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Para's VanillaTool [Rework]
Discussion on Para's VanillaTool [Rework] within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.
07/27/2016, 03:24
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#3841
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elite*gold: 0
Join Date: May 2010
Posts: 6
Received Thanks: 0
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I've been trying all yesterday to buy it but guess what? I'm missing 0.30€ so i have to wait later today. Also avast and windows doesn't let me do my **** with the program so I'd like to know if there is a try version or anything for even 10 minutes just to make sure!
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07/27/2016, 03:52
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#3842
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elite*gold: 0
Join Date: Jul 2016
Posts: 3
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Thank you for you feedback on the autocraft, I replaced the data.pak with the x_data.pak, live and learn I guess. Its working now, thanks again. Ever considered creating a radar overlay for the game?
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07/27/2016, 14:50
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#3843
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elite*gold: 0
Join Date: Jul 2016
Posts: 48
Received Thanks: 4
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HI Paraly,
I've only read about the last 5 page of this post, and I see a few mentions of IO. Can you please explain to me what we are doing in IO, also if you can give some description of what the script in IO is used for like loot or exp?
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07/27/2016, 14:55
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#3844
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elite*gold: 0
Join Date: Jan 2012
Posts: 33
Received Thanks: 3
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Hey, i need some help with the syntax.
I´m trying to create a simple healbot scritp but it isnt realy working the way i want it to.
Code:
#IF=%FirstTime,;
#UseLoop
\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID1689;
CreateTimer=1689;
\\selects player, very handy
Command=/select >Playername here<;
#ENDIF
\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent?
\\ he doesnt use the if anyway, he just starts to heal
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID1740;
CreateTimer=1740;
#ENDIF
\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID1689;
Delay=200;
SendKey=F1;
Delay=500;
UseID1689;
CreateTimer=1689;
SendKey=F2;
#ENDIF
I´m still missing the offset for mana, would be nice to include mana management into the script.
Also i didnt get how to use waitforkey, is there some finishing parameters or does he stop the code after the paragraph?
Being able to use wow with a simple keypress would be nice.
Would be nice if you could help me with the syntax so i can improve my script
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07/27/2016, 15:22
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#3845
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elite*gold: 0
Join Date: Jul 2016
Posts: 48
Received Thanks: 4
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Hi Paraly,
I was thinking about buying another license for my laptop, but i will use the same paypal account. When i reformat my PC, will i have to relicense both laptop and pc? Or do you have method to only re-license my pc without having my laptop reset?
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07/27/2016, 16:00
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#3846
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by sinister11111
Hi Paraly,
I was thinking about buying another license for my laptop, but i will use the same paypal account. When i reformat my PC, will i have to relicense both laptop and pc? Or do you have method to only re-license my pc without having my laptop reset?
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Everytime you want a ID change you need to tell me your previous unique-ID, your new unique-ID and your Paypal email, so just write your current unique-IDs somewhere so you can tell me which one you wanna change in the future.
Quote:
Originally Posted by zeroschwul
Hey, i need some help with the syntax.
I´m trying to create a simple healbot scritp but it isnt realy working the way i want it to.
Code:
#IF=%FirstTime,;
#UseLoop
\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID1689;
CreateTimer=1689;
\\selects player, very handy
Command=/select >Playername here<;
#ENDIF
\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent?
\\ he doesnt use the if anyway, he just starts to heal
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID1740;
CreateTimer=1740;
#ENDIF
\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID1689;
Delay=200;
SendKey=F1;
Delay=500;
UseID1689;
CreateTimer=1689;
SendKey=F2;
#ENDIF
I´m still missing the offset for mana, would be nice to include mana management into the script.
Also i didnt get how to use waitforkey, is there some finishing parameters or does he stop the code after the paragraph?
Being able to use wow with a simple keypress would be nice.
Would be nice if you could help me with the syntax so i can improve my script
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You can read the current mana like this
PHP Code:
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;
WaitForKey does pause the whole script till the key got pressed yes, also you should know it only listens to the keys from the current aion client you've injected to.
If you wanna control the second client from your first client you could may do it by brands.
I fixed your script a bit
PHP Code:
#IF=%FirstTime,; #UseLoop
\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID \\not that important UseID=1689;<-- forgot the "=" CreateTimer=1689;
\\selects player, very handy Command=/select >Playername here<; #ENDIF
\\Basic Chanter heal (lvl36) \\im trying to make hin only heal if my other chars health is below 80% \\do i need to put a fix number like 14000 or percent? <-- Percent is correct \\ he doesnt use the if anyway, he just starts to heal<-- should work in the next version _IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80; UseID=1845; Delay=2100; #ENDIF
\\HoT \\as i have a chanter, why not have some heal over time ticking \\so i tried to have it on most of the time for some extra heal \\but actuelly he doesnt do anything here _IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95; #IF=%Timer=1740,40000; UseID=1740;<-- missed the "=" again CreateTimer=1740; #ENDIF
\\heal\\ \\2nd heal, if there happens some extra skills beside the basic heal \\so every 2-3rd skill is the basic heal and i dont lose to much health #_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80; #IF=%Timer=1845,100; <-- Healing Light #DO=750; UseID=1845; _UNTILMemRead=0x1521130,WORD,1845; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1845; CreateTimer=1845; #ENDIF
\\Buff\\ \\supposed to buff me and my heal #IF=%Timer=1689,3600000; UseID=1689;<-- missed the "=" again Delay=200; SendKey=0x70;<-- 0x70 is the keycode for F1 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL] Delay=500; UseID=1689;<-- missed the "=" again CreateTimer=1689; SendKey=0x71;<-- 0x71 is the keycode for F2 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL] #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana #DO=5000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5; #DO=60000; Delay=5; _UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000; #DO=15000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1; #ENDIF
You can also look into the latest version of my combat script, it doesn't has all classes yet but you can see there how to use skills right, they will care about chains, cooldowns, casttimes and animation times.
