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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.
05/02/2019, 19:04
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#9676
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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 shootet
hi,
trying to use combat wizard, but get error when i try to launch script :
ERROR: No Return path recorded
any tuto ?
thks
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Redownload the combat routine file and follow this guide
How to Bot:
1. Go to an obelisk nearby the grind spot you want to farm mobs at
2. Bind to the obelisk
3. Open the Combat Wizard (at the traymenu of vanillatool)
4. Click on "Record Return Path" and walk to the grind spot
5. Once you arrived at the grind spot stop recording the Return Path
6. Click on "Record Grind Path" and walk trough some mobs
7. Once you finished recordint the grind route be sure you end recording exactly where you started recording the Grind Path so it can run in a loop
8. Click on "Load Routine" and select the "Combat Routine" file
9. Click on "Build Combat script"and save the script somewhere (this is the final script which you load later with the Script Editor)
10. Simply load and play this final script with the Script Editor
How to add Flighttransporters:
At recording the return path go to the teleporter
Make sure Aion is in windowed mode and resized to the smallest window size possible
target the teleporter, hit the "Delete" key
talk to the teleporter
hover your mouse over the teleport button, hit the "Delete" key
click on the teleport button
hover your mouse over the destination, hit the "Delete" key
click on the destination
hover your mouse over the OK button, hit the "Delete" key
click on OK
wait till you arrived at the destination, hit the "Delete" key
continue recording
How to add a merchant:
so selling to a merchant works similar as adding a flight transporter
you walk from the start position of your grind path to the merchant
if you need to use a flight transporter on this sell path
you add the flight transporter with the "end" key instead of delete
once you're at the merchant
target him and press "Delete"
hover your mouse over the "Sell" button and press "Delete" again
then you need to hover your mouse over the "Sell" button which is next to "Close"
and press "Delete" again
then you walk back to the grind spot
if you have windows notifications enabled like it should be by default you get informations about what to do after every step
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05/02/2019, 22:59
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#9677
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elite*gold: 0
Join Date: Oct 2017
Posts: 21
Received Thanks: 0
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Para Vanilla Tool is OFF ?
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05/02/2019, 23:00
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#9678
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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 Mugetsu7
Para Vanilla Tool is OFF ?
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Yes, my server went offline few minutes ago, I'm already contacting my host, it shouldn't take long to be back online
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05/02/2019, 23:02
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#9679
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elite*gold: 0
Join Date: Oct 2017
Posts: 21
Received Thanks: 0
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Alright! thx for the fast reply!
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05/02/2019, 23:09
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#9680
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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 Mugetsu7
Alright! thx for the fast reply!
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It's back online
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05/02/2019, 23:33
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#9681
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elite*gold: 0
Join Date: Dec 2018
Posts: 8
Received Thanks: 0
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hi para,
i experienced some trouble with combat wizard,
it go the grind spot with no trouble. but it run through the mob, attacking nothing...
any idea?
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05/02/2019, 23:42
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#9682
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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 shootet
hi para,
i experienced some trouble with combat wizard,
it go the grind spot with no trouble. but it run through the mob, attacking nothing...
any idea?
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Upload the Grind script you created with the Combat Wizard here
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05/03/2019, 00:15
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#9683
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elite*gold: 0
Join Date: Dec 2018
Posts: 8
Received Thanks: 0
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#COMBAT ROUTINE VER 2.43
#IF=%FirstTime,;
RequireVersion=6.24;
UseSpeed=1;
#UseLoop
#EnableSpeech
#EnableChatLog
WaitForResponse=Make sure F8 is bound to "Select Nearest Target" to get a soul heal after death;
#SetVar3=Enter the Potion ID you wanna use for sustain/n/nin case you don't wanna use any write 0;
#SetVar4=Wanna use NoAnimation while grinding?/n/nType 1 for yes or 0 for no;
#SetVar7=Enable selling when inventory is full?/n/nType 0 for no/nType 1 for selling at inventory/nType 2 for selling at merchant;
#SetVar2=Enable Anti-Stuck detection at the beginning of each round?/n/nType 1 for yes or 0 for no;
_SetVar10=1;Enable Transformation Potion usage?
_SetVar9=1;Enable an improved cooldown detection?
#SetVar=Timeout,Want to stop grinding after a certain amount of minutes?/n/nEnter the amount of minutes or 0 if you don't want any time limit;
_Calc[TimeoutMS]=%Var[Timeout]*60000;
_SetVar5=0;
_SetArray2=None,None;
#SmoothBackground
Command=;
MemWrite=%AddrFreeMem4,%Var4,BYTE;
MemWrite=%AddrFreeMem2,%Var5,BYTE;
MemWrite=%AddrFreeMem6,0,BYTE;
#EXECUTE=CombatSort;
MemPtrWrite=%AddrFPS,%OffsetFPS1,30,BYTE; <-- these 2 lines cap the fps at 30
