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[Module] yMko's Toolbox v0.04 <17/11/2013>
#1
Automatically feeds and repairs your toon with whatever item id you enter :)

[Image: 6IcCn7o.png]

Feed Me
  1. Choose an item from the list
  2. Set the update intervals, I don't recommend going anything below 1000, there is simply no point for that(recommended 5000).
  3. Wait for item to be found(it should display itemcount > 0)
  4. Eat food? -> Tick that b :)

  5. Chocobo Summon

Repair Me
  1. Set the Condition(i.e 90 is 10% broken, 30 is 70% broken)
  2. Check Repair?

Plans for when I get the time
  1. Add hacks (Sprint, Teleport)
  2. Suggestions.


+ rep if you like the module and consider donating


.zip   yMkosToolbox v0.04.zip (Size: 4.44 KB / Downloads: 1,220)



Changelog
v0.04 - Chocobo summon. Custom Timer.
v0.03 - Auto Feed now has an item list from the inventory instead of you entering an id. HQ items will be denoted by HQ at the end :)(HQ NOT TEST AS GOT NO HQ FOOD ON ME)
v0.02 - Auto Repair Added
v0.01 - Auto Feed Added

A poor student Wrote:Consider donating to me if you like the work and it helps you automate your stuff or even gets you money!
I will post your name down below if you donate :) Don't forget to drop me a PM :)

List of people donated:
  • Hairyogre

For devs wanting to integrate this module or it's part into their module:

AutoFeed
Copy the auto_feed.lua to your module.

Open your module.def and change this line:
Code:
Files=yourFileName.lua,auto_feed.lua

Make a table identical to this in your global variables:
Code:
ModuleName.table = {
eat = false,
itemid = 0,
lastticks = 0,
ticks = 0 }

Insert this into your game loop update method:
Code:
ModuleName.table.eat = eatFood --Boolean
ModuleName.table.itemid = itemid --number
ModuleName.table.ticks = ticks --Game Loop ticks pulse
eat -> Whether you should eat food or not
itemid -> User entered itemId
ticks -> Comes with the game loop update function

And finally insert this into your game loop update method after the last lines:
Code:
FeedMe(ModuleName.table, tonumber(checkInterval), debugMode)
ModuleName.table -> The global table
checkInterval -> Update intervals(i wouldn't advise going below 1000)
debugMode -> Boolean, whether to debug or not

ModuleName.table will now be filled with 3 more variables:
count -> Item Count (number)
bresult -> If Buff is found (boolean)
btime -> Buff time left if found, if not returns 0 (number)


AutoRepair
Copy the auto_repair.lua to your module.

Open your module.def and change this line:
Code:
Files=yourFileName.lua,auto_repair.lua

Make a table identical to this in your global variables:
Code:
ModuleName.table = {
repair = false,
condition = 0,
lastticks = 0,
ticks = 0 }

Insert this into your game loop update method:
Code:
ModuleName.table.repair = BOOLEAN --repair or not
ModuleName.table.condition = tonumber(conditionValue) --number
ModuleName.table.ticks = ticks --ticks from game loop
repair-> Whether you should repair or not
condition-> condition at which to repair
ticks -> Comes with the game loop update function

And finally insert this into your game loop update method after the last lines:
Code:
RepairMe(ModuleName.table, tonumber(checkInterval), false) -- table + interval(integer) + debugging(boolean)
ModuleName.table -> The global table
checkInterval -> Update intervals(i wouldn't advise going below 1000)
debugMode -> Boolean, whether to debug or not

ModuleName.table will now be filled with 1 more variables:
repairsDone -> total amount of repairs done

Don't forget to give me credit Smile
 


Messages In This Thread
[Module] yMko's Toolbox v0.04 <17/11/2013> - by ymko - 11-07-2013, 04:27 PM
RE: [Module] Feed Me v0.01 <08/11/2013> - by ymko - 11-08-2013, 09:05 PM

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