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Jarvis101

Elite+
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Everything posted by Jarvis101

  1. Jarvis101

    I want my update now!

    That's true for smaller updates, but larger content updates change the code block size. For example, adding new skill gems would skew the size of the block that contains the items data. As for the dissasembler, I haven't taken any courses on assembly language or anything. I just remember doing a few tuts on basic disassembler usage, and never really played around with it. I suppose when I saw the ascii characters on the right, I assumed that they were comments.
  2. Jarvis101

    I want my update now!

    reverse engineering isn't programing particularily. To call it programming would be to call milk and and eggs the same thing. Sure they both have to do with computers, but reverse engineering has less to do with code, and more to do with computer science, programming theory, reverse engineering theory, etc etc. It's what happens after you get the offsets that is considered programming. Sure programmers area dime a dozen (though good ones are hard to find), but computer science majors, or self taught geniuses that you can trust and have aligned interests are not only hard to find, but are in high demand.
  3. Jarvis101

    blood rage

    25000 is too long, i usually do it with a 10000 cd
  4. Jarvis101

    ImTotalyDrunks huge dream-feature list

    but this bot doesn't use pixel detection, it uses memory address reads. Writing a pixel detection scheme and weaving it in would be overly complicated. Edit : My opinion at least.
  5. Jarvis101

    ImTotalyDrunks huge dream-feature list

    First to kill is a very complicated feature, and is dependent on class and build. I think what would be better is a database of monster and monster mods, and a list of commands like attack, run, try to kite, only use certain skill with power/frenzy/endurance charges etc etc... so that we could write our own action scripts. Need a medic - Read above oops not here - zone dependent, and fickle. A single content update could change everything. aoe timed skills - 10 clicks per second is almost identical to holding the button. If you want, you can ramp it up in the config.ini my tab is full - would require a parsing of stash, and with premium stash tabs, it would likely require a dynamic array. Vectors could be used to achieve this but either way it's a lot of work. Let's get the basic functions working, like pickit. Im human - AHK?
  6. Jarvis101

    > I can help you sell your d2jsp fg for $ <

    This really should be in the trading sections.
  7. Jarvis101

    Pickit +

    Diablo 2 bots had a + parameter that came in very handy. It would be awesome to see something like this with our pickit. Example : [Category] == "Chest" && [Rarity] == "Rare" # [base_maximum_life] >= 60 && ([base_fire_damage_resistance_%] + [base_cold_damage_resistance_%] + [base_lightning_damage_resistance_%]) >= "75" && [stashItem] == "true"
  8. Jarvis101

    This smart pickit system seems scary man..

    Then use someone elses script. Mine won't vendor any currency or legendaries, and has a decent setup.
  9. Probably not TOO hard to implement. One more mem addy and another regex, would allow smart pickit to remain useful while leveling up, and wanting to keep things like rings for vendoring recipes.
  10. Jarvis101

    Crafting with orbs

    I was thinking of when the bot id's the item, it checks its stats vs a crafting config. The result would be checked against a pickit. example : Item gets id'd, checks if it is to be sold, if so, run through craft check. loop process until crafting tries are used up. But yeah, I can see a dozen problems with this code. Wrote it last night after being up for 20 hours.
  11. Jarvis101

    Crafting with orbs

    Not sure if you started work on crafting orbs... but I got bored and threw something together. //Code for crafting //usage of namespace using namespace std; //main controllers (gui elements) bool has_craftables; bool craft; int current_roll; int max_rolls; //Crafting settings (config elements) bool alchemy; bool fusing; bool socketing; bool chaos; bool regal; bool chrome; bool exalt; //Crafting commands (eg. in config, use [Alch] == "true" bool alch; bool fuse; bool socket; bool Croll; bool Rroll; bool color; bool ex; //function declarations bool init(); bool load_craft(); void start_craft(); main()//The item parse { if(!init()) { //handle error if(!load_craft()) { //handle error } } else { if(craft == true) { start_craft(); } } } bool init() { bool flag = true; bool loadfilecheck = true; //Place holder for the function used to load the settings //initializing unused variables has_craftables = false; craft = false; max_rolls = 0; //This would be where you load crafting setting if(!loadfilecheck) { //error message here flag = false; } return flag; } bool load_craft() { //This is where you load the config file } void start_craft() { if(has_craftables == true) { while(current_roll < max_rolls) { if(alchemy == true) { //check item against craft parameters and set the variable to true if a true match is found if(alch == true) { //go to stash //find orb //craft current_roll++; } } if(regal == true) { //check item against craft parameters and set the variable to true if a true match is found if(Rroll == true) { //go to stash //find orb // current_roll++; } } if(chaos == true) { //check item against craft parameters and set the variable to true if a true match is found if(Croll == true) { //go to stash //find orb //craft current_roll++; } } if(socketing == true) { //check item against craft parameters and set the variable to true if a true match is found if(socket == true) { //go to stash //find orb //craft current_roll++; } } if(fusing == true) { //check item against craft parameters and set the variable to true if a true match is found if(fuse == true) { //go to stash //find orb //craft current_roll++; } } if(chrome == true) { //check item against craft parameters and set the variable to true if a true match is found if(color == true) { //go to stash //find orb //craft current_roll++; } } if(exalt == true) { //check item against craft parameters and set the variable to true if a true match is found if(ex == true) { //go to stash //find orb //craft current_roll++; } } } } }
  12. Jarvis101

    > I can help you sell your d2jsp fg for $ <

    That's why you use meds?
  13. Jarvis101

    > I can help you sell your d2jsp fg for $ <

    Player auctions is less greedy
  14. Jarvis101

    Earning money using POE

    afaik, you would need to access the donor forums, buy items with your fg then sell those items to people you know. jsp really is a huslters market.
  15. Jarvis101

    I want my update now!