PHP Code:
#IF=%FirstTime,; RequireVersion=2.59; #NeedResolution=816,638; Delay=300; #NeedResolution=816,638; Delay=300; UseSpeed=1; #UseLoop Command=; MoveSmooth=2172,2901;<-- Return Path MoveSmooth=2172,2896; MoveSmooth=2172,2892; MoveSmooth=2172,2887; MoveSmooth=2172,2882; MoveSmooth=2171,2878; MoveSmooth=2171,2873; MoveSmooth=2171,2869; MoveSmooth=2170,2864; MoveSmooth=2171,2859; MoveSmooth=2171,2855; MoveSmooth=2171,2850; MoveSmooth=2172,2845; MoveSmooth=2173,2841; MoveSmooth=2175,2837; MoveSmooth=2178,2833; MoveSmooth=2180,2829; MoveSmooth=2184,2826; MoveSmooth=2187,2823; MoveSmooth=2190,2820; MoveSmooth=2194,2816; MoveSmooth=2197,2813; MoveSmooth=2200,2810; MoveSmooth=2204,2807; MoveSmooth=2207,2804; MoveSmooth=2210,2800; MoveSmooth=2212,2796; MoveSmooth=2215,2792; MoveSmooth=2218,2789; MoveSmooth=2221,2785; MoveSmooth=2224,2782; MoveSmooth=2229,2780; MoveSmooth=2233,2778; MoveSmooth=2237,2777; MoveSmooth=2241,2775; MoveSmooth=2246,2773; MoveSmooth=2250,2771; MoveSmooth=2254,2769; MoveSmooth=2257,2766; MoveSmooth=2261,2763; MoveSmooth=2264,2759; MoveSmooth=2267,2756; MoveSmooth=2270,2752; MoveSmooth=2273,2748; MoveSmooth=2275,2744; MoveSmooth=2279,2741; MoveSmooth=2282,2737; MoveSmooth=2285,2735; MoveSmooth=2287,2734;<-- End Return Path #ENDIF #EXECUTE=CheckDead;
;;;GRIND PATH START;;; MoveSmooth=2287,2734; MoveSmooth=2289,2735; #EXECUTE=prepare; MoveSmooth=2294,2735; MoveSmooth=2299,2735; MoveSmooth=2303,2735; MoveSmooth=2308,2735; MoveSmooth=2311,2737; #EXECUTE=prepare; MoveSmooth=2315,2739; MoveSmooth=2318,2740; MoveSmooth=2322,2742; MoveSmooth=2326,2743; #EXECUTE=prepare; MoveSmooth=2330,2744; MoveSmooth=2334,2745; MoveSmooth=2337,2745; MoveSmooth=2337,2749; MoveSmooth=2340,2753; #EXECUTE=prepare; MoveSmooth=2343,2756; MoveSmooth=2344,2757; MoveSmooth=2345,2756; MoveSmooth=2350,2755; MoveSmooth=2355,2755; #EXECUTE=prepare; MoveSmooth=2359,2755; MoveSmooth=2361,2755; MoveSmooth=2361,2757; MoveSmooth=2362,2761; #EXECUTE=prepare; MoveSmooth=2363,2766; MoveSmooth=2363,2770; MoveSmooth=2363,2775; #EXECUTE=prepare; MoveSmooth=2362,2779; MoveSmooth=2362,2784; MoveSmooth=2361,2789; #EXECUTE=prepare; MoveSmooth=2363,2790; MoveSmooth=2366,2792; MoveSmooth=2370,2795; MoveSmooth=2372,2798; #EXECUTE=prepare; MoveSmooth=2374,2802; MoveSmooth=2375,2804; MoveSmooth=2375,2804; MoveSmooth=2375,2803; #EXECUTE=prepare; MoveSmooth=2375,2804; MoveSmooth=2377,2808; MoveSmooth=2377,2811; MoveSmooth=2376,2815; #EXECUTE=prepare; MoveSmooth=2374,2818; MoveSmooth=2372,2821; MoveSmooth=2369,2823; MoveSmooth=2366,2826; #EXECUTE=prepare; MoveSmooth=2365,2828; MoveSmooth=2363,2831; MoveSmooth=2361,2834; MoveSmooth=2359,2837; #EXECUTE=prepare; MoveSmooth=2359,2839; MoveSmooth=2358,2841; MoveSmooth=2358,2844; MoveSmooth=2357,2848; #EXECUTE=prepare; MoveSmooth=2355,2851; MoveSmooth=2354,2853; MoveSmooth=2353,2854; MoveSmooth=2349,2854; #EXECUTE=prepare; MoveSmooth=2345,2855; MoveSmooth=2342,2856; MoveSmooth=2338,2856; MoveSmooth=2334,2857; #EXECUTE=prepare; MoveSmooth=2331,2857; MoveSmooth=2327,2858; MoveSmooth=2325,2858; MoveSmooth=2325,2861; #EXECUTE=prepare; MoveSmooth=2327,2865; MoveSmooth=2329,2868; MoveSmooth=2331,2871; MoveSmooth=2333,2874; #EXECUTE=prepare; MoveSmooth=2332,2875; MoveSmooth=2329,2878; MoveSmooth=2327,2881; MoveSmooth=2325,2884; #EXECUTE=prepare; MoveSmooth=2324,2888; MoveSmooth=2324,2889; MoveSmooth=2326,2890; MoveSmooth=2329,2892; #EXECUTE=prepare; MoveSmooth=2333,2893; MoveSmooth=2337,2894; MoveSmooth=2340,2894; MoveSmooth=2342,2895; #EXECUTE=prepare; MoveSmooth=2343,2898; MoveSmooth=2344,2901; MoveSmooth=2344,2905; MoveSmooth=2343,2909; #EXECUTE=prepare; MoveSmooth=2343,2912; MoveSmooth=2342,2916; MoveSmooth=2342,2916; MoveSmooth=2344,2917; #EXECUTE=prepare; MoveSmooth=2348,2918; MoveSmooth=2351,2919; MoveSmooth=2355,2921; MoveSmooth=2358,2923; #EXECUTE=prepare; MoveSmooth=2360,2924; MoveSmooth=2363,2923; MoveSmooth=2366,2923; MoveSmooth=2370,2923; #EXECUTE=prepare; MoveSmooth=2373,2924; MoveSmooth=2377,2925; MoveSmooth=2380,2926; MoveSmooth=2384,2926; #EXECUTE=prepare; MoveSmooth=2388,2927; MoveSmooth=2392,2928; MoveSmooth=2395,2928; MoveSmooth=2399,2928; #EXECUTE=prepare; MoveSmooth=2403,2927; MoveSmooth=2406,2927; MoveSmooth=2409,2925; MoveSmooth=2413,2923; #EXECUTE=prepare; MoveSmooth=2415,2920; MoveSmooth=2418,2918; MoveSmooth=2420,2915; MoveSmooth=2422,2911; #EXECUTE=prepare; MoveSmooth=2422,2908; MoveSmooth=2422,2904; MoveSmooth=2422,2900; MoveSmooth=2423,2897; #EXECUTE=prepare; MoveSmooth=2423,2893; MoveSmooth=2424,2889; MoveSmooth=2424,2886; MoveSmooth=2425,2882; #EXECUTE=prepare; MoveSmooth=2426,2879; MoveSmooth=2426,2879; MoveSmooth=2422,2878; MoveSmooth=2419,2876; #EXECUTE=prepare; MoveSmooth=2416,2873; MoveSmooth=2414,2871; MoveSmooth=2411,2868; MoveSmooth=2408,2865; #EXECUTE=prepare; MoveSmooth=2406,2863; MoveSmooth=2403,2860; MoveSmooth=2401,2858; MoveSmooth=2399,2854; #EXECUTE=prepare; MoveSmooth=2397,2851; MoveSmooth=2396,2847; MoveSmooth=2394,2844; MoveSmooth=2393,2841; #EXECUTE=prepare; MoveSmooth=2391,2838; MoveSmooth=2388,2835; MoveSmooth=2386,2833; MoveSmooth=2383,2830; #EXECUTE=prepare; MoveSmooth=2380,2828; MoveSmooth=2377,2826; MoveSmooth=2374,2824; MoveSmooth=2371,2821; #EXECUTE=prepare; MoveSmooth=2368,2819; MoveSmooth=2365,2816; MoveSmooth=2362,2814; MoveSmooth=2359,2812; #EXECUTE=prepare; MoveSmooth=2356,2811; MoveSmooth=2352,2809; MoveSmooth=2349,2809; MoveSmooth=2345,2808; #EXECUTE=prepare; MoveSmooth=2341,2808; MoveSmooth=2337,2807; MoveSmooth=2334,2807; MoveSmooth=2330,2806; #EXECUTE=prepare; MoveSmooth=2326,2806; MoveSmooth=2323,2806; MoveSmooth=2321,2805; MoveSmooth=2319,2802; #EXECUTE=prepare; MoveSmooth=2317,2799; MoveSmooth=2315,2796; MoveSmooth=2312,2794; MoveSmooth=2309,2791; #EXECUTE=prepare; MoveSmooth=2307,2788; MoveSmooth=2304,2786; MoveSmooth=2302,2783; MoveSmooth=2299,2780; #EXECUTE=prepare; MoveSmooth=2296,2778; MoveSmooth=2294,2775; MoveSmooth=2292,2774; MoveSmooth=2293,2770; #EXECUTE=prepare; MoveSmooth=2293,2766; MoveSmooth=2294,2763; MoveSmooth=2294,2759; MoveSmooth=2293,2755; #EXECUTE=prepare; MoveSmooth=2292,2752; MoveSmooth=2292,2748; MoveSmooth=2291,2745; #EXECUTE=prepare; MoveSmooth=2289,2741; MoveSmooth=2288,2738; MoveSmooth=2286,2734; ;;;GRIND PATH END;;;
