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AFK Ent BuffBot : SWG Premium Discussions

Posted: March 13th, 2009
sg power
elderk wrote:
cuervogold wrote:
absolution wrote:First off...this program does not send any information to anyone. Any user entered info resides on the users PC only (as noted below)

User needs to enter account login name, server the ent is on, and character ID for the ent (see the ReadMe message box in the GUI).
All 3 of these items are written to a text file (C:\Program Files\StarWarsGalaxies\EntInfo.txt.) to have them handy each time the program is started.
This info is used to point the program to C:\Program Files\StarWarsGalaxies\profiles\<login>\<server>\<char>_chatlog.txt.
There are 15 pre-set buffs hopefully covering most of your needs (I will not code new ones for you)
The macro will take over the mouse and keyboard so you need to run it on a separate PC if you run multiple accounts.
The code needs to be put into an .au3 file and compiled. I've attached it here in a text file for you to use. It's way too long to post in a thread.

Please post any bugs here. I've tested it quite a bit and think I've worked out all the kinks.

Enjoy & remember you are using this at your own risk.

History
v1a - Initial release
v1b - Added check for GM's

So did you write this script?
There has been a script that is in use by players on bloodfin that is identical to this. The first 6 buffs have EXACTLY the same name, and do the EXACT same thing, aka buff4 on this is the same as buff4 in the game. The ones after that have different names on the ingame buffbots. The buffhouses have been using this script for about 6-10 months now.
Either the OP decided that he would use the exact same buffs in the exact same order with the exact same names or this isn't his work. Guess which is more likely?
Hes the one posting and sharing it...

So YAY
Posted: March 13th, 2009
Total Posts:139 Joined:2007
elderk wrote:
There has been a script that is in use by players on bloodfin that is identical to this. The first 6 buffs have EXACTLY the same name, and do the EXACT same thing, aka buff4 on this is the same as buff4 in the game. The ones after that have different names on the ingame buffbots. The buffhouses have been using this script for about 6-10 months now.
Either the OP decided that he would use the exact same buffs in the exact same order with the exact same names or this isn't his work. Guess which is more likely?
Or he is the guy from bloodfin that made the script in the first place?

Although, to play the devil's advocate, he did mention he will not add buffs. Is this because it is not his work, and he does not know how to add them?
Posted: March 13th, 2009
Total Posts:59 Joined:2007
extract0rs wrote:
elderk wrote:
There has been a script that is in use by players on bloodfin that is identical to this. The first 6 buffs have EXACTLY the same name, and do the EXACT same thing, aka buff4 on this is the same as buff4 in the game. The ones after that have different names on the ingame buffbots. The buffhouses have been using this script for about 6-10 months now.
Either the OP decided that he would use the exact same buffs in the exact same order with the exact same names or this isn't his work. Guess which is more likely?
Or he is the guy from bloodfin that made the script in the first place?

Although, to play the devil's advocate, he did mention he will not add buffs. Is this because it is not his work, and he does not know how to add them?
the macro on bloodfin isn't the same the times are different the tells are different (just try and change them without experience) and there are more buffs in this macro and if you think its someone else s macro prove it and post a link
Posted: March 13th, 2009
absolution
<snip>

There has been a script that is in use by players on bloodfin that is identical to this. The first 6 buffs have EXACTLY the same name, and do the EXACT same thing, aka buff4 on this is the same as buff4 in the game. The ones after that have different names on the ingame buffbots. The buffhouses have been using this script for about 6-10 months now.
Either the OP decided that he would use the exact same buffs in the exact same order with the exact same names or this isn't his work. Guess which is more likely?[/quote]

Yes of course the buffs are exactly the same thing. That's so those who use them don't have to figure out what ones they want. This script is coded from the ground up by me and no one else. If you have seen some of the other programs floating around you will see this one is completely different with the exception of the buff names and stats. Perhaps you ought to check into things a little more in depth before you make accusations of plagiarism.
Posted: March 13th, 2009
absolution
extract0rs wrote:
elderk wrote:
There has been a script that is in use by players on bloodfin that is identical to this. The first 6 buffs have EXACTLY the same name, and do the EXACT same thing, aka buff4 on this is the same as buff4 in the game. The ones after that have different names on the ingame buffbots. The buffhouses have been using this script for about 6-10 months now.
Either the OP decided that he would use the exact same buffs in the exact same order with the exact same names or this isn't his work. Guess which is more likely?
Or he is the guy from bloodfin that made the script in the first place?

