ClearLog();
AtkAddonControl windowByName = RaptureAtkUnitManager.GetWindowByName("SalvageDialog");
if (windowByName != null)
{
IntPtr intPtr = Core.Memory.Read<IntPtr>(windowByName.Pointer + 560);
if (intPtr != IntPtr.Zero)
{
var uniqueUntradeableCode = Core.Memory.Read<byte>(intPtr + 234);
if (uniqueUntradeableCode == 5)
Log("Checked");
else if (uniqueUntradeableCode == 1)
Log("Not Checked");
}
}
On desynthesis... I think I got the offsets (0x230 and 0xEA) you need to fix the unique/untradable checkbox check. Though you can just SendAction(1,3,0) the SalvageDialog window and it'll click the button even if it's disabled due to not being checked.
Code:ClearLog(); AtkAddonControl windowByName = RaptureAtkUnitManager.GetWindowByName("SalvageDialog"); if (windowByName != null) { IntPtr intPtr = Core.Memory.Read<IntPtr>(windowByName.Pointer + 560); if (intPtr != IntPtr.Zero) { var uniqueUntradeableCode = Core.Memory.Read<byte>(intPtr + 234); if (uniqueUntradeableCode == 5) Log("Checked"); else if (uniqueUntradeableCode == 1) Log("Not Checked"); } }
To include something like this in the main bot I would need patterns for all the different offsets, and if possible the indexes for the element accessors for the windows. Deepdungeon has an example of what I am talking about. There are plugins for ida to generate them, and I think ghidra has them the ability to create them built in.Can you please add this AgentInterface for the the trusts, the vtable offset is in the file. I named it Dawn since that's what the UI window is called and how it's referenced in the data files. Like how desynthesis is salvage. I got the whole RemoteWindow reversed but much of it is logic dependent so i'll include this version that has base functionality . The buttons are all SendActions and I'm using public ___Elements functions to reference the abundance of info so you'll want to replace that part with your version so the offsets update.
FYI: The update that came out before broke sidestep.
[07:08:16.787 N] Compiler Error: \Plugins\SideStep\SidestepPlugin.cs(212,60) : error CS0103: The name 'OmenOverrideManager' does not exist in the current context
AvoidanceManager:
Weight running out to prefer being closer to the caster to remain in melee range
Don't progress avoid paths if we won't get any closer then we are now
SideStep:
Cleanup code
Add support for cross shaped omens
QuestDevTools:
Remove alphabetical sorting on the quest list
Add FlyTo
Add GetTo
Hello, everyone this still don't work?
<GatheringSkillOrder>
<GatheringSkill SpellName="The Twelve's Bounty" TimesToCast="1" />
</GatheringSkillOrder>
ActionManager:
CanCast will no longer do a range/los check when a unit other then the player is passed for self cast spell. This matches the ingame behavior more closely and will allow cleaner kupo routines to be written.
Updated the list of gathering spells for gathertag
possible only for me but <GatheringSkill SpellName="The Twelve's Bounty" TimesToCast="1" /> still won't work for fire shards gatheringVersion 329
Code:ActionManager: CanCast will no longer do a range/los check when a unit other then the player is passed for self cast spell. This matches the ingame behavior more closely and will allow cleaner kupo routines to be written. Updated the list of gathering spells for gathertag
possible only for me but <GatheringSkill SpellName="The Twelve's Bounty" TimesToCast="1" /> still won't work for fire shards gathering
Strnage but SpellName="The Twelve's Bounty" don't work and SpellName="Solid Reason" works fine
Also now there is an option in gathereing window (Enable quick gathering) is any possibility to use that opnion using bot?
It's building now. Should be ready in a few minutes.Big, thx and waitng for new hardcode version of that spell version