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Archive for January, 2010
So yesterday i did a new release, i didn’t have much to do so i removed the dynamic compilation of states. IMO it just makes thing messier and harder to debug, here i will show you what is new and how to write a plugin for MrFishIt to make it do what you want !
So here’s the example. Im gonna use. It’s a simple one that accepts the WG port, it only works on english clients tho but i posted a link at mmowned for one that should work on all ![]()
using System;
using Medusa.Helpers;
using Medusa.Memory_Read_Write_Inject.Lua;
using Medusa.Object_Dumping_Enumeration;
using Medusa.Plugin;
namespace WG_Botter
{
public class WGBotter : Extension
{
#region Overrides of Extension
private byte FrameLimiter { get; set; }
public override void Pulse()
{
if (++FrameLimiter % 10 == 0)
{
if (ObjectManager.Me != null && ObjectManager.Me.ZoneId == 4197)
{
Lua.DoString(“StaticPopup1Button1:Click() StaticPopup2Button1:Click() LeaveParty()”);
}
FrameLimiter = 0;
}
}
public override string Name
{
get { return “Wg Botter”; }
}
public override string Author
{
get { return “Nesox”; }
}
public override Version Version
{
get { return new Version(1, 0, 0); }
}
#endregion
}
}
pretty simple right? All you need to do is to reference Medusa and Medusa.Plugin in a new project and off you go i also included a small documentation for Medusa and you of course use the object browser here’s the WG Botter plugin template if you are unsure how to get started
Template/WG Botter
And let’s not forget the actual download!

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