MemPtrWrite=%AddrFPS,%OffsetFPS2,30,FLOAT; <-- these 2 lines cap the fps at 30
#IF=%Var7,>0;
#SetArray2=Enter the ItemIDs the bot is allowed to sell/nExample: 182010036,182010037,182010038;
#ENDIF
#IF=%FirstTime,;
#EXECUTE=GetPetID;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
#EXECUTE=DetectObelisk;
CreateTimer=9999998;
#ShowLog
#ENDIF
#EXECUTE=CheckDead;
#IF=%Var7,>0;
_MemPtrReadVar=%AddrMaxSlots,%OffsetMaxSlots,BYTE, 6;
_Calc6=%Var6-5;
_IFMemPtrRead=%AddrSlots,%OffsetSlots,BYTE,>%Var6;
#EXECUTE=InventoryCheck;
#ENDIF
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#ELSE
#IF=%Timer=9999998,43200000;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has grinded for more than 12 hours, longer periods of botting can be dangerous at europe.;
#ENDIF
#IF=%Var[Timeout],>0;
#IF=%Timer=9999998,%Var[TimeoutMS];
#EXECUTE=Stop;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has finished his grind session after %Var[Timeout] minutes.;
#UseNoLoop
#EndScript
#ENDIF
#IF=%FirstTime,;
_MemPtrReadVar=%PlayerBase,%OffsetPosX,FLOAT,Start PosX;
_MemPtrReadVar=%PlayerBase,%OffsetPosY,FLOAT,Start PosY;
_MemPtrReadVar=%PlayerBase,%OffsetPosZ,FLOAT,Start PosZ;
_Calc[StartPosX1]=%Var[StartPosX]-7.5;
_Calc[StartPosY1]=%Var[StartPosY]-7.5;
_Calc[StartPosZ1]=%Var[StartPosZ]-3;
_Calc[StartPosX2]=%Var[StartPosX]+7.5;
_Calc[StartPosY2]=%Var[StartPosY]+7.5;
_Calc[StartPosZ2]=%Var[StartPosZ]+3;
_Calc[ResetPosZ]=%Var[StartPosZ]+10;
#ELSE
#LogAddRound
FlySmooth=%Var[StartPosX],%Var[StartPosY],%Var[StartPosZ];
#ENDIF
#IF=%Var10,=1;
#EXECUTE=TransformationPotions;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPosX,FLOAT,%Var[StartPosX1]-%Var[StartPosX2];
_IFMemPtrRead=%PlayerBase,%OffsetPosY,FLOAT,%Var[StartPosY1]-%Var[StartPosY2];
_IFMemPtrRead=%PlayerBase,%OffsetPosZ,FLOAT,%Var[StartPosZ1]-%Var[StartPosZ2];
#ELSE
#IF=%Var2,=1;
#EXECUTE=Reset;
#ENDIF
FlySmooth=1412.1,2211.7,224.6;
FlySmooth=1406.7,2211.7,224.6;
FlySmooth=1399.4,2212.6,224.6;
FlySmooth=1392.3,2214.7,224.6;
_ACCheckMob=;
FlySmooth=1385.1,2215.1,226.2;
FlySmooth=1377.6,2214.8,225.8;
_ACCheckMob=;
FlySmooth=1370.2,2214.4,222.8;
FlySmooth=1363,2214.4,220.2;
_ACCheckMob=;
FlySmooth=1355.7,2214.6,217.5;
FlySmooth=1348.4,2213.7,216.3;
_ACCheckMob=;
FlySmooth=1341.2,2211.9,216.7;
FlySmooth=1335.2,2215.2,217.3;
_ACCheckMob=;
FlySmooth=1328.6,2215.4,218.4;
FlySmooth=1322,2212,219.7;
_ACCheckMob=;
FlySmooth=1315.9,2208,221.5;
FlySmooth=1315.4,2207.6,223.8;
_ACCheckMob=;
FlySmooth=1315.4,2207.6,221.7;
FlySmooth=1309.2,2203.5,223.8;
_ACCheckMob=;
FlySmooth=1302.9,2199.6,225.8;
FlySmooth=1296.1,2197.2,227.4;
_ACCheckMob=;
FlySmooth=1288.8,2197.4,228.5;
FlySmooth=1282.1,2199.1,228.9;
_ACCheckMob=;
FlySmooth=1274.4,2199.8,229;
FlySmooth=1267.1,2199.5,232;
_ACCheckMob=;
FlySmooth=1259.7,2199.9,235.3;
FlySmooth=1254.7,2204.8,236.8;
_ACCheckMob=;
FlySmooth=1255.1,2212.2,236.4;
FlySmooth=1256.9,2219.4,235.3;
_ACCheckMob=;
FlySmooth=1262.6,2223.3,233.4;
FlySmooth=1269.6,2225.5,232.8;
_ACCheckMob=;
FlySmooth=1274.2,2227.4,235.1;
FlySmooth=1268.1,2225.2,232.8;
_ACCheckMob=;
FlySmooth=1274.1,2229.4,232.6;
FlySmooth=1280.5,2233.3,232.7;
_ACCheckMob=;
FlySmooth=1286.8,2231.9,232.6;
FlySmooth=1283.2,2226.1,232.6;
_ACCheckMob=;
FlySmooth=1276.7,2222.5,232.6;
FlySmooth=1271.4,2217.7,232.7;
_ACCheckMob=;
FlySmooth=1269.4,2210.5,232;
FlySmooth=1269.4,2203.2,230.8;
_ACCheckMob=;
FlySmooth=1269.4,2195.9,230.8;
FlySmooth=1269.2,2188.3,229.2;
_ACCheckMob=;
FlySmooth=1268.5,2181.2,229.3;
FlySmooth=1267.3,2173.8,229.3;
_ACCheckMob=;
FlySmooth=1260.3,2172.3,228.9;
FlySmooth=1255.3,2172.4,231.9;
_ACCheckMob=;
FlySmooth=1255.7,2174.1,228.9;
FlySmooth=1250.9,2178.7,229;
_ACCheckMob=;
FlySmooth=1245.5,2182.4,229.1;
FlySmooth=1239.7,2178,229.1;
_ACCheckMob=;
FlySmooth=1236.8,2173.4,229.1;
FlySmooth=1233,2167.5,229.1;
_ACCheckMob=;
FlySmooth=1229.3,2173.6,229.1;
FlySmooth=1226.1,2180.3,229.1;
_ACCheckMob=;
FlySmooth=1222.2,2183.5,229;
FlySmooth=1213.5,2184.6,228.9;
_ACCheckMob=;
FlySmooth=1206.2,2185.5,228.8;
FlySmooth=1199,2186.3,228.6;
_ACCheckMob=;
FlySmooth=1191.7,2187.2,228.1;
FlySmooth=1184.2,2188.2,227.5;
_ACCheckMob=;
FlySmooth=1176.9,2189.1,226.4;
FlySmooth=1169.7,2190.1,226;
_ACCheckMob=;
FlySmooth=1162.5,2191.1,225.5;
FlySmooth=1155.2,2192.2,224.6;
_ACCheckMob=;
FlySmooth=1150.8,2192.8,224.1;
FlySmooth=1153.2,2192.6,224.4;
_ACCheckMob=;
FlySmooth=1159.4,2187.3,225.1;
FlySmooth=1164.6,2185.2,226.1;
_ACCheckMob=;
FlySmooth=1164.6,2185.2,228.3;
FlySmooth=1165.1,2185,225.8;
_ACCheckMob=;
FlySmooth=1172,2182.1,225.6;
FlySmooth=1178.8,2179.2,226.7;
_ACCheckMob=;
FlySmooth=1185.5,2176.3,227.9;
FlySmooth=1192.2,2173.2,228.4;
_ACCheckMob=;
FlySmooth=1198.5,2169.6,228.7;
FlySmooth=1204.6,2165.6,228.9;
_ACCheckMob=;
FlySmooth=1210.1,2160.8,228.9;
FlySmooth=1215.4,2155.7,229;
_ACCheckMob=;
FlySmooth=1220.7,2150.7,229;
FlySmooth=1225.4,2145.1,229.1;
_ACCheckMob=;
FlySmooth=1227.5,2138,229.9;
FlySmooth=1228.3,2130.7,232;
_ACCheckMob=;
FlySmooth=1226.5,2123.6,234.2;
FlySmooth=1223.3,2117,236.9;
_ACCheckMob=;
FlySmooth=1218.7,2111.2,239.7;
FlySmooth=1213.9,2105.6,242.2;
_ACCheckMob=;
FlySmooth=1209.7,2099.5,245.1;
FlySmooth=1206.6,2092.9,246.7;
_ACCheckMob=;
FlySmooth=1203.7,2086.2,247.8;
FlySmooth=1199.8,2079.9,248.3;
_ACCheckMob=;
FlySmooth=1195.3,2074.2,248.3;
FlySmooth=1191,2075.4,248.3;
_ACCheckMob=;
FlySmooth=1194.8,2078,248.3;
FlySmooth=1197.9,2084.7,248.3;
_ACCheckMob=;
FlySmooth=1201.7,2090.9,247.6;
FlySmooth=1205.2,2097.3,246.1;
_ACCheckMob=;
FlySmooth=1208.1,2102.5,244.4;
FlySmooth=1211.3,2107.4,243;
_ACCheckMob=;
FlySmooth=1215.5,2113.5,241.8;
FlySmooth=1220.2,2119.1,239;
_ACCheckMob=;
FlySmooth=1225,2124.7,234.1;
FlySmooth=1229.7,2130.4,232.1;
_ACCheckMob=;
FlySmooth=1234.2,2136.1,230.9;
FlySmooth=1238.8,2141.8,230.2;
_ACCheckMob=;
FlySmooth=1243.5,2147.7,229.9;
FlySmooth=1248,2153.4,229.7;
_ACCheckMob=;
FlySmooth=1252.5,2159.1,229.4;
FlySmooth=1257.1,2164.9,229.3;
_ACCheckMob=;
FlySmooth=1261.7,2170.7,229;
FlySmooth=1266,2176.5,229.3;
_ACCheckMob=;
FlySmooth=1270.3,2182.7,229.1;
FlySmooth=1274.6,2188.8,229;
_ACCheckMob=;
FlySmooth=1279.6,2194,228.8;
FlySmooth=1286.4,2196.5,228.6;
_ACCheckMob=;
FlySmooth=1293.5,2198.5,227.9;
FlySmooth=1300.4,2200.9,226.5;
_ACCheckMob=;
FlySmooth=1307.3,2203.3,224.4;
FlySmooth=1314.1,2205.3,222.2;
_ACCheckMob=;
FlySmooth=1321.7,2206.8,220.1;
FlySmooth=1328.8,2207.7,218.7;
_ACCheckMob=;
FlySmooth=1336.1,2208.4,217.5;