;;;;;;;;;;CheckDead;;;;;;;;;;;;; start_CheckDead; _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0; #DO=30000; Mouse=481,180; Delay=3000; _UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>3; #EXECUTE=Regenerate; MoveSmooth=2119,2904;<-- Return Path MoveSmooth=2121,2905; MoveSmooth=2124,2905; MoveSmooth=2126,2906; MoveSmooth=2128,2907; MoveSmooth=2130,2907; MoveSmooth=2132,2908; MoveSmooth=2134,2908; MoveSmooth=2136,2909; MoveSmooth=2138,2909; MoveSmooth=2141,2910; MoveSmooth=2143,2910; MoveSmooth=2145,2911; MoveSmooth=2147,2911; MoveSmooth=2149,2910; MoveSmooth=2151,2910; MoveSmooth=2153,2909; MoveSmooth=2155,2908; MoveSmooth=2157,2907; MoveSmooth=2159,2906; MoveSmooth=2161,2906; MoveSmooth=2163,2905; MoveSmooth=2165,2904; MoveSmooth=2167,2903; MoveSmooth=2172,2901; MoveSmooth=2172,2896; MoveSmooth=2172,2892; MoveSmooth=2172,2887; MoveSmooth=2172,2882; MoveSmooth=2171,2878; MoveSmooth=2171,2873; MoveSmooth=2171,2869; MoveSmooth=2170,2864; MoveSmooth=2171,2859; MoveSmooth=2171,2855; MoveSmooth=2171,2850; MoveSmooth=2172,2845; MoveSmooth=2173,2841; MoveSmooth=2175,2837; MoveSmooth=2178,2833; MoveSmooth=2180,2829; MoveSmooth=2184,2826; MoveSmooth=2187,2823; MoveSmooth=2190,2820; MoveSmooth=2194,2816; MoveSmooth=2197,2813; MoveSmooth=2200,2810; MoveSmooth=2204,2807; MoveSmooth=2207,2804; MoveSmooth=2210,2800; MoveSmooth=2212,2796; MoveSmooth=2215,2792; MoveSmooth=2218,2789; MoveSmooth=2221,2785; MoveSmooth=2224,2782; MoveSmooth=2229,2780; MoveSmooth=2233,2778; MoveSmooth=2237,2777; MoveSmooth=2241,2775; MoveSmooth=2246,2773; MoveSmooth=2250,2771; MoveSmooth=2254,2769; MoveSmooth=2257,2766; MoveSmooth=2261,2763; MoveSmooth=2264,2759; MoveSmooth=2267,2756; MoveSmooth=2270,2752; MoveSmooth=2273,2748; MoveSmooth=2275,2744; MoveSmooth=2279,2741; MoveSmooth=2282,2737; MoveSmooth=2285,2735; MoveSmooth=2287,2734;<-- End Return Path end_CheckDead;
;;;;;;;;;;;PREPARE;;;;;;;;;;;;;;;;;; start_prepare; #ENDIF _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0; SendKey=0x1B; #ENDIF Command=/Automaticselection; #IF=%TargetName,; #ELSE #EXECUTE=combat; #DO=2000; UseID=50002; #UNTIL=%TargetName,; Delay=1000; #ENDIF #IF=%TargetName,; #ELSE #EXECUTE=combat; #DO=2000; UseID=50002; #UNTIL=%TargetName,; Delay=1000; #ENDIF #IF=%TargetName,; #ELSE #EXECUTE=combat; #DO=2000; UseID=50002; #UNTIL=%TargetName,; Delay=1000; #ENDIF #IF=%TargetName,; #ELSE #EXECUTE=combat; #DO=2000; UseID=50002; #UNTIL=%TargetName,; #ENDIF #EXECUTE=Regenerate; end_prepare;
;;;;;;;;;CombatSorting;;;;;;;; start_combat; _IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=5; #EXECUTE=combatRanger; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=10; #EXECUTE=combatCleric; #ENDIF end_combat;
;;;;;;;;;;Regenerate;;;;;;;;;;;; start_Regenerate; _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<55;<-- Wait caused by Health _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0; #DO=5000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5; #DO=60000; Delay=5; _UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=100; #DO=15000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0; #DO=5000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5; #DO=60000; Delay=5; _UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000; #DO=15000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,<6.0;<-- Wait caused by soulsickness _IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0; #DO=5000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5; #DO=300000; Delay=5; _UNTILMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,>6.0; #DO=15000; UseID=50001; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5; #DO=15000; SendKey=0x57; _UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1; #ENDIF end_Regenerate;
;;;;;;;;;;;;Buffs;;;;;;;;;;;;; start_Buffs_Ranger;
#IF=%Timer=889,30000; <-- Bestial Fury _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=889; _UNTILMemRead=0x1521130,WORD,889; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=889; Delay=433; #ENDIF
#IF=%Timer=796,30000; <-- Strong Shots _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=796; _UNTILMemRead=0x1521130,WORD,796; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=796; Delay=433; #ENDIF
#IF=%Timer=3235,30000; <-- Devotion _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #IF=%TargetDistance,<16; #DO=750; UseID=3235; _UNTILMemRead=0x1521130,WORD,3235; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3235; #ENDIF
#IF=%Timer=3195,30000; <-- Focused Evasion _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #IF=%TargetDistance,<5; #DO=750; UseID=3195; _UNTILMemRead=0x1521130,WORD,3195; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3195; #ENDIF
end_Buffs_Ranger;
start_Buffs_Cleric;
#IF=%Timer=1684,1800000; <-- BLESSING OF GUARDIANSHIP #DO=750; UseID=1684; _UNTILMemRead=0x1521130,WORD,1684; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1684; Delay=433; #ENDIF
#IF=%Timer=3895,180000; <-- AMPLIFICATION _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=3895; _UNTILMemRead=0x1521130,WORD,3895; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3895; Delay=433; #ENDIF
#IF=%Timer=3894,60000; <-- PRAYER OF FOCUS _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #IF=%TargetDistance,<16; #DO=750; UseID=3894; _UNTILMemRead=0x1521130,WORD,3894; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3894; #ENDIF
