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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.

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Old 12/03/2017, 00:25   #6646
 
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when the enchanted animation speed is on 235 on revovlers no skills are getting stuck but on 235 speed on cannon instant cannon skills are getting stuck. What kind of insight or recomendation would you have for me in this matter ? if i reduce it any lower it becomes almost normal on the instant cannon skilsl
if you have the means of doing it you can try it on the 75 level gunner cannon skills for yourself to see
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Old 12/03/2017, 00:30   #6647
 
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Quote:
Originally Posted by ghost1975 View Post
when the enchanted animation speed is on 235 on revovlers no skills are getting stuck but on 235 speed on cannon instant cannon skills are getting stuck. What kind of insight or recomendation would you have for me in this matter ? if i reduce it any lower it becomes almost normal on the instant cannon skilsl
if you have the means of doing it you can try it on the 75 level gunner cannon skills for yourself to see
I never heard about some skills getting blocked from a modified animation speed, there could be delays at some skills but they get used fine after some milliseconds

However you could try the SmartAnimation gunner mod script, it's inside the Short Script Bundle and be sure you turn off any Animation mode from the overlay before you start the script.
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Old 12/07/2017, 12:55   #6648
 
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I run the NCAntispy and nothing happened, I mean I saw nothing on the tray or anywhere else.

And I think I found a solution for the CoE for the glide that keeps trying to do it, one simple delay was added and it works now perfectly
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Old 12/07/2017, 13:15   #6649
 
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Quote:
Originally Posted by Diavolakos View Post
I run the NCAntispy and nothing happened, I mean I saw nothing on the tray or anywhere else
Probably your antivir / windows defender is blocking it
Send me your I check your activation
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Old 12/07/2017, 13:28   #6650
 
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Vanilla runs perfectly, nothing changed, I just wanted to try that new antiNC protection and that thing did nothing to me. I closed my antivirus, still nothing.
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Old 12/07/2017, 13:29   #6651
 
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Your ID is activated fine, are GlideEverywhere and NoFlyAnimation working for you?
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Old 12/07/2017, 19:21   #6652
 
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Have there been NA banns due to COE yet or is that currently just EU?
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Old 12/07/2017, 19:23   #6653
 
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Quote:
Originally Posted by Cuckedbattles View Post
Have there been NA banns due to COE yet or is that currently just EU?
There weren't any CoE bans at NA, just EU had bans there
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Old 12/07/2017, 23:32   #6654
 
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@

Is there a way to make a script that completely disables all no animations on user specified skills while allowing it to work normally on all other skills?
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Old 12/08/2017, 01:27   #6655
 
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Quote:
Originally Posted by dutu40 View Post
@

Is there a way to make a script that completely disables all no animations on user specified skills while allowing it to work normally on all other skills?
I had the same idea but I couldn't find a good address which has the current skill ID early enough before the skill animation plays but cause you asked again I researched again and found one that displays the skill ID just a few milliseconds before the animation gets played however since there's just a really small time window it makes it hard to recognize and apply the animation changes in time, so it has a successrate of like 66% at the moment (depends on CPU singlecore performance)

5.8
Code:
#IF=%FirstTime,;
UseSpeed=1;
#SetArray1=Enter all skill IDs you wanna blacklist from animation modes/n/nExample:/n3194,2912,7212,8172;
#SetVar1=Which Animation you wanna use/n/n(1) = NoAnimation/n(2) = Custom Animation/n(3) = Enhanced Animation;
_SetVar6=999999;
#EXECUTE=FirstSetup;
WaitForResponse=Be sure you've turned off any animation mode at the overlay before you use this Script./n/nTo end the script write "stop anim" at the chat bar;
#DisableScrolling
Command=;
#ENDIF


#DO=999999999;

_IFMemPtrRead=%PlayerBase,%OffsetData/0x1898,DWORD,%ARRAY1;
#EXECUTE=ApplyDefaultAnimation;
#ELSE
#EXECUTE=ApplyAnimation;
#ENDIF

#IF=%Timer=99999,2000;
_SetVar6=999999;
#ENDIF

_UNTILMemPtrRead=%AddrChat,0x4F0/0x350/0x0,WCHAR[32],=stop anim;







start_ApplyDefaultAnimation;