FlySmooth=1343.4,2208,216.8;
_ACCheckMob=;
FlySmooth=1350.8,2207.6,216.9;
FlySmooth=1358.1,2207.3,218.3;
_ACCheckMob=;
FlySmooth=1365.2,2208.8,220.9;
FlySmooth=1372.5,2210.9,222.9;
_ACCheckMob=;
FlySmooth=1379.4,2212.8,223.9;
FlySmooth=1386.6,2214.6,224.5;
_ACCheckMob=;
FlySmooth=1393.8,2216.1,224.6;
FlySmooth=1401,2215.6,224.6;
_ACCheckMob=;
FlySmooth=1408,2213.7,224.6;
FlySmooth=1413.4,2212,224.6;
_ACCheckMob=;
start_CheckDead;
_SetVar=Dead,0;
_IFFrameVisible=267;
_SetVar=Dead,1;
#ENDIF
_IFMemRead=%AddrResurrect,BYTE,<8;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,=0 ;
_SetVar=Dead,1;
#ENDIF
#IF=%Var[Dead],=1;
#EXECUTE=SetResolution;
#LogAddDeath
#DO=20000;
MemWrite=%AddrResurrect,1,BYTE; <- Resurrect
Delay=500;
_UNTILMemPtrRead=%PlayerBase,%OffsetHP,DWORD,>0;
Delay=5000;
MemWrite=%AddrResurrect,8,BYTE; <- Reset Resurrect
#EXECUTE=FindSoulHealer;
Delay=1000;
#EXECUTE=Return;
#EXECUTE=CheckAutoLoot;
#ENDIF
end_CheckDead;
start_Stop;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
end_Stop;
start_Reset;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
#LogAddStuck
#EXECUTE=Return;
end_Reset;
start_DetectObelisk;
Command=/select Obelisk;
Command=/select Obélisque;
Command=/select Obelisco;
Delay=125;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[2],=Ob;
#EXECUTE=Return;
#ENDIF
end_DetectObelisk;
start_FindSoulHealer;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_SetVar11=527; Soulhealer FrameID NA
#ELSE
_SetVar11=527; Soulhealer FrameID EU
#ENDIF
MemWrite=%AddrCamY,85,FLOAT;
#DO=7000;
SendKey=0x77;
Delay=35;
_UNTILMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
_IFMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
#DO=15000;
Command=/attack;
Delay=1550;
DialogClick=NpcFunc128;
Delay=750;
_UNTILMemPtrRead=%AddrFrameID[%Var11],0x28,BYTE,=175;
FrameAction=%Var11,XPOS,0;
FrameAction=%Var11,YPOS,0;
Delay=550;
Mouse=160,95;
Delay=750;
_UNTILMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE ,=100;
#ELSE
_ACReg=;
#ENDIF
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
MemWrite=%AddrCamY,25,FLOAT;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
end_FindSoulHealer;
start_CheckAutoLoot;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+748;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50045;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
_IFMemRead=%Var[CATempAddr],DWORD,=0;
_ACMob_Looting=True;
#ELSE
_ACMob_Looting=False;
#ENDIF
end_CheckAutoLoot;
start_CheckAutoBuff;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+696;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50044;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
end_CheckAutoBuff;
start_GetPetID;
_SetVar=PetAvailable,0;
_IFMemRead=%AddrPet,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,46;
#ENDIF
_IFMemRead=%AddrMinion,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrMinion,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,86;
#ENDIF
end_GetPetID;
start_InventoryCheck;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8;
#IF=%Var7,=1;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToInventory;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=2;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToMerchant;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=0;
Speech=%Var8 has full inventory and no sale method, looting will be turned off now;
_ACMob_Looting=False;
#ENDIF
end_InventoryCheck;
start_SellToInventory;
FrameAction=16,STATE,SHOW;
FrameAction=16,XPOS,0;
FrameAction=16,YPOS,0;
Delay=250;
Mouse=11,117;
Delay=750;
FrameAction=172,XPOS,0;
FrameAction=172,YPOS,0;
Delay=250;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
Delay=250;
Mouse=229,246;
end_SellToInventory;
start_SellToMerchant;
#SELLMARK
end_SellToMerchant;
start_Return;
FlySmooth=2918,2462,313.8;
FlySmooth=2919.7,2469.6,313.7;
FlySmooth=2921.2,2476.9,313.7;
FlySmooth=2922.7,2483.9,313.9;
FlySmooth=2924.2,2491.1,313.7;
FlySmooth=2925.9,2498.5,313.7;
FlySmooth=2927.5,2504.9,313.8;
#DO=5000;
Command=/select Teleporter;
Delay=150;
Command=/attack;
Delay=500;
_UNTILMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd ,BYTE,=175;
Delay=750;
_IFMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd,BY TE,=175;
Delay=1000;
Mouse=119,181;
Delay=1500;
Mouse=191,258;
Delay=1500;
Mouse=436,347;
Delay=1500;
end_Return;
start_CombatSort;
;;;;;;;;BASIC SETTINGS;;;;;;;;;;;
#IF=%Var4,=1;
_ACUseAnimation=True;
#ENDIF
#IF=%Var3,>0;
_ACPotion=%Var3,HP/MP,50,66;
#ENDIF
_ACRegenerateEnabled=True;
_ACRegMPPercentage=30;
_ACRegHPPercentage=35;
_ACTimeout=300000;
_ACMob_Looting=True;
;;;;;;;END BASIC SETTINGS;;;;;;;;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=0;
;;;;;;;;;Settings Warrior;;;;;;;;;
_ACInitialRange=4;
_ACSkills=517,2865,2890;
;;;;;;;End Settings Warrior;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
;;;;;;;;;Settings Gladiator;;;;;;;;;
_ACRelyOnRace=662,Eylos;
_ACRelyOnRace=661,Asmo;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACHeals=781,544,571,620,648,4671,706,2932,553;
_ACBuffs=598,662,661,683,600;
_ACSkills=731,780,755,554,643,647,719,2902,2876,73 8,681,696,617,705,507;
;;;;;;;End Settings Gladiator;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
;;;;;;;;;Settings Templar Greatsword;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACRelyOnPlayerHP=3127,<50;
_ACHeals=3129,2921,2931,2915,2922;
_ACBuffs=3127,3035,2932,2933,2918,2938,2966;
_ACSkills=3126,3123,3071,2967,2944,3064,2902,2876, 2973,3154,2960,3181;
;;;;;;;End Settings Templar Greatsword;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=3;
;;;;;;;;;Settings Scout;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=4;
_ACBuffs=3235,3195;
_ACSkills=3197,3183;
;;;;;;;End Settings Scout;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
;;;;;;;;;Settings Assassin;;;;;;;;; Rotation by JoshuaPL
_ACRelyOnRace=3370,Eylos;
_ACRelyOnRace=3371,Asmo;
_ACRelyOnTargetDebuff=3414,8307;
_ACRelyOnTargetDebuff=5093,8307;
_ACRelyOnTargetDebuff=3311,8307;
_ACRelyOnTargetDebuff=3477,9100;
_ACHealPercentage=30;
_ACInitialRange=2;
_ACBuffs=3469,3320,3326,3195,4878;
_ACSkills=3194,3248,3395,3426,5093,3369,3414,4774, 3477;
;;;;;;;End Settings Assassin;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
;;;;;;;;;Settings Ranger;;;;;;;;; by widoxd02
_ACRelyOnBuff=813,813;
_ACRelyOnBuff=796,796;
_ACRelyOnBuff=1057,1057;
_ACRelyOnBuff=867,867;
_ACRelyOnBuff=3235,3235;
_ACIsActive=889,True;