#IF=%Timer=3888,180000; <-- SAGE'S WISDOM _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #IF=%TargetDistance,<5; #DO=750; UseID=3888; _UNTILMemRead=0x1521130,WORD,3888; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3888; #ENDIF
#IF=%Timer=3917,120000; <-- BLESSED SHIELD _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25; #IF=%TargetDistance,<5; #DO=750; UseID=3917; _UNTILMemRead=0x1521130,WORD,3917; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3917; #ENDIF
#IF=%Timer=3921,180000; <-- IMMORTAL SHROUD _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25; #IF=%TargetDistance,<5; #DO=750; UseID=3921; _UNTILMemRead=0x1521130,WORD,3921; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3921; #ENDIF
end_Buffs_Cleric;
;;;;;;;;;;;MID-COMBAT ROUTINE;;;;;;;;;;; start_midroutine_Ranger;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;<-- Use if lower than 80% life #IF=%Timer=162000006,30000; <-- Major Life Potion ID UseID=162000006; CreateTimer=162000006; #ENDIF
_AutoChain
#EXECUTE=Buffs_Ranger;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat _IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100; SendKey=0x1B; #ENDIF
end_midroutine_Ranger;
start_midroutine_Cleric;
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than #IF=%Timer=162000011,30000; <-- Major Mana Potion ID UseID=162000011; CreateTimer=162000011; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than #IF=%Timer=3877,180000; <-- PENANCE #DO=750; UseID=3877; _UNTILMemRead=0x1521130,WORD,3877; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3877; #IF=%Timer=3950,5000; <-- LIGHT OF REJUVENATION #DO=750; UseID=3950; _UNTILMemRead=0x1521130,WORD,3950; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3950; #IF=%Timer=4194,5000; <-- LIFE CURTAIN #DO=750; UseID=4194; _UNTILMemRead=0x1521130,WORD,4194; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=4194; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life #IF=%Timer=3931,120000; <-- SAVING GRACE #DO=750; UseID=3931; _UNTILMemRead=0x1521130,WORD,3931; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3931; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life #IF=%Timer=3959,30000; <-- FLASH OF RECOVERY #DO=750; UseID=3959; _UNTILMemRead=0x1521130,WORD,3959; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3959; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life #IF=%Timer=4212,6000; <-- HEALING GRACE #DO=750; UseID=4212; _UNTILMemRead=0x1521130,WORD,4212; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4212; CreateTimer=4212; #ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life #IF=%Timer=1850,100; <-- HEALING LIGHT #DO=750; UseID=1850; _UNTILMemRead=0x1521130,WORD,1850; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1850; CreateTimer=1850; #ENDIF
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #IF=%Timer=3950,30000; <-- LIGHT OF REJUVENATION #DO=750; UseID=3950; _UNTILMemRead=0x1521130,WORD,3950; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=3950; #ENDIF
_AutoChain
#EXECUTE=Buffs_Cleric;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat _IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100; SendKey=0x1B; #ENDIF
end_midroutine_Cleric;
;;;;;;;;;;;COMBAT-RANGER;;;;;;;;;;;;;;;; start_combatRanger; CreateTimer=999999; #2DO=90000;
#EXECUTE=midroutine_Ranger;
#IF=%Timer=961,16000; <-- Entangling Shot _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=961; _UNTILMemRead=0x1521130,WORD,961; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=961; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1074,18000; <-- Silence Arrow _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1074; _UNTILMemRead=0x1521130,WORD,1074; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1074; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=795,12000; <-- Stunning Shot _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=795; _UNTILMemRead=0x1521130,WORD,795; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=795; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1005,8000; <-- Swift Shot _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1005; _UNTILMemRead=0x1521130,WORD,1005; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1005; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=848,60000; <-- Dizzying Arrow _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=848; _UNTILMemRead=0x1521130,WORD,848; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=848; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=829,60000; <-- Holy Arrow _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=829; _UNTILMemRead=0x1521130,WORD,829; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=829; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1140,30000; <-- Arrow Storm _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1140; _UNTILMemRead=0x1521130,WORD,1140; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1140; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=839,60000; <-- Spread Shot _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=839; _UNTILMemRead=0x1521130,WORD,839; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=839; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1026,30000; <-- Shackle Arrow _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1026; _UNTILMemRead=0x1521130,WORD,1026; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1026; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1119,180000; <-- Unerring Arrow _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1119; _UNTILMemRead=0x1521130,WORD,1119; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1119; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1021,2000; <-- Deadshot _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1021; _UNTILMemRead=0x1521130,WORD,1021; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1021; #ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=999999,7000; _IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100; SendKey=0x1B; #ENDIF
