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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.
06/04/2018, 03:13
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#8026
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elite*gold: 737
Join Date: Oct 2007
Posts: 730
Received Thanks: 133
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man i am going to loos my ******* mind dude.. ik place it in some window but cant figer out how to make it work
grrrrr got it nm . what a pain in the azz hahaha
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06/04/2018, 11:17
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#8027
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elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
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Para, the combat routine script has an issue, it wants to use "etude" skill but it is a SW and I am trying the script on a sorc.
EDIT: OK I found the problem, SmartSkill=4449 in sorc routine needs to be fixed with SmartSkill=4613 it is the robe of flame, or 1244 for the robe of cold
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I kinda find the grinding pretty clanky to be honest. I wanted to use this to mentor an alt but it seems the character sits there looking at a dead mob for like 5~7 seconds till he goes to the next path node, sits there for some seconds, selects a mob, does an ESC button twice and then starts opening buffs and hits the mob, and repeats..
I deleted all the looting commands and it still does that. What part of the script does the char look at the mob if it needs to change target? Is it when the target vanishes or when the target HP = 0?
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06/04/2018, 14:02
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#8028
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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 Diavolakos
Para, the combat routine script has an issue, it wants to use "etude" skill but it is a SW and I am trying the script on a sorc.
EDIT: OK I found the problem, SmartSkill=4449 in sorc routine needs to be fixed with SmartSkill=4613 it is the robe of flame, or 1244 for the robe of cold
~~~
I kinda find the grinding pretty clanky to be honest. I wanted to use this to mentor an alt but it seems the character sits there looking at a dead mob for like 5~7 seconds till he goes to the next path node, sits there for some seconds, selects a mob, does an ESC button twice and then starts opening buffs and hits the mob, and repeats..
I deleted all the looting commands and it still does that. What part of the script does the char look at the mob if it needs to change target? Is it when the target vanishes or when the target HP = 0?
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Send me the script and I make it faster
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06/04/2018, 14:42
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#8029
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elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
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Quote:
Originally Posted by Paraly
Send me the script and I make it faster
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It is the combat routine that I downloaded from the library, I did make some alterations for the wrong skill that it tried to use.
I also found the sorcerer routine very wrong, the character uses an aoe skill which is the worst thing to do, many mobs will attack and since he sits there doing nothing for some seconds he will die. Another thing is that he used the vaizel wisdom in the wrong timing, ALWAYS, it always hit the mob, 1~2 skills and then it did the magic assist and vaizel some times when the mob was dead!
~~~~~
I am making a super simple sorc-only script at the moment. Since I only need this for a mentor to lvl some alts.
The theory will be this:
Move to a specific point.
Execute the HP and scroll check
Try to find a new target.
If it finds a target then it should:
1) See if we can initiate buffs like vaizel or magic assist
2) Attack with the highest skill first (stigmas included) cause some mobs die with 1 shot
3) Check HP/MP in between skills
4) Hit the mob till it dies (when HP is 0 it shall use one last dot just in case)
5) If after 2 hits the HP is still 100%, we have an obstacle
...repeat.
(It was easy to do it on AionScript because AS is predominantly a grinding program with some cheating abilities and many things are already automated for grinding, in Vanilla we have infinitely more options script wise, but we have to make everything by scratch and although that gives us endless options, it makes it more complicated to make a script that multitasks many things etc)
~~~
I might make it a two script thing, like one script will run the char and one will do the combat or something.
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06/04/2018, 14:53
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#8030
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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 Diavolakos
It is the combat routine that I downloaded from the library, I did make some alterations for the wrong skill that it tried to use.
I also found the sorcerer routine very wrong, the character uses an aoe skill which is the worst thing to do, many mobs will attack and since he sits there doing nothing for some seconds he will die. Another thing is that he used the vaizel wisdom in the wrong timing, ALWAYS, it always hit the mob, 1~2 skills and then it did the magic assist and vaizel some times when the mob was dead!
~~~~~
I am making a super simple sorc-only script at the moment. Since I only need this for a mentor to lvl some alts.
The theory will be this:
Move to a specific point.
Execute the HP and scroll check
Try to find a new target.
If it finds a target then it should:
1) See if we can initiate buffs like vaizel or magic assist
2) Attack with the highest skill first (stigmas included) cause some mobs die with 1 shot
3) Check HP/MP in between skills
4) Hit the mob till it dies (when HP is 0 it shall use one last dot just in case)
5) If after 2 hits the HP is still 100%, we have an obstacle
...repeat.
