Тера тулбокс как пользоваться

Тера тулбокс как пользоваться

Using the Game Client Interface

The info object contains some useful information about the linked game client process:

Flashing the Game Window

For a module using this feature in a real-world scenario, check out Flasher.

Configuring Camera Shaking Behavior

Checking if the Game Window is focused

You can check if the game window is currently focused as follows:

Querying Data from the Game Client’s DataCenter [TBD: further documentation]

Example 1: Printing the name of each NPC that is spawned

Note how the resulting node’s attributes are accessed. As the query is performed on the game’s loaded DataCenter file, the printed names are inherently localized to the language that the player has selected.

Example 2: Querying the type of a skill

Example 3: Querying and building a list of all item names

Example 4: Extracting all effects of an abnormality

Note how we’re looping through the resulting node’s children.

Example 5: Implementing a command that prints all huntingZones associated with the player’s current zone ID

Option A: using Promise.then()

Option B: using async/await

Example 6: Building a list of all items that are tier 12 or higher

Example 7: Operators IN and NOT IN

Note the false that indicates that we’re only interested in the queried node’s attributes, not its children.

Note the list of attribute names that narrows down the returned attributes.

In general, it’s recommended to cache as much data as possible. If your mod needs a list of all item names, for example, you should query it in your mod’s constructor (when the user will still be in login/character selection for quite some time) and cache it.

This is not because of CPU utilization considerations (those barely have any effect as explained earlier), but because the client interface needs to temporarily allocate memory within the game’s process in order to gather and send the query results back to TERA Toolbox. Due to it being a 32-bit process, the available amount of memory is tightly limited.

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[ Работает ] Tera Proxy и модули

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Tera Online читы

Тера тулбокс как пользоваться. Смотреть фото Тера тулбокс как пользоваться. Смотреть картинку Тера тулбокс как пользоваться. Картинка про Тера тулбокс как пользоваться. Фото Тера тулбокс как пользоваться

Tera Proxy и модули

Официальный сайт: https://meishuu.github.io/tera-proxy/
Список модулей https://meishuu.github.io/tera-proxy/modules
Официальный Discord: https://discord.gg/D2BCbgq (Там быстрее всего выкладываются обновления и люди делятся между собой)

Скачать
Установить необходимые модули
Запустить от администратора run.bat
Запустить теру
Проверить что в консоли нет ошибок

Модули необходимо размещать в папке bin\node_modules

В описание каждого модуля есть необходимые команды для его запуска.
Так же некоторым модулям нужны необходимые для работы другие модули.

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Тера тулбокс как пользоваться

Is a module for creating dungeon guides extremely easily by simple «scripting».

The say node library used for text-to-speech(works without it, so not needed). Install it by running » npm install say » in your proxy folder.

Note: All commands starts with «guide»

Feel free to create your own guide/add-on and send a pull-request :=)

DungeonHow much is it scripted
AANMAll bosses
AAHMAll bosses
HH P4Firewalls
RMHMDebuff mechanic on first boss

How to create a guide

First enable debug setting in config.json, then go into the dungeon you wish to create a guide for. Once you’ve entered look in console for the id. Once you have the id create a file under the guides folder. The file should start with the number followed by «.js».

It’s important to note you will need to include the very basic information for the file to get loaded and for the module to print out information. It won’t print out anything if it can’t find number.js file. ( module.exports = <>; )

When the module get’s loaded, you’re allowed to hook hooks using a «load» key. This key will get called with a dispatch argument passed upon getting loaded. The hooks will be automatically unloaded once the module finishes it’s runtime.

So, now to create actions have debug option on and log the attacks/abnormalities then script what you want to happen during those attacks. Please refer below to options(things you can trigger upon the abnormality or attack).

Prefix a means handle a abnormality. However in addition to this there are subtypes to abnormalities.

Sub typeEffect
mThe abnormality was applied by a mob to you. (m = mob)
eThe abnormality was applied by «nothing»/server to you. (e = empty)
bThe abnormality was applied to the bam. (b = bam)

Prefix s means handle a skill.

Prefix h means health. For instance «h-huntingZoneId-templateId-60», means it’ll trigger on 60%

Prefix dm means dungeon message.

Prefix qb means quest balloon.

When creating an entry use a prefix, followed by «-huntingZoneId-templateId-» after the last «-» put the abnormality id, skill id or hp %.

KeyRequiredValuesUsage
typeYesspawn, text, sound, stop_timer, funcDetermines what action(s) will be taken when the event is called
sub_typeYes(text), Maybe(spawn), Nonotification(text), message(text), speech(text), collection(spawn(default)), item(spawn), build_object(spawn)Used in conjunction with certain types.
idYes(spawn, sound, stop_timer), NoA unique identifier not used «anywhere» else in the file.It’s used for spawning item(the item id), stopping a notification/text in progress and id of a sound. DO NOT USE 0 FOR THE ID IN ANY CASE!
delayNoA delay in millisecondsCreates a timer that can be used to delay ANY event.
sub_delayYes(spawn), NoHow long in milliseconds before it acts upon it.Used with spawning items
distanceMaybe(spawn), NoDistance in units(1meter = 25 units)Used when spawning something. (How far away it’ll be spawned from the boss)
offsetMaybe(spawn), No[-PI, PI]Used when spawning something. (How it will be spawned in relation to the boss) use this or pos
posMaybe(spawn), NoUsed when spawning something. (The location on the map) use this or offset
messageYes(text), NoThe text you wish to display when it gets triggeredUse with type text
funcYes(func), NoA function which should get called when an entry is called.The callback will get passed the function handlers(spawn, text, sound, stop_timer, func) in a object, the event it was called from, what entity information that triggered the event and the dispatch
class_positionNotank, dps, healif this is used, it will only do the event for that class position

Todo(in the extremely distance future of probably never)

Add interface for other modules to require/import the script and use it

Источник

Тера тулбокс как пользоваться

Is a module for creating dungeon guides extremely easily by simple «scripting».

