Party botting

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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Administrator
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Posts: 5353
Joined: Sat Jan 05, 2008 4:21 pm

Re: Party botting

#21 Post by Administrator »

JackBlonder wrote:
I can't see any way to fix this other than abandoning the memory address targeting and going back to 'TAB' targeting.
Is there any way I can do that just for my uses.
Something like overwriting the targeting function by my own function?
Line 1792 of classes/player.lua:

Code: Select all

		local newTarget = self:findEnemy(false, nil, evalTargetDefault, self.IgnoreTarget);
		if( newTarget ) then			-- find a new target
			self:target(newTarget.Address);
			local atkMask = memoryReadInt(getProc(), newTarget.Address + addresses.pawnAttackable_offset);
			cprintf(cli.turquoise, language[86]);	-- stopping waypoint::target acquired before moving
			success = false;
			failreason = WF_TARGET;
			return success, failreason;
		end;
Replace that code with this:

Code: Select all

keyboardPress(key.VK_TAB);
You might have to make a few other minor changes like this in the player:moveTo() function to get it to fully work.
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rock5
Posts: 12173
Joined: Tue Jan 05, 2010 3:30 am
Location: Australia

Re: Party botting

#22 Post by rock5 »

JackBlonder wrote:
I can't see any way to fix this other than abandoning the memory address targeting and going back to 'TAB' targeting.
Is there any way I can do that just for my uses.
Something like overwriting the targeting function by my own function?
I don't think so. We've come a long way since tabbed targeting and I'd say most functions now expect a level of control, while targeting, that tabbing just can't provide.

I suspect that if it was possible it would require extensive modifications throughout the bot.
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