likely the Attack() header is outdated...
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Old 02/21/2020, 09:35   #212
 
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Quote:
Originally Posted by JohnyDee View Post
Most likely the Attack() header is outdated...
it is 0x02D currently when the opcodes.h from github i posted is correct.
i updated the headers but still the same error.

isnt there a updated headers file already somewhere ?

i think Func TargetNearestEnemy()
Return PerformAction(0x93, 0x1E)
EndFunc ;==>TargetNearestEnemy

is outdated in GW2A Script.
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Old 02/21/2020, 10:52   #213
 
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I will check later my files and will let you know if I find something.
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Old 02/21/2020, 11:01   #214
 
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Quote:
Originally Posted by JohnyDee View Post
I will check later my files and will let you know if I find something.
thanks!


this is what i currently use.

BTW why are the headers both in the bot script and in GW2A_Headers ?
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Old 02/21/2020, 17:34   #215
 
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Your updated headers are not included in the prefarmer script, so it uses the ones from gwa2.au3 which are outdated. You need to keep the updated ones only.
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Old 02/26/2020, 23:36   #216
 
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hey guys, are there any working leveling bots for pre searing? omni doesnt work at all, it wont even start if gw is running. iTex's bot only starts farming belts, 1-10 an 10-20 are stuck on initializing.

thanks in advance!
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Old 02/27/2020, 00:53   #217
 
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Quote:
Originally Posted by IvoJan View Post
hey guys, are there any working leveling bots for pre searing? omni doesnt work at all, it wont even start if gw is running. iTex's bot only starts farming belts, 1-10 an 10-20 are stuck on initializing.

thanks in advance!
Update the headers in the gwa2 thread then run the omni to fine the few functions that the headers wont fix and it works fine been using for a few weeks now
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Old 02/27/2020, 10:00   #218
 
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Quote:
Originally Posted by s4fjoker View Post
Update the headers in the gwa2 thread then run the omni to fine the few functions that the headers wont fix and it works fine been using for a few weeks now
Honestly, you are a douche. Fricking share that stupid bot. I dont need it, but obviously others would appeciate it. You are on a freebie bot section you scoundrel leecher!
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Old 02/27/2020, 14:36   #219
 
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Quote:
Originally Posted by s4fjoker View Post
Update the headers in the gwa2 thread then run the omni to fine the few functions that the headers wont fix and it works fine been using for a few weeks now
i would, but im a complete noob when it comes to this and i dont even know what you are talking about
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Old 02/28/2020, 18:27   #220
 
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ok, so i somehow managed to get iTex's bot working, but the 1-10 still wont start, its stuck on initializing.
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Old 02/29/2020, 16:02   #221
 
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Quote:
Originally Posted by abadonwar View Post
Honestly, you are a douche. Fricking share that stupid bot. I dont need it, but obviously others would appeciate it. You are on a freebie bot section you scoundrel leecher!
Sorry you feel that way but maybe my gwa2 is not public so why would I release it....you dont see anyone else releasing it and they did release basically the whole gwa2 if it matters that much I can post the missing functions that will needed to be added to the gwa2. All it takes is a little reading from the forum here and a little time to do some trial and error and he/she could fix this themselves with the posted gwa2. We all start somewhere I started just as he did not knowing anything just give it some initiative and actually try to learn it if you dont want to wait for the few codes to fix and release it

Here are the added functions to the new gwa2 for current 2.4.0.1 this is assuming you have a functional gwa2 as in you removed the duplicate headers from the header file or from the gwa2 file

Func ResignAndReturn()
Resign()
Local $lTimeout = GetPing() + 10000, $lDeadlock = TimerInit()
Do
If GetPartyDefeated() Then
Sleep(1000)
Return ReturnToOutpost()
EndIf
Sleep(250)
Until TimerDiff($lDeadlock) > $lTimeout
EndFunc ;ResignAndReturn

Func GetPartyDefeated()
Return GetPartyState(0x20)
EndFunc
Func GetPartyState($aFlag)
Local $lOffset[4] = [0, 0x18, 0x4C, 0x14]
Local $lBitMask = MemoryReadPtr($mBasePointer,$lOffset)
Return BitAND($lBitMask[1], $aFlag) > 0
EndFunc ;==>GetPartyState

Func _HasEffect($aSkillId = 0, $aHeroNumber = 0)
Local $lEffects = GetEffects($aHeroNumber)
If $aSkillId = 0 Then Return $lEffects
For $i = 1 To $lEffects[0]
If DllStructGetData($lEffects[$i], 'SkillId') = $aSkillId Then Return 1
Next
EndFunc ;==>HasEffect

;Returns array of effects on player or hero. Index 0 is array size
Func GetEffects($aHeroNumber = 0)
Local $lStatusArrayPtr = GetStatusArrayPtr($aHeroNumber)
Local $lStatuses[1] = [0]
Local $lCount
If $lStatusArrayPtr = 0 Then Return $lStatuses
$lCount = GetEffectCount($lStatusArrayPtr)
ReDim $lStatuses[$lCount + 1]
$lStatuses[0] = $lCount
For $i = 0 To $lCount - 1
$lStatuses[$i + 1] = GetEffectByIndex($i, $lStatusArrayPtr)
Next
Return $lStatuses
EndFunc ;GetEffects

