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The Metin2 GF scene is still crawling with old bases, but finding something that isn't a total pile of spaghetti is rare. This project, OpenBot, is a decent reconstruction of the old m2kmod concepts, completely rebuilt in Python. It's designed with scalability in mind, which is a breath of fresh air for anyone looking to build custom modules without fighting the architecture.
It utilizes eXLib for the heavy lifting and features a rebuilt core that handles everything from pathfinding to bow-compatible WaitDmg. It’s open-source logic, so if you're into reversing or tweaking your own scripts, this is a solid entry point.
Core Feature Set
Technical Implementation & Injection
This isn't your standard external macro. You're looking at a Python-based implementation that hooks into the game via a dedicated library.
Architecture & Development Notes
The dev team (eXploit and sheida12) focused on making the code commented for contributors. Since the UI and logic are decoupled, adding complex features on top of the current pathfinding system is straightforward.
Update Log v1.1
If you're digging into the Python scripts, keep an eye on how the environment reloads are handled—it's a common detection vector if the packet sequence is off.
Anyone found a way to bypass the Manual Map limitation yet?
It utilizes eXLib for the heavy lifting and features a rebuilt core that handles everything from pathfinding to bow-compatible WaitDmg. It’s open-source logic, so if you're into reversing or tweaking your own scripts, this is a solid entry point.
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Core Feature Set
- Pathfinding — Integrated navigation that actually works across different maps.
- Combat Modules — Includes WaitDmg (working with bows) and a dedicated LevelBot with location rotation.
- Automation — FishBot, SearchBot, and an automated Shop-creator.
- Management — Inventory manager, auto buy/sell scripts, and auto-pot/restart functions.
- Movement — Teleportation and a recently added SpeedBoost logic.
Technical Implementation & Injection
This isn't your standard external macro. You're looking at a Python-based implementation that hooks into the game via a dedicated library.
1. Launch the Gameforge client but stay at the login screen.
2. Use your preferred injector to load
into the game process.
3. Log in once the library is initialized.
4. CRITICAL: Do not use Manual Map injection. It’s currently bugged and will likely cause a crash or instant flag. Stick to standard injection methods for now.
2. Use your preferred injector to load
Code:
eXLib.dll
3. Log in once the library is initialized.
4. CRITICAL: Do not use Manual Map injection. It’s currently bugged and will likely cause a crash or instant flag. Stick to standard injection methods for now.
Architecture & Development Notes
The dev team (eXploit and sheida12) focused on making the code commented for contributors. Since the UI and logic are decoupled, adding complex features on top of the current pathfinding system is straightforward.
Update Log v1.1
- Bumped to the latest eXLib version for better stability.
- Added SpeedBoost under the General settings tab.
- Environment Reload: The client now reloads the environment immediately after a teleport to prevent visual desync.
- Installation streamlined: No more manual file dragging into the game directory.
If you're digging into the Python scripts, keep an eye on how the environment reloads are handled—it's a common detection vector if the packet sequence is off.
Anyone found a way to bypass the Manual Map limitation yet?