Ranking up bots.
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.
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.
may you live long and prosper.
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.
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……………….?
If somebody turned this into a program it would be awesome.
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

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
17.2 source code, working outs.
Solution for projectiles of type "Amplitude", game maker project.
Solution for projectiles of type "Amplitude", game maker project step event.
player shoot packet

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;
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)) ) );
Code:
bado.writeInt(this.time_); bado.writeByte(this.bulletId_); // Byte bado.writeShort(this.containerType_); // Short startingPos_.writeToOutput(bado); bado.writeFloat(this.angle_); // Float

Because that thread is relevant to this thread and i can't edit the op to include it there , a extract from @dwdude.
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.
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.
Similar Threads
Call of Duty Modern Warfare 3 DiscussionsRank Hack & BottingIB 8 Adventure Quest Worlds (AQW) Hacks / Cheats / TrainersNEW, FASTER GOOD + EVIL REP (TAINTED GEM) BOT FOR RANK 4 GOOD + EVILDZ 3 Vindictus Helprankings: levels gained not being recorded while botting.GR 2 Adventure Quest Worlds (AQW) Hacks / Cheats / TrainersEasy Class Rank Bot
9


