if( settings == nil ) then include("settings.lua"); end local charUpdatePattern = string.char(0x8B, 0x07, 0x8B, 0x0D, 0xFF, 0xFF, 0xFF, 0xFF, 0x56, 0x50, 0xE8); local charUpdateMask = "xxxx????xxx"; local charUpdateOffset = 4; local macroUpdatePattern = string.char(0xFF, 0x15, 0xFF, 0xFF, 0xFF, 0xFF, 0x8B, 0x0D, 0xFF, 0xFF, 0xFF, 0xFF, 0xE8); local macroUpdateMask = "xx????xx????x"; local macroUpdateOffset = 8; local romMouseRClickFlag = 0x8000; local romMouseLClickFlag = 0x80; function getCharUpdatePattern() return charUpdatePattern; end function getCharUpdateMask() return charUpdateMask; end function getCharUpdateOffset() return charUpdateOffset; end function getMacroUpdatePattern() return macroUpdatePattern; end function getMacroUpdateMask() return macroUpdateMask; end function getMacroUpdateOffset() return macroUpdateOffset; end function checkExecutableCompatible() if( findPatternInProcess(getProc(), charUpdatePattern, charUpdateMask, addresses.staticpattern_char, 1) == 0 ) then return false; end if( findPatternInProcess(getProc(), macroUpdatePattern, macroUpdateMask, addresses.staticpattern_macro, 1) == 0 ) then return false; end return true; end if(settings.options.DEBUGGING == nil ) then settings.options.DEBUGGING = false; end; function debugAssert(args) if( settings.options.DEBUGGING ) then if( not args ) then error("Error in memory reading", 2); else return args; end else return args; end end -- Ask witch character does the user want to be, from the open windows. function selectGame() -- Get list of windows in an array local windowList = findWindowList("*", "Radiant Arcana"); if( #windowList == 0 ) then print("You need to run rom first!"); return 0; end charToUse = {}; for i = 1, #windowList, 1 do local process, playerAddress, nameAddress; -- open first window process = openProcess(findProcessByWindow(windowList[i])); -- read player address showWarnings(false); playerAddress = memoryReadIntPtr(process, addresses["staticbase_char"], addresses["charPtr_offset"]); -- read player name if( playerAddress ) then nameAddress = memoryReadUInt(process, playerAddress + addresses["pawnName_offset"]); end -- store the player name, with window number if nameAddress == nil then charToUse[i] = "(RoM window "..i..")"; else charToUse[i] = memoryReadString(process, nameAddress); end showWarnings(true); closeProcess(process); end windowChoice = 1; -- wait until enter is released while keyPressed(key.VK_RETURN) do yrest(200); end notShown = true; if (#windowList > 1) then -- if theres more than 1 window, ask the player witch character to use while not keyPressedLocal(key.VK_RETURN) do if keyPressed(key.VK_UP) or keyPressed(key.VK_DOWN) or notShown then notShown = false; if keyPressed(key.VK_DOWN) then windowChoice = windowChoice + 1; if windowChoice > #charToUse then windowChoice = #charToUse; end end if keyPressed(key.VK_UP) then windowChoice = windowChoice - 1; if windowChoice < 1 then windowChoice = 1; end end if keyPressed(key.VK_UP) or keyPressed(key.VK_DOWN) then print("\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n") end -- start message printf("Choose your character that you want to play on:\n"); for i = 1, #charToUse, 1 do if i == windowChoice then cprintf(240, "\n"..charToUse[i]); else printf("\n"..charToUse[i]); end end printf("\n"); yrest(200); end if keyPressedLocal(settings.hotkeys.STOP_BOT.key) then error("User quit"); end end yrest(200) end return windowList[windowChoice]; end function printPicture(pic, text, textColor) if not textColor then textColor = 0; end local readfile = io.open(getExecutionPath() .. "/database/img/"..pic..".bmp", "r"); if