Ranking up bots.

Posts 1630 of 72 · Page 2 of 5
Quote Originally Posted by SwatSecurity View Post
Not even, just laughing really hard at how ignorant you are. You call other people skids, yet you are ten times worse.
You Were Just Ignorant while calling me ignorant... Seems legit.
You Don't Know me, My Skills, How could i be 10 times worse...
Alright after a weekend away, just got done with updating all the bots again, packet ids are now being loaded from a external file, anyway back on subject, am still working on adding shooting and sending the hit packet for when a projectile collides with the enemies, you can view the bots in action on the "euwest 2" server.

may you live long and prosper.


Quote Originally Posted by HappyMan20 View Post
So... Botmaker what the point of ranking up bots to rank 10+. What do you do when they finish?
Am sure you can imagine how making the bots level up and kill the enemies, changes the game completely, god mode via priest , event notification, multiboxing, spam filter defeated, unlocking all class (cost 7000gold), possibility of having a top guild on realm eye, having this kind of bot unlocks almost everything.
Quote Originally Posted by Botmaker View Post
Am sure you can imagine how making the bots level up and kill the enemies, changes the game completely, god mode via priest , event notification, multiboxing, spam filter defeated, unlocking all class (cost 7000gold), possibility of having a top guild on realm eye, having this kind of bot unlocks almost everything.
Some of your goals are impossible to achieve, others are not welcome... Why can't you find another game to ruin? It must be your lack of skills...
Quote Originally Posted by kkjani72 View Post
Some of your goals are impossible to achieve, others are not welcome... Why can't you find another game to ruin? It must be your lack of skills...

I can have guild earning 20,000 fame a day with just 20 bots. Once shooting and killing the enemies is done 20 fame every 30mins per bot, 20 bots 20,000 a day
God mode all ready tested and confirmed, I was able to sit in one spot in the god lands and not die for 20 mins.
Already unlocked 5 class the other 9 soon to come
Already have 40 level priest following and healing me

Am one of the best hackers for rotmg and have contributed to the community a ton of stuff, first public private server, java and c#, fastest bots in the game, spam, trading, auto loot, ranking up, mule creator, i've updated the java proxy and client, you come to talk about skill in rotmg when you have none please go away.

Don’t forget
Disabling of teleporting in the nexus
Email verification turn on, (not like it stops bots )
Next……………….?
Quote Originally Posted by SwatSecurity View Post
I love how you call yourself a hacker. That makes me laugh everytime.
Same Thing for you.
If somebody turned this into a program it would be awesome.
Quote Originally Posted by Botmaker View Post
A modified version of this program was used to test a god mode method, basically there is 40 level 1 priest, they follow the targeted player around in the realm(only), teleport, heal, (exit the game, delete char and create a new priest), enter the nexus, enter the realm, teleport, heal, die, repeat, at anyone time there’s 4 priest healing giving a total of 400 hp a second. I may use this in the future to level the bots up quickly in the god lands.
I just read this part carefully and now I understand what you meant about the priests healing you constantly. THIS SOUNDS AMAZING NICE WORK!!

Quote Originally Posted by Botmaker View Post
OMG I SAW THESE GUYS THE OTHER DAY
Update Version 04

Tracking of enemies using custom hash functions, very fast.

Auto aiming and shooting at the nearest enemy, (supports level 0 weapons (starting gear only))

Following of the targeted player, using a waypoint system to avoid walking on solid objects, also teleporting to the targeted player when out of range, auto entering portals, auto enters a set realm .

Lots of bug fixes, learned a lot today(rotmg angles 0-270??? ), won’t be long into there’s 40 wizards destroying the god lands.

Still TODO
Tracking of projectiles
Enemy movement interpolation
Moving projectiles with the correct Behaviour
Collision detection with enemies and projectiles


Wow the stuff you are capable of is extrodinary
Alright projectile behaviour is for the most part done or at least fully understood, I just need to do the correct enemy movement interpolation, collision detection should be a ray cast.