_ACIsActive=4724,True;
_ACRelyOnDP=4881,4000;
_ACRelyOnDP=4875,4000;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=15;
_ACBuffs=985,1117,1065,889,813,796,1057,867,3235,4 724,4881,4875;
_ACSkills=961,4722,795,871,825,1052,880,1026,1005, 4723,1134;
;;;;;;;End Settings Ranger;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=6;
;;;;;;;;;Settings Mage;;;;;;;;;
_ACRelyOnBuff=1155,1155;
_ACInitialRange=25;
_ACBuffs=1155;
_ACSkills=1363,1447,1403,1282;
;;;;;;;End Settings Mage;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
;;;;;;;;;Settings Sorcerer;;;;;;;;;
_ACRelyOnRace=1473,Eylos;
_ACRelyOnRace=1465,Asmo;
_ACRelyOnBuff=1166,1166;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=1269,1420;
_ACBuffs=1166,1402,1249,1270,1542,1307,1350;
_ACManaRecover=1393,1257;
_ACSkills=1539,1446,1459,1549,1191,1493,1336,1525, 1326,1509,1548,4602,1215,1258,1383,1555,1356,1465, 1473,1390,1225;
;;;;;;;End Settings Sorcerer;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
;;;;;;;;;Settings Spiritmaster;;;;;;;;;ROTATION MADE BY Gianni (Petless)
_ACCustomCooldown=3780,25000;
_ACRelyOnBuff=1166,1166;
_ACRelyOnRace=3807,Eylos;
_ACRelyOnRace=3808,Asmo;
_ACManaPercentage=65;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4665;
_ACBuffs=1166,3543;
_ACSkills=4665,1459,3776,3847,1459,3588,4665,1459, 3561,3776,1459,4665,3601;
;;;;;;;End Settings Spiritmaster;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=9;
;;;;;;;;;Settings Priest;;;;;;;;;
_ACRelyOnBuff=1684,1684;
_ACHealPercentage=30;
_ACInitialRange=5;
_ACHeals=1838;
_ACBuffs=1684;
_ACSkills=4012,1814,1615;
_ACRegenerate=1838;
;;;;;;;End Settings Priest;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
;;;;;;;;;Settings Cleric;;;;;;;;;
_ACRelyOnRace=3990,Eylos;
_ACRelyOnRace=3991,Asmo;
_ACRelyOnRace=4125,Eylos;
_ACRelyOnRace=4126,Asmo;
_ACRelyOnRace=4162,Eylos;
_ACRelyOnRace=4163,Asmo;
_ACRelyOnBuff=4005,4005;
_ACRelyOnBuff=1684,1684;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=20;
_ACHeals=4192,3990,3931,3991,3959,3997,3934,4181,4 219,4212,3977;
_ACBuffs=1684,3894,3921,4005,3888;
_ACManaRecover=3895,3917;
_ACSkills=4169,4166,4162,4163,4149,4151,4133,4135, 4187,4143,4125,4126,4134,1825,1615,4024;
_ACRegenerate=4181,3997,4219;
;;;;;;;End Settings Cleric;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
;;;;;;;;;Settings Chanter;;;;;;;;; by widoxd02
_ACRelyOnPlayerHP=4868,<50;
_ACRelyOnPlayerHP=1606,<90;
_ACRelyOnPlayerHP=1813,<35;
_ACRelyOnPlayerHP=1862,<50;
_ACRelyOnPlayerHP=1734,<45;
_ACRelyOnPlayerHP=1857,<50;
_ACRelyOnDP=1638,4000;
_ACRelyOnDP=1810,2000;
_ACRelyOnBuff=1579,1579;
_ACRelyOnBuff=4642,4642;
_ACRelyOnBuff=1809,1809;
_ACRelyOnBuff=1666,1666;
_ACRelyOnBuff=1689,1689;
_ACRelyOnBuff=4731,4731;
_ACRelyOnBuff=4868,4868;
_ACRelyOnBuff=1813,1813;
_ACRelyOnBuff=1758,1758;
_ACRelyOnBuff=1656,1656;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=1;
_ACHeals=1734,1606,1862,1857;
_ACBuffs=4642,1809,1666,1689,4731,4868,1813,1656,1 810,1638,1579;
_ACRegenerate=1862,1734;
_ACSkills=1789,1626,1906,4629,1767,1600,1837,1868, 1767,1647,4730,1874,1903;
;;;;;;;End Settings Chanter;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=12;
;;;;;;;;;Settings Technist;;;;;;;;;
_ACInitialRange=25;
_ACBuffs=2169;
_ACSkills=2220,1942,1958;
;;;;;;;End Settings Technist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
;;;;;;;;;Settings Gunslinger Pistols;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACIsActive=4787,True;
_ACRelyOnDP=2007,2000;
_ACInitialRange=20;
_ACHeals=2349,2380,2367,2124,1923;
_ACBuffs=2046,4787,2273,2052,2046,2273,2370;
_ACManaRecover=2367;
_ACSkills=1953,2179,2053,2179,2054,2231,2263,2166, 2007,1981,2123,2068,2090;
;;;;;;;End Settings Gunslinger Pistols;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=15;
;;;;;;;;;Settings Artist;;;;;;;;;
_ACManaPercentage=30;
_ACInitialRange=25;
_ACHeals=4339;
_ACSkills=4300,4409,4222;
;;;;;;;End Settings Artist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
;;;;;;;;;Settings Songweaver;;;;;;;;;
_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACIsActive=4590,True;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449,4590;
_ACManaRecover=4383,4391;
_ACSkills=4296,4480,4489,4471,4233,4272,4424,4405, 4523,4420,4529,4550,4542,4579;
_ACRegenerate=4351,4518,4537,4383,4391,4486;
;;;;;;;End Settings Songweaver;;;;;;;
#ENDIF
#IF=%Var9,=1;
_ACExperimentalCooldown=True; --- Please wait...
#ENDIF
end_CombatSort;
start_TransformationPotions;
_SetVar=PotionsPerRound,3;
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160020004,%Var[PotionsPerRound];
_ACItems=160020004/11683;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160040022,%Var[PotionsPerRound];
_ACItems=160040022/5052;
#ENDIF
_IFInventoryContains=160040023,%Var[PotionsPerRound];
_ACItems=160040023/5053;
#ENDIF
_IFInventoryContains=160040024,%Var[PotionsPerRound];
_ACItems=160040024/5054;
#ENDIF
_IFInventoryContains=160040025,%Var[PotionsPerRound];
_ACItems=160040025/5055;
#ENDIF
_IFInventoryContains=160040026,%Var[PotionsPerRound];
_ACItems=160040026/5056;
#ENDIF
_IFInventoryContains=160040027,%Var[PotionsPerRound];
_ACItems=160040027/5057;
#ENDIF
_IFInventoryContains=160040028,%Var[PotionsPerRound];
_ACItems=160040028/5058;
#ENDIF
_IFInventoryContains=160040030,%Var[PotionsPerRound];
_ACItems=160040030/5060;
#ENDIF
_IFInventoryContains=160040031,%Var[PotionsPerRound];
_ACItems=160040031/5061;
#ENDIF
_IFInventoryContains=160040020,%Var[PotionsPerRound];
_ACItems=160040020/5050;
#ENDIF
end_TransformationPotions;
start_SetResolution; <-- resizes client without using real mouse
Console=\r_Height 600;
Console=\r_Width 800;
end_SetResolution;
|
|
|
05/03/2019, 00:20
|
#9684
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by shootet
#COMBAT ROUTINE VER 2.43
#IF=%FirstTime,;
RequireVersion=6.24;
UseSpeed=1;
#UseLoop
#EnableSpeech
#EnableChatLog
WaitForResponse=Make sure F8 is bound to "Select Nearest Target" to get a soul heal after death;
#SetVar3=Enter the Potion ID you wanna use for sustain/n/nin case you don't wanna use any write 0;
#SetVar4=Wanna use NoAnimation while grinding?/n/nType 1 for yes or 0 for no;
#SetVar7=Enable selling when inventory is full?/n/nType 0 for no/nType 1 for selling at inventory/nType 2 for selling at merchant;
#SetVar2=Enable Anti-Stuck detection at the beginning of each round?/n/nType 1 for yes or 0 for no;
_SetVar10=1;Enable Transformation Potion usage?
