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Para's Script Library
Discussion on Para's Script Library within the Aion forum part of the MMORPGs category.
View Poll Results: You want the scripts for any client language?
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Yes, surely!
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264 |
36.97% |
No, english and german are enough for me.
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450 |
63.03% |
11/14/2018, 23:51
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#2116
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Quote:
Originally Posted by xobile11
can we get a combat routine for äetertech ?
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Very very unlikely
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11/15/2018, 03:55
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#2117
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elite*gold: 0
Join Date: Apr 2010
Posts: 85
Received Thanks: 4
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Para!
You have the combat routine in versions 2.26, when you removed the cannon skills, the 26 was perfect, I do not know what was added or removed in this 27, but it is not working very well, in my point of view
They do not seem to work very well for Gunner, I believe they need to be modified because they are trying to use skills that no longer exist.
Update for Gunner pls
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11/15/2018, 04:33
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#2118
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Quote:
Originally Posted by FaCaDa_BRA
Para!
You have the combat routine in versions 2.26, when you removed the cannon skills, the 26 was perfect, I do not know what was added or removed in this 27, but it is not working very well, in my point of view
They do not seem to work very well for Gunner, I believe they need to be modified because they are trying to use skills that no longer exist.
Update for Gunner pls
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In 2.27 I used a rotation from someone who plays gunslinger a lot, anyways I'll rollback to my own rotation then
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11/15/2018, 11:12
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#2119
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elite*gold: 0
Join Date: Apr 2010
Posts: 85
Received Thanks: 4
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Quote:
Originally Posted by Paraly
In 2.27 I used a rotation from someone who plays gunslinger a lot, anyways I'll rollback to my own rotation then
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I believe your version is better, you just need to add HP recovery buffers. In version 2.26, the cannon was not used, but at some point it attempts to quickly switch to the cannon. That does not get in the way, but could it be completely nullified?
Anyway, my interest as a user is to help improve
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11/15/2018, 23:38
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#2120
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elite*gold: 0
Join Date: Nov 2015
Posts: 80
Received Thanks: 1
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Hey Paraly i just checked on bbotting with ranger and you didnt add the BESt skill that drain almost 75% hp and mp from mobs is call SOUL-BUSTING ARROW thats the skill must be on rnager so it will never need to potion can u add it to combat or show me how i add that skill pls ranger bot is *** now a day
Also Mau form is good to have in it too cus ranger kill mobs too fast and mau almost stay on them 24 /7
skill Mau Blessing btw
Hmm the Focus shot doesn't need it cus it takes too much mana slow down progress :d
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11/16/2018, 02:32
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#2121
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elite*gold: 0
Join Date: Apr 2010
Posts: 85
Received Thanks: 4
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Quote:
Originally Posted by lumcold
Hey Paraly i just checked on bbotting with ranger and you didnt add the BESt skill that drain almost 75% hp and mp from mobs is call SOUL-BUSTING ARROW thats the skill must be on rnager so it will never need to potion can u add it to combat or show me how i add that skill pls ranger bot is *** now a day
Also Mau form is good to have in it too cus ranger kill mobs too fast and mau almost stay on them 24 /7
skill Mau Blessing btw
Hmm the Focus shot doesn't need it cus it takes too much mana slow down progress :d
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I fully agree, I took the test with a ranger, really miss the Soul-Busting Arrow.
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11/16/2018, 21:03
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#2122
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elite*gold: 0
Join Date: Dec 2014
Posts: 74
Received Thanks: 1
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paraly mm i think you can make some script for search shugo in primeth forge because dont need kill any mob only for search dont kill
map shugo:
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11/17/2018, 00:20
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#2123
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elite*gold: 0
Join Date: Nov 2015
Posts: 80
Received Thanks: 1
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The bot is been acting so wired all day and night today Paraly after my bot go out there do like a circle and my char is in invisible and there is some sounds coming out of it like i am fall in a lava there is no way i can do anything unless i log out . i tried like 6-8 times same thing happen to me idk is there is anything to do with 2 account botting at the same time ?
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11/17/2018, 00:23
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#2124
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Quote:
Originally Posted by lumcold
The bot is been acting so wired all day and night today Paraly after my bot go out there do like a circle and my char is in invisible and there is some sounds coming out of it like i am fall in a lava there is no way i can do anything unless i log out . i tried like 6-8 times same thing happen to me idk is there is anything to do with 2 account botting at the same time ?
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Latest Vanillatool / combat routine version?
Which class?
Did you use the improved cooldown detection?
Did you use the Anti-Stuck detection?