(It was easy to do it on AionScript because AS is predominantly a grinding program with some cheating abilities and many things are already automated for grinding, in Vanilla we have infinitely more options script wise, but we have to make everything by scratch and although that gives us endless options, it makes it more complicated to make a script that multitasks many things etc)
~~~
I might make it a two script thing, like one script will run the char and one will do the combat or something.
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I haven't done the sorcerer rotation, some user gave it to me anyways what you're trying to do is very similar to the combat routine, it's not really complicated.
You just need few IF questions regarding target HP, target type and then few SmartSkill lines, _IFBuffAlive checks and that's pretty much all commands you need besides the very basic ones like Command=;
Btw to select the next target you can use
Code:
Command=/Automaticselection;
#DO=100;
Delay=5;
_UNTILMemPtrRead=%TargetBase,%OffsetName,BYTE,65-122;
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06/04/2018, 15:36
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#8031
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elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
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Quote:
Originally Posted by Paraly
I haven't done the sorcerer rotation, some user gave it to me anyways what you're trying to do is very similar to the combat routine, it's not really complicated.
You just need few IF questions regarding target HP, target type and then few SmartSkill lines, _IFBuffAlive checks and that's pretty much all commands you need besides the very basic ones like Command=;
Btw to select the next target you can use
Code:
Command=/Automaticselection;
#DO=100;
Delay=5;
_UNTILMemPtrRead=%TargetBase,%OffsetName,BYTE,65-122;
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Well I am copy pasting some commands from the existing combat routine, I am finding the problems in the routine and why it did some skills the wrong time (like midCombat routine being called the wrong time or trying to do many different things etc)
I only want this for alt leveling with a mentor so the mobs will be too easy to kill thus the script doesn't have to be too complicated.
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06/06/2018, 03:07
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#8032
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elite*gold: 737
Join Date: Oct 2007
Posts: 730
Received Thanks: 133
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on the 6th client get this..
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06/06/2018, 03:14
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#8033
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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 Bocc1337
on the 6th client get this..
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Start the Aion Clients slower and/or run the external UnLimiter as well
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06/06/2018, 10:22
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#8034
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elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
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Paraly, this is not an important thing, I am used to have everything tidy so I can find everything I need, but would it be possible to change the way the script editor has the title>??
Like look below, you first have Script Editor - <Character Name>, some time the character name is so long so it writes it like this:
Script Editor - Paral... (if you get my point)
As I said, this is not important, but in my task bar I would have been able to at least see the first few characters of the name of each char the script belongs to. I kinda have to count the tidy row of clients and script editors in order to open the one I need.
Also if you make the mistake to place one script editor on top of another, the editors' "stay on top" feature kinda collides with each other and they start trying to get in front
###
Not so important to be done immediately but this tiny fix with the naming could have been an easy thing to do when you have time in future.
See pictures below (only whatever is possible to be done obviously):
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06/06/2018, 12:23
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#8035
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elite*gold: 0
Join Date: Jan 2012
Posts: 44
Received Thanks: 5
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Perfect
Quote:
Originally Posted by Diavolakos
Paraly, this is not an important thing, I am used to have everything tidy so I can find everything I need, but would it be possible to change the way the script editor has the title>??
Like look below, you first have Script Editor - <Character Name>, some time the character name is so long so it writes it like this:
Script Editor - Paral... (if you get my point)
As I said, this is not important, but in my task bar I would have been able to at least see the first few characters of the name of each char the script belongs to. I kinda have to count the tidy row of clients and script editors in order to open the one I need.
Also if you make the mistake to place one script editor on top of another, the editors' "stay on top" feature kinda collides with each other and they start trying to get in front
###
Not so important to be done immediately but this tiny fix with the naming could have been an easy thing to do when you have time in future.
See pictures below (only whatever is possible to be done obviously):
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Nice idea!
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06/06/2018, 12:46
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#8036
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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 Diavolakos
Paraly, this is not an important thing, I am used to have everything tidy so I can find everything I need, but would it be possible to change the way the script editor has the title>??
Like look below, you first have Script Editor - <Character Name>, some time the character name is so long so it writes it like this:
Script Editor - Paral... (if you get my point)
As I said, this is not important, but in my task bar I would have been able to at least see the first few characters of the name of each char the script belongs to. I kinda have to count the tidy row of clients and script editors in order to open the one I need.