Energy Staff Removed irrelevant information

Code:
 <Object type="0xa97" id="Energy Staff">
      <Projectile>
         <ObjectId>Grey Missile</ObjectId>
         <Speed>180</Speed>
         <MinDamage>10</MinDamage>
         <MaxDamage>25</MaxDamage>
         <LifetimeMS>475</LifetimeMS>
         <Amplitude>0.5</Amplitude>
         <Frequency>2</Frequency>
      </Projectile>
      <NumProjectiles>2</NumProjectiles>
   </Object>

17.2 source code, working outs.
Code:
   private function _-Fx(_arg1:int, _arg2:Point):void{  //_arg1 is Elapsed time in milliseconds from when the program started

            //This function is using values from the xml data for each projectile type
            //_-1So.speed
            //_-1So.lifetime in milliseconds 
            //-1So._-7D   "Wavy"
            //_-1So._-1nH "Parametric"
            //-1So._-1EK  "Magnitude" default 3
            //-1So._-13q  "Boomerang"
            //_-1So._-0so "Amplitude" default 0
            //_-1So._-0uf "Frequency" default 1
            

            _arg2.x = this._-017; //startx
            _arg2.y = this._-1fL; //starty

            var vec:Number = (_arg1 * (this._-1So.speed_ / 10000));  //(Elapsed time * (speed /10000))

            var _local4:Number = ((((this.bulletId_ % 2))==0) ? 0 : Math.PI);  // this is Choosing 0 or pi, is_odd(bulletId) function

            
             _arg2.x = (_arg2.x + (vec * Math.cos(this.angle_))); //moving incrementing  x
             _arg2.y = (_arg2.y + (vec * Math.sin(this.angle_))); //moving incrementing  y

             
             //Energy Staff is type "Amplitude"

             _local14 = (Amplitude * Math.sin((_local4 + ((((_arg1 / lifetime_) * Frequency) * 2) * Math.PI))));

             _arg2.x = (_arg2.x + (_local14 * Math.cos((this.angle_ + (Math.PI / 2)))));
             _arg2.y = (_arg2.y + (_local14 * Math.sin((this.angle_ + (Math.PI / 2)))));

Solution for projectiles of type "Amplitude", game maker project.

Code:
amplitude=0.5
frequency=2
sspeed=180
lifetime=475
angle=degtorad(90+45)

starttime=current_time;
Solution for projectiles of type "Amplitude", game maker project step event.

Code:
elapsed_time=current_time-starttime


vec=(elapsed_time * (sspeed /10000))

x=xstart+ (vec * cos(angle)); //moving incrementing  x
y=ystart+ (vec * sin(angle)); //moving incrementing  y

modvec = (amplitude * sin((pi + ((((elapsed_time/ lifetime) * frequency) * 2) * pi))));
//modvec = (amplitude * sin((0 + ((((elapsed_time/ lifetime) * frequency) * 2) * pi))));

x+= (modvec * cos( (angle + (pi / 2)) ) );
y+= (modvec * sin( (angle + (pi / 2)) ) );
player shoot packet
Code:
bado.writeInt(this.time_);
bado.writeByte(this.bulletId_); // Byte
bado.writeShort(this.containerType_); // Short
startingPos_.writeToOutput(bado);
bado.writeFloat(this.angle_); // Float
Quote Originally Posted by Beex View Post
Why did you link this? The thread is old isn't it?
Because that thread is relevant to this thread and i can't edit the op to include it there , a extract from @dwdude.

Quote Originally Posted by dwdude View Post
Projectile avoidance really isn't as advanced of a problem as you all think it is. The most difficult part would be obtaining each projectile's life and speed, which is trivial.

I don't want to go into any more detail, as this isn't something I want to be helping release. We've had enough stupid things released to the public, the last thing we need is a fully automated bot. But hey, if you're as dedicated as you say you are, my words aren't going to convince you otherwise.

I have automated the process of aiming and killing the enemies, only starter gear atm, i have the software am just going to make a youtube video of me multiboxing with 40 accounts in the god lands.

auto nexus deals with the projectile avoidance, at least it keeps each bot from dieing.

I still need to find out how to include the SPD stat and DEX stat into the system, and calculate there correct values to be used in the movement code and shooting code.

I need to add in detection of loot bags and moving towards them and auto equipping the best items, but first i need to include all projectiles and there individual behaviours.
Quote Originally Posted by Botmaker View Post
auto nexus deals with the projectile avoidance, at least it keeps each bot from dieing.


/10char
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