_SetVar9=1;Enable an improved cooldown detection?
#SetVar=Timeout,Want to stop grinding after a certain amount of minutes?/n/nEnter the amount of minutes or 0 if you don't want any time limit;
_Calc[TimeoutMS]=%Var[Timeout]*60000;
_SetVar5=0;
_SetArray2=None,None;
#SmoothBackground
Command=;
MemWrite=%AddrFreeMem4,%Var4,BYTE;
MemWrite=%AddrFreeMem2,%Var5,BYTE;
MemWrite=%AddrFreeMem6,0,BYTE;
#EXECUTE=CombatSort;
MemPtrWrite=%AddrFPS,%OffsetFPS1,30,BYTE; <-- these 2 lines cap the fps at 30
MemPtrWrite=%AddrFPS,%OffsetFPS2,30,FLOAT; <-- these 2 lines cap the fps at 30
#IF=%Var7,>0;
#SetArray2=Enter the ItemIDs the bot is allowed to sell/nExample: 182010036,182010037,182010038;
#ENDIF
#IF=%FirstTime,;
#EXECUTE=GetPetID;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
#EXECUTE=DetectObelisk;
CreateTimer=9999998;
#ShowLog
#ENDIF
#EXECUTE=CheckDead;
#IF=%Var7,>0;
_MemPtrReadVar=%AddrMaxSlots,%OffsetMaxSlots,BYTE, 6;
_Calc6=%Var6-5;
_IFMemPtrRead=%AddrSlots,%OffsetSlots,BYTE,>%Var6;
#EXECUTE=InventoryCheck;
#ENDIF
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#ELSE
#IF=%Timer=9999998,43200000;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has grinded for more than 12 hours, longer periods of botting can be dangerous at europe.;
#ENDIF
#IF=%Var[Timeout],>0;
#IF=%Timer=9999998,%Var[TimeoutMS];
#EXECUTE=Stop;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has finished his grind session after %Var[Timeout] minutes.;
#UseNoLoop
#EndScript
#ENDIF
#IF=%FirstTime,;
_MemPtrReadVar=%PlayerBase,%OffsetPosX,FLOAT,Start PosX;
_MemPtrReadVar=%PlayerBase,%OffsetPosY,FLOAT,Start PosY;
_MemPtrReadVar=%PlayerBase,%OffsetPosZ,FLOAT,Start PosZ;
_Calc[StartPosX1]=%Var[StartPosX]-7.5;
_Calc[StartPosY1]=%Var[StartPosY]-7.5;
_Calc[StartPosZ1]=%Var[StartPosZ]-3;
_Calc[StartPosX2]=%Var[StartPosX]+7.5;
_Calc[StartPosY2]=%Var[StartPosY]+7.5;
_Calc[StartPosZ2]=%Var[StartPosZ]+3;
_Calc[ResetPosZ]=%Var[StartPosZ]+10;
#ELSE
#LogAddRound
FlySmooth=%Var[StartPosX],%Var[StartPosY],%Var[StartPosZ];
#ENDIF
#IF=%Var10,=1;
#EXECUTE=TransformationPotions;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPosX,FLOAT,%Var[StartPosX1]-%Var[StartPosX2];
_IFMemPtrRead=%PlayerBase,%OffsetPosY,FLOAT,%Var[StartPosY1]-%Var[StartPosY2];
_IFMemPtrRead=%PlayerBase,%OffsetPosZ,FLOAT,%Var[StartPosZ1]-%Var[StartPosZ2];
#ELSE
#IF=%Var2,=1;
#EXECUTE=Reset;
#ENDIF
FlySmooth=1412.1,2211.7,224.6;
FlySmooth=1406.7,2211.7,224.6;
FlySmooth=1399.4,2212.6,224.6;
FlySmooth=1392.3,2214.7,224.6;
_ACCheckMob=;
FlySmooth=1385.1,2215.1,226.2;
FlySmooth=1377.6,2214.8,225.8;
_ACCheckMob=;
FlySmooth=1370.2,2214.4,222.8;
FlySmooth=1363,2214.4,220.2;
_ACCheckMob=;
FlySmooth=1355.7,2214.6,217.5;
FlySmooth=1348.4,2213.7,216.3;
_ACCheckMob=;
FlySmooth=1341.2,2211.9,216.7;
FlySmooth=1335.2,2215.2,217.3;
_ACCheckMob=;
FlySmooth=1328.6,2215.4,218.4;
FlySmooth=1322,2212,219.7;
_ACCheckMob=;
FlySmooth=1315.9,2208,221.5;
FlySmooth=1315.4,2207.6,223.8;
_ACCheckMob=;
FlySmooth=1315.4,2207.6,221.7;
FlySmooth=1309.2,2203.5,223.8;
_ACCheckMob=;
FlySmooth=1302.9,2199.6,225.8;
FlySmooth=1296.1,2197.2,227.4;
_ACCheckMob=;
FlySmooth=1288.8,2197.4,228.5;
FlySmooth=1282.1,2199.1,228.9;
_ACCheckMob=;
FlySmooth=1274.4,2199.8,229;
FlySmooth=1267.1,2199.5,232;
_ACCheckMob=;
FlySmooth=1259.7,2199.9,235.3;
FlySmooth=1254.7,2204.8,236.8;
_ACCheckMob=;
FlySmooth=1255.1,2212.2,236.4;
FlySmooth=1256.9,2219.4,235.3;
_ACCheckMob=;
FlySmooth=1262.6,2223.3,233.4;
FlySmooth=1269.6,2225.5,232.8;
_ACCheckMob=;
FlySmooth=1274.2,2227.4,235.1;
FlySmooth=1268.1,2225.2,232.8;
_ACCheckMob=;
FlySmooth=1274.1,2229.4,232.6;
FlySmooth=1280.5,2233.3,232.7;
_ACCheckMob=;
FlySmooth=1286.8,2231.9,232.6;
FlySmooth=1283.2,2226.1,232.6;
_ACCheckMob=;
FlySmooth=1276.7,2222.5,232.6;
FlySmooth=1271.4,2217.7,232.7;
_ACCheckMob=;
FlySmooth=1269.4,2210.5,232;
FlySmooth=1269.4,2203.2,230.8;
_ACCheckMob=;
FlySmooth=1269.4,2195.9,230.8;
FlySmooth=1269.2,2188.3,229.2;
_ACCheckMob=;
FlySmooth=1268.5,2181.2,229.3;
FlySmooth=1267.3,2173.8,229.3;
_ACCheckMob=;
FlySmooth=1260.3,2172.3,228.9;
FlySmooth=1255.3,2172.4,231.9;
_ACCheckMob=;
FlySmooth=1255.7,2174.1,228.9;
FlySmooth=1250.9,2178.7,229;
_ACCheckMob=;
FlySmooth=1245.5,2182.4,229.1;
FlySmooth=1239.7,2178,229.1;
_ACCheckMob=;
FlySmooth=1236.8,2173.4,229.1;
FlySmooth=1233,2167.5,229.1;
_ACCheckMob=;
FlySmooth=1229.3,2173.6,229.1;
FlySmooth=1226.1,2180.3,229.1;
_ACCheckMob=;
FlySmooth=1222.2,2183.5,229;
FlySmooth=1213.5,2184.6,228.9;
_ACCheckMob=;
FlySmooth=1206.2,2185.5,228.8;
FlySmooth=1199,2186.3,228.6;
_ACCheckMob=;
FlySmooth=1191.7,2187.2,228.1;
FlySmooth=1184.2,2188.2,227.5;
_ACCheckMob=;
FlySmooth=1176.9,2189.1,226.4;
FlySmooth=1169.7,2190.1,226;
_ACCheckMob=;
FlySmooth=1162.5,2191.1,225.5;
FlySmooth=1155.2,2192.2,224.6;
_ACCheckMob=;
FlySmooth=1150.8,2192.8,224.1;
FlySmooth=1153.2,2192.6,224.4;
_ACCheckMob=;
FlySmooth=1159.4,2187.3,225.1;
FlySmooth=1164.6,2185.2,226.1;
_ACCheckMob=;
FlySmooth=1164.6,2185.2,228.3;
FlySmooth=1165.1,2185,225.8;
_ACCheckMob=;
FlySmooth=1172,2182.1,225.6;
FlySmooth=1178.8,2179.2,226.7;
_ACCheckMob=;
FlySmooth=1185.5,2176.3,227.9;
FlySmooth=1192.2,2173.2,228.4;
_ACCheckMob=;
FlySmooth=1198.5,2169.6,228.7;
FlySmooth=1204.6,2165.6,228.9;
_ACCheckMob=;
FlySmooth=1210.1,2160.8,228.9;
FlySmooth=1215.4,2155.7,229;
_ACCheckMob=;
FlySmooth=1220.7,2150.7,229;
FlySmooth=1225.4,2145.1,229.1;
_ACCheckMob=;
FlySmooth=1227.5,2138,229.9;
FlySmooth=1228.3,2130.7,232;
_ACCheckMob=;
FlySmooth=1226.5,2123.6,234.2;
FlySmooth=1223.3,2117,236.9;
_ACCheckMob=;
FlySmooth=1218.7,2111.2,239.7;
FlySmooth=1213.9,2105.6,242.2;
_ACCheckMob=;
FlySmooth=1209.7,2099.5,245.1;
FlySmooth=1206.6,2092.9,246.7;
_ACCheckMob=;
FlySmooth=1203.7,2086.2,247.8;
FlySmooth=1199.8,2079.9,248.3;
_ACCheckMob=;
FlySmooth=1195.3,2074.2,248.3;
FlySmooth=1191,2075.4,248.3;
