The Voice Of God
Mylictruan
- Joined
- Sep 25, 2004
- Messages
- 281
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Ive created a module that buys pots to fill your belt.
then lifts your belt up.
put it back down.
then buy more pots.
so how do i make this work.
here is my code.
then lifts your belt up.
put it back down.
then buy more pots.
so how do i make this work.
here is my code.
Code:
#include "Source\ClientCore.cpp"
BOOL PRIVATE OnGameCommandSet(char** argv, int argc);
// Clientinfo change things if you want
CLIENTINFO
(
0,1,
"StarFish",
"www.battleforums.com",
"Test Module",
"myemail@meh.com"
)
BOOL PRIVATE OnGameCommandSet(char** argv, int argc)
{
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
server->GameCommandLine("click 382 330");
Sleep (1000);
BYTE pak[3] = {0x1c, 0x08, 0x00};
server->GameSendPacketToServer(pak,3);
Sleep (1000);
////////// End of command //////////
return TRUE;
}
// This defines the packet 'pack'
BYTE pack[8] = {0x1a, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00};
// This will copy/paste bytes if something happens
DWORD EXPORT OnGamePacketBeforeReceived(BYTE* aPacket, DWORD aLen);
{
if ( aPacket[0] == 0x19)
{
// The next line is the function called 'memcpy'
memcpy(pack+1,aPacket+1,4);
server->GamePrintInfo("ÿc8Item ID logged!");
}
return aLen;
}
DWORD EXPORT OnGamePacketBeforeSent(BYTE* aPacket, DWORD aLen);
{
if ( aPacket[0] == 0x1c)
{
Sleep (1000);
// This will drop the item whos ID was memcpy'ed
server->GameSendPacketToServer(pack,8);
}
return aLen;
}