Neverdyne
Community Developer
- Joined
- Sep 12, 2014
- Messages
- 649
Hey guys, quick question. Is the information that a window displays (like the MasterPieceSupply window) usually around the memory address that the window's pointer leads to? Or do the windows usually contain pointers towards the actual information elsewhere?
I was wondering how one would go about searching for the information that the MasterPieceSupply shows, so we can know which collectable items are available for turn in at a particular time, even if we have to open the window and get it's pointer to read that. This would be immensely useful since if the bot can get this information, you can create a single button that tops off daily scripts without any other user input needed. How many scripts each item gives, their index in the list, etc., is already easily extracted using SaintCoinach. Only thing missing is knowing which collectables can be turned in at that time.
As a note, the ability to move between the window's job tabs can be done using:
Where the job index is the job's ID on the ordered database list, while starting with Carpenter as index 0 (Blacksmith = 1, Armorer = 2, etc).
I was wondering how one would go about searching for the information that the MasterPieceSupply shows, so we can know which collectable items are available for turn in at a particular time, even if we have to open the window and get it's pointer to read that. This would be immensely useful since if the bot can get this information, you can create a single button that tops off daily scripts without any other user input needed. How many scripts each item gives, their index in the list, etc., is already easily extracted using SaintCoinach. Only thing missing is knowing which collectables can be turned in at that time.
As a note, the ability to move between the window's job tabs can be done using:
Code:
SendAction(2, 1, 2, 1, jobIndex)
Where the job index is the job's ID on the ordered database list, while starting with Carpenter as index 0 (Blacksmith = 1, Armorer = 2, etc).