/// <summary> /// Scan for entities /// </summary> public void Scan() { Player = GameMemory.GetPlayer(); // get npcs List <ActorItem> entities = GameMemory.GetNpcsAroundPlayer(); if (entities.Count == 0) { return; } // loop through npcs foreach (var entity in entities) { // check if we're ignoring this entity if (IsIgnored("ENPC", entity)) { continue; } // check we havent already tracked it if (list.IndexOf(entity.NPCID2) == -1) { total++; // add to existing list list.Add(entity.NPCID2); LogEntity("ENPC", entity); // add to map App.Instance.MapViewer.AddNpcIcon(entity); App.Instance.labelTotalNpcs.Text = total.ToString(); // save npc to file Saver.SaveNpc(entity); } } }
/// <summary> /// Scan for enemies /// </summary> public void Scan() { Player = GameMemory.GetPlayer(); List <ActorItem> entities = GameMemory.GetMonstersAroundPlayer(); if (entities.Count == 0) { return; } // loop through monsters foreach (var entity in entities) { // check if we're ignoring this entity if (IsIgnored("BNPC", entity)) { continue; } // check we havent already tracked it if (list.IndexOf(entity.ID) == -1) { total++; // add to list list.Add(entity.ID); LogEntity("BNPC", entity); // add to map App.Instance.MapViewer.AddEnemyIcon(entity); App.Instance.labelTotalEnemies.Text = total.ToString(); // save enemy Saver.SaveEnemy(entity); } } }
/// <summary> /// Submit Enemy Data /// </summary> public void SubmitData() { Saver.SubmitEnemyData(); }
/// <summary> /// Submit NPC Data /// </summary> public void SubmitData() { Saver.SubmitNpcData(); }