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number of arcane charges
Posted: Mon Aug 01, 2011 11:10 am
by lisa
figured I would find the address for number of arcane charges
looks like this
Code: Select all
arcane = memoryReadUInt(getProc(), 0x9DFE7C)
So you can do
Code: Select all
if arcane > 0 then
--do some transmuting
end
Re: number of arcane charges
Posted: Mon Aug 01, 2011 11:30 am
by rock5
To tell you the truth, I don't think it's necessary. I think we need to think about when we need to get something from memory. Information that's needed infrequently could just as easily be gotten from an in game function and will still work if the addresses change. The real benefit of getting info from memory is when you need to check it many times and quickly, like in a loop. If it's something you are going to get in just one place in a waypoint file, your better off using an in game function.
What do you think?
Re: number of arcane charges
Posted: Mon Aug 01, 2011 11:40 am
by lisa
Yeah I've just got around 4000 charges to use up, so I figure memory would be better then in game function in my case.
Re: number of arcane charges
Posted: Mon Aug 01, 2011 11:53 am
by rock5
Well, you get what I mean anyway.
But actually, my "Fusion_MakeMaxStones" function uses in game functions for transmutor energy, in a loop. But seeing as it uses the in game "Fusion" addon to do the actual fusing, I don't think it would go faster to use the memory value.
Re: number of arcane charges
Posted: Wed Oct 19, 2011 1:47 am
by OneofMany
Bringing an old topic up. In my new project i would need this too as i want to check if i got enough charges still. Else buy some with the function Rock wrote.
Re: number of arcane charges
Posted: Wed Oct 19, 2011 1:52 am
by rock5
charges = RoMScript("GetMagicBoxEnergy()")
Re: number of arcane charges
Posted: Wed Oct 19, 2011 2:01 am
by OneofMany
Thnx m8