RoM bot

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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MatthiasB
Posts: 7
Joined: Tue Mar 17, 2009 11:52 am

Re: RoM bot

#541 Post by MatthiasB »

Nevermind ... :geek:
Last edited by MatthiasB on Tue Mar 17, 2009 12:27 pm, edited 1 time in total.
moopl
Posts: 7
Joined: Mon Mar 16, 2009 1:13 pm

Re: RoM bot

#542 Post by moopl »

The new 2.25 works great. Thanks.
mauricemouth
Posts: 5
Joined: Sat Mar 14, 2009 8:08 pm

Re: RoM bot

#543 Post by mauricemouth »

In fact, I got the newest version, but did not check the settings.xml...

So the bot did not work cause it can not move the char
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3cmSailorfuku
Posts: 354
Joined: Mon Jan 21, 2008 6:25 pm

Re: RoM bot

#544 Post by 3cmSailorfuku »

CUNNING ATTACK was renamed to PROBING ATTACK
Zeno1
Posts: 12
Joined: Thu Feb 05, 2009 6:33 pm

Re: RoM bot

#545 Post by Zeno1 »

if im a k/m and i want to open with a fireball from a distance with ranged combat then go up close to engage in melee combat, which should i set my attack type to?
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Administrator
Site Admin
Posts: 5344
Joined: Sat Jan 05, 2008 4:21 pm

Re: RoM bot

#546 Post by Administrator »

Set to melee combat mode and add MAGE_FIREBALL as one of your skills in your profile. Then, set it's priority higher.

Code: Select all

<skill name="MAGE_FIREBALL" hotkey="VK_4" modifier="" priority="100" />
moopl
Posts: 7
Joined: Mon Mar 16, 2009 1:13 pm

Re: RoM bot

#547 Post by moopl »

Just curious if anyone else has seen it. When I run around, I randomly scream "AAAHHHHH!". My first thought is they did something to detect the attachment of the micromacro to their .exe file. Anyone else notice this? I'm going to play on my other computer later tonight to see if I notice it there without the use of micromacro.
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Site Admin
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Joined: Sat Jan 05, 2008 4:21 pm

Re: RoM bot

#548 Post by Administrator »

That happens when people are fighting the minotaur bosses in Ystra. It used to roar, but now it just says "AAAHHHH."
Zeno1
Posts: 12
Joined: Thu Feb 05, 2009 6:33 pm

Re: RoM bot

#549 Post by Zeno1 »

Is there any way to make the delay for looting any shorter? I've tried changing the loot_time value to 1 or 0 and it still stands there for like 4 seconds after every kill before it attempts to loot. With the lootfilter addon, looting is much faster, requiring probably less than 1 second, so if was wondering if there was a way to make the delay shorter without turning loot to false
shulato
Posts: 1
Joined: Tue Mar 17, 2009 5:45 am

Re: RoM bot

#550 Post by shulato »

great work on the bot :)
btw can you add more skills to database in next bot update? i got rpoblem to do it myself with elite skills for priest/warrior
thx in advance :)
Kizami
Posts: 24
Joined: Sat Feb 07, 2009 1:38 am

Re: RoM bot

#551 Post by Kizami »

Zeno1 wrote:Is there any way to make the delay for looting any shorter? I've tried changing the loot_time value to 1 or 0 and it still stands there for like 4 seconds after every kill before it attempts to loot. With the lootfilter addon, looting is much faster, requiring probably less than 1 second, so if was wondering if there was a way to make the delay shorter without turning loot to false
loot_time is in milliseconds... I use a value of 500 and with lootfilter addon it loots very fast and almost instantly moves onto next mob.

Kiz
kokowiki
Posts: 16
Joined: Thu Feb 05, 2009 8:50 pm

Re: RoM bot

#552 Post by kokowiki »

Zeno1 wrote:Is there any way to make the delay for looting any shorter?
http://rom.curse.com/downloads/rom-addo ... rloot.aspx
Starblast
Posts: 2
Joined: Tue Mar 17, 2009 5:25 am

Re: RoM bot

#553 Post by Starblast »

If someone is having problems with the retail patch, I found those static pointers:
0x085f7a4 ; -- Other suggestions: 0x0879B78; 0x085F7E4; 0x08987D0
gonzl
Posts: 1
Joined: Tue Mar 17, 2009 10:58 am

Re: RoM bot

#554 Post by gonzl »

As there was a little patch again i searched for the new value, it's 0x08607A4
vagn
Posts: 1
Joined: Thu Mar 19, 2009 2:42 pm

Re: RoM bot

#555 Post by vagn »

solved

thx admin for your work!
Last edited by vagn on Thu Mar 19, 2009 3:17 pm, edited 1 time in total.
Zeno1
Posts: 12
Joined: Thu Feb 05, 2009 6:33 pm

Re: RoM bot

#556 Post by Zeno1 »

none of those static addresses posted above work for me =(
deedly
Posts: 17
Joined: Fri Feb 20, 2009 2:40 pm

Re: RoM bot

#557 Post by deedly »

Me neither :O
Zilvermoon
Posts: 104
Joined: Mon Jan 05, 2009 8:19 am

Re: RoM bot

#558 Post by Zilvermoon »

gonzl wrote:As there was a little patch again i searched for the new value, it's 0x08607A4
Using this static address I can run the bot, but if it fail to read memmory I need to shut down the game, then restart it and it will work again.... hope this helps you guys out.
MatthiasB
Posts: 7
Joined: Tue Mar 17, 2009 11:52 am

Re: RoM bot

#559 Post by MatthiasB »

0x08607A4 works for me ... Thanks gonzl! :)

@Admin: Is it possible to check if the charakter (or bot) is allready in fight?
I've a "real" problem with aggro mobs. For example:
The bot targets the next mob(A), but another mob(B) is running into his path between the bot and his target(A). So the bot has two mobs to fight with. He doesn't realize that he's allready in fight ... Is that kind of problem fixable?
ryderofthenite
Posts: 8
Joined: Wed Mar 11, 2009 1:48 am

Re: RoM bot

#560 Post by ryderofthenite »

Hm, anyone else still having problems, I've tried the new addresses but to no luck, and i've rarely had problems..still tinkering around but just figured I'd see if anyone else has any info?

EDIT: I've also tried to restart the game in different steps of the macro'ing, but to no prevail..
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