This only works on people that are in your current world/location. Using PlayerList...duuhhhh
This will also freeze when doing it, but it aint no biggie. Thread.Sleep :PP
Also sometimes crashes randomly from what I can see.
I'm not versed, but if you can list all Map/cell IDs, teleport to each of them, then SendFriendRequest once you're there. That way you can get more people.
This could be useful to some people I guess?
I personally put this in Game class in Update() void
1) Find SendFriendRequest. There should be 2 of them, 1 using int/ID and another one using string/name.Code:if (Input.GetKey(KeyCode.Insert)) { foreach (Player player2 in Entities.Instance.PlayerList) { Chat.Notify(player2.name.ToString(), "[FF0000]", Chat.FilterType.General); } }
2) Change SendFriendRequest(int id) to
3) Change SendFriendRequest(string name) toCode:public void SendFriendRequest(int id) { if (Session.MyPlayerData.CanAddMoreFriends) { foreach (Player player2 in Entities.Instance.PlayerList) { RequestFriend requestFriend = new RequestFriend(); requestFriend.CharID = Session.MyPlayerData.ID; requestFriend.FriendID = player2.ID; this.aec.sendRequest(requestFriend); Thread.Sleep(500); } } }
4) SaveCode:public void SendFriendRequest(string name) { if (Session.MyPlayerData.CanAddMoreFriends) { foreach (Player player2 in Entities.Instance.PlayerList) { RequestFriend requestFriend = new RequestFriend(); requestFriend.CharID = Session.MyPlayerData.ID; requestFriend.FriendID = -1; requestFriend.Name = player2.name.ToString(); this.aec.sendRequest(requestFriend); Thread.Sleep(500); } } }
5) Profit
UPDATE: To bypass Ignore for adding friends.
Find SyncIgnore void
Take out the sendrequest part
Enjoy adding people who have you blocked
Last edited by bennyboo123; 06-23-2022 at 03:39 AM.
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