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11/17/2018, 00:58
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#2125
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elite*gold: 0
Join Date: Nov 2015
Posts: 80
Received Thanks: 1
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Yes i did paraly ranger i am using and is wasn't happening in my gunner , well it happen on gunner too but at the end of the cycle it did a jump on my gunner and he got out of the invisble mode
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11/17/2018, 00:59
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#2126
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Quote:
Originally Posted by lumcold
Yes i did paraly ranger i am using and is wasn't happening in my gunner , well it happen on gunner too but at the end of the cycle it did a jump on my gunner and he got out of the invisble mode
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Yes in theory you could put this line after every few lines at your grind path
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11/17/2018, 01:00
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#2127
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elite*gold: 0
Join Date: Nov 2015
Posts: 80
Received Thanks: 1
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i am gonna pm u with this screen shot when he dead he port back to town and he just stuck in town with this screen lol
ok nvm idk how to send a image to u lol
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11/19/2018, 13:03
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#2128
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elite*gold: 0
Join Date: Oct 2017
Posts: 37
Received Thanks: 1
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para can my AT do the combat farming or you are working on that?
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11/19/2018, 13:10
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#2129
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Quote:
Originally Posted by xcc80
para can my AT do the combat farming or you are working on that?
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It's very unlikely that AT will ever be compatible with the Combat System
__________________
Here's a new method to activate the different animation modes, this script just needs to be executed once even if you use attackspeed buffs or switch characters the animationspeed will stay till you restart the client, it should also work while siege
(you might have to re-equip your weapon afterwards to apply the animation speed)
Code:
#IF=%FirstTime,;
RequireVersion=5.95;
UseSpeed=1;
WaitForResponse=Be sure you've turned off any animation mode at the overlay before you use this Script.;
#SetVar1=Which Animation you wanna use/n/n(1) = NoAnimation/n(2) = Custom Animation/n(3) = Enhanced Animation;
#EXECUTE=DeclareMemory;
#EXECUTE=FirstSetup;
#ENDIF
_Pause=True;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
MemWrite=%Var10,0xC7832205000001000000488B5C2438488B6C2440488B7424484883C4205FC3,BYTE[31]; inject code
#EXECUTE=ApplyAnimationNA;
MemWrite=%Var11,0x7411,BYTE[2];
SendAction=3,4;
Delay=500;
SendAction=3,4;
#ELSE
MemWrite=%Var10,0xC7832205000001000000488B5C2438488B6C2440488B7424484883C4205FC3,BYTE[31]; inject code
#EXECUTE=ApplyAnimationEU;
MemWrite=%Var11,0x7411,BYTE[2];
SendAction=3,4;
Delay=500;
SendAction=3,4;
#ENDIF
_Pause=False;
start_ApplyAnimationEU;
MemWrite=%AddrFreeMem1,%Var1,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=1; No Animation
MemWrite=%Var12,1,WORD; inject value
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=2; Custom Animation
MemWrite=%Var12,%Var2,WORD; inject value
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3; Enhanced Animation
_MemReadVar=%AddrAtkspeed,WORD,3; <-- Reads normal attackspeed
_Calc4=%Var3-%Var2; <-- Substracts the enhanced value with our attackspeed
MemWrite=%Var12,%Var4,WORD; inject value
#ENDIF
end_ApplyAnimationEU;
start_ApplyAnimationNA;
MemWrite=%AddrFreeMem1,%Var1,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=1; No Animation
MemWrite=%Var12,1,WORD; inject value
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=2; Custom Animation
MemWrite=%Var12,%Var2,WORD; inject value
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3; Enhanced Animation
_MemReadVar=%AddrAtkspeed,WORD,3; <-- Reads normal attackspeed
_Calc4=%Var3-%Var2; <-- Substracts the enhanced value with our attackspeed
MemWrite=%Var12,%Var4,WORD; inject value
#ENDIF
end_ApplyAnimationNA;
start_FirstSetup;
MemWrite=%AddrFreeMem1,%Var1,BYTE;
_IFMemRead=%AddrFreeMem1,BYTE,=2; Custom Animation
#SetVar2=Enter the Animation value you want at Custom Animation/nExample: 250/n/nEnter 0 for the recommend value;
#ENDIF
_IFMemRead=%AddrFreeMem1,BYTE,=3; Enhanced Animation
#SetVar2=Enter the Animation value you want at Enhanced Animation/nExample: 535/n/nEnter 0 for the recommend value;
#ENDIF
MemWrite=%AddrFreeMem2,%Var2,BYTE;
_IFMemRead=%AddrFreeMem2,BYTE,=0; Recommend
#EXECUTE=Recommend;
#ENDIF
end_FirstSetup;
start_Recommend;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=0; Warrior
_SetVar1=3;
_SetVar2=335;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1; Gladiator
_SetVar1=3;
