Search found 188 matches
- Fri Aug 20, 2010 2:45 pm
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
I though HARVEST_DISTANCE only is from a harvest point, i.e. points in the waypoint file. It will not include any harvestables found during the traversal from point to point or have I misunderstood?
- Fri Aug 20, 2010 10:35 am
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
Absolutely, as far as I know the harvestables is scanned in-memory now, this should enable discovery/targeting them using simular mechanisms as the "mobs" configuration.
- Fri Aug 20, 2010 4:16 am
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
Yes, the obstacle issue is a problem - my suggested solution to this is to: 1. make a waypoint list manually as today, navigating through an area as usual 2. define a radius around this list for filtering in which resources recorded by yGather will be traversed 3. preprocess the waypointlist, insert...
- Thu Aug 19, 2010 1:40 pm
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
mostly hardcoded yet, plan to have as preprocessor to generate waypoints
- Wed Aug 18, 2010 8:45 am
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
Hmm small bug in sorting, corrected
- Wed Aug 18, 2010 8:20 am
- Forum: Runes of Magic
- Topic: Using yGather data to create waypoints...
- Replies: 34
- Views: 10036
Re: Using yGather data to create waypoints...
Bringing up a dead discussion, I've been looking into combining the yGather data into harvesting. First step has been to prototype a preprocessor which will take waypoints and the SaveVariables file as input and output a new waypoints file. This new file will contain the original waypoints with the ...
- Sat Jul 24, 2010 7:53 am
- Forum: Runes of Magic
- Topic: Finding in-memory party information
- Replies: 1
- Views: 935
Re: Finding in-memory party information
Hmm figured it out, got a static ptr (i think) and a small lua proramm which whill list the names in current pty, now only need to decode whats in the records.
best regards
best regards
- Sat Jul 24, 2010 6:18 am
- Forum: Runes of Magic
- Topic: Finding in-memory party information
- Replies: 1
- Views: 935
Finding in-memory party information
Im looking into finding in-memory information about party members with Cheat Engine, I've found a candidate by brute search on party member names. The table entry is 0x60 bytes long, first 1-2 bytes is a flag specifying if entry is active, name is offset at +8, it looks like: 01 00 00 00 00 00 00 00...