not readfile then print(pic); return 0; end file = readfile:read("*all"); local height = string.byte(file, 23); local width = string.byte(file, 19); -- color data starts from 118 ends in -4 --for i = 0, 200,1 do --printf(i..":"); --print(string.byte(file, i)); --printf("\n"); --end colorData = string.sub(file, 119, -4); dataLength = string.len(colorData); --colorData = string.reverse(colorData); color = {}; for i = 1, dataLength, 1 do data = string.byte(colorData, i); first = math.floor(data/16); second = data - (first*16); position = (dataLength * 2) - (i * 2); color[position] = second; color[position + 1] = first; end i = 0; a = 1; newline = false; for y = 1, height, 1 do for x = 1, width, 1 do nextchar = "¤"; if not newline and not (a > string.len(text)) then nextchar = string.char(string.byte(text, a)); a = a + 1; end if nextchar == "\n" then nextchar = "¤"; newline = true; end pixel = i+width-x; col = color[pixel]; -- repair colors from an unknown bug if col == 9 then col = 12 elseif col == 12 then col = 9 elseif col == 1 then col = 4 elseif col == 4 then col = 1 elseif col == 3 then col = 6 elseif col == 6 then col = 3 elseif col == 7 then col = 8 elseif col == 8 then col = 7 elseif col == 11 then col = 14 elseif col == 14 then col = 11 end if nextchar == "¤" then cprintf(col*16+col, nextchar); --cprintf(col*16, col); else cprintf(col*16+textColor, nextchar); end --printf(color[i]); end newline = false; i = i + 6 + width; printf("\n") end end -- get current directory (theres gotho be an easier way) function currDir() os.execute("cd > cd.tmp") local f = io.open("cd.tmp", r) local cwd = f:read("*a") f:close() os.remove("cd.tmp") return cwd end function getWin() if( __WIN == nil ) then __WIN = selectGame(); end return __WIN; end function getProc() if( __PROC == nil or not windowValid(__WIN) ) then if( __PROC ) then closeProcess(__PROC) end; __PROC = openProcess( findProcessByWindow(getWin()) ); end return __PROC; end function angleDifference(angle1, angle2) if( math.abs(angle2 - angle1) > math.pi ) then return (math.pi * 2) - math.abs(angle2 - angle1); else return math.abs(angle2 - angle1); end end function distance(x1, y1, x2, y2) if( x1 == nil or y1 == nil or x2 == nil or y2 == nil ) then error("Error: nil value passed to distance()", 2); end return math.sqrt( (y2-y1)*(y2-y1) + (x2-x1)*(x2-x1) ); end -- Used in pause/exit callbacks. Just releases hotkeys. local function releaseKeys() if( settings.hotkeys.MOVE_FORWARD) then keyboardRelease(settings.hotkeys.MOVE_FORWARD.key); end if( settings.hotkeys.MOVE_BACKWARD ) then keyboardRelease(settings.hotkeys.MOVE_BACKWARD.key); end if( settings.hotkeys.ROTATE_LEFT ) then keyboardRelease(settings.hotkeys.ROTATE_LEFT.key); end if( settings.hotkeys.ROTATE_RIGHT) then keyboardRelease(settings.hotkeys.ROTATE_RIGHT.key); end if( settings.hotkeys.STRAFF_LEFT ) then keyboardRelease(settings.hotkeys.STRAFF_LEFT.key); end if( settings.hotkeys.STRAFF_RIGHT ) then keyboardRelease(settings.hotkeys.STRAFF_RIGHT.key); end end function pauseCallback() local msg = sprintf(language[46], getKeyName(getStartKey())); -- to continue, (CTRL+L) exit ... -- If settings haven't been loaded...skip the cleanup. if( not settings ) then printf(msg); return; end; releaseKeys(); printf(msg); end atPause(pauseCallback); function exitCallback() -- If settings haven't been loaded...skip the cleanup. if( not settings ) then return; end; releaseKeys(); end atExit(exitCallback); function resumeCallback() printf("Resumed.