_SetVar2=575;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2; Templar
_SetVar1=3;
_SetVar2=575;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=3; Scout
_SetVar1=3;
_SetVar2=535;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4; Assassin
_SetVar1=2;
_SetVar2=275;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5; Ranger
_SetVar1=3;
_SetVar2=575;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=6; Mage
_SetVar1=3;
_SetVar2=500;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7; Sorcerer
_SetVar1=2;
_SetVar2=650;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8; Spiritmaster
_SetVar1=2;
_SetVar2=650;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=9; Priest
_SetVar1=3;
_SetVar2=500;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10; Cleric
_SetVar1=3;
_SetVar2=635;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11; Chanter
_SetVar1=3;
_SetVar2=535;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=12; Technist
_SetVar1=3;
_SetVar2=500;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=13; Aethertech
_SetVar1=3;
_SetVar2=535;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14; Gunslinger
_SetVar1=2;
_SetVar2=275;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=15; Muse
_SetVar1=3;
_SetVar2=500;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16; Songweaver
_SetVar1=2;
_SetVar2=350;
#ENDIF
end_Recommend;
start_DeclareMemory;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_SetVar10=0x8163B9;
#ELSE
_SetVar10=0x816109;
#ENDIF
MemWrite=%AddrFreeMem30,%Var10,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc11=%Var[CATempAddr]-9;
_Calc12=%Var[CATempAddr]+6;
end_DeclareMemory;
Last updated at: 23.01.2019
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11/19/2018, 15:52
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#2130
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,596
Received Thanks: 1,596
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Since most people do not understand how to create their own skill rotations for the Combat Wizard I will explain it here again
1. Open the Combat Routine file with some text editor (Atom-IDE recommended, you find it on discord)
2. Scroll down to the part that belongs to your class, the songweaver part for example looks like this
Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;
_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACIsActive=4590,True;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449,4590;
_ACManaRecover=4383,4391;
_ACSkills=4296,4480,4489,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579;
_ACRegenerate=4351,4518,4537,4383,4391,4486;
;;;;;;;End Settings Songweaver;;;;;;;
3. First you should declare the main skill categories
_ACSkills = contains all the damage skills
_ACHeals = contains all healing or life leech skills
_ACBuffs = contains all the buff skills
_ACManaRecover = contains all the mana recover skills
_ACRegenerate = contains the regenerate skills that he uses to heal up after a fight if he dropped below a certain percentage, if you declare none the character will sit instead
I prefer to put weak dps skills into _ACSkills and important skills and buffs that should be used as soon as possible into _ACBuffs, I even put heals into _ACBuffs and limit their usage by rules
4. You need to enter Skill IDs at all those categories, you get those IDs when you check "Show IDs" at the Script Editor and you hover above the skills while no script plays (this also works for item or buff IDs)
5. Once you declared your skill lists you can add rules for some skills like binding a certain buff skill ID to a certain buff ID, so he reuses the buff only when the buff ID is not active anymore, this rule would look like this
Code:
_ACRelyOnBuff=[Skill ID],[Buff ID];
note: rules need to be above the actual skill categories
6. you find all commands regarding the new combat system here
Note: Only declare the first skill of a chain, defining sub chain skills or conditional skills is not necessary, just declare important skills it's not necessary to have every single skill
Code:
_ACHeals=[Skill ID],[Skill ID],[Skill ID];
This command declares which Healing skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACRegenerate=[Skill ID],[Skill ID],[Skill ID];
This command declares which Regenerate skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACBuffs=[Skill ID],[Skill ID],[Skill ID];
This command declares which Buff skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACManaRecover=[Skill ID],[Skill ID],[Skill ID];
This command declares which Mana recover skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACSkills=[Skill ID],[Skill ID],[Skill ID];
This command declares which Damage skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACRelyOnBuff=[Skill ID],[Buff ID];
This lets the combat only use the Skill ID from the first argument when we don't have the Buff ID from the second argument
Code:
_ACCustomCooldown=[Skill ID],[Custom CD in MS];
With this command you can give a skill a custom cooldown
Code:
_ACCooldownDetection=[Skill ID],[State];
With this command you can disable the cooldown detection for a certain skill, the cooldown will then always be set if the bot trys to use the skill, this might be needed for skills that he keeps trying to use although he already did use them