#2UNTIL=%TargetDead,; end_combatRanger;
;;;;;;;;;;;COMBAT-Cleric;;;;;;;;;;;;;;;; start_combatCleric; CreateTimer=999999; #2DO=90000;
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4125,30000; <-- Summon Holy Servant _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4125; _UNTILMemRead=0x1521130,WORD,4125; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=4125; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4094,12000; <-- Earth's Wrath _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4094; _UNTILMemRead=0x1521130,WORD,4094; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4094; CreateTimer=4094; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4133,16000; <-- Chastise _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4133; _UNTILMemRead=0x1521130,WORD,4133; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=4133; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4024,2000; <-- Smite _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4024; _UNTILMemRead=0x1521130,WORD,4024; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4024; CreateTimer=4024; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4072,16000; <-- Slashing Wind _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4072; _UNTILMemRead=0x1521130,WORD,4072; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4072; CreateTimer=4072; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4053,16000; <-- Punishing Earth _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=4053; _UNTILMemRead=0x1521130,WORD,4053; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4053; CreateTimer=4053; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; _AutoChain #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=1825,24000; <-- Infernal Blaze _IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0; #DO=750; UseID=1825; _UNTILMemRead=0x1521130,WORD,1825; MemWrite=0x1521130,0,WORD; #DO=4000; Delay=50; _UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0; CreateTimer=1825; #ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=999999,7000; _IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100; SendKey=0x1B; #ENDIF
#2UNTIL=%TargetDead,; end_combatCleric;
Quote:
Originally Posted by sinister11111
HI Paraly,
I've only read about the last 5 page of this post, and I see a few mentions of IO. Can you please explain to me what we are doing in IO, also if you can give some description of what the script in IO is used for like loot or exp?
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The IO script will loot all the idiums and cannonballs all day, they will keep respawning and they have a chance of dropping omega stones.
You get 1 omega every ~2 hours as an average time.
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07/27/2016, 16:19
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#3847
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elite*gold: 0
Join Date: Jul 2016
Posts: 48
Received Thanks: 4
|
Hey paraly,
You think u can give any sort of discount if i purchase multiple license? =) just wondering
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07/27/2016, 16:26
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#3848
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by sinister11111
Hey paraly,
You think u can give any sort of discount if i purchase multiple license? =) just wondering
|
There's just a 4€ discount for the 3th license, sorry.
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07/27/2016, 16:29
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#3849
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elite*gold: 0
Join Date: Jan 2012
Posts: 33
Received Thanks: 3
|
Quote:
Originally Posted by Paraly
Everytime you want a ID change you need to tell me your previous unique-ID, your new unique-ID and your Paypal email, so just write your current unique-IDs somewhere so you can tell me which one you wanna change in the future.
You can read the current mana like this
PHP Code:
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;
WaitForKey does pause the whole script till the key got pressed yes, also you should know it only listens to the keys from the current aion client you've injected to.
If you wanna control the second client from your first client you could may do it by brands.
I fixed your script a bit
PHP Code:
#IF=%FirstTime,;
#UseLoop
\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID=1689;<-- forgot the "="
CreateTimer=1689;
\\selects player, very handy
Command=/select >Playername here<;
#ENDIF
\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent? <-- Percent is correct
\\ he doesnt use the if anyway, he just starts to heal<-- should work in the next version
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID=1740;<-- missed the "=" again
CreateTimer=1740;
#ENDIF
\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
#IF=%Timer=1845,100; <-- Healing Light
#DO=750;
UseID=1845;
_UNTILMemRead=0x1521130,WORD,1845;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1845;
CreateTimer=1845;
#ENDIF
\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID=1689;<-- missed the "=" again
Delay=200;
SendKey=0x70;<-- 0x70 is the keycode for F1 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
Delay=500;
UseID=1689;<-- missed the "=" again
CreateTimer=1689;
SendKey=0x71;<-- 0x71 is the keycode for F2 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
You can also look into the latest version of my combat script, it doesn't has all classes yet but you can see there how to use skills right, they will care about chains, cooldowns, casttimes and animation times.