\n"); -- Make sure our player exists before trying to update it if( player ) then -- Make sure we aren't using potentially old data player:update(); end if( settings.profile.options.PATH_TYPE == "wander" and __WPL ~= nil ) then __WPL.OrigX = player.X; __WPL.OrigZ = player.Z; end -- Re-set our bot start time to now if( player ) then player.BotStartTime = os.time(); player.LastDistImprove = os.time(); -- reset unstick timer (dist improvement timer) if( settings.profile.options.LOGOUT_TIME > 0 ) then printf("Bot start time reset\n"); end end -- check if using sleep function if( settings.profile.options.USE_SLEEP_AFTER_RESUME == true ) then cprintf(cli.yellow, language[148]); -- LWe will go to sleep after fight finished player.Sleeping = true; -- activate sleep end end atResume(resumeCallback); function pauseOnDeath() local sk = startKey; if( getVersion() >= 100 ) then sk = getStartKey(); end; cprintf(cli.red, language[149]); -- You have died printf(language[160], -- Script paused until you revive yourself getKeyName(sk)) logMessage("Player died.\n"); stopPE(); end local LAST_PLAYER_X = 0; local LAST_PLAYER_Z = 0; function timedSetWindowName(profile) local displayname = string.sub(profile, 1, 4) .. "****"; if( (player.X ~= LAST_PLAYER_X) or (player.Z ~= LAST_PLAYER_Z) ) then setWindowName(getHwnd(), sprintf(language[600], BOT_VERSION, displayname, player.X, player.Z, player.ExpPerMin, player.TimeTillLevel)); LAST_PLAYER_X = player.X; LAST_PLAYER_Z = player.Z; end end function load_paths( _wp_path, _rp_path) cprintf(cli.yellow, "Please use the renamed function \'loadPaths()\' instead of \'load_paths\'!\n"); loadPaths( _wp_path, _rp_path); end function loadPaths( _wp_path, _rp_path) -- load given waypoint path and return path file -- if you don't specify a return path the function will look for -- a default return path based on the waypoint path name and -- the settings.profile.options.RETURNPATH_SUFFIX -- check if function is not called empty if( not _wp_path ) and ( not _rp_path ) then cprintf(cli.yellow, language[161]); -- have to specify either return; end; if( _wp_path == "" or _wp_path == " " ) then _wp_path = nil; end; -- check suffix and remember default return path name local rp_default; if(_wp_path ~= nil) then local foundpos = string.find(_wp_path,".",1,true); -- filetype defined? if( foundpos ) then -- filetype defined rp_default = string.sub(_wp_path,1,foundpos-1) .. settings.profile.options.RETURNPATH_SUFFIX .. ".xml"; else -- no filetype rp_default = _wp_path .. settings.profile.options.RETURNPATH_SUFFIX .. ".xml"; end; end; if( _wp_path and not string.find(_wp_path,".", 1, true) and _wp_path ~= "wander" ) then _wp_path = _wp_path .. ".xml"; end; if( _rp_path and not string.find(_rp_path,".", 1, true) ) then _rp_path = _rp_path .. ".xml"; end; -- waypoint path is defined ... load it if( _wp_path and string.lower(_wp_path) ~= "wander" ) then local filename = getExecutionPath() .. "/waypoints/" .. _wp_path; if( not fileExists(filename) ) then local msg = sprintf(language[142], filename ); -- We can't find your waypoint file error(msg, 0); end; if( not __WPL ) then -- define object if not there __WPL = CWaypointList(); end; __WPL:load(filename); cprintf(cli.green, language[0], __WPL:getFileName()); -- Loaded waypoint path if(__WPL.CurrentWaypoint ~= 1) then cprintf(cli.green, language[15], -- Waypoint #%d is closer then #1 __WPL.CurrentWaypoint, __WPL.CurrentWaypoint); end; end -- set wander for WP if( string.lower(_wp_path) == "wander" ) then __WPL = CWaypointListWander(); __WPL:setRadius(settings.profile.options.WANDER_RADIUS); __WPL:setMode("wander"); cprintf(cli.green, "We will wander arround in a