Enter "False" as state
Code:
_ACManaPercentage=[1-100%];
With this command you set at which percentage the healing skills should be used
Code:
_ACHealPercentage=[1-100%];
With this command you set at which percentage the mana recover skills should be used
Code:
_ACRegHPPercentage=[1-100%];
With this command you set at which HP percentage the regenerate function should care about HP
Code:
_ACRegMPPercentage=[1-100%];
With this command you set at which Mana percentage the regenerate function should care about Mana
Code:
_ACPotion=[ItemID],[Mode],[HP Percentage],[Mana Percentage];
With this command you declare the potion to use
in argument 1 comes the ItemID of the Potion
in argument 2 comes for what the potion is whether
HP/MP
HP
MP
in argument 3 comes at which HP percentage he should use the potion, if you don't need the this argument write -1
in argument 4 comes at which MP percentage he should use the potion, if you don't need the this argument write -1
Code:
_ACSkillIsAvailable=[Skill ID],[State];
Normaly the combat engine always checks if the skill we declare is available and in case it's not it checks which skill ID is available for our level, this might bother us in instances with special skills, with this command we can disable the available check for certain skills
Code:
_ACExperimentalCooldown=[State];
Tells the combat engine to use a new cooldown system that is much better but costs some time at the start of the script
Code:
_ACIsActive=[Skill ID],[State];
Tells the combat engine that a specific skill is a toggleable active skill, in case you use the new cooldown system vanillatool is now able to detect if the buff is activated or not
Code:
_ACIncreasedAttackrange=[mode];
Like the overlay AttackRange Plus function this one gives us a extended attackrange while combat, might be useful for mid air fights with melee classes
Code:
_ACUseAnimation=[State];
This command enables NoAnimation usage while combat, it automatically uses the best animation value available
Code:
_ACInitialRange=[distance in meters];
This command lets to toon walk up to the mob till he's nearby a certain distance
Code:
_ACTimeout=[time in seconds];
This command sets the combat timeout, so if the fight takes longer than for example 600 seconds it stop fighting
Code:
_ACTimeoutNoDamage=[time in milliseconds];
This command sets the combat timeout when the target receives no damage
Code:
_ACIgnoreAtDistance=[meters];
This command sets the distance at which he should ignore mobs
Code:
_ACWeaponSwitching=[State];
With this command you can set if he should switch weapon while fighting, this is needed for the next command
Code:
_ACResetPosition=[State];
With this command you can set if he should go back to the position where he started to fight after he killed a mob, it's True by default
Code:
_ACRelyOnWeapon=[Skill ID],[Weapon base attackspeed];
With this command we can bind certain skills to a weapon, this is mostly just needed for gunslinger if you add both cannon and pistol skills
Code:
_ACRelyOnPet=[Skill ID],[State];
With this command we can make a skill rely on whether the SM pet is summoned (True) or not summoned (False)
Code:
_ACRelyOnRace=[Skill ID],[Race];
With this command we can make a skill rely on our race, so "Elyos" or "Asmo"
Code:
_ACRelyOnDP=[Skill ID],[DP value];
With this command we can make a skill rely on a certain amount of DP
Code:
_ACRelyOnTargetDebuff=[Skill ID],[Debuff ID];
With this command we can make a skill rely on whether the target has a debuff or not
Code:
_ACRelyOnPlayerHP=[Skill ID],[Operator/Value];
With this command we can make a skill rely on how much HP Percent we have, the argument can be for example
>50
<90
Code:
_ACRelyOnTargetHP=[Skill ID],[Operator/Value];
With this command we can make a skill rely on how much HP Percent the target has, the argument can be for example
>50
<90
Code:
_ACMidAirDistance=[distance in meter];
This declares the distance he cycles around the target if you use MidAir combat, default is 1.5 meter
Code:
_ACMidAirRange=[distance in meter];
This declares the distance he goes upwards above the target, default is 7.9 meters
Code:
_ACMidAirTiming=[Time in ms];
This declares after how much milliseconds he does another step in mid air, default is 1500
Code:
_AutoCombat=[Mode];
This command is what actually executes the combat with the settings we made earlier, you can start without any argument at all or you set the first argument to "True" and it will defeat the target from MidAir
Code:
_ACCheckMob=[Mode];
Like at the command above the mode describes if we fight from mid air or not, this command selects the nearest target, checks if it's a mob, alive and stuff like that and then it starts the combat, afterwards he does optionally looting
Code:
_ACMob_Blacklist=[mob name],[mob name],[mob name];
With this command we can set a mob name blacklist for the "_ACCheckMob" command, so all mobs on this list will be ignored
Code:
_ACMob_Whitelist=[mob name],[mob name],[mob name];
With this command we can set a mob name wlacklist for the "_ACCheckMob" command, so only mobs on this list will be fighted
Code:
_ACMob_Looting=[State];
With this command we enable/disable the looting at "_ACCheckMob"
[Spanish Guides] thanks to Widoxd
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