Search found 188 matches
- Sun Jul 19, 2015 1:05 am
- Forum: Runes of Magic
- Topic: Controlling waypoint file sequence from one location
- Replies: 19
- Views: 4905
Re: Controlling waypoint file sequence from one location
I've been using something similar to call/chain waypoints. I made a userfunction which implemented a stack and a few operations on the stack 'wpcall', 'wpchain' and 'wpreturn'. The wpreturn will pops the waypoint on the top of the stack, else exit the waypoint if stack is empty. The wpchain('waypoin...
- Sat Jul 18, 2015 12:49 pm
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
KNIGHT_SHIELD_OF_DISCIPLINE doesn't work at all for me, seems the GetIdName(490169) where 490169 is skill id of KNIGHT_SHIELD_OF_DISCIPLINE doesn't return the name of skill and therefore gets skill.Available = false. at least in my client.
-dx
-dx
- Thu Jul 16, 2015 8:10 am
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
The GameObjDbStruct is basically a commmon header followed by an union of type specific structs (NPC, Item, Player, Magic, ...). Offset 0x00 is the GUID, offset 0x04 is the DB item type, enum from -1 to 25 where player = 0, NPC = 1, Item = 2, magicBase = 3 I.E. any references to fields beyond approx...
- Thu Jul 16, 2015 7:56 am
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
Re noobotter: We see these fields in client as DB is common on server/client. All attacks and requirements checking are (should be) done server side. Any client side tests are done for optimization of amount of data sent between client/server. I've done simple things like removing the GCD in client,...
- Wed Jul 15, 2015 1:26 pm
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
Yes, I only found two requirements per skill, seems this is hardcoded into the structure.
Seems the skillRequiredEffectFlag_offset/skillRequiredEffect_offset was an early attempt to check the same thing.
-dx
Seems the skillRequiredEffectFlag_offset/skillRequiredEffect_offset was an early attempt to check the same thing.
-dx
- Tue Jul 14, 2015 1:36 pm
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
Okey, I've looked at a Warrior, Tactical Attack and Thunder and found the following list which seems pretty correct to me. Perhaps the issue was that the MagicNeedStruct is actually a small table MagicNeedStruct[2]... -dx Tactical Attack BaseItemAddress + offset 0xd0 Type = 38 // EM_MagicSpellNeedTy...
- Tue Jul 14, 2015 11:51 am
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
Hmm I might have been a little to quick on posting that one, looking into it again. Btw, while looking I found a skill that doesn't get enabled, the KNIGHT_SHIELD_OF_DISCIPLINE is not available as GetIdName(490169) doesn't return the name, is this my client/bot setup or a bug? Could you test a simpl...
- Mon Jul 13, 2015 1:35 pm
- Forum: Runes of Magic
- Topic: Weapon Type Auto-Detection
- Replies: 32
- Views: 6929
Re: Weapon Type Auto-Detection
Requirements for skills are locate just before the cooldown in memory, addresses.skillRemainingCooldown_offset points to MagicColdownBaseStruct.Time so addresses.skillRemainingCooldown_offset - 0x10 should point to the MagicNeedStruct which specifies dependency where Type field is type of dependency...
- Tue Jul 07, 2015 7:54 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Music Festival, Nala Melody
- Replies: 12
- Views: 4586
Re: Music Festival, Nala Melody
In the top of the file u specify the number of tp runes you want to use
-dx
-dx
- Tue Jun 30, 2015 1:08 pm
- Forum: Runes of Magic
- Topic: Rogue rotation
- Replies: 47
- Views: 11689
Re: Rogue rotation
Any1 thought of doing a proper 'behind' calculation for rougue positions or isnt this nessesary anymore for r/m's?
I've been using some code inserted into client for a few years to increase dps on r/s by automating the use of different bleeds.
-dx
I've been using some code inserted into client for a few years to increase dps on r/s by automating the use of different bleeds.
-dx
- Tue Jun 30, 2015 1:04 pm
- Forum: Runes of Magic
- Topic: Help Runes of Magic Extract 3D Models
- Replies: 3
- Views: 3973
Re: Help Runes of Magic Extract 3D Models
You can use a tool called 'Machinima Studio' to extract and view the models.
-dx
-dx
- Fri Jun 12, 2015 12:46 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Music Festival, Nala Melody
- Replies: 12
- Views: 4586
Re: Music Festival, Nala Melody
Have you updated the pawn.lua file?
-dx
-dx
- Tue Jun 09, 2015 12:42 pm
- Forum: Runes of Magic
- Topic: Gobal Cooldown exploit
- Replies: 14
- Views: 5276
Re: Gobal Cooldown exploit
I once hoped gcd was a client thing, did some debugging and removed gcd from client. This only resulted in errors from server about skill not being ready. But, ofc I might have done something different than you are trying to do.... best regards DX PS. But as BlubBlab says in his post you can use it ...
- Fri Jun 05, 2015 12:55 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Music Festival, Nala Melody
- Replies: 12
- Views: 4586
Re: Music Festival, Nala Melody
Well, now I think all dependecies are removed....
-dx
-dx
- Fri Jun 05, 2015 12:14 pm
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Music Festival, Nala Melody
- Replies: 12
- Views: 4586
Re: Music Festival, Nala Melody
Damn, sorry!
I forgot I have most client functions interfaced in my own userfunction, Ill update and repost
-dx
I forgot I have most client functions interfaced in my own userfunction, Ill update and repost
-dx
- Fri Jun 05, 2015 8:23 am
- Forum: Userfunctions, waypoint scripts, etc.
- Topic: Music Festival, Nala Melody
- Replies: 12
- Views: 4586
Music Festival, Nala Melody
Attached it my script for Music Festival event at NPC Nala Melody. Note that you need the buff modifications at http://solarstrike.net/phpBB3/viewtopic.php?p=61170#p61170 for this to work. You must replace the two functions CPawn:updateBuffs and CPawn:getBuff in the rom/classes/Pawn.lua file with th...
- Fri May 22, 2015 1:13 pm
- Forum: Runes of Magic
- Topic: Handling buffs by ID as well as name
- Replies: 4
- Views: 2429
Re: Handling buffs by ID as well as name
I dropped it unmodified into my pawn.lua and it worked as a charm!
Nice work
-dx
Nice work
-dx
- Fri May 22, 2015 11:45 am
- Forum: Runes of Magic
- Topic: Handling buffs by ID as well as name
- Replies: 4
- Views: 2429
Re: Handling buffs by ID as well as name
If we can simplify the code Im all for it, I didn't know about the differences in GetIdName with unknown or no-name buffs, that's a nice way of differentiating it. The changes in GetBuff was to make it accept a real table of names/numbers and, to keep compatibility i split the string into a table. T...
- Fri May 22, 2015 5:36 am
- Forum: Runes of Magic
- Topic: Handling buffs by ID as well as name
- Replies: 4
- Views: 2429
Handling buffs by ID as well as name
Currently the CPawn handles buffs by name only, as rom client also uses buffs without names for event management I had to rewrite some core methods, namely CPawn:getBuff and CPawn:updateBuffs, to accept buffs with no names and to check on these. I've tried to make these compatible with the current i...
- Wed May 20, 2015 12:48 pm
- Forum: Runes of Magic
- Topic: Music Festival Event
- Replies: 4
- Views: 2502
Re: Music Festival Event
Started digging into this, the Musical Energy Collection Device is id 120883, seems like the energy points popping up are id 120884 each. I've tried to look for buffs or anything to indicate color without luck (all of 10m spent :)) -dx Update: Participation ticket is (hidden) buff 622707 on player G...