radius of %d\n", settings.profile.options.WANDER_RADIUS); -- Loaded waypoint path end -- look for default return path with suffix '_return' if( not _rp_path ) then if( fileExists(getExecutionPath() .. "/waypoints/" .. rp_default) ) then cprintf(cli.green, language[162], rp_default ); -- Return path found with default naming _rp_path = rp_default; -- set default else cprintf(cli.yellow, language[163], rp_default ); -- No return path with default naming end; end -- return path defined or default found ... load it if( _rp_path ) then if( not __RPL ) then -- define object if not there __RPL = CWaypointList(); end; local filename = getExecutionPath() .. "/waypoints/" .. _rp_path; if( not fileExists(filename) ) then local msg = sprintf(language[143], filename ); -- We can't find your returnpath file error(msg, 0); end; __RPL:load(filename); cprintf(cli.green, language[1], __RPL:getFileName()); -- Loaded return path else if( __RPL ) then -- clear old returnpath object __RPL = nil; end; end; -- check if on returnpath if( player.Returning == true and _rp_path ) then cprintf(cli.green, language[164], __RPL:getFileName()); -- We are coming from a return_path. else player.Returning = false; cprintf(cli.green, language[165], __WPL:getFileName() );-- We use the normal waypoint path %s now end end -- executing RoMScript and send a MM window message before function sendMacro(_script) cprintf(cli.green, language[169], -- Executing RoMScript ... "MACRO", string.sub(_script, 1, 40) ); return RoMScript(_script); end --- Run rom scripts, usage: RoMScript("BrithRevive();"); function RoMScript(script, default) --- Get the real offset of the address local macro_address = memoryReadUInt(getProc(), addresses.staticbase_macro); local scriptDef; if( settings.options.LANGUAGE == "spanish" ) then scriptDef = "/redactar"; else scriptDef = "/script"; end --- Macro length is max 255, and after we add the return code, --- we are left with 120 character limit. local text = scriptDef.." r='' a={" .. script .. "} for i=1,#a do r=r..tostring(a[i])" .. " r=r..'" .. string.char(9) .. "' end" .. " EditMacro(2,'',7,r);"; -- Check to make sure length is within bounds local len = string.len(text); if( len > 254 ) then error("Macro text too long.", 2); end --- Write the macro local i; local byte; for i = 0, 254, 1 do byte = string.byte(text, i + 1); if( byte == nil or byte == 0 ) then byte = 0; memoryWriteByte(getProc(), macro_address + addresses.macro1_offset + i, 0); break; end memoryWriteByte(getProc(), macro_address + addresses.macro1_offset + i, byte); end -- Make sure we write out the NULL terminator if( byte ~= 0 ) then memoryWriteByte(getProc(), macro_address + addresses.macro1_offset + i, 0); end -- Write something on the first address, to see when its over written memoryWriteByte(getProc(), macro_address + addresses.macro2_offset, 6); --- Execute it if( settings.profile.hotkeys.MACRO ) then keyboardPress(settings.profile.hotkeys.MACRO.key); end -- A cheap version of a Mutex... wait till it is "released" -- Use high-res timers to find out when to time-out local startWaitTime = getTime(); while( memoryReadByte(getProc(), macro_address + addresses.macro2_offset) == 6 ) do if( deltaTime(getTime(), startWaitTime) > 800 ) then if( settings.options.DEBUGGING_MACRO ) then cprintf(cli.yellow, "[DEBUG] TIMEOUT in RoMScript ... \n"); end; return default; -- Timed out end; rest(1); end --- Read the outcome from macro 2 readsz = ""; ret = {}; cnt = 0; for i = 0, 254, 1 do local byte = memoryReadUByte(getProc(), macro_address + addresses.macro2_offset + i); if( byte == 0 ) then -- Break on NULL terminator break; elseif( byte == 9 ) then -- Use TAB to seperate -- Implicit casting if( string.find(readsz, "^[%-%+]?