Although, to play the devil's advocate, he did mention he will not add buffs. Is this because it is not his work, and he does not know how to add them?
Look at the other scripts I have posted here like the semi-afk trader grind program and then tell me if you think I can't code. I won't add new buffs for people because it's not my job. The code is pretty simple to figure out in the buff sections. Anyone who can figure out how to do anything with autoit can figure out how to add new buffs.
Posted: March 15th, 2009
Total Posts:198 Joined:2007
To add a custom buff:
=====================

Code: Register to unlock hidden link

Func Buff[color=red]X[/color] () ;Change X to the buff ID.
	MouseClick ("left",$varTab_x,$varTab_y,1,10) ;open the tab (resist, combat...), replace, $varTab_x and $varTab_y by the $vars in the code for the tab you need.
	Sleep (250)
	MouseClick ("left",$varAttr_x,$varAttr_y,1,10) ;choose the attribute (replace $varAttr_x and $varAttr_y byt the $var of the attributes listed in the tab.
	Sleep (250)
	MouseClick ("left",$Addx,$Addy, [color=red]x[/color],10) ;add X time the selected attribute with  1<X<5 depending of the attribute.
	Sleep (250)
	MouseClick ("left",$varTab_x,$varTab_y,1,10) ;close the opened tab (replace $varTab_x and $varTab_y by the $var of your opened tab. There are the same vars than the one used to open the tab.

;repeat as many time you want with different attributes
	
EndFunc
Put the whole function on the end of the function list on the bottom part of the script. compile it and you're done.

Then find these lines

Code: Register to unlock hidden link

Switch $Rqst[0] ;check to see if buff requested is a valid buff choice
				Case "Buff1", "Buff2", "Buff3", "Buff4", "Buff5", "Buff6", "Buff7", "Buff8", "Buff9", "Buff10", "Buff11", "Buff12", "Buff13", "Buff14", "Buff15"
					ToolTip ($Rqst[0] & " is a valid buff choice",50,50,"",0,1) 	
					Sleep (500) 
					$BuffChk = "Pass"
and add in ,"buffX" to the switch.

Good luck.

I have not analysed all the code yet but you should be fine with this.

Nicely written ;)
Posted: March 15th, 2009
User avatar
Total Posts:1087 Joined:2007
absolution wrote:
cuervogold wrote:
absolution wrote:First off...this program does not send any information to anyone. Any user entered info resides on the users PC only (as noted below)

User needs to enter account login name, server the ent is on, and character ID for the ent (see the ReadMe message box in the GUI).
All 3 of these items are written to a text file (C:\Program Files\StarWarsGalaxies\EntInfo.txt.) to have them handy each time the program is started.
This info is used to point the program to C:\Program Files\StarWarsGalaxies\profiles\<login>\<server>\<char>_chatlog.txt.
There are 15 pre-set buffs hopefully covering most of your needs (I will not code new ones for you)
The macro will take over the mouse and keyboard so you need to run it on a separate PC if you run multiple accounts.
The code needs to be put into an .au3 file and compiled. I've attached it here in a text file for you to use. It's way too long to post in a thread.

Please post any bugs here. I've tested it quite a bit and think I've worked out all the kinks.

Enjoy & remember you are using this at your own risk.

History
v1a - Initial release
v1b - Added check for GM's

So did you write this script?
This feels like a loaded question but yes I did. Took me about a week giving it 4-8 hours per day. It is my first attempt with many of the functions/methods/whatever you want to call them.
It was a loaded question, since I've been using it for six months I know you didn't write it. This is not your work and was not post for good reason. Thanks for putting an end to the bot.

All he did was combine the 3 files that make up the original macro to one macro and then posted it here.

Just a theifed from someon that trusted someone they should not have and he posted it up here.
Posted: March 15th, 2009
absolution
cuervogold wrote:
absolution wrote:
cuervogold wrote:
So did you write this script?
This feels like a loaded question but yes I did. Took me about a week giving it 4-8 hours per day. It is my first attempt with many of the functions/methods/whatever you want to call them.
It was a loaded question, since I've been using it for six months I know you didn't write it. This is not your work and was not post for good reason. Thanks for putting an end to the bot.

All he did was combine the 3 files that make up the original macro to one macro and then posted it here.

Just a theifed from someon that trusted someone they should not have and he posted it up here.
I'm sorry you feel this is from your code or someone you know. It was completely written by me. The only part that I leached from the other bot I knew is the actual points put into each buff and the check for the game manager check, I hadn't thought about that at all. Other than these two items, this program was written by me and only me from the ground up. Any similarities to other bot programs out there is coincidence and unintentional. There has only got to be a couple of ways to do this whole routine.
Posted: March 16th, 2009
User avatar
Total Posts:1087 Joined:2007
absolution wrote:
cuervogold wrote:
absolution wrote: This feels like a loaded question but yes I did. Took me about a week giving it 4-8 hours per day. It is my first attempt with many of the functions/methods/whatever you want to call them.
It was a loaded question, since I've been using it for six months I know you didn't write it. This is not your work and was not post for good reason. Thanks for putting an end to the bot.

All he did was combine the 3 files that make up the original macro to one macro and then posted it here.

