724 Changelog
Posted: Wed Jun 27, 2012 3:33 pm
- Fixed swim address. IMPORTANT: YOU WILL NEED TO DOWNLOAD THE NEW VERSION OF 'userfunction_swimhack'.
- Added requested skills and most skills to level 20 for Warlock and Champion. Also, added SCOUT_CREATE_TENDRILS and fixed range of DRUID_SUMMON_SANDSTORM.
- Added a few missing mounts.
- Added camera.Distance value and camera:setDistance(dist) function for controlling camera distance from player.
- Fixed issue of bodies remaining targeted while waiting for aggro. It now clears the target so that it can acquire the new one.
- player:aimAt(target) now checks to see if the target is actually a pawn before trying to update it. This was necessary for the improved clicktocast targeting.
- Changed the way addresses are 'nopped' (changed to 0x90). Now the number of bytes nopped depends on the number of bytes in the corresponding patch address.
- I'm not sure if many people noticed but the swim hack was not working properly. After updating to this revision and updating your swimhack userfunction, it should work again.
- This is what took the most work in this revision. It now uses an algorythm to find the best place to click to get the most mobs that includes your current target. I avoided this in the past because I realised that you can't accurately target a set of coordinates if the ground is uneven. But I realised that there are locations where the ground is flat such as dungeons. For that reason this targeting only happens when the mobs are level so outside on hilly ground it will simply aim at the target to cast. At the last minute I decided to add an option to overide it and allow you to use the better targeting on hilly ground if you wish. To use the option add this to your profile. But note, I do not recommend it unless you are confident that the ground is 'flat enough'.
Code: Select all
<option name="FORCE_BETTER_AOE_TARGETING" value="true" />
- The way it does it so fast is by selling items in batches instead of one item per RoMScript. I'm a bit nervous about this one. I'm worried it might fail on slower machines. If anyone has problems let me know and I'll change it quick. Then again maybe it will work fine.
- Added requested skills and most skills to level 20 for Warlock and Champion. Also, added SCOUT_CREATE_TENDRILS and fixed range of DRUID_SUMMON_SANDSTORM.
- Added a few missing mounts.
- Added camera.Distance value and camera:setDistance(dist) function for controlling camera distance from player.
- Instead of calculating the camera distance, I found the actual value in memory and it can be changed to change the distance. Not much use for it but as far as I know it is the only way to change the camera distance using the bot. I got the idea from working on the ElementExtractor script. It could be useful to zoom in so that objects behind you don't get in the way of clicktocast skills if you are having such problems.
- I guess it would allow you to add your pet to your friend list or more easily target it for whatever reason. It was an oversight when I created the class.
- This was causing my drop function to not drop cards which has 0 worth. Now fixed.
- This was interresting. I had a player:update() in a timed event and when a loading screen happened, it would either run off or start unsticking. After some testing I found that the player coordinates weren't updating. Turned out that if you tried to do a player:update during a loading screen the ID would get srewed up and it would no longer update. The reason it's interresting is because I realised it is probably the cause of reported problems of similar behaviour that we never quite figured out the cause of. Now it only allows valid ids for player so it will alway update.
- Fixed issue of bodies remaining targeted while waiting for aggro. It now clears the target so that it can acquire the new one.
- player:aimAt(target) now checks to see if the target is actually a pawn before trying to update it. This was necessary for the improved clicktocast targeting.
- Changed the way addresses are 'nopped' (changed to 0x90). Now the number of bytes nopped depends on the number of bytes in the corresponding patch address.
- It's just a neater way of doing it. That way if the number of bytes that need to be nopped changes, such as what happened to the swim address, we don't have to adjust the number of 0x90s.
- That just makes it so much easier.