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Fluffy Priest Bot

Discussion on Fluffy Priest Bot within the WoW Exploits, Hacks, Tools & Macros forum part of the World of Warcraft category.

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FluffyBot - Wandering Priest Edition
Created by: FluffyFury
Based on Gatre's mod of UncleFester's original 'levelling bot'.
Thanks also goes out to Havok and Ipa.
Original code can be found on the ACTools Forum.

Resolution: 1280x1024 - Fullscreen

Setup: (COMPLETELY n00b version, do this exactly and it SHOULD run, some steps not necessarily required and if you have even a remote idea of how to operate a computer I don't recommend doing them all)
1. Rename your current World of Warcraft folder to 'World of Warcraft Temp'
2. Install a fresh copy of WoW ( C:\World of Warcraft\ )
3. Rename the version of WoW you just installed to 'World of Warcraft-Bot'
4. Rename the 'World of Warcraft Temp' back to 'World of Warcraft'
5. Download and install Cosmos UI ( Try Google if you're having a hard time finding it )
6. Disable Cosmos patching after all scripts are installed
7. Delete HealthBar.lua from your 'C:\World of Warcraft-Bot\Interface\FrameXML' folder
8. Download and install DefendYourself 1.6 ( )
9. Start WoW and set your resolution to 1280x1024 and make sure everything is set to default
10. Check to make sure Alt SelfCast is enabled in Cosmos, you can do this by hitting escape >>
Cosmos Options >> SelfCast
11. Setup your hotbar like this:
2. Shadow Word: Pain
3. Smite
4. Mind Blast
5. Heal
6. Renew
-. Power Word: Shield
12. Position your character in a place where there are as few hostiles as possible and preferrably lower level, and creatures that
will give you decent exp or loot
13. Execute the bot

I've only tested this bot with a level 10ish priest and found it to not be nearly effective enough with random wandering code, and
as such have stopped developing this version (would wander into shit it shouldn't mess with). I don't know how well it will handle
higher level combat, as a priest isn't exactly known as a solo class.

I offer absolutely no support in running this bot, as this is truly outdated code compared to the current 1,000 line FluffyBot.
There will most likely be no further revisions or fixes released by myself, if you find a bug: fix it yourself then let us know.

My current iterations of the FluffyBot are vastly expanded from this version, it features support for all classes,
a waypoint system, ressurrects itself, self-buffs, and numerous other enhancements. I'm supplying this code as a
way for people to get a head start in coding with ACTools, if you manipulate it in any substantial way and decide to release it
please include credit to UncleFester, Gatre, and myself. Sorry for the poor documentation, but I didn't start properly documenting
and debugging until later.

You CAN get banned for botting, if you value your account, don't do it. While this bot is certainly better than all the other
ones I've seen publically released its by no means 'human', and as such can be detected.

Note: Skinning doesn't work, I didn't make a skinner character and as such never made that feature functional.

Quote:

SETActiveWindow World of Warcraft
delay 5 sec

Constants
Variance = 10 // amount of slop allowed for in looting determination
StateTarget = 1
StateKill = 2
StateLoot = 3
StateNextLoot = 4
StateSkin = 5
StateMoveForward = 6
StateMoveBack = 7
StateChangeDirection = 8
StateStatusCheck = 9
StatePreLootCombatCheck = 10
CurrentState = 1 // defaulted to 1 so the first action is to try target a mob
Handled = 0
Skinner = 0
MobBarRed = 1 // MobHP used for temporary storage of color info
MobBarGrn = 1 // MobHP used for temporary storage of color info
MobBarBlu = 1 // MobHP used for temporary storage of color info
PlayerHealthBarRed = 1
PlayerHealthBarGrn = 1
PlayerHealthBarBlu = 1
PlayerManaBarRed = 1
PlayerManaBarGrn = 1
PlayerManaBarBlu = 1
PlayerCombatHealthBarRed = 1
PlayerCombatHealthBarGrn = 1
PlayerCombatHealthBarBlu = 1
LootBar = 9 // Color for the spot just to the left of the critter level in the target box
LootCnt = 0
KillCnt = 22 //How many time to loop thru the kill procedure before exiting
KillPic = 0 //Color of the pixal in the critter pic to compare during looting
DefaultDelay = 1000
DefaultVeryShortDelay = 100
DefaultShortDelay = 500
DefaultLongDelay = 2000
DefaultLongerDelay = 2500
DefaultVeryLongDelay = 3000
DefaultLeftClickDelay = 1000
GoodX = 0
GoodY = 0
iCount = 0
MovePosition = 1 // defaulted to 1 so it begins the path from the start
Direction = 1
TurnCount = 0
ManaFull = 0
NumberOfTimesToTurn = 8
SpellCount = 0
SpellCount2 = 1

End //of constants
///////////////////////////////////////////////////////////////////////////////////////////////////////////
Processmessages // make sure we get debug info in test log tab

While 1=1
// TimeStamp Debug: Resolving state - current state = $CurrentState
Set $Handled = 0

//Handle state Target
//Eventually we will want to add a State of Skinning but for time sake I am leaving it as is.
If $CurrentState = $StateTarget
Call Target
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateKill
Call Kill
Inc Handled
End

