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"