Para's Script Library

11/14/2018 23:51 Paraly#2116
Quote:
Originally Posted by xobile11 View Post
can we get a combat routine for äetertech ?
Very very unlikely
11/15/2018 03:55 FaCaDa_BRA#2117
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
:mofo:
11/15/2018 04:33 Paraly#2118
Quote:
Originally Posted by FaCaDa_BRA View Post
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
:mofo:
In 2.27 I used a rotation from someone who plays gunslinger a lot, anyways I'll rollback to my own rotation then
11/15/2018 11:12 FaCaDa_BRA#2119
Quote:
Originally Posted by Paraly View Post
In 2.27 I used a rotation from someone who plays gunslinger a lot, anyways I'll rollback to my own rotation then
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
:handsdown: ;)
11/15/2018 23:38 lumcold#2120
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 god now a day :D

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 :D

Hmm the Focus shot doesn't need it cus it takes too much mana slow down progress :d
11/16/2018 02:32 FaCaDa_BRA#2121
Quote:
Originally Posted by lumcold View Post
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 god now a day :D

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 :D

Hmm the Focus shot doesn't need it cus it takes too much mana slow down progress :d
I fully agree, I took the test with a ranger, really miss the Soul-Busting Arrow.
11/16/2018 21:03 mezorr#2122
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 lumcold#2123
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 ?
11/17/2018 00:23 Paraly#2124
Quote:
Originally Posted by lumcold View Post
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 ?
Latest Vanillatool / combat routine version?
Which class?
Did you use the improved cooldown detection?
Did you use the Anti-Stuck detection?
11/17/2018 00:58 lumcold#2125
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
11/17/2018 00:59 Paraly#2126
Quote:
Originally Posted by lumcold View Post
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
Yes in theory you could put this line after every few lines at your grind path
Code:
MoveBy=0,0,10;
11/17/2018 01:00 lumcold#2127
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 :D lol
11/19/2018 13:03 xcc80#2128
para can my AT do the combat farming or you are working on that?
11/19/2018 13:10 Paraly#2129
Quote:
Originally Posted by xcc80 View Post
para can my AT do the combat farming or you are working on that?
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
11/19/2018 15:52 Paraly#2130
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



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