;Returns effect struct
Func GetEffectByIndex($aIndex, $aHeroNumber = 0)
Local $lStatusArrayPtr = GetStatusArrayPtr($aHeroNumber)
If $lStatusArrayPtr = 0 Then Return 0
Local $lEffectsPtr = MemoryRead($lStatusArrayPtr + 0x14, 'ptr')
If $lEffectsPtr = 0 Then Return 0
Return MemoryReadStruct($lEffectsPtr + (24 * $aIndex), DllStructCreate('long SkillId;long EffectType;long EffectId;long AgentId;float Duration;long TimeStamp'))
EndFunc ;GetEffectByIndex

;Returns count of effects on player or hero
Func GetEffectCount($aHeroNumber = 0)
Return MemoryReadOffset(GetStatusArrayPtr($aHeroNumber), 0x1C)
EndFunc ;GetEffectCount


#Region Effects Side functions
;Returns ptr to a status array

Func GetStatusArrayPtr($aHeroNumber = 0)
If IsPtr($aHeroNumber) Then Return $aHeroNumber
Local $lStatusArrayPtr = MemoryReadOffset(GetInstanceBasePtr(), 0x508, 'ptr')
Local $lHeroId = GetHeroId($aHeroNumber)
For $i = 0 To GetStatusArraySize() - 1
$lStatusArrayPtr += 0x24 * $i
If MemoryRead($lStatusArrayPtr) == $lHeroId Then Return $lStatusArrayPtr
Next
Return 0
EndFunc ;GetStatusArrayPtr

;Returns current number of status arrays available
Func GetStatusArraySize()
Return MemoryReadOffset(GetInstanceBasePtr(), 0x510)
EndFunc ;GetStatusArraySize

;Internal use only
Func GetInstanceBasePtr()
Local $lOffset[3] = [0, 0x18, 0x2C]
Local $lReturn = MemoryReadPtr($mBasePointer, $lOffset, 'ptr')
Return $lReturn[1]
EndFunc ;GetInstanceBasePtr

;Internal use only
Func MemoryReadOffset($aAddress, $aOffset = 0, $aType = 'dword')
If $aAddress == 0 Then Return 0
Return MemoryRead($aAddress + $aOffset, $aType)
Endfunc ;MemoryReadOffset

;Internal use only
Func MemoryReadStruct($aAddress, $aStruct = 'dword')
If $aAddress == 0 Then Return 0
If Not IsDllStruct($aStruct) Then $aStruct = DllStructCreate($aStruct)
DllCall($mKernelHandle, 'int', 'ReadProcessMemory', 'int', $mGWProcHandle, 'int', $aAddress, 'ptr', DllStructGetPtr($aStruct), 'int', DllStructGetSize($aStruct), 'int', 0)
Return $aStruct
EndFunc ;MemoryReadStruct
#EndRegion Effects Side functions
#EndRegion Effects


dont remember if i changed anything in the actual main bot file but will try to look and see if i did or not
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Old 03/20/2020, 21:17   #222
 
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Quote:
Originally Posted by s4fjoker View Post
Update the headers in the gwa2 thread then run the omni to fine the few functions that the headers wont fix and it works fine been using for a few weeks now
Hello!

The simple iTeX bot is working for you, or Omnifarmer with charr farm function?

Does it make sense to bother and try to fix omni like you explained, or it not works for charr farm?
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Old 03/21/2020, 07:13   #223
 
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Quote:
Originally Posted by some ectos for sale View Post
Hello!

The simple iTeX bot is working for you, or Omnifarmer with charr farm function?

Does it make sense to bother and try to fix omni like you explained, or it not works for charr farm?
Its fully functional. Just fix the gwa2, add those functions, get rid of duplicates and it should work there may be a few minor tweaks needed but cant remember but mine is fully functional from info that has been posted

/e alking about the omni that is..
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Old 03/21/2020, 22:17   #224
 
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Quote:
Originally Posted by s4fjoker View Post
Its fully functional. Just fix the gwa2, add those functions, get rid of duplicates and it should work there may be a few minor tweaks needed but cant remember but mine is fully functional from info that has been posted

/e alking about the omni that is..
Awesome!

And one more question, I see the errors in both files gwa2, gwa2_headers, to fix em I should just take correct header from GWCA/Include/GWCA/Packets/Opcodes.h and fix it this way: GWCA -> 0x00XX = GWA2 -> 0xXX? or 0xXX+1?

Thanks in advance^^
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Old 03/21/2020, 22:30   #225
 
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Quote:
Originally Posted by some ectos for sale View Post
Awesome!

And one more question, I see the errors in both files gwa2, gwa2_headers, to fix em I should just take correct header from GWCA/Include/GWCA/Packets/Opcodes.h and fix it this way: GWCA -> 0x00XX = GWA2 -> 0xXX? or 0xXX+1?

Thanks in advance^^
answered on GWA2 thread :

Quote:
Originally Posted by oneshout View Post
It's just naming convention differences, not hard to find the good one

ex on old GWA2 :
Code:
Global Const $HEADER_MODE_SWITCH = 0xA2
On the Opcodes list from GWCA to find the good one :
Code:
GAME_CMSG_PARTY_SET_DIFFICULTY              (0x00A3)
just change the 0xA2 on GWA2 by 0xA3 and it's ok for this one.
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