If $Handled = 0 And $CurrentState = $StatePreLootCombatCheck
Call PreLootCombatCheck
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateLoot
Call Loot 475, 700
If $GoodX = 0
Call Loot 475, 570
End
If $GoodX = 0
Call Loot 640, 570
End
If $GoodX = 0
Call Loot 775, 570
End
If $GoodX = 0
Call Loot 775, 700
End
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateSkin
Call Skin $GoodX, $GoodY
Set $GoodX = 0
Set $GoodY = 0
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateStatusCheck
Call HealthStatusCheck
Call ManaStatusCheck
Compute $Direction = TRUNC(RND(1) + .5 )
if $Direction = 0
Timestamp Debug: Direction is assigned left (0)
End
if $Direction = 1
Timestamp Debug: Direction is assigned right (1)
End
Compute $NumberOfTimesToTurn = TRUNC(RND(1) * 9) + 8
Timestamp Debug: Number of times turn is $NumberOfTimesToTurn
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateChangeDirection
Call ChangeDirection
Set $CurrentState = $StateTarget
Inc Handled
End

If $Handled = 0 And $CurrentState = $StateMoveForward
Call MoveForward
Set $CurrentState = $StateTarget
Compute $Direction = TRUNC(RND(1) + .5 )
if $Direction = 0
Timestamp Debug: Direction is assigned left (0)
End
if $Direction = 1
Timestamp Debug: Direction is assigned right (1)
End
Compute $NumberOfTimesToTurn = TRUNC(RND(1) * 9) + 8
Timestamp Debug: Number of times turn is $NumberOfTimesToTurn
Inc Handled
End
End
/////////////////////////////////////////////////
/////////////////////////////////////////////////

Procedure Target
Set $MobBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Keys {TAB} //Timestamp Debug: This is the start of Target
//Delay $DefaultVeryShortDelay
Call IsMob
If $MobBarRed = 0 //Timestamp Debug: We have a mob!
Set $CurrentState = $StateKill
Set $TurnCount = 0
Else
Set $CurrentState = $StateChangeDirection
Compute $TurnCount = $TurnCount + 1
if $TurnCount > $NumberOfTimesToTurn
Set $CurrentState = $StateMoveForward
Set $TurnCount = 0
End
End // End if statement
End // End Procedure Target
/////////////////////////////////////////////////////////////////////////////////
Procedure IsMob
LoadRGB 310, 60 // grab red, green and blue color value from this pixel
Set $MobBarRed = {RGBRED} // grab value of red in pixel to see if we have a mob hitpoint bar
TimeStamp Debug: IsMob bar color is $MobBarRed
End
/////////////////////////////////////////////////////////////////////////////////
Procedure HealCheck
LoadRGB 210, 60 // grab red, green and blue color value from this pixel
Set $PlayerHealthBarRed = {RGBRED} // grab value of red in pixel to see if player has enough health
TimeStamp Debug: HealthCheck bar color is $PlayerHealthBarRed
End
///////////////////////////////////////////////////////////////////////////////////////
Procedure CombatHealCheck
LoadRGB 170, 60 // grab red, green and blue color value from this pixel
Set $PlayerCombatHealthBarRed = {RGBRED} // grab value of red in pixel to see if player has enough health
TimeStamp Debug: CombatHealthCheck bar color is $PlayerCombatHealthBarRed
End
///////////////////////////////////////////////////////////////////////////////////////
Procedure ManaCheck
LoadRGB 220, 74 // grab red, green and blue color value from this pixel
Set $PlayerManaBarRed = {RGBRed} // grab value of red in pixel to see if player has enough mana
TimeStamp Debug: ManaCheck bar color is $PlayerManaBarRed
End
///////////////////////////////////////////////////////////////////////////////////////
Procedure Kill
SetConst iCount = 1
LoadRGB 500, 60
Set $KillPic = {RGBRED}
TimeStamp Debug: KillPic color is $KillPic

Keys 2 // Fires ranged attack in hotkey 2
Delay $DefaultLongDelay
Keys 4
Delay $DefaultVeryLongDelay // Delay 3 seconds
Delay $DefaultShortDelay
Call MoveBack // Moves character backwards incase of misalignment with foe
Call ShieldSelf
Call CombatHealthStatusCheck
Delay DefaultShortDelay
Keys 3 // Fires special attack in hotkey 3
Delay $DefaultVeryLongDelay
KeyDown S .4 sec
Delay $DefaultVeryShortDelay
Set $SpellCount = 0
Set $SpellCount2 = 1

While $iCount = 1
Call CombatHealthStatusCheck // See if player needs a heal
Keys 3 // Fires special attack in hotkey 3
Delay $DefaultLongerDelay
if $SpellCount = 1
Delay $DefaultShortDelay
Call CombatHealthStatusCheck // See if player needs a heal
Keys 4 // Fires special attack in hotkey 3
Delay $DefaultVeryShortDelay
Set $SpellCount = 0
if $SpellCount2 = 1
Call CombatHealthStatusCheck // See if player needs a heal
Delay $DefaultLongerDelay
Keys 2 // Fires special attack in hotkey 3
Delay $DefaultVeryShortDelay
Set $SpellCount2 = 0
Else
Set $SpellCount2 = 1
End
Else
Set $SpellCount = 1
End


