Been seeing them around a lot recently :P looks awesome. <3
Ranking up bots.
Yeah there still on the EU WEST 2 server, mostly rank 2-3, level 20, with five classes unlocked, thanks for the support.
Little update.
Unfortunately I’ve been unable to work on rotmg for the last 8 days, am looking to make a big push this weekend, hopefully ready for a official release, I am aiming for a simple multiboxing program with auto aim and shooting of the enemy’s and the following of the targeted player.
Little update.
Unfortunately I’ve been unable to work on rotmg for the last 8 days, am looking to make a big push this weekend, hopefully ready for a official release, I am aiming for a simple multiboxing program with auto aim and shooting of the enemy’s and the following of the targeted player.
Wowza gotta say you guys are making pretty impressive bots
gl mates
gl matesLittle update
Included all 14 class‘s, find the first class to unlock in the correct order and once level 20 is reached kills the char and creates the next.
Wizard,Priest,Archer,Rogue,Warrior,Knight,Paladin, Assassin,Necromancer,Huntress,Mystic,Trickster,
Sorcerer, Ninja.
Included xml data for the Tiles, Players.
Improved the state machine, Map info includes the map name, including the map name in the state machine method for example
I’ve reversed engineer the movement code including slowed condition effect, speedy condition effect, the movement code uses the same constants from the decompiled source code, I’m talking about the speed base and speed multiplier constant variables, using the player speed stat divided by the maximum speed constant , incrementing of the player x and y is handled independently of the new tick packet using time per frame in milliseconds and the current angle , the world time locations are used when required there is a maximum of ten per new tick update , there is a timer set to 1000/60==16.6, giving 60 fps, this is where the movement code is updated, the speed modifier is updated based on the current tile the player is standing on each tile as xml data defining properties like sinking, speed etc, the speed modifier is updated at the end of each movement update.
Included all 14 class‘s, find the first class to unlock in the correct order and once level 20 is reached kills the char and creates the next.
Wizard,Priest,Archer,Rogue,Warrior,Knight,Paladin, Assassin,Necromancer,Huntress,Mystic,Trickster,
Sorcerer, Ninja.
Included xml data for the Tiles, Players.
Improved the state machine, Map info includes the map name, including the map name in the state machine method for example
Code:
If nexus then --bot in nexus
If Check hp < max hp, heal at pool
Move to pool
Else
Move to portal area select and enter
End if
Else if realm then -- bot in realm
complex
End if
Once there ready they will be doing the killing lol, I don’t like to chat on skype because I have dyslexia and need to use a word checker, luckily programming is mostly maths and abstract thought, I don’t want to give out to much help on complex subject matter‘s, I can help you provided you write out the problem in detail with sufficient explanation otherwise I generally ignore the messages.
Disclaimer willing to help, but not providing direct solutions or source code.
Disclaimer willing to help, but not providing direct solutions or source code.
I just have to say, you are one fucking crazy man...
Sorry if I missed this: Do you use a private library for editing packets or a public one?
Proof of concept prototype client and video demonstrating a Multiboxing program
This video shows 40 level 1 wizards, watch in 720p
Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name
Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.
The wizard class starter staff is the only supported projectile at the moment.
auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.
Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
This video shows 40 level 1 wizards, watch in 720p
Feature list
Auto nexus at 50 percent
Preset realm portal
Preset target name
Way point system for following the exact movement of the target player, only follows the player when in the realm ,Teleports when the distance to the player is larger then 3 tiles., the movement code is still using the new tick packet for updating the bots movement unstable.
The wizard class starter staff is the only supported projectile at the moment.
auto aiming at the enemies, shooting at the enemies, collision detection with projectiles and the enemies, sending the enemy hit packet and the killing of the enemy.
Currently only the shore enemies are detected, Pirate, Piratess, Snake, Poison Scorpion, Scorpion Queen, Bandit Leader, Bandit Enemy, Red Gelatinous Cube, Purple Gelatinous Cube, Green Gelatinous Cube.
Planning on selling yes, definitely not releasing this Multiboxing program to the public for free, what I’ll be selling is still undecided, maybe a completely different game with time, in the short term, looking to improve the engine, to start with i need to create a new project and join the 10+ projects/prototypes into one complete client capable of playing the game automatically with high performance and stability.
Some ideas are a weight map for exploring the map and a-star for plotting a path around the map, including the events and quests for the path finder, the enemies movement is control by the server, the enemies have a movement velocity, it’s updated once per frame in side the client, the behaviour of group movement isn’t something I’ve considered, because it requires more code like a group manager class or selecting a leader to follow, had a little look into the entity interpolation it’s fairly simple, making the state machine is complex , trying to keep things simple for now, having all the bots sitting on top of each other might need to be changed later on, projectile avoidance is more on the table then a group manager.
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. Also do you have a new skype? You're never online.