The say node library used for text-to-speech(works without it, so not needed). Install it by running » npm install say » in your proxy folder.

Note: All commands starts with «guide»

Feel free to create your own guide/add-on and send a pull-request :=)

DungeonHow much is it scripted
AANMAll bosses
AAHMAll bosses
HH P4Firewalls
RMHMDebuff mechanic on first boss

How to create a guide

First enable debug setting in config.json, then go into the dungeon you wish to create a guide for. Once you’ve entered look in console for the id. Once you have the id create a file under the guides folder. The file should start with the number followed by «.js».

It’s important to note you will need to include the very basic information for the file to get loaded and for the module to print out information. It won’t print out anything if it can’t find number.js file. ( module.exports = <>; )

When the module get’s loaded, you’re allowed to hook hooks using a «load» key. This key will get called with a dispatch argument passed upon getting loaded. The hooks will be automatically unloaded once the module finishes it’s runtime.

So, now to create actions have debug option on and log the attacks/abnormalities then script what you want to happen during those attacks. Please refer below to options(things you can trigger upon the abnormality or attack).

Prefix a means handle a abnormality. However in addition to this there are subtypes to abnormalities.

Sub typeEffect
mThe abnormality was applied by a mob to you. (m = mob)
eThe abnormality was applied by «nothing»/server to you. (e = empty)
bThe abnormality was applied to the bam. (b = bam)

Prefix s means handle a skill.

Prefix h means health. For instance «h-huntingZoneId-templateId-60», means it’ll trigger on 60%

Prefix dm means dungeon message.

Prefix qb means quest balloon.

When creating an entry use a prefix, followed by «-huntingZoneId-templateId-» after the last «-» put the abnormality id, skill id or hp %.

KeyRequiredValuesUsage
typeYesspawn, text, sound, stop_timer, funcDetermines what action(s) will be taken when the event is called
sub_typeYes(text), Maybe(spawn), Nonotification(text), message(text), speech(text), collection(spawn(default)), item(spawn), build_object(spawn)Used in conjunction with certain types.
idYes(spawn, sound, stop_timer), NoA unique identifier not used «anywhere» else in the file.It’s used for spawning item(the item id), stopping a notification/text in progress and id of a sound. DO NOT USE 0 FOR THE ID IN ANY CASE!
delayNoA delay in millisecondsCreates a timer that can be used to delay ANY event.
sub_delayYes(spawn), NoHow long in milliseconds before it acts upon it.Used with spawning items
distanceMaybe(spawn), NoDistance in units(1meter = 25 units)Used when spawning something. (How far away it’ll be spawned from the boss)
offsetMaybe(spawn), No[-PI, PI]Used when spawning something. (How it will be spawned in relation to the boss) use this or pos
posMaybe(spawn), NoUsed when spawning something. (The location on the map) use this or offset
messageYes(text), NoThe text you wish to display when it gets triggeredUse with type text
funcYes(func), NoA function which should get called when an entry is called.The callback will get passed the function handlers(spawn, text, sound, stop_timer, func) in a object, the event it was called from, what entity information that triggered the event and the dispatch
class_positionNotank, dps, healif this is used, it will only do the event for that class position

Todo(in the extremely distance future of probably never)

Add interface for other modules to require/import the script and use it

Источник

Тера тулбокс как пользоваться

Depositing items made easier.

Banker removes the tedium of depositing commonly acquired items. It works by automatically storing inventory items that are also in your bank. Banker will not touch any inventory items that are not already in your bank and it will ignore any items in pouches.

Open bank (only personal bank is supported currently).
Type bank to deposit all matching items in your inventory to the bank.
Items on the blacklist will not be deposited.

CommandShort FormDescription
bankDeposits matching items to bank. (Default mode is all tabs)
bank modeToggles the default deposit mode.
Modes are ‘all tabs’ or ‘single tab’ (Default is all tabs)
bank tabDeposits matching items to bank in the current tab only.
bank allDeposits matching items to bank in all tabs.
bank humanToggle human-like delays (Default is off)
bank blacklist modebank bl modeToggle blacklist mode. See below for blacklist usage
bank blacklist addbank bl aThe next item moved will be added to the blacklist
bank blacklist add idbank bl a idAdd the item id to the blacklist
bank blacklist removebank bl rThe next item moved will be removed from the blacklist
bank blacklist remove idbank bl r idRemove the item id from the blacklist
bank blacklist clearbank bl clearClear the blacklist

Blacklist mode allows for adding or removing items from the backlist without item ids.
In blacklist mode:

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