    Each pointer will point to a certain block in the memory. Each memory block is comprised of 8 bits (8 hex values), and once you've stored the data you need in that block, the remainder values in that block will be 0x00. What you're suggesting would require a search matrix, which would need to analyze multiple memory blocks at once. Still doable, but it's a steep road, and it only gets steeper.
  16. Jarvis101

    Keep me at level X

    possibly, but it's not like people don't already do it. And it would be nice to have the option.
  17. Jarvis101

    I want my update now!

    You're right about pointers and memory addresses, but it's a bit more complicated then searching for an identical hex value... Example : Memory address you're looking for - item mod value. You know the mod value you're looking for is 52. You look for the value 34(52 in hex). 800 addresses return, including the 52 in your currently logged ip, the 52 hp monster on the map, etc etc etc x800. Like I said it takes sifting.
  18. Jarvis101

    Whats the worst that can happen?

  19. Jarvis101

    I want my update now!

    Thing is, when messing with memory you can do a LOT of damage. Not just to the running program, but you could corrupt a data sector in your RAM or your HDD if you don't know what you're doing. It's not like interpreted code, or scripting languages, or high level languages, where there are safeguards that prevent you from typing your way to a new pc... You're dealing with raw buffer data, and if you don't know what you're doing (or someone unwittingly makes a change to the file), then bad things can happen
  20. Jarvis101

    Keep me at level X

    Suggestion : An option to suicide a character so it loses its xp, once it reaches a certain level. Use : Farming a difficulty without exceeding the drop reduction thresh hold. How : Find XP mem addy's and clvl mem addy, and just have some simple checksums to run a suicide code. Place variable checksum controller in gui under main with a level cap and checkbox for use.
  21. Jarvis101

    I want my update now!

    For navigating the waypoint menu, yes. For finding the waypoint itself, no.
  22. Jarvis101

    Elite Access

    Send Alkpone a private message with your transaction ID, account name, and e-mail address. He'll get to upgrading you when he has time.
  23. Jarvis101

    I want my update now!

    Many of you, like me, want the bot to be updated right away. The difference between most of you and me however, is that I somewhat understand what is needed to update the bot. My goal : to try and educate the masses of people who don't know what work goes behind each update. What's so complicated about a poe patch, that the bot doesn't work anymore? When a program is compiled (translated from source code to binary instructions (from programming language to .exe)), Every aspect in the program is loaded and stored in various places systematically. Because of this, people can look at a specific spot in the memory (like a bookmark in a book), and figure out what's there and what to do with it. When a patch comes out, the source code is changed. This means that everything isn't sorted and stored the same way, and so when we try and read from our bookmarks, the information there isn't related to the things we're trying to do. In order to fix this, we need to find the new offsets (make new bookmarks), for the data that we want to work with. What does this mean? What exactly do the devs need to do to "make new bookmarks"? Take a look at this picture. It's a screen shot of some random program loaded in some random dissassembly program : I've only outlined some of the aspects, but for a general idea, developers need to sift through and match up thousands of memory addresses and hex data, and verify that the match ups they made are in the right part of the program. This is a tedious task, and it takes a very long time. For me myself and I, if I had to do this I would be bald 5 times over. With me so far? Good, here's where it gets complicated! After hours of countless sifting, and matching, and checking, and re-sifting, and re-matching, and re-checking, then moving to the next memory offset - repeat as many times as you actually look in the memory for something (look for waypoint, look for a piece of the environment (a rock), look for an item that dropped, etc etc etc)... Once you finally have all the new offsets, you need to go back into the program you wrote that reads based off the "book marks" you've made, replace the old "bookmarks" with the new "bookmarks" and hope that you didn't mix anything up. Then you need to run the program a few times, and make sure that everything is working as intended. If it is not, you go right back to step one, and repeat the procedure until you have everything working right. So for those of you that want your update NOW, I suggest you learn how to do this, find the new offsets yourself, and send them to the dev team to help them out. It would go a long way in speeding up the process. Otherwise, please keep the questions to a minimum, because when counting to one thousand, if someone interrupts you, it's easy to lose your place.
  24. What kind of a computer are you running, and what are your vm specs?
  25. So, I'm loving the new pickit system. Granted it could use a bit of clarification in the explanation (as the examples, and actual given "working" list don't exactly match), but overall I love it. I'm thinking, with this new system, there might be a way to temporarily patch over the "picking up junk" issue. I'm assuming that when you're in town, your inventory gets parsed before going on a run, so it knows whether to ID/Sell/Stash stuff. Maybe you could add a parameter such as [Junk] == "true" that prevents the bot from picking it up, while still selling it to the vendor when your inventory is parsed. With something like this, we could do a blanket cover for all items via [Category] and [Junk] so that the bot recognizes the other stuff in the inventory that you don't want to keep. Example
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