_IFMemPtrRead=%PlayerBase,%OffsetData/0x1898,DWORD,=%Var6;
#ELSE
_MemReadVar=%AddrAtkspeed,WORD,3;
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var3,WORD;
_MemReadVar=%AddrLastID,DWORD,6;
CreateTimer=99999;
_MemPtrReadVar=%PlayerBase,%OffsetData/0xA74,FLOAT,5;
_Calc5=%Var5*150; <-- adjustable
Delay=%Var5;
#EXECUTE=ApplyAnimation;
#ENDIF

end_ApplyDefaultAnimation;




start_ApplyAnimation;

MemWrite=%AddrFreeMem1,%Var1,BYTE;

_IFMemRead=%AddrFreeMem1,BYTE,=1; No Animation
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,1,WORD;
#ENDIF

_IFMemRead=%AddrFreeMem1,BYTE,=2; Custom Animation
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var2,WORD;
#ENDIF

_IFMemRead=%AddrFreeMem1,BYTE,=3; Enhanced Animation
_MemReadVar=%AddrAtkspeed,WORD,3; <-- Reads normal attackspeed
_Calc4=%Var3-%Var2; <-- Substracts the enhanced value with our attackspeed
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var4,WORD;
#ENDIF


end_ApplyAnimation;




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=635;
#ENDIF

_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2; Templar
_SetVar1=3;
_SetVar2=635;
#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=725;
#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;
6.2
Code:
#IF=%FirstTime,;
UseSpeed=1;
#SetArray1=Enter all skill IDs you wanna blacklist from animation modes/n/nExample:/n3194,2912,7212,8172;
#SetVar1=Which Animation you wanna use/n/n(1) = NoAnimation/n(2) = Custom Animation/n(3) = Enhanced Animation;
_SetVar6=999999;
#EXECUTE=FirstSetup;
WaitForResponse=Be sure you've turned off any animation mode at the overlay before you use this Script./n/nTo end the script write "stop anim" at the chat bar;
#DisableScrolling
Command=;
#ENDIF


#DO=999999999;

_IFMemPtrRead=%PlayerBase,%OffsetData/0x1890,DWORD,%ARRAY1;
#EXECUTE=ApplyDefaultAnimation;
#ELSE
#EXECUTE=ApplyAnimation;
#ENDIF

_UNTILMemPtrRead=%AddrChat,0x510/0x370/0x0,WCHAR[32],=stop anim;







start_ApplyDefaultAnimation;

_MemReadVar=%AddrAtkspeed,WORD,3;
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var3,WORD;
#DO=2500;
Delay=10;
_UNTILMemPtrRead=%PlayerBase,%OffsetData/0xC1C,DWORD,=0;

end_ApplyDefaultAnimation;




start_ApplyAnimation;

MemWrite=%AddrFreeMem1,%Var1,BYTE;

_IFMemRead=%AddrFreeMem1,BYTE,=1; No Animation
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,1,WORD;
#ENDIF

_IFMemRead=%AddrFreeMem1,BYTE,=2; Custom Animation
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var2,WORD;
#ENDIF

_IFMemRead=%AddrFreeMem1,BYTE,=3; Enhanced Animation
_MemReadVar=%AddrAtkspeed,WORD,3; <-- Reads normal attackspeed
_Calc4=%Var3-%Var2; <-- Substracts the enhanced value with our attackspeed
_IFMemPtrRead=%PlayerBase,0x1D0,CHAR[6],=Player; <-- checks if client is not in loading screen to prevent crashes
MemPtrWrite=%PlayerBase,%OffsetAnim,%Var4,WORD;
#ENDIF


end_ApplyAnimation;




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=725;
#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;
Probably the best way to do it 100% working and without wasting too much CPU usage you would need to edit the Animationmarkers.pak manually
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Old 12/09/2017, 02:24   #6656
 
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I've added a 360 degree Radar function to the Overlay and removed Radarzoom from the Overlay since the new function has it included.

Note: the Radar is moveable as well
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Old 12/09/2017, 06:03   #6657
 
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Hey thanks for this, the radar is amazing but it somehow ruins the flight timer, I mean you still have it but it kinda hides it in a weird buggy way. It also seems to affect all skills in the 1st skill bar only when they are in cool down, it affects the cool down animation I mean.

~~~~~

Do you also know what causes this bug with the Ctrl+Ins, it gets sometimes, I simply close it and retry, sometimes it shows even less options, 1~3 tries and it is back again fully working. I just wanted to let you know of these bugs

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Old 12/09/2017, 14:16   #6658
 
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Quote:
Originally Posted by Diavolakos View Post
Hey thanks for this, the radar is amazing but it somehow ruins the flight timer, I mean you still have it but it kinda hides it in a weird buggy way. It also seems to affect all skills in the 1st skill bar only when they are in cool down, it affects the cool down animation I mean.