%d+%.?%d+$") ) then readsz = tonumber(readsz); end; if( string.find(readsz, "^%d+$") ) then readsz = tonumber(readsz); end; if( readsz == "true" ) then readsz = true; end; if( readsz == "false" ) then readsz = false; end; table.insert(ret, readsz); cnt = cnt+1; readsz = ""; else readsz = readsz .. string.char(byte); end end return unpack(ret); end -- send message to the game function addMessage(message) message = string.gsub(message, "\n", "\\n") message = string.gsub(message, "\"", "\\\"") -- language conversations if( bot.ClientLanguage == "RU" ) then message = oem2utf8_russian(message); else message = asciiToUtf8_umlauts(message); -- for ingame umlauts end RoMScript("ChatFrame1:AddMessage(\""..message.."\")"); end -- UTF8 -> DOS(OEM) Code page 866 conversation for the russian client -- we use it for the player names & mob names conversion in pawn.lua -- http://en.wikipedia.org/wiki/Code_page_866 function utf82oem_russian(txt) txt = string.gsub(txt, string.char(0xD0, 0x81), string.char(0xF0) ); -- 0xF0 / E with dots txt = string.gsub(txt, string.char(0xD1, 0x91), string.char(0xF1) ); -- 0xF1 / e with dots -- lower case local patt = string.char(0xD1) .. "([" .. string.char(0x80, 0x2D, 0x8F) .. "])"; txt = string.gsub(txt, patt, function (s) return string.char(string.byte(s,1,1)+0x60); end ); -- upper case patt = string.char(0xD0) .. "([" .. string.char(0x90, 0x2D, 0xBF) .. "])"; txt = string.gsub(txt, patt, function (s) return string.char(string.byte(s,1,1)-0x10); end ); return txt; end -- DOS(OEM) -> UTF8 conversation for the russian client -- we use it within addMessage in functions.lua function oem2utf8_russian(txt) local function translate(code) -- upper case and lower case part 1 if(code>=0x80)and(code<=0xAF)then return string.char(0xD0, code+0x10); end -- lower case part 2 if(code>=0xE0)and(code<=0xEF)then return string.char(0xD1, code-0x60); end if(code==0xF0)then return string.char(0xD0, 0x81); -- E with dots end if(code==0xF1)then return string.char(0xD1, 0x91); -- e with dots end return string.char(code); end local result = ''; for i=1,string.len(txt) do result = result .. translate( string.byte(txt,i) ); end return result; end -- convert the ingame UTF8 strings to ASCII -- we use the complete utf8 table, that means for all languages we have function convert_utf8_ascii( _str ) -- local function to convert string (e.g. mob name / player name) from UTF-8 to ASCII local function convert_utf8_ascii_character( _str, _v ) local found; _str, found = string.gsub(_str, string.char(_v.utf8_1, _v.utf8_2), string.char(_v.ascii) ); return _str, found; end local found, found_all; found_all = 0; for i,v in pairs(database.utf8_ascii) do -- _str, found = convert_utf8_ascii_character( _str, v.ascii ); -- replace special characters _str, found = convert_utf8_ascii_character( _str, v ); -- replace special characters found_all = found_all + found; -- count replacements end if( found_all > 0) then return _str, true; else return _str, false; end end -- we only replace umlaute, hence only that are important for mob names -- player names are at the moment not importent for the MM protocol -- player names will be handled while loading the profile function utf8ToAscii_umlauts(_str) -- convert one UTF8 character to his ASCII code -- key is the combined UTF8 code local function replaceUtf8( _str, _key ) local tmp = database.utf8_ascii[_key]; _str = string.gsub(_str, string.char(tmp.utf8_1, tmp.utf8_2), string.char(tmp.ascii) ); return _str end _str = replaceUtf8(_str, 195164); -- ä _str = replaceUtf8(_str, 195132); -- Ä _str = replaceUtf8(_str, 195182); -- ö _str = replaceUtf8(_str, 195150); -- Ö _str = replaceUtf8(_str, 195188); -- ü _str = replaceUtf8(_str, 195156); -- Ü _str = replaceUtf8(_str, 195159); -- ß return _str; end -- we only replace umlaute, hence only that are important for -- printing ingame messages function asciiToUtf8_umlauts(_str) -- convert one ASCII code to his UTF8 character -- key is the combined UTF8 code local function replaceAscii( _str, _key ) local tmp = database.utf8_ascii[_key]; _str = string.gsub(_str, string.char(tmp.ascii), string.char(tmp.utf8_1, tmp.utf8_2) ); return _str end _str = replaceAscii(_str, 195164); -- ä _str = replaceAscii(_str, 195132); -- Ä _str = replaceAscii(_str, 195182); -- ö _str = replaceAscii(_str, 195150); -- Ö _str = replaceAscii(_str, 195188); -- ü _str = replaceAscii(_str, 195156); -- Ü _str = replaceAscii(_str, 195159); -- ß return _str; end -- open giftbag (at the moment level 1-10) function openGiftbags1To10(_player_level) if( not _player_level) then _player_level = player.Level; end cprintf(cli.lightblue, language[170], _player_level ); -- Open and equipt giftbag for level -- open giftbag and equipt content -- yrest(2000); -- time for cooldowns to phase-out for i,v in pairs(database.giftbags) do if( v.level == _player_level) then if( v.armor == armorMap[player.Class1] or -- only if items have the right armor v.armor == nil ) then -- or is armor independent local hf_return, hf_itemid, hf_name = inventory:useItem( v.itemid ); -- open bag or equipt item if ( hf_return ) then cprintf(cli.lightblue, language[171], hf_name ); -- Open/eqipt item: else cprintf(cli.yellow, language[174], v.name ); -- item not found end yrest(2000); -- wait for using that item if( v.type == "bag" ) then -- after opening bag update inventory yrest(4000); -- some more time to open the bag inventory:update(); -- update slots end; end; end; end end function levelupSkill(_skillname, _times) -- _skillname = name of the skill in skills.xml -- _times = how many levels do you want to levelup that skill if(player.Level == 1 ) then return false; end if(_times == nil or _times == 0 ) then _times = 1; end local skill_from_db = database.skills[_skillname]; -- read skill parameters from database -- check is skill has an aslevel in skills.xml if ( skill_from_db.aslevel ~= nil and skill_from_db.aslevel > player.Level ) then cprintf(cli.yellow, "You need at least level %d to levelup skill %s. Your level is %d.\n", skill_from_db.aslevel, _skillname, player.Level ); return false; end -- check if skill parameters for automatic leveling are in skills.xml for that skill if ( skill_from_db.skilltab == nil or skill_from_db.skillnum == nil ) then cprintf(cli.yellow, "Missing skill parameters in skills.xml to levelup skill %s\n", _skillname ); return false; end local hf_return = false; for i = 1, _times do yrest(600); sendMacro("SetSpellPoint("..skill_from_db.skilltab..","..skill_from_db.skillnum..");"); hf_return = true; end return hf_return; end function levelupSkills1To10(_loadonly) -- level up the skill by using an internal leveling table -- load the skills for using into the profile skill table -- e.g. 4 = third skill tab, 2 = second skill on the tab -- CAUTION: addressing a invalid skill will crash the RoM client local skillLevelupMap = { [CLASS_WARRIOR] = { [1] = { aslevel = 1, skillname="WARRIOR_SLASH" }, [2] = { aslevel = 2, skillname="WARRIOR_OPEN_FLANK" }, [3] = { aslevel = 2, skillname="WARRIOR_PROBING_ATTACK" }, [4] = { aslevel = 4, skillname="WARRIOR_ENRAGED" }, [5] = { aslevel = 6, skillname="WARRIOR_THUNDER" } }, [CLASS_SCOUT] = { [1] = { aslevel = 1, skillname="SCOUT_SHOT" }, [2] = { aslevel = 2, skillname="SCOUT_WIND_ARROWS" }, [3] = { aslevel = 4, skillname="SCOUT_VAMPIRE_ARROWS" },}, [CLASS_ROGUE] = { [1] = { aslevel = 1, skillname="ROGUE_SHADOWSTAB" }, [2] = { aslevel = 2, skillname="ROGUE_LOW_BLOW" }, [3] = { aslevel = 6, skillname="ROGUE_WOUND_ATTACK" }, [4] = { aslevel = 8, skillname="ROGUE_BLIND_STAB" } }, [CLASS_MAGE] = { [1] = { aslevel = 1, skillname="MAGE_FLAME" } }, [CLASS_PRIEST] = { [1] = { aslevel = 1, skillname="PRIEST_RISING_TIDE" }, [2] = { aslevel = 1, skillname="PRIEST_URGENT_HEAL" }, -- [3] = { aslevel = 2, skillname="PRIEST_WAVE_ARMOR" }, -- needs to much mana [3] = { aslevel = 4, skillname="PRIEST_REGENERATE" } , [4] = { aslevel = 8, skillname="PRIEST_HOLY_AURA" } }, [CLASS_KNIGHT] = { [1] = { aslevel = 1, skillname="KNIGHT_PUNISHMENT" }, [2] = { aslevel = 1, skillname="KNIGHT_HOLY_STRIKE" } }, [CLASS_WARDEN] = { [1] = { aslevel = 1, skillname="WARDEN_CHARGED_CHOP" }, [2] = { aslevel = 1, skillname="WARDEN_ENERGY_ABSORB" }, [3] = { aslevel = 2, skillname="WARDEN_THORNY_VINE" }, [4] = { aslevel = 4, skillname="WARDEN_BRIAR_SHIELD" }, [5] = { aslevel = 8, skillname="WARDEN_POWER_OF_THE_WOOD_SPIRIT" } }, [CLASS_DRUID] = { [1] = { aslevel = 1, skillname="DRUID_RECOVER" }, [2] = { aslevel = 1, skillname="DRUID_EARTH_ARROW" }, [3] = { aslevel = 2, skillname="DRUID_BRIAR_ENTWINEMENT" }, [4] = { aslevel = 6, skillname="DRUID_RESTORE_LIFE" } }, }; local leveluptable = skillLevelupMap[player.Class1]; for i,v in pairs(leveluptable) do if (_loadonly ~= "loadonly") then -- levelup the skill ingame -- TODO: maxlevel skills vs. new skill with only one level if( player.Level == v.aslevel ) then -- maxlevel the new skill levelupSkill(v.skillname, v.aslevel); elseif( player.Level == 2 and v.aslevel == 1) then -- 2x aft level 2 levelupSkill(v.skillname, 2); elseif( player.Level > v.aslevel ) then -- levelup 1 level levelupSkill(v.skillname); end end; -- add skill to profile skilltable -- if( player.Level == v.aslevel ) then -- we will also reload skills into skilltable if we restart the bot -- TODO: but only at the levelup event if( player.Level >= v.aslevel ) then local hf_found; for i,profile_skills in pairs(settings.profile.skills) do if( profile_skills.Name == v.skillname ) then hf_found = true; -- skill allready in the table end end if( not hf_found ) then -- skill not there, insert it local tmp = database.skills[v.skillname]; tmp.hotkey = "MACRO"; -- use ROM API to use that skills tmp.Level = 1; table.insert(settings.profile.skills, tmp); cprintf(cli.lightblue, "We learned skill \'%s\' and will use it\n", v.skillname ); -- Open/eqipt item: end end -- sort the skill table local skillSort = function(tab1, tab2) if( tab2.priority < tab1.priority ) then return true; end; return false; end table.sort(settings.profile.skills, skillSort); end -- special skill for SCOUT / not usable, just level it if(_loadonly ~= "loadonly") then if(player.Class1 == CLASS_SCOUT and player.Level == 6 ) then levelupSkill("SCOUT_RANGED_WEAPON_MASTERY", 6) elseif(player.Class1 == CLASS_SCOUT and player.Level > 6 ) then levelupSkill("SCOUT_RANGED_WEAPON_MASTERY") end end end -- change profile options and print values in MM protocol function changeProfileOption(_option, _value) if( settings.profile.options[_option] == nil ) then cprintf(cli.green, language[173], _option ); -- Unknown profile option return; end local hf_old_value = settings.profile.options[_option]; settings.profile.options[_option] = _value; cprintf(cli.lightblue, language[172], _option, hf_old_value, _value ); -- We change the option end function convertProfileName(_profilename) -- local functions to replace special ASCII characters (e.g. in player name) local function replace_special_ascii_character( _str, _v ) local found; -- local tmp = database.utf8_ascii[_ascii]; _str, found = string.gsub(_str, string.char(_v.ascii), _v.dos_replace ); return _str, found; end local function replace_special_ascii( _str ) local found, found_all; found_all = 0; for i,v in pairs(database.utf8_ascii) do _str, found = replace_special_ascii_character( _str, v ); -- replace special characters found_all = found_all + found; -- count replacements end if( found_all > 0) then return _str, true; else return _str, false; end end local load_profile_name, new_profile_name; -- name of profile to load -- convert player/profile name from UTF-8 to ASCII load_profile_name = convert_utf8_ascii(_profilename); -- replace special ASCII characters like öüäú / hence open.XML() can't handle them new_profile_name , hf_convert = replace_special_ascii(load_profile_name); -- replace characters if( hf_convert ) then -- we replace some special characters -- check if profile with replaced characters allready there if( fileExists(getExecutionPath() .. "/profiles/" .. new_profile_name..".xml") ) then load_profile_name = new_profile_name; else local msg = sprintf(language[101], -- we can't use the character/profile name \'%s\' as a profile name load_profile_name, new_profile_name); error(msg, 0); end; else -- check if profile exist if( not fileExists(getExecutionPath() .. "/profiles/" .. load_profile_name..".xml" ) ) then local msg = sprintf(language[102], load_profile_name ); -- We can't find your profile error(msg, 0); end end; return load_profile_name; end local lastDisplayBlocks = 0; function displayProgressBar(percent, size) size = size or 10; local blocksFilled = math.floor(size*percent/100); local blocksUnfilled = size - blocksFilled; if( blocksFilled ~= lastDisplayBlocks ) then printf("\r%03d%% [", percent); cprintf(cli.turquoise, string.rep("*", blocksFilled)); printf(string.rep("-", blocksUnfilled) .. "]"); lastDisplayBlocks = blocksFilled; end end function trim(_s) return (string.gsub(_s, "^%s*(.-)%s*$", "%1")) end function debugMsg(_debug, _reason, _arg1, _arg2, _arg3, _arg4, _arg5, _arg6 ) -- return if debugging / detail is disabled if( _debug ~= true ) then return; end local function make_printable(_v) if(_v == true) then _v = ""; end if(_v == false) then _v = ""; end if( type(_v) == "table" ) then _v = ""; end -- if( type(_v) == "number" ) then -- _v = sprintf("%d", _v); -- end return _v end local hf_arg1, hf_arg2, hf_arg3, hf_arg4, hf_arg5, hf_arg6 = "", "", "", "", "", ""; if(_arg1) then hf_arg1 = make_printable(_arg1); end; if(_arg2) then hf_arg2 = make_printable(_arg2); end; if(_arg3) then hf_arg3 = make_printable(_arg3); end; if(_arg4) then hf_arg4 = make_printable(_arg4); end; if(_arg5) then hf_arg5 = make_printable(_arg5); end; if(_arg6) then hf_arg6 = make_printable(_arg6); end; local msg = sprintf("[DEBUG] %s %s %s %s %s %s %s\n", _reason, hf_arg1, hf_arg2, hf_arg3, hf_arg4, hf_arg5, hf_arg6 ) ; msg = string.gsub(msg, "%%", "%%%%"); cprintf(cli.yellow, msg); end function getQuestStatus(_questname) -- Used when you need to make 3 way decision, get quest, complete quest or gather quest items. if (bot.IgfAddon == false) then error(language[1004], 0) -- Ingamefunctions addon (igf) is not installed end return RoMScript("igf_questStatus(\"".._questname.."\")") end