Hi !!
Me and BlackSun are working for now two months on a highly scriptable C# Wild Star community bot.
Today we are very proud to release the first version of the Wild-Bot.
The bot is developed in C# and has a wide API exposed. Basically anything from GUI or bot behaviour is modifiable
How to use:
IMPORTANT : You need to install .NET Framework 4.5.1. You can download it HERE
IMPORTANT : You need to install Visual C++ Redistributable Packages for Visual Studio 2013 x86. You can download it HERE (x86)
1) If your OS is 64-bit, you have to launch the bot before the game launcher, so 32-bit binaries will be automatically downloaded then just click on Play.
2) Check that all the bot settings are set up properly.
3) Log your character.
4) In tools, Waypoint editor you can create a Grinding spot which will be composed of a grinding path, a holocrypt path and a vendor path.
5) Setup your paths.
6) Once your Grinding Spot is ready, select it.
7) In General tab, verify that DefaultModule.cs is selected and click on button Config.
8) In the Default Combat Module setting window, load your action bar and define each skill behaviour.
9) Ready, just press start or F12 to start the bot.
10) To pause the bot, press F12.
Features :
- Fully passive.
- Exposed API allowing developers to write their own Modules (PQR, radar, Navigation Mesh trainer, etc). See the API documentation.chm file in the zip archive.
- Ready to use Grinding Bot, with action bar spells detection.
- Grinding module based on waypoint system. Code is open and compiled on runtime. See Modules\GrindingModule.cs
- Default combat module can handle any spell from the game. Just edit the config in GUI, load your action bar spells and specify the type.
- Developers can craft some custom CombatModule adapting itself to his class and equipped spells without a lot of effort.
- Active forum where the community can share their work and exchange with bot developers.
What is going to come :
- More game informations exposed in the API.
- PVP module.
- Full navigation mesh system.
- Questing.
- Any feature requested by the community.
- Bug fixes.
- More modules.
Skills Configuration
To configure your skills, go in Settings tab and in Combat Profile, select DefaultModule.cs, then click on Config button.
The default combat module can load all your skills if you press the button Load action bar or you can define them manually by (english) name.
Then, the only thing that needs to be configured for each skill is to define the type, for the bot to know how it should use them.
Here is a short description for each type of skill :
Primary : Skill that generates class resource, like the first skill that you receive for each class.
Secondary : Skill that spends class resource, like the second skill that you receive for each class.
Stun : Stun, will be used as soon as targeted ennemy start to cast a spell.
Nuke : Usually spell that does high damages and that has a cooldown. Bot will use it as soon as cooldown is ready.
PetSummon : If it's a skill to summon a pet, bot will detect pet will need to be summoned, and then use the pet's ability like a Nuke spell.
Triggered : If the skill is only usable after it has been triggered (ie. Quick Burst from Engineer).
Engage : Spell used only to engage a target before entering in combat (ie. Bio Shell from Engineer).
Modules Development
If you want to write your own module for the bot, first it's a good idea to read API Reference.chm, this file contains all API reference mostly documented.
Then you can look into .cs files from Modules and Modules\CombatModules to have some good examples.
When you feel ready, you can use the ModuleCreator project in bot folder to start coding anything with the help of intellisense, if you have Visual Studio installed.
Please note that you need to copy the .cs file from ModuleCreator to Modules or Modules\CombatModules, to have it loaded and runned by the bot.
The Dll generated by ModuleCreator is only for testing if your code compiles and will never be used.
If you don't have Visual Studio, you still can edit the files with notepad.
The bot is currently in beta and can be used freely by anybody.
If you have any question or suggestion, feel free to contact me or to post it on Wild-Bot forum.
Website : Link
Download : Link
Forum : Link
If you are interested in our previous works, you can check the Exiled-Bot (OC post (Exiled Bot Public Alpha v0.3b), website, forum) which was made by the same team.
Special Thanks!
JuiceMMOCrawler
Cromon
Jadd
Sychotix
Midi12
CronusServus
Zeakz
Updates
Code:
v0.3.3
Added an UnstuckModule to automaticaly unstuck char.
Significantly improved movement handling.
Fixed radar entities dispositions.
v0.3.2
Offsets updated for game version 6780.
Now bot won't attack friendly target if they are selected (for instance the merchant).
Vendoring module fixed.
Crash when trying to find game window fixed (x64).
v0.3.1
Fixed ArgumentOutOfRangeException() while following grinding path.
Fixed auto-updater. Again, auto-updater won't work while downloading this version, please download it from the site (www.wild-bot.net/downloads.php).
v0.3.0
Now bot is able to run in both x86 and x64 versions of the game. Just run launcher.exe.
Various minor crashes fixed.
v0.2.2
Added radar for waypoint and Entities.
Now whitelist / blacklist work.
Revert to the old way to patch launcher to run the game in 32-bit (for more safety).
v0.2.1
Bot should now start on Windows 8 64-bit systems.
Now bot keeps running if you unfocus the game (in background mode).
v0.2.0
Auto updater implemented
Fixed World ID offsets.
Now bot patch the game to make it download 32-bit files if you run the bot before launcher.
v0.1.4
Offsets for game verson 6760.
v0.1.3
Added a crash reporter.
API changed.
Improved bot speed.
v0.1.2
Fixed a crash while parsing some spells.
v0.1.1
Offsets updated for game version 6745.
v0.1.0
Initial release.