Just a theifed from someon that trusted someone they should not have and he posted it up here.
I'm sorry you feel this is from your code or someone you know. It was completely written by me. The only part that I leached from the other bot I knew is the actual points put into each buff and the check for the game manager check, I hadn't thought about that at all. Other than these two items, this program was written by me and only me from the ground up. Any similarities to other bot programs out there is coincidence and unintentional. There has only got to be a couple of ways to do this whole routine.
And your code is identical to the "other" bot. Even the labling of your "functions" is identical, how's that?

The other bot gave so many new things to the AutoIt people out there that have learned from it. Rather then using the new stuff learned and making something new, all you did was rewrite some areas and combine it to one large marco. The functions.au3 and the buff.au3 where seperate for a good reason, of which you never figured out.

Hell, you even stole the "case" function.

I don't much give a !@#$%^* if you leach, but posting it up as your work is just !@#$%^* !@#$%^*.
Posted: March 19th, 2009
grason
I cannot get this script to register mouse clicks while in game, and the targeting seems to not work....ive inserted my own x,y cord but its a pain in the !@#$%^*, any easier/quicker ways to do this and/or fix to target?
Posted: March 21st, 2009
absolution
grason wrote:I cannot get this script to register mouse clicks while in game, and the targeting seems to not work....ive inserted my own x,y cord but its a pain in the !@#$%^&*, any easier/quicker ways to do this and/or fix to target?
I run it in borderless windowed mode, that may be your issue. If it's not then I don't know what to tell you.
Posted: April 9th, 2009
User avatar
Total Posts:375 Joined:2006
I first must say thank you very much for the work you did on this macro, its awesome. I was able to learn how to make custom buffs from it.

I did notice one issue, not with the macro, but more so the game. Every now and then when typing / commands ingame, sometimes it puts the text ahead of the slash. So instead of /log you get log/. Although somewhat rare, it does create a problem with longterm afk ent buffers. All of the sudden instead of creating the chat file, sending tell, logging off chatfile, its doing the opposite. Is there a way to, instead of typing /log, to have it work off an ingame macro bound to a hotkey?
Posted: April 23rd, 2009
absolution
The buffx part of the script that was just posted a few poss above this...

Is this the script that allows you to call custom buffs?

someone on a certain bloody server is running a custom ent bot, you send it what exactly you want and it parses the buff and sends it to you.

I am looking for this script specifically... I am currently using the one that is listed on the original post on this thread but if anyone could come forth with the proper script i would certainly <3 them lol
Posted: April 23rd, 2009
User avatar
Total Posts:375 Joined:2006
djsdark wrote:To add a custom buff:
=====================

Code: Register to unlock hidden link

Func Buff[color=red]X[/color] () ;Change X to the buff ID.
	MouseClick ("left",$varTab_x,$varTab_y,1,10) ;open the tab (resist, combat...), replace, $varTab_x and $varTab_y by the $vars in the code for the tab you need.
	Sleep (250)
	MouseClick ("left",$varAttr_x,$varAttr_y,1,10) ;choose the attribute (replace $varAttr_x and $varAttr_y byt the $var of the attributes listed in the tab.
	Sleep (250)
	MouseClick ("left",$Addx,$Addy, [color=red]x[/color],10) ;add X time the selected attribute with  1<X<5 depending of the attribute.
	Sleep (250)
	MouseClick ("left",$varTab_x,$varTab_y,1,10) ;close the opened tab (replace $varTab_x and $varTab_y by the $var of your opened tab. There are the same vars than the one used to open the tab.

;repeat as many time you want with different attributes
	
EndFunc
Put the whole function on the end of the function list on the bottom part of the script. compile it and you're done.

Then find these lines

Code: Register to unlock hidden link

Switch $Rqst[0] ;check to see if buff requested is a valid buff choice
				Case "Buff1", "Buff2", "Buff3", "Buff4", "Buff5", "Buff6", "Buff7", "Buff8", "Buff9", "Buff10", "Buff11", "Buff12", "Buff13", "Buff14", "Buff15"
					ToolTip ($Rqst[0] & " is a valid buff choice",50,50,"",0,1) 	
					Sleep (500) 
					$BuffChk = "Pass"
and add in ,"buffX" to the switch.

Good luck.

I have not analysed all the code yet but you should be fine with this.

Nicely written ;)
Has anyone tried this?
Posted: May 13th, 2009
User avatar
Total Posts:375 Joined:2006
On todays tc update notes...

User Interface

* Build-A-Buff now displays the recipient's name while you are building the buff.
* The Emperor has begun cracking down on illegal enhancement shops! All Entertainers must now register their enhancement packages with the Empire. This step is done for you automatically but requires a small amount of participation from the Entertainer applying the enhancement.
* Build-a-Buff window now supports Double-Clicking to add/remove buffs to or from a buff package.


I tested the change and basically when the entertainer hits "accept", a prompt pops up requesting you enter a 3 or 4 digit code.. Enter the correct code and the "accept" goes thru.
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