Version 11apr2022
_ Interface changes. Now it looks like Rift for more friendly usage
https://i.imgur.com/WaFOtBn.png
Download Link: https://www.4shared.com/s/fQyNP1KKuea
Type: Posts; User: oclipper
Version 11apr2022
_ Interface changes. Now it looks like Rift for more friendly usage
https://i.imgur.com/WaFOtBn.png
Download Link: https://www.4shared.com/s/fQyNP1KKuea
ver 07apr2022
download link: https://www.4shared.com/s/f1X-qnh46ea
update ver 07apr2022
_added shadowIllusion address (dx client)
_fixed bug with waypoints x,y lenght lower than 5
update ver 30mar2022
_ Fixed bugs on Client Chooser
_ Fixed bug of Show button to show rootPanel
https://www.4shared.com/s/fSVqiUszZiq
update ver 27mar2022
_ Add Address Imperianic (directx) targeting/alarms/sio friend working because its not otclient V8
_ Fixes and changes on Cavebot
_ Fixes Address
_ Timers for waypoints and...
update ver 07mar2022
_ auto baseAddress
_ now you can draw the rootPanel instead getting its offsets
update ver 15feb2022
_ fixed screenshot at death
_ fixed healing LOW
_ fixed eat food while waypoints on
- STILL WITHOUT BATTLELIST STRUCTURE for otcV8
update ver 05feb2022
_ take screenshot at death
_ alert if you are running as adm or not
_ confirmation for saving waypoints/targeting/address
_ fixed blinking screen
_ char name at bot's...
update ver 26sep2021
- auto recording
- waypoints now working without targeting
- fixed ding sound
- a lot of minor fixes
- STILL WITHOUT BATTLELIST STRUCTURE for otcV8
Back to a dead end. Accidentally deleted my source and lost my progress in OTCv8 battlelist.
Its known otcv8 battlelist uses Red-Black Binary tree. But there is something i'm missing
Updated source file. There were frm files missing. Accidentally I deleted my last source with recursive function for OTCv8 battlelist.
This is visual representation of battlelist tree in OTCv8. Each node has 3 child, many repetitions and if you keep moving next layer you may reach an infiite loop. I dont know what are the parameters...
Hello,
I'm working on an open source Bot for OTClients. But most otservers uses OTCv8, Battlelist works different there. The old method (there is Ascer tutorial about it) is Hashtable, here is the...
Ver 04aug2021
A lot of improvements. Battlelist uses hashtable so wont work on OTCv8 since it uses binary tree structure.
Msg me or contact old tibia facebook page so I can give you all my...
Ver 03aug2021
- CaveBot introduced (targeting and waypoints), uses mouse events
https://i.imgur.com/DdGhulE.jpg
Update 25jul2021:
- Save state introduced
- Server chooser
- A lot improvements with Address/Offsets, even for clients that uses XOR encrypt
- Functional alarms
New UI and friendly client...
My first attempt:
Public Function Walk(pHandle As Long, lBaseAddres As Long, direction As Long, dash As Boolean)
Dim codeCave(31) As Byte
codeCave(0) = &H60
codeCave(1) = &H9C...
Hello, guys.
Please, may someone help convert this function to vb6?
The code in C++
void walk(HANDLE pHandle, DWORD baseAddress, int direction, bool dash)
{
Now I understand how to get creature ID offset. Let me share what I learned:
Range for Creature IDs:
Player: 0x10000000 to 0x40000000;
Monster: 0x40000000 to 0x80000000;
Npc: 0x80000000 to...
15jul21 update
changelog:
- PK alarm
- GM alarm
- Sio Friend
- a lot of minor improvements
Found that imperianic otclient pos X and Y are encrypted (xor).
Also an important advice: there is "skull offset" (1 byte value)
skull Types:
No Skull -> 0
Yellow Skull -> 1
Green Skull -> 2...
Ive already understand the battlelist structure for OTClient and made the code for VB6 (see my another topic). But it seems to work different on each otserver the way to find the offsets.
My prior...
Tutorial in portuguese:
https://tibiaking.com/forums/topic/102597-tutorial-encontrar-address-hp-otclient/
My bot is in advanced stage. calling/hooking functions is the next step. its far from my knowleadge for now.
https://i.imgur.com/yCYURMJ.jpg
Unfortunatelly no,
For now it just uses write/read memmory address.
Next steps: make battlelist structure, send message by codecave.