_ACCheckMob=;
FlySmooth=1194.8,2078,248.3;
FlySmooth=1197.9,2084.7,248.3;
_ACCheckMob=;
FlySmooth=1201.7,2090.9,247.6;
FlySmooth=1205.2,2097.3,246.1;
_ACCheckMob=;
FlySmooth=1208.1,2102.5,244.4;
FlySmooth=1211.3,2107.4,243;
_ACCheckMob=;
FlySmooth=1215.5,2113.5,241.8;
FlySmooth=1220.2,2119.1,239;
_ACCheckMob=;
FlySmooth=1225,2124.7,234.1;
FlySmooth=1229.7,2130.4,232.1;
_ACCheckMob=;
FlySmooth=1234.2,2136.1,230.9;
FlySmooth=1238.8,2141.8,230.2;
_ACCheckMob=;
FlySmooth=1243.5,2147.7,229.9;
FlySmooth=1248,2153.4,229.7;
_ACCheckMob=;
FlySmooth=1252.5,2159.1,229.4;
FlySmooth=1257.1,2164.9,229.3;
_ACCheckMob=;
FlySmooth=1261.7,2170.7,229;
FlySmooth=1266,2176.5,229.3;
_ACCheckMob=;
FlySmooth=1270.3,2182.7,229.1;
FlySmooth=1274.6,2188.8,229;
_ACCheckMob=;
FlySmooth=1279.6,2194,228.8;
FlySmooth=1286.4,2196.5,228.6;
_ACCheckMob=;
FlySmooth=1293.5,2198.5,227.9;
FlySmooth=1300.4,2200.9,226.5;
_ACCheckMob=;
FlySmooth=1307.3,2203.3,224.4;
FlySmooth=1314.1,2205.3,222.2;
_ACCheckMob=;
FlySmooth=1321.7,2206.8,220.1;
FlySmooth=1328.8,2207.7,218.7;
_ACCheckMob=;
FlySmooth=1336.1,2208.4,217.5;
FlySmooth=1343.4,2208,216.8;
_ACCheckMob=;
FlySmooth=1350.8,2207.6,216.9;
FlySmooth=1358.1,2207.3,218.3;
_ACCheckMob=;
FlySmooth=1365.2,2208.8,220.9;
FlySmooth=1372.5,2210.9,222.9;
_ACCheckMob=;
FlySmooth=1379.4,2212.8,223.9;
FlySmooth=1386.6,2214.6,224.5;
_ACCheckMob=;
FlySmooth=1393.8,2216.1,224.6;
FlySmooth=1401,2215.6,224.6;
_ACCheckMob=;
FlySmooth=1408,2213.7,224.6;
FlySmooth=1413.4,2212,224.6;
_ACCheckMob=;
start_CheckDead;
_SetVar=Dead,0;
_IFFrameVisible=267;
_SetVar=Dead,1;
#ENDIF
_IFMemRead=%AddrResurrect,BYTE,<8;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,=0 ;
_SetVar=Dead,1;
#ENDIF
#IF=%Var[Dead],=1;
#EXECUTE=SetResolution;
#LogAddDeath
#DO=20000;
MemWrite=%AddrResurrect,1,BYTE; <- Resurrect
Delay=500;
_UNTILMemPtrRead=%PlayerBase,%OffsetHP,DWORD,>0;
Delay=5000;
MemWrite=%AddrResurrect,8,BYTE; <- Reset Resurrect
#EXECUTE=FindSoulHealer;
Delay=1000;
#EXECUTE=Return;
#EXECUTE=CheckAutoLoot;
#ENDIF
end_CheckDead;
start_Stop;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
end_Stop;
start_Reset;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
#LogAddStuck
#EXECUTE=Return;
end_Reset;
start_DetectObelisk;
Command=/select Obelisk;
Command=/select Obélisque;
Command=/select Obelisco;
Delay=125;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[2],=Ob;
#EXECUTE=Return;
#ENDIF
end_DetectObelisk;
start_FindSoulHealer;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_SetVar11=527; Soulhealer FrameID NA
#ELSE
_SetVar11=527; Soulhealer FrameID EU
#ENDIF
MemWrite=%AddrCamY,85,FLOAT;
#DO=7000;
SendKey=0x77;
Delay=35;
_UNTILMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
_IFMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
#DO=15000;
Command=/attack;
Delay=1550;
DialogClick=NpcFunc128;
Delay=750;
_UNTILMemPtrRead=%AddrFrameID[%Var11],0x28,BYTE,=175;
FrameAction=%Var11,XPOS,0;
FrameAction=%Var11,YPOS,0;
Delay=550;
Mouse=160,95;
Delay=750;
_UNTILMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE ,=100;
#ELSE
_ACReg=;
#ENDIF
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
MemWrite=%AddrCamY,25,FLOAT;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
end_FindSoulHealer;
start_CheckAutoLoot;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+748;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50045;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
_IFMemRead=%Var[CATempAddr],DWORD,=0;
_ACMob_Looting=True;
#ELSE
_ACMob_Looting=False;
#ENDIF
end_CheckAutoLoot;
start_CheckAutoBuff;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+696;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50044;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
end_CheckAutoBuff;
start_GetPetID;
_SetVar=PetAvailable,0;
_IFMemRead=%AddrPet,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,46;
#ENDIF
_IFMemRead=%AddrMinion,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrMinion,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,86;
#ENDIF
end_GetPetID;
start_InventoryCheck;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8;
#IF=%Var7,=1;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToInventory;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=2;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToMerchant;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=0;
Speech=%Var8 has full inventory and no sale method, looting will be turned off now;
_ACMob_Looting=False;
#ENDIF
end_InventoryCheck;
start_SellToInventory;
FrameAction=16,STATE,SHOW;
FrameAction=16,XPOS,0;
FrameAction=16,YPOS,0;
Delay=250;
Mouse=11,117;
Delay=750;
FrameAction=172,XPOS,0;
FrameAction=172,YPOS,0;
Delay=250;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
Delay=250;
Mouse=229,246;
end_SellToInventory;
start_SellToMerchant;
#SELLMARK
end_SellToMerchant;
start_Return;
FlySmooth=2918,2462,313.8;
FlySmooth=2919.7,2469.6,313.7;
FlySmooth=2921.2,2476.9,313.7;
FlySmooth=2922.7,2483.9,313.9;
FlySmooth=2924.2,2491.1,313.7;
FlySmooth=2925.9,2498.5,313.7;
FlySmooth=2927.5,2504.9,313.8;
#DO=5000;
Command=/select Teleporter;
Delay=150;
Command=/attack;
Delay=500;
_UNTILMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd ,BYTE,=175;
Delay=750;
_IFMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd,BY TE,=175;
Delay=1000;
Mouse=119,181;
Delay=1500;
Mouse=191,258;
Delay=1500;
Mouse=436,347;
Delay=1500;
end_Return;
start_CombatSort;
;;;;;;;;BASIC SETTINGS;;;;;;;;;;;
#IF=%Var4,=1;
_ACUseAnimation=True;
#ENDIF
#IF=%Var3,>0;
_ACPotion=%Var3,HP/MP,50,66;
#ENDIF
_ACRegenerateEnabled=True;
_ACRegMPPercentage=30;
_ACRegHPPercentage=35;
_ACTimeout=300000;
_ACMob_Looting=True;
;;;;;;;END BASIC SETTINGS;;;;;;;;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=0;
;;;;;;;;;Settings Warrior;;;;;;;;;