Set $MobBarRed = 1 // MobHP used for temporary storage of color info
Delay $DefaultVeryLongDelay
Call IsMob
//TimeStamp Debug: Mobs bar color is $MobHP
If $MobBarRed > 0 // If Mob HP Bar no longer exists then loot
Set $iCount = 0 // Set Count to end the While
Set $CurrentState = $StatePreLootCombatCheck
Set $LootCnt = 0
End
If {LoopNo} = $KillCnt //Something must be wrong, stop trying to kill
Set $iCount = 0 // Set Count to end the While
Set $CurrentState = $StateTarget
Delay $DefaultShortDelay
MousePos 5, 150
LeftClick
Delay $DefaultLeftClickDelay
End
End // End While
End // End Procedure Kill
//////////////////////////////////////////////////////////////////////////////////////
Procedure Loot Using XCoordinate, YCoordinate
//First corpse select
Call LeftClickAt $XCoordinate, $YCoordinate // move mouse over first spot for a corpse
Delay $DefaultShortDelay
LoadRGB 500, 60
TimeStamp Debug: Mobs lootbar color is {RGBRED}
Compute $LootBar = ABS ( $KillPic - {RGBRED} )
If &#036;LootBar < &#036;Variance
RightClick Shift // should completely loot corpse if not we'll be uncommenting the code below:
TimeStamp Debug: Got a corpse, just rightclick shifted
Set &#036;GoodX = XCoordinate
Set &#036;GoodY = YCoordinate
Set &#036;CurrentState = &#036;StateSkin
Delay &#036;DefaultDelay
End // End If
Inc &#036;LootCnt
If &#036;LootCnt = 4
Set &#036;CurrentState = &#036;StateStatusCheck
End
// KeyDown W .65 sec
End // End Procedure Loot
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure Skin Using XCoordinate, YCoordinate
If &#036;Skinner = 1
Delay DefaultLongerDelay
RightClick Shift
Delay 5000
MousePos 2, 150
LeftClick
End
Set &#036;CurrentState = &#036;StateStatusCheck
End
////////////////////////////////////////////////////////////////////////////////////////////////////
Procedure MoveForward
KeyDown W 3.35 sec
KeyDown W 1.5 sec
End
////////////////////////////////////////////////////////////////////////////////////////////////////
Procedure ChangeDirection
if &#036;Direction = 0
KeyDown A 0.2 sec
End
if &#036;Direction = 1
KeyDown D 0.2 sec
End
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure MoveBack
KeyDown S 1 sec
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure HealthStatusCheck
Set &#036;PlayerHealthBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Call HealCheck
If &#036;PlayerHealthBarRed > 0
Delay &#036;DefaultDelay
Keys @6
End
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure ManaStatusCheck
Set &#036;ManaFull = 0
Call ManaCheck
While &#036;ManaFull = 0
Set &#036;PlayerManaBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Call ManaCheck
If &#036;PlayerManaBarRed > 0
Delay &#036;DefaultLongDelay
Call GeneralCombatCheck
Else
Set &#036;ManaFull = 1
Set &#036;CurrentState = &#036;StateTarget
End
End
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure CombatHealthStatusCheck
Set &#036;PlayerCombatHealthBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Call CombatHealCheck
If &#036;PlayerCombatHealthBarRed > 0
TimeStamp Debug: Attempting heal player
Delay &#036;DefaultShortDelay
Keys @5
Delay &#036;DefaultLongDelay
KeyDown S .65 sec
End
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure LeftClickAt Using MouseX, MouseY
MousePos &#036;MouseX, &#036;MouseY
LeftClick
Delay &#036;DefaultLeftClickDelay
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure PreLootCombatCheck
Delay &#036;DefaultVeryLongDelay
Delay &#036;DefaultDelay
Set &#036;MobBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Call IsMob
If &#036;MobBarRed = 0 //Timestamp Debug: We have a mob!
Set &#036;CurrentState = &#036;StateKill
Else
Set &#036;CurrentState = &#036;StateLoot
End // End if statement
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure GeneralCombatCheck
Set &#036;MobBarRed = 1 // grab value of red in pixel to see if we have a mob hitpoint bar
Delay &#036;DefaultVeryShortDelay
Call IsMob
If &#036;MobBarRed = 0 //Timestamp Debug: We have a mob!
Set &#036;ManaFull = 1
Set &#036;CurrentState = &#036;StateKill
End // End if statement
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure ShieldSelf
Keys @-
Delay &#036;DefaultVeryShortDelay
End
////////////////////////////////////////////////////////////////////////////////////////////////
Procedure StopOnSwitchedWindow On WindowChange
// without a Stop in this procedure, you will continue running after tabbing back to ACTool
Stop
End

Werd's mal dies Wochenende probiern, hab im Moment nich soviel Zeit ...
individual is offline  
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