PHP Code:
#IF=%FirstTime,;
RequireVersion=2.59;
#NeedResolution=816,638;
Delay=300;
#NeedResolution=816,638;
Delay=300;
UseSpeed=1;
#UseLoop
Command=;
MoveSmooth=2172,2901;<-- Return Path
MoveSmooth=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
#ENDIF
#EXECUTE=CheckDead;
;;;GRIND PATH START;;;
MoveSmooth=2287,2734;
MoveSmooth=2289,2735;
#EXECUTE=prepare;
MoveSmooth=2294,2735;
MoveSmooth=2299,2735;
MoveSmooth=2303,2735;
MoveSmooth=2308,2735;
MoveSmooth=2311,2737;
#EXECUTE=prepare;
MoveSmooth=2315,2739;
MoveSmooth=2318,2740;
MoveSmooth=2322,2742;
MoveSmooth=2326,2743;
#EXECUTE=prepare;
MoveSmooth=2330,2744;
MoveSmooth=2334,2745;
MoveSmooth=2337,2745;
MoveSmooth=2337,2749;
MoveSmooth=2340,2753;
#EXECUTE=prepare;
MoveSmooth=2343,2756;
MoveSmooth=2344,2757;
MoveSmooth=2345,2756;
MoveSmooth=2350,2755;
MoveSmooth=2355,2755;
#EXECUTE=prepare;
MoveSmooth=2359,2755;
MoveSmooth=2361,2755;
MoveSmooth=2361,2757;
MoveSmooth=2362,2761;
#EXECUTE=prepare;
MoveSmooth=2363,2766;
MoveSmooth=2363,2770;
MoveSmooth=2363,2775;
#EXECUTE=prepare;
MoveSmooth=2362,2779;
MoveSmooth=2362,2784;
MoveSmooth=2361,2789;
#EXECUTE=prepare;
MoveSmooth=2363,2790;
MoveSmooth=2366,2792;
MoveSmooth=2370,2795;
MoveSmooth=2372,2798;
#EXECUTE=prepare;
MoveSmooth=2374,2802;
MoveSmooth=2375,2804;
MoveSmooth=2375,2804;
MoveSmooth=2375,2803;
#EXECUTE=prepare;
MoveSmooth=2375,2804;
MoveSmooth=2377,2808;
MoveSmooth=2377,2811;
MoveSmooth=2376,2815;
#EXECUTE=prepare;
MoveSmooth=2374,2818;
MoveSmooth=2372,2821;
MoveSmooth=2369,2823;
MoveSmooth=2366,2826;
#EXECUTE=prepare;
MoveSmooth=2365,2828;
MoveSmooth=2363,2831;
MoveSmooth=2361,2834;
MoveSmooth=2359,2837;
#EXECUTE=prepare;
MoveSmooth=2359,2839;
MoveSmooth=2358,2841;
MoveSmooth=2358,2844;
MoveSmooth=2357,2848;
#EXECUTE=prepare;
MoveSmooth=2355,2851;
MoveSmooth=2354,2853;
MoveSmooth=2353,2854;
MoveSmooth=2349,2854;
#EXECUTE=prepare;
MoveSmooth=2345,2855;
MoveSmooth=2342,2856;
MoveSmooth=2338,2856;
MoveSmooth=2334,2857;
#EXECUTE=prepare;
MoveSmooth=2331,2857;
MoveSmooth=2327,2858;
MoveSmooth=2325,2858;
MoveSmooth=2325,2861;
#EXECUTE=prepare;
MoveSmooth=2327,2865;
MoveSmooth=2329,2868;
MoveSmooth=2331,2871;
MoveSmooth=2333,2874;
#EXECUTE=prepare;
MoveSmooth=2332,2875;
MoveSmooth=2329,2878;
MoveSmooth=2327,2881;
MoveSmooth=2325,2884;
#EXECUTE=prepare;
MoveSmooth=2324,2888;
MoveSmooth=2324,2889;
MoveSmooth=2326,2890;
MoveSmooth=2329,2892;
#EXECUTE=prepare;
MoveSmooth=2333,2893;
MoveSmooth=2337,2894;
MoveSmooth=2340,2894;
MoveSmooth=2342,2895;
#EXECUTE=prepare;
MoveSmooth=2343,2898;
MoveSmooth=2344,2901;
MoveSmooth=2344,2905;
MoveSmooth=2343,2909;
#EXECUTE=prepare;
MoveSmooth=2343,2912;
MoveSmooth=2342,2916;
MoveSmooth=2342,2916;
MoveSmooth=2344,2917;
#EXECUTE=prepare;
MoveSmooth=2348,2918;
MoveSmooth=2351,2919;
MoveSmooth=2355,2921;
MoveSmooth=2358,2923;
#EXECUTE=prepare;
MoveSmooth=2360,2924;
MoveSmooth=2363,2923;
MoveSmooth=2366,2923;
MoveSmooth=2370,2923;
#EXECUTE=prepare;
MoveSmooth=2373,2924;
MoveSmooth=2377,2925;
MoveSmooth=2380,2926;
MoveSmooth=2384,2926;
#EXECUTE=prepare;
MoveSmooth=2388,2927;
MoveSmooth=2392,2928;
MoveSmooth=2395,2928;
MoveSmooth=2399,2928;
#EXECUTE=prepare;
MoveSmooth=2403,2927;
MoveSmooth=2406,2927;
MoveSmooth=2409,2925;
MoveSmooth=2413,2923;
#EXECUTE=prepare;
MoveSmooth=2415,2920;
MoveSmooth=2418,2918;
MoveSmooth=2420,2915;
MoveSmooth=2422,2911;
#EXECUTE=prepare;
MoveSmooth=2422,2908;
MoveSmooth=2422,2904;
MoveSmooth=2422,2900;
MoveSmooth=2423,2897;
#EXECUTE=prepare;
MoveSmooth=2423,2893;
MoveSmooth=2424,2889;
MoveSmooth=2424,2886;
MoveSmooth=2425,2882;
#EXECUTE=prepare;
MoveSmooth=2426,2879;
MoveSmooth=2426,2879;
MoveSmooth=2422,2878;
MoveSmooth=2419,2876;
#EXECUTE=prepare;
MoveSmooth=2416,2873;
MoveSmooth=2414,2871;
MoveSmooth=2411,2868;
MoveSmooth=2408,2865;
#EXECUTE=prepare;
MoveSmooth=2406,2863;
MoveSmooth=2403,2860;
MoveSmooth=2401,2858;
MoveSmooth=2399,2854;
#EXECUTE=prepare;
MoveSmooth=2397,2851;
MoveSmooth=2396,2847;
MoveSmooth=2394,2844;
MoveSmooth=2393,2841;
#EXECUTE=prepare;
MoveSmooth=2391,2838;
MoveSmooth=2388,2835;
MoveSmooth=2386,2833;
MoveSmooth=2383,2830;
#EXECUTE=prepare;
MoveSmooth=2380,2828;
MoveSmooth=2377,2826;
MoveSmooth=2374,2824;
MoveSmooth=2371,2821;
#EXECUTE=prepare;
MoveSmooth=2368,2819;
MoveSmooth=2365,2816;
MoveSmooth=2362,2814;
MoveSmooth=2359,2812;
#EXECUTE=prepare;
MoveSmooth=2356,2811;
MoveSmooth=2352,2809;
MoveSmooth=2349,2809;
MoveSmooth=2345,2808;
#EXECUTE=prepare;
MoveSmooth=2341,2808;
MoveSmooth=2337,2807;
MoveSmooth=2334,2807;
MoveSmooth=2330,2806;
#EXECUTE=prepare;
MoveSmooth=2326,2806;
MoveSmooth=2323,2806;
MoveSmooth=2321,2805;
MoveSmooth=2319,2802;
#EXECUTE=prepare;
MoveSmooth=2317,2799;
MoveSmooth=2315,2796;
MoveSmooth=2312,2794;
MoveSmooth=2309,2791;
#EXECUTE=prepare;
MoveSmooth=2307,2788;
MoveSmooth=2304,2786;
MoveSmooth=2302,2783;
MoveSmooth=2299,2780;
#EXECUTE=prepare;
MoveSmooth=2296,2778;
MoveSmooth=2294,2775;
MoveSmooth=2292,2774;
MoveSmooth=2293,2770;
#EXECUTE=prepare;
MoveSmooth=2293,2766;
MoveSmooth=2294,2763;
MoveSmooth=2294,2759;
MoveSmooth=2293,2755;
#EXECUTE=prepare;
MoveSmooth=2292,2752;
MoveSmooth=2292,2748;
MoveSmooth=2291,2745;
#EXECUTE=prepare;
MoveSmooth=2289,2741;
MoveSmooth=2288,2738;
MoveSmooth=2286,2734;
;;;GRIND PATH END;;;
;;;;;;;;;;CheckDead;;;;;;;;;;;;;
start_CheckDead;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
#DO=30000;
Mouse=481,180;
Delay=3000;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>3;
#EXECUTE=Regenerate;
MoveSmooth=2119,2904;<-- Return Path
MoveSmooth=2121,2905;
MoveSmooth=2124,2905;
MoveSmooth=2126,2906;
MoveSmooth=2128,2907;
MoveSmooth=2130,2907;
MoveSmooth=2132,2908;
MoveSmooth=2134,2908;
MoveSmooth=2136,2909;
MoveSmooth=2138,2909;
MoveSmooth=2141,2910;
MoveSmooth=2143,2910;
MoveSmooth=2145,2911;
MoveSmooth=2147,2911;
MoveSmooth=2149,2910;
MoveSmooth=2151,2910;
MoveSmooth=2153,2909;
MoveSmooth=2155,2908;
MoveSmooth=2157,2907;
MoveSmooth=2159,2906;
MoveSmooth=2161,2906;
MoveSmooth=2163,2905;
MoveSmooth=2165,2904;
MoveSmooth=2167,2903;
MoveSmooth=2172,2901;
MoveSmooth=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
end_CheckDead;
;;;;;;;;;;;PREPARE;;;;;;;;;;;;;;;;;;
start_prepare;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
SendKey=0x1B;
#ENDIF
Command=/Automaticselection;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