_ACInitialRange=4;
_ACSkills=517,2865,2890;
;;;;;;;End Settings Warrior;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
;;;;;;;;;Settings Gladiator;;;;;;;;;
_ACRelyOnRace=662,Eylos;
_ACRelyOnRace=661,Asmo;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACHeals=781,544,571,620,648,4671,706,2932,553;
_ACBuffs=598,662,661,683,600;
_ACSkills=731,780,755,554,643,647,719,2902,2876,73 8,681,696,617,705,507;
;;;;;;;End Settings Gladiator;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
;;;;;;;;;Settings Templar Greatsword;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACRelyOnPlayerHP=3127,<50;
_ACHeals=3129,2921,2931,2915,2922;
_ACBuffs=3127,3035,2932,2933,2918,2938,2966;
_ACSkills=3126,3123,3071,2967,2944,3064,2902,2876, 2973,3154,2960,3181;
;;;;;;;End Settings Templar Greatsword;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=3;
;;;;;;;;;Settings Scout;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=4;
_ACBuffs=3235,3195;
_ACSkills=3197,3183;
;;;;;;;End Settings Scout;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
;;;;;;;;;Settings Assassin;;;;;;;;; Rotation by JoshuaPL
_ACRelyOnRace=3370,Eylos;
_ACRelyOnRace=3371,Asmo;
_ACRelyOnTargetDebuff=3414,8307;
_ACRelyOnTargetDebuff=5093,8307;
_ACRelyOnTargetDebuff=3311,8307;
_ACRelyOnTargetDebuff=3477,9100;
_ACHealPercentage=30;
_ACInitialRange=2;
_ACBuffs=3469,3320,3326,3195,4878;
_ACSkills=3194,3248,3395,3426,5093,3369,3414,4774, 3477;
;;;;;;;End Settings Assassin;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
;;;;;;;;;Settings Ranger;;;;;;;;; by widoxd02
_ACRelyOnBuff=813,813;
_ACRelyOnBuff=796,796;
_ACRelyOnBuff=1057,1057;
_ACRelyOnBuff=867,867;
_ACRelyOnBuff=3235,3235;
_ACIsActive=889,True;
_ACIsActive=4724,True;
_ACRelyOnDP=4881,4000;
_ACRelyOnDP=4875,4000;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=15;
_ACBuffs=985,1117,1065,889,813,796,1057,867,3235,4 724,4881,4875;
_ACSkills=961,4722,795,871,825,1052,880,1026,1005, 4723,1134;
;;;;;;;End Settings Ranger;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=6;
;;;;;;;;;Settings Mage;;;;;;;;;
_ACRelyOnBuff=1155,1155;
_ACInitialRange=25;
_ACBuffs=1155;
_ACSkills=1363,1447,1403,1282;
;;;;;;;End Settings Mage;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
;;;;;;;;;Settings Sorcerer;;;;;;;;;
_ACRelyOnRace=1473,Eylos;
_ACRelyOnRace=1465,Asmo;
_ACRelyOnBuff=1166,1166;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=1269,1420;
_ACBuffs=1166,1402,1249,1270,1542,1307,1350;
_ACManaRecover=1393,1257;
_ACSkills=1539,1446,1459,1549,1191,1493,1336,1525, 1326,1509,1548,4602,1215,1258,1383,1555,1356,1465, 1473,1390,1225;
;;;;;;;End Settings Sorcerer;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
;;;;;;;;;Settings Spiritmaster;;;;;;;;;ROTATION MADE BY Gianni (Petless)
_ACCustomCooldown=3780,25000;
_ACRelyOnBuff=1166,1166;
_ACRelyOnRace=3807,Eylos;
_ACRelyOnRace=3808,Asmo;
_ACManaPercentage=65;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4665;
_ACBuffs=1166,3543;
_ACSkills=4665,1459,3776,3847,1459,3588,4665,1459, 3561,3776,1459,4665,3601;
;;;;;;;End Settings Spiritmaster;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=9;
;;;;;;;;;Settings Priest;;;;;;;;;
_ACRelyOnBuff=1684,1684;
_ACHealPercentage=30;
_ACInitialRange=5;
_ACHeals=1838;
_ACBuffs=1684;
_ACSkills=4012,1814,1615;
_ACRegenerate=1838;
;;;;;;;End Settings Priest;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
;;;;;;;;;Settings Cleric;;;;;;;;;
_ACRelyOnRace=3990,Eylos;
_ACRelyOnRace=3991,Asmo;
_ACRelyOnRace=4125,Eylos;
_ACRelyOnRace=4126,Asmo;
_ACRelyOnRace=4162,Eylos;
_ACRelyOnRace=4163,Asmo;
_ACRelyOnBuff=4005,4005;
_ACRelyOnBuff=1684,1684;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=20;
_ACHeals=4192,3990,3931,3991,3959,3997,3934,4181,4 219,4212,3977;
_ACBuffs=1684,3894,3921,4005,3888;
_ACManaRecover=3895,3917;
_ACSkills=4169,4166,4162,4163,4149,4151,4133,4135, 4187,4143,4125,4126,4134,1825,1615,4024;
_ACRegenerate=4181,3997,4219;
;;;;;;;End Settings Cleric;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
;;;;;;;;;Settings Chanter;;;;;;;;; by widoxd02
_ACRelyOnPlayerHP=4868,<50;
_ACRelyOnPlayerHP=1606,<90;
_ACRelyOnPlayerHP=1813,<35;
_ACRelyOnPlayerHP=1862,<50;
_ACRelyOnPlayerHP=1734,<45;
_ACRelyOnPlayerHP=1857,<50;
_ACRelyOnDP=1638,4000;
_ACRelyOnDP=1810,2000;
_ACRelyOnBuff=1579,1579;
_ACRelyOnBuff=4642,4642;
_ACRelyOnBuff=1809,1809;
_ACRelyOnBuff=1666,1666;
_ACRelyOnBuff=1689,1689;
_ACRelyOnBuff=4731,4731;
_ACRelyOnBuff=4868,4868;
_ACRelyOnBuff=1813,1813;
_ACRelyOnBuff=1758,1758;
_ACRelyOnBuff=1656,1656;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=1;
_ACHeals=1734,1606,1862,1857;
_ACBuffs=4642,1809,1666,1689,4731,4868,1813,1656,1 810,1638,1579;
_ACRegenerate=1862,1734;
_ACSkills=1789,1626,1906,4629,1767,1600,1837,1868, 1767,1647,4730,1874,1903;
;;;;;;;End Settings Chanter;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=12;
;;;;;;;;;Settings Technist;;;;;;;;;
_ACInitialRange=25;
_ACBuffs=2169;
_ACSkills=2220,1942,1958;
;;;;;;;End Settings Technist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
;;;;;;;;;Settings Gunslinger Pistols;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACIsActive=4787,True;
_ACRelyOnDP=2007,2000;
_ACInitialRange=20;
_ACHeals=2349,2380,2367,2124,1923;
_ACBuffs=2046,4787,2273,2052,2046,2273,2370;
_ACManaRecover=2367;
_ACSkills=1953,2179,2053,2179,2054,2231,2263,2166, 2007,1981,2123,2068,2090;
;;;;;;;End Settings Gunslinger Pistols;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=15;
;;;;;;;;;Settings Artist;;;;;;;;;
_ACManaPercentage=30;
_ACInitialRange=25;
_ACHeals=4339;
_ACSkills=4300,4409,4222;
;;;;;;;End Settings Artist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
;;;;;;;;;Settings Songweaver;;;;;;;;;
_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACIsActive=4590,True;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449,4590;
