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SWG Macros - Updated AutoIt Forage Macro, with Combat : Star Wars Galaxies Bots | Hacks

Posted: April 19th, 2008
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Total Posts:1087 Joined:2007
penjoroo wrote:Why do you not use the PixelSearch option instead? Here is how it could work.

Have NPC names turned on with very large text.

Set the camera out as far as you can go looking straight down.

Do a PixelSearch on the visible area around the player for RED, get as much of the screen as you can open so you can search a bigger area.

If the PixelSearch finds RED start combat and loop until RED is out of the area for at least 5 seconds, since when in combat NPC colors change from RED to Yellow.

After combat is over restart the walking/foraging
I don't think that works as well as checking a single pixel for a change in color. Once I hard coded the pixel to the correct pixel this works perfectly. I'm sure there are a ton of other reds in the world and I don't want to start combat for no reason. What if there is red in the radar screen and you go into combat mode and just stand there all night. It's a bad design.

I've gotten nine maps in about 90 minutes with this and I'm still in the first 1/8 of the map.
Posted: April 20th, 2008
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Total Posts:1087 Joined:2007
YAY

I got 26 maps last night and still going.
Posted: April 20th, 2008
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administrator
Total Posts:29918 Joined:2002
Got one yay. Need at least one more to move it.
Posted: April 23rd, 2008
shinobiss
cuervogold - you're spot on! Thank you for clarifying what I was not able to =)
Posted: April 23rd, 2008
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Total Posts:1087 Joined:2007
shinobiss wrote:cuervogold - you're spot on! Thank you for clarifying what I was not able to =)
No problem, very nice macro from you.
Posted: April 23rd, 2008
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administrator
Total Posts:29918 Joined:2002
to confirmed and 750 to you.
Posted: April 28th, 2008
Total Posts:107 Joined:2007
Okay - so I resolved my first question about deletes. I forgot about the "confirm item delete" option in the SWG options.

However, now I am not able to get around the combat issue. I've got my color position hard-coded, but it is always firing my combat macro. Also, when it does attack a real NPC it will cycle off of that NPC and try to target random MOBs on the map. Thoughts?
Posted: April 29th, 2008
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Total Posts:1087 Joined:2007
arvida wrote:Okay - so I resolved my first question about deletes. I forgot about the "confirm item delete" option in the SWG options.

However, now I am not able to get around the combat issue. I've got my color position hard-coded, but it is always firing my combat macro. Also, when it does attack a real NPC it will cycle off of that NPC and try to target random MOBs on the map. Thoughts?
Are you looking straight down at the map from above?
Posted: April 29th, 2008
Total Posts:107 Joined:2007
Yes, that was it. Thanks for the info. I'm not sure why I didn't think about that before. Makes sense. =)

May be good things to add to the write up...

- Turn off confirm deletes
- Turn camera directly overhead looking down

Great script so far...though in an hour I didn't get any maps. =(
Posted: May 1st, 2008
shinobiss
arvida wrote:Yes, that was it. Thanks for the info. I'm not sure why I didn't think about that before. Makes sense. =)

May be good things to add to the write up...

- Turn off confirm deletes
- Turn camera directly overhead looking down

Great script so far...though in an hour I didn't get any maps. =(
I'm adding this to the first post - thanks for your input!
Posted: May 3rd, 2008
Total Posts:107 Joined:2007
No problem. Thanks for the nice, easy script.

Oh - After my first session running this, I noticed that it wouldn't drag the t-map to the bag. I came back to the screen and had a map in my first slot, where it would delete the junk..and after that, the other slots were filled with junk and a few maps.

So it appears that when I got a map, it didn't delete it but it didn't transfer it, which breaks the deletion of junk. Any ideas?

Thanks!
Posted: May 3rd, 2008
shinobiss
If the map and bag aren't on the same inventory row, this might break moving it to the bag - otherwise, I'd check into the timing of the script, and see if adjusting up or down for lag helps at all.
Posted: May 4th, 2008
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Total Posts:1087 Joined:2007
I did have some lag issues when I first tried this macro so I changed the timings. This version is not as fast as the other but it doesn't suffer from lag.

Do

For $x = 1 to $var1
CheckCombatState()
Send("{a down}")
Sleep ("1300")
Send("{a up}") ;
Sleep("500")
Send("{n down}")
Send("{n up}")
MouseMove ( $var3, $var4)
Sleep("3500")
MouseClick ( "right" , $var3, $var4, 10)
Sleep("1500")
send("{2}")
Sleep("1000")
MouseClick ("left" , 805, 217, 1)
Sleep ("1000")
MouseClickDrag ( "left" , $var3, $var4, $var5, $var6, 10)
Sleep ("1200")
Next
send("{d down}")
Send("{w down}")
Sleep ("1200")
Send("{w up}")
Send("{d up}")
Sleep ("50")
For $x = 1 to $var1
CheckCombatState()
Send("{d down}")
Sleep ("1300")
Send("{d up}")
Sleep("500")
Send("{n down}")
Send("{n up}")
MouseMove ( $var3, $var4)
Sleep("3500")
MouseClick ( "right" , $var3, $var4, 10)
Sleep("1500")
send("{2}")
Sleep("1000")
MouseClick ("left" , 805, 217, 1)
Sleep ("1000")
MouseClickDrag ( "left" , $var3, $var4, $var5, $var6, 10)
Sleep ("1200")
Next
Send("{a down}")
Send("{w down}")
Sleep ("1200")
Send("{w up}")
Send("{a up}")
Sleep ("50")

Until $i = 1


And if you are a commando you can replace the combat portion of the macro with the following.

Func CheckCombatState()
If PixelGetColor(($portraitx), ($portraity)) = $CombatCheck Then
return
Else
Do
;Combat Routine
MouseClick ("left" , 700, 400)
send("{TAB}") ;Change this to your hotkey to cycle target outward
MouseDown ("left")
Sleep (10000)
MouseUp ("left")
Sleep ("1000") ;Change this accordingly to make sure your abilities cycle
Until PixelGetColor(($portraitx), ($portraity)) = $CombatCheck
EndIf
return
EndFunc
Posted: May 12th, 2008
madmonkey0
fixed
Posted: May 15th, 2008
madmonkey0
can i suggest you add a pause at the begining of your combat macro, it seems to make me fight better as it uses the auto attack feature more, and doesnt just spam specials
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