#ENDIF
#EXECUTE=Regenerate;
end_prepare;
;;;;;;;;;CombatSorting;;;;;;;;
start_combat;
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=5;
#EXECUTE=combatRanger;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=10;
#EXECUTE=combatCleric;
#ENDIF
end_combat;
;;;;;;;;;;Regenerate;;;;;;;;;;;;
start_Regenerate;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<55;<-- Wait caused by Health
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=100;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,<6.0;<-- Wait caused by soulsickness
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=300000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,>6.0;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=15000;
SendKey=0x57;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
end_Regenerate;
;;;;;;;;;;;;Buffs;;;;;;;;;;;;;
start_Buffs_Ranger;
#IF=%Timer=889,30000; <-- Bestial Fury
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=889;
_UNTILMemRead=0x1521130,WORD,889;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=889;
Delay=433;
#ENDIF
#IF=%Timer=796,30000; <-- Strong Shots
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=796;
_UNTILMemRead=0x1521130,WORD,796;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=796;
Delay=433;
#ENDIF
#IF=%Timer=3235,30000; <-- Devotion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3235;
_UNTILMemRead=0x1521130,WORD,3235;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3235;
#ENDIF
#IF=%Timer=3195,30000; <-- Focused Evasion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3195;
_UNTILMemRead=0x1521130,WORD,3195;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3195;
#ENDIF
end_Buffs_Ranger;
start_Buffs_Cleric;
#IF=%Timer=1684,1800000; <-- BLESSING OF GUARDIANSHIP
#DO=750;
UseID=1684;
_UNTILMemRead=0x1521130,WORD,1684;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1684;
Delay=433;
#ENDIF
#IF=%Timer=3895,180000; <-- AMPLIFICATION
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=3895;
_UNTILMemRead=0x1521130,WORD,3895;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3895;
Delay=433;
#ENDIF
#IF=%Timer=3894,60000; <-- PRAYER OF FOCUS
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3894;
_UNTILMemRead=0x1521130,WORD,3894;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3894;
#ENDIF
#IF=%Timer=3888,180000; <-- SAGE'S WISDOM
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3888;
_UNTILMemRead=0x1521130,WORD,3888;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3888;
#ENDIF
#IF=%Timer=3917,120000; <-- BLESSED SHIELD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3917;
_UNTILMemRead=0x1521130,WORD,3917;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3917;
#ENDIF
#IF=%Timer=3921,180000; <-- IMMORTAL SHROUD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3921;
_UNTILMemRead=0x1521130,WORD,3921;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3921;
#ENDIF
end_Buffs_Cleric;
;;;;;;;;;;;MID-COMBAT ROUTINE;;;;;;;;;;;
start_midroutine_Ranger;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;<-- Use if lower than 80% life
#IF=%Timer=162000006,30000; <-- Major Life Potion ID
UseID=162000006;
CreateTimer=162000006;
#ENDIF
_AutoChain
#EXECUTE=Buffs_Ranger;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
end_midroutine_Ranger;
start_midroutine_Cleric;
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=162000011,30000; <-- Major Mana Potion ID
UseID=162000011;
CreateTimer=162000011;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=3877,180000; <-- PENANCE
#DO=750;
UseID=3877;
_UNTILMemRead=0x1521130,WORD,3877;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3877;
#IF=%Timer=3950,5000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#IF=%Timer=4194,5000; <-- LIFE CURTAIN
#DO=750;
UseID=4194;
_UNTILMemRead=0x1521130,WORD,4194;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4194;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=3931,120000; <-- SAVING GRACE
#DO=750;
UseID=3931;
_UNTILMemRead=0x1521130,WORD,3931;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3931;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=3959,30000; <-- FLASH OF RECOVERY
#DO=750;
UseID=3959;
_UNTILMemRead=0x1521130,WORD,3959;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3959;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=4212,6000; <-- HEALING GRACE
#DO=750;
UseID=4212;
_UNTILMemRead=0x1521130,WORD,4212;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4212;
CreateTimer=4212;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=1850,100; <-- HEALING LIGHT
#DO=750;
UseID=1850;
_UNTILMemRead=0x1521130,WORD,1850;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1850;
CreateTimer=1850;
#ENDIF
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%Timer=3950,30000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#ENDIF
_AutoChain
#EXECUTE=Buffs_Cleric;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
end_midroutine_Cleric;
;;;;;;;;;;;COMBAT-RANGER;;;;;;;;;;;;;;;;
start_combatRanger;
CreateTimer=999999;
#2DO=90000;
#EXECUTE=midroutine_Ranger;
#IF=%Timer=961,16000; <-- Entangling Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=961;
_UNTILMemRead=0x1521130,WORD,961;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=961;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1074,18000; <-- Silence Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1074;
_UNTILMemRead=0x1521130,WORD,1074;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1074;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=795,12000; <-- Stunning Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=795;
_UNTILMemRead=0x1521130,WORD,795;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=795;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1005,8000; <-- Swift Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1005;
_UNTILMemRead=0x1521130,WORD,1005;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1005;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=848,60000; <-- Dizzying Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=848;
_UNTILMemRead=0x1521130,WORD,848;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=848;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=829,60000; <-- Holy Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=829;