Also if you make the mistake to place one script editor on top of another, the editors' "stay on top" feature kinda collides with each other and they start trying to get in front
###
Not so important to be done immediately but this tiny fix with the naming could have been an easy thing to do when you have time in future.
See pictures below (only whatever is possible to be done obviously):
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Sure, will do
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06/06/2018, 14:01
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#8037
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elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
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Thank you so much, this will make it so much easier to work with so many clients and script editors opened (I am sure JoshuaPL will enjoy this more than any of us, he would have like 20 clients opened)
<Character Name> - Script Editor would do
Then somehow we could have an update when we get to character screen and log the next char, because now the name is the first char you started the script with and stays like this till the script is ended. This could be implemented either by renewing the title every 10 seconds by default (which you would have to do it on the program itself)
OR
We could have a script command that would write a text there of our choice, in this case I would write a name of char and the script being run, like:
Code:
...
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],1; <-- saves the playername in %Var1
ScriptEditorTitle=%Var1 - Kumuki Script;
...
Not sure if the above is easy or implementable at all (I did some C++ at university and w would do things like this)
Just ideas, you will do your thing the best possible way you want
Some times I run different scripts on my different clients, like run weekly luna on all of them, BUT one will end faster so I start another script on that one while the rest are still on weekly luna and so on, and then all my clients will be running different scripts, so at some point, one of the script editor finishes the script being run... and I am like:
"hm... what script was this specific script editor running. Was it weekly luna or was it kumuki or another one"
I kinda fixed that problem with a comment, both at start of the script and in the command that ends the script something like this:
Code:
#IF=%FirstTime,; Kumuki Script
....
_IFMemRead=%AddrFreeMem3,BYTE,=%Var1;
#UseNoLoop
#EndScript; Kumuki Script ended
#ENDIF
I added comments to all scripts I use, it really gives me a headache when I run different scripts on all my clients, this way the script editor finishes and stays at the last line executed, so I can see what was being run.
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06/06/2018, 18:21
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#8038
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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 Diavolakos
Thank you so much, this will make it so much easier to work with so many clients and script editors opened (I am sure JoshuaPL will enjoy this more than any of us, he would have like 20 clients opened)
<Character Name> - Script Editor would do
Then somehow we could have an update when we get to character screen and log the next char, because now the name is the first char you started the script with and stays like this till the script is ended. This could be implemented either by renewing the title every 10 seconds by default (which you would have to do it on the program itself)
OR
We could have a script command that would write a text there of our choice, in this case I would write a name of char and the script being run, like:
Code:
...
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],1; <-- saves the playername in %Var1
ScriptEditorTitle=%Var1 - Kumuki Script;
...
Not sure if the above is easy or implementable at all (I did some C++ at university and w would do things like this)
Just ideas, you will do your thing the best possible way you want
Some times I run different scripts on my different clients, like run weekly luna on all of them, BUT one will end faster so I start another script on that one while the rest are still on weekly luna and so on, and then all my clients will be running different scripts, so at some point, one of the script editor finishes the script being run... and I am like:
"hm... what script was this specific script editor running. Was it weekly luna or was it kumuki or another one"
I kinda fixed that problem with a comment, both at start of the script and in the command that ends the script something like this:
Code:
#IF=%FirstTime,; Kumuki Script
....
_IFMemRead=%AddrFreeMem3,BYTE,=%Var1;
#UseNoLoop
#EndScript; Kumuki Script ended
#ENDIF
I added comments to all scripts I use, it really gives me a headache when I run different scripts on all my clients, this way the script editor finishes and stays at the last line executed, so I can see what was being run.
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Added all the changes you wanted at 5.03
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06/06/2018, 18:54
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#8039
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elite*gold: 0
Join Date: Oct 2017
Posts: 37
Received Thanks: 1
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each time i start the tool i gate client crash help 5.03
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06/06/2018, 19:00
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#8040
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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 xcc80
each time i start the tool i gate client crash help 5.03
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Are you sure you closed any Vanillatool 5.02 process before opening the 5.03, 5.03 is working fine here
Edit: Also remember to start Aion manually without the Account Manager at least once every wednesday so it can install the latest game patch, if you start it with the Account Manager it will skip the game patch
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