~~~~~

Do you also know what causes this bug with the Ctrl+Ins, it gets sometimes, I simply close it and retry, sometimes it shows even less options, 1~3 tries and it is back again fully working. I just wanted to let you know of these bugs
Fixed both
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Old 12/09/2017, 16:02   #6659
 
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I made a simple script for COE to check if the "Tower of Eternity Entrance" is nearby. The portal spawns randomly in 4 spots, one of which is in the city (Norsvold for me)

So I have all my 8 accounts in Norsvold and I run an anti afk script for 7 of them, one of the chars runs the below script I wrote:

Code:
#IF=%FirstTime,;
#UseLoop
#ENDIF
Command=;

Command=/select Tower of Eternity Entrance;
#IF=%TargetName,Tower of Eternity Entrance;
TrayInfo=Tower Entry is here;
#ENDIF

Delay=5000;
SendKey=0x33;
He keeps trying to target the portal, when he catches it (in the client it doesn't show any target, but it is targetable obviously) a tray info alert hits every 5 seconds.

And also to keep the char from getting dc from being ak, he uses the sendkey=0x33 which spams the button "3" in keyboard, in which I place a self buff on that char in his main skill bar 3rd slot that has 5 min cooldown,

I used the sendkey command instead of the command command because this way he doesn't get a message "you cannot use the item as its cool down time has not expired yet" which you would get if you used a command.

~~~~~~~~~~~~

I did this because I open 8 clients, 4 can go to COE and 4 need to stay for the group. But taking the chars back to the portal is a pain in the *** and especially when enemies are all around the city. So when the portal is in the city, for 1 hour I can literally spam all my accounts. When the char is done he gets ported back to the Entrance in Norsvold, ready to go in again.

Theoretically we could make CoE automatic with an auto entry, by declaring 1 account as party keeper while another account can run it 4 times and then change char and repeat as long as there is the portal in the town. If there is no portal in town simply run an anti afk routine.

Now I really wouldn't bother with such a thing, it would only have a meaning if you run like 20 clients at once, most people run a few clients only and they can manually take them to the portal.
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Old 12/09/2017, 16:07   #6660
 
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Quote:
Originally Posted by Diavolakos View Post
I made a simple script for COE to check if the "Tower of Eternity Entrance" is nearby. The portal spawns randomly in 4 spots, one of which is in the city (Norsvold for me)

So I have all my 8 accounts in Norsvold and I run an anti afk script for 7 of them, one of the chars runs the below script I wrote:

Code:
#IF=%FirstTime,;
#UseLoop
#ENDIF
Command=;

Command=/select Tower of Eternity Entrance;
#IF=%TargetName,Tower of Eternity Entrance;
TrayInfo=Tower Entry is here;
#ENDIF

Delay=5000;
SendKey=0x33;
He keeps trying to target the portal, when he catches it (in the client it doesn't show any target, but it is targetable obviously) a tray info alert hits every 5 seconds.

And also to keep the char from getting dc from being ak, he uses the sendkey=0x33 which spams the button "3" in keyboard, in which I place a self buff on that char in his main skill bar 3rd slot that has 5 min cooldown,

I used the sendkey command instead of the command command because this way he doesn't get a message "you cannot use the item as its cool down time has not expired yet" which you would get if you used a command.

~~~~~~~~~~~~

I did this because I open 8 clients, 4 can go to COE and 4 need to stay for the group. But taking the chars back to the portal is a pain in the ass and especially when enemies are all around the city. So when the portal is in the city, for 1 hour I can literally spam all my accounts. When the char is done he gets ported back to the Entrance in Norsvold, ready to go in again.

Theoretically we could make CoE automatic with an auto entry, by declaring 1 account as party keeper while another account can run it 4 times and then change char and repeat as long as there is the portal in the town. If there is no portal in town simply run an anti afk routine.

Now I really wouldn't bother with such a thing, it would only have a meaning if you run like 20 clients at once, most people run a few clients only and they can manually take them to the portal.
Nice, actually I know someone who made a loop version of the CoE script with proper entry counter and also it has a method to find where the gate is but I doubt he wants to share it for free
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