_ACManaRecover=4383,4391;
_ACSkills=4296,4480,4489,4471,4233,4272,4424,4405, 4523,4420,4529,4550,4542,4579;
_ACRegenerate=4351,4518,4537,4383,4391,4486;
;;;;;;;End Settings Songweaver;;;;;;;
#ENDIF
#IF=%Var9,=1;
_ACExperimentalCooldown=True; --- Please wait...
#ENDIF
end_CombatSort;
start_TransformationPotions;
_SetVar=PotionsPerRound,3;
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160020004,%Var[PotionsPerRound];
_ACItems=160020004/11683;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160040022,%Var[PotionsPerRound];
_ACItems=160040022/5052;
#ENDIF
_IFInventoryContains=160040023,%Var[PotionsPerRound];
_ACItems=160040023/5053;
#ENDIF
_IFInventoryContains=160040024,%Var[PotionsPerRound];
_ACItems=160040024/5054;
#ENDIF
_IFInventoryContains=160040025,%Var[PotionsPerRound];
_ACItems=160040025/5055;
#ENDIF
_IFInventoryContains=160040026,%Var[PotionsPerRound];
_ACItems=160040026/5056;
#ENDIF
_IFInventoryContains=160040027,%Var[PotionsPerRound];
_ACItems=160040027/5057;
#ENDIF
_IFInventoryContains=160040028,%Var[PotionsPerRound];
_ACItems=160040028/5058;
#ENDIF
_IFInventoryContains=160040030,%Var[PotionsPerRound];
_ACItems=160040030/5060;
#ENDIF
_IFInventoryContains=160040031,%Var[PotionsPerRound];
_ACItems=160040031/5061;
#ENDIF
_IFInventoryContains=160040020,%Var[PotionsPerRound];
_ACItems=160040020/5050;
#ENDIF
end_TransformationPotions;
start_SetResolution; <-- resizes client without using real mouse
Console=\r_Height 600;
Console=\r_Width 800;
end_SetResolution;
|
It looks nearly correct, you just did some mistake at recording the flight transporter, you didn't press delete often enough, besides that which class are you using?
Follow this guide again
How to add Flighttransporters:
At recording the return path go to the teleporter
Make sure Aion is in windowed mode and resized to the smallest window size possible
target the teleporter, hit the "Delete" key
talk to the teleporter
hover your mouse over the teleport button, hit the "Delete" key
click on the teleport button
hover your mouse over the destination, hit the "Delete" key
click on the destination
hover your mouse over the OK button, hit the "Delete" key
click on OK
wait till you arrived at the destination, hit the "Delete" key
continue recording
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05/03/2019, 00:24
|
#9685
|
elite*gold: 0
Join Date: Dec 2018
Posts: 8
Received Thanks: 0
|
gladiator,
you right i didnt press last delete.
it work now,
last question for me...
can you said us what is danguerous to run on my main account on EU server?
thks so much
|
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05/03/2019, 11:57
|
#9686
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by shootet
gladiator,
you right i didnt press last delete.
it work now,
last question for me...
can you said us what is danguerous to run on my main account on EU server?
thks so much
|
Avoid botting, this sure gets you banned
Instance scripts are dangerous, luna scripts are fine though
Besides that everything is safe, just don't glide upwards infront of other players of course.
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05/04/2019, 00:19
|
#9687
|
elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
|
My TrayInfo worked until like 3 days ago, all my TrayInfo in all scripts do nothing now, is there anything that changed in windows 10 that stopped portraying them?
i cannot find the settings on windows about what applications can do that or not. unless ti is a different thing. It happened in the past too and when it happened I never managed to restore the tray info for vanilla.
Actually I found it, it is called "notifications" if you search for it it finds it on windows settings.
I turned it on again, somehow it was turned off for vanilla
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05/04/2019, 00:29
|
#9688
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by Diavolakos
My TrayInfo worked until like 3 days ago, all my TrayInfo in all scripts do nothing now, is there anything that changed in windows 10 that stopped portraying them?
i cannot find the settings on windows about what applications can do that or not. unless ti is a different thing. It happened in the past too and when it happened I never managed to restore the tray info for vanilla.
Actually I found it, it is called "notifications" if you search for it it finds it on windows settings.
I turned it on again, somehow it was turned off for vanilla
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That are the important settings for notifications ( german windows  )
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05/04/2019, 01:26
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#9689
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Quote:
Originally Posted by Paraly
That are the important settings for notifications ( german windows  )
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Yes that also had to be changed, it was set to not notify me on late hours which is when I mostly run my afk scripts and I put a tray info so when someone gets dc or doesn't enter, it will wake me up, but it seems windows was sabotaging it and wanted me to sleep while my chars went full ******.
Fixed it
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05/05/2019, 02:31
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#9690
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Join Date: Aug 2014
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Hello is it me or the "Starterclasses Asmo 1-10 - Script ver. 2.20" doesn't work ? @
If someone have a script for lvl 1-10 or higher working please contact me or put it here.
Thank you !
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