_UNTILMemRead=0x1521130,WORD,829;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=829;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1140,30000; <-- Arrow Storm
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1140;
_UNTILMemRead=0x1521130,WORD,1140;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1140;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=839,60000; <-- Spread Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=839;
_UNTILMemRead=0x1521130,WORD,839;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=839;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1026,30000; <-- Shackle Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1026;
_UNTILMemRead=0x1521130,WORD,1026;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1026;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1119,180000; <-- Unerring Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1119;
_UNTILMemRead=0x1521130,WORD,1119;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1119;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=1021,2000; <-- Deadshot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1021;
_UNTILMemRead=0x1521130,WORD,1021;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1021;
#ENDIF
#EXECUTE=midroutine_Ranger;
#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
#2UNTIL=%TargetDead,;
end_combatRanger;
;;;;;;;;;;;COMBAT-Cleric;;;;;;;;;;;;;;;;
start_combatCleric;
CreateTimer=999999;
#2DO=90000;
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4125,30000; <-- Summon Holy Servant
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4125;
_UNTILMemRead=0x1521130,WORD,4125;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4125;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4094,12000; <-- Earth's Wrath
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4094;
_UNTILMemRead=0x1521130,WORD,4094;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4094;
CreateTimer=4094;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4133,16000; <-- Chastise
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4133;
_UNTILMemRead=0x1521130,WORD,4133;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4133;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4024,2000; <-- Smite
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4024;
_UNTILMemRead=0x1521130,WORD,4024;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4024;
CreateTimer=4024;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4072,16000; <-- Slashing Wind
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4072;
_UNTILMemRead=0x1521130,WORD,4072;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4072;
CreateTimer=4072;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4053,16000; <-- Punishing Earth
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4053;
_UNTILMemRead=0x1521130,WORD,4053;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4053;
CreateTimer=4053;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=1825,24000; <-- Infernal Blaze
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1825;
_UNTILMemRead=0x1521130,WORD,1825;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1825;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
#2UNTIL=%TargetDead,;
end_combatCleric;
The IO script will loot all the idiums and cannonballs all day, they will keep respawning and they have a chance of dropping omega stones.
You get 1 omega every ~2 hours as an average time.
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Thank you very much,
Ill try this, maybe i find a way to improve it forther
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07/27/2016, 23:35
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#3850
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elite*gold: 0
Join Date: Jul 2016
Posts: 2
Received Thanks: 0
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Hi , you could try? Thank you
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07/28/2016, 00:09
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#3851
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by hetgar
Hi , you could try? Thank you
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You want a trial?
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07/28/2016, 00:23
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#3852
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elite*gold: 0
Join Date: Jul 2016
Posts: 2
Received Thanks: 0
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Yes thanks.
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07/28/2016, 00:26
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#3853
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by hetgar
Yes thanks.
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You got a PM about it.
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07/28/2016, 03:24
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#3854
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elite*gold: 0
Join Date: Jul 2009
Posts: 7
Received Thanks: 1
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Although it might be an occasional jumping to conclusions at this point, but there's suspicion around that as of July 27, 2016, NCNA might've just removed Omegas from loot table over IO. Need longer tests for a more accurate confirmation, however as it stands right now, this may as well be the case.
Posting for the possibility anyone is able to display other results
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07/28/2016, 03:27
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#3855
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by Raikkonen
Although it might be an occasional jumping to conclusions at this point, but there's suspicion around that as of July 27, 2016, NCNA might've just removed Omegas from loot table over IO. Need longer tests for a more accurate confirmation, however as it stands right now, this may as well be the case.
Posting for the possibility anyone is able to display other results
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I just asked a friend and he already got omegas today after maintenance.
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