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AionScript

Discussion on AionScript within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.

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Old 11/05/2016, 00:01   #466
 
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seems that crash are coming out pratically instantly if you try to do any skill while nogravity is enabled, forced the crash 4 times in a row and all the times nogravity is enabled and I just try to do one skill

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Old 11/05/2016, 07:53   #467


 
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thats client crash! isnt problem from AS!
idk i can use AS and no gravitiy + skill rata ... hmm
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Old 11/05/2016, 10:28   #468
 
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If you want to use no gravity for hack instance pls use aiHACKon_3.2.64 that is for your control and play with hack , script is for let alone the player and do the job from script , many time when i colect aether with script and move my caracter with keyborad he crash , so script is for let him to do the job ... aiHACKon_3.2.63 is for that you want if need no gravity and noanimation ... aiHACKon_3.2.63 is here one elitepvpers only search

aiHACKon_3.2.64 is for hacking baracks ... do minim 350.000 ap daily if all 3 baracks is your race ... is for go to general and buy suplymnets for 45.000 ap and sell if want to general good merchant for 11.500.000 kinah , script is for boot player for make kinah and for colecting aether , and offc for do Xp easy
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Old 11/05/2016, 10:39   #469
 
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what the heck are you talking about? hahaha
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Old 11/05/2016, 11:22   #470
 
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Quote:
Originally Posted by alkinus View Post
If you want to use no gravity for hack instance pls use aiHACKon_3.2.64 that is for your control and play with hack , script is for let alone the player and do the job from script , many time when i colect aether with script and move my caracter with keyborad he crash , so script is for let him to do the job ... aiHACKon_3.2.63 is for that you want if need no gravity and noanimation ... aiHACKon_3.2.63 is here one elitepvpers only search

aiHACKon_3.2.64 is for hacking baracks ... do minim 350.000 ap daily if all 3 baracks is your race ... is for go to general and buy suplymnets for 45.000 ap and sell if want to general good merchant for 11.500.000 kinah , script is for boot player for make kinah and for colecting aether , and offc for do Xp easy
aether gather doesnt crash your client?
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Old 11/05/2016, 14:07   #471
 
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I talk about script is not for hacking baracks ... i have a friend who use script and nogravity from script and take ban 7 days i tink script is for gather aether and kill mobs for colect item for make kinah , or maibe for make lvl up , but script if you start and dont let him alone is crashing , my gather aether work even 8 h for day if i let scipt to do the job ... i use one song accont for skil3 min fly time ...

this is for hacking in game instance , work without game crash ...
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Old 11/05/2016, 18:54   #472
 
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I have only on problem played Songweaver
- [string "GrinderFramework.lua"]:597: attempt to index a nil value

Please, help me or say what I should make around the mistake to repair.
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Old 11/06/2016, 02:47   #473
 
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Does anybody know how to get mantras to work with chanter script ? I've been trying to check whether or not the skill is activated but no luck.
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Old 11/06/2016, 07:39   #474


 
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me old songweaver from 4.9. u need maybe to fix bit the skill.
best is if u use Autochain from the aionscript cheat console + loot pet.
if u use Autochain. delit all secent chain skill on lua for op fast botting.
Code:
Songweaver.lua
--[[

	--------------------------------------------------
	Copyright (C) 2013 Blastradius + VaanC

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.
	--------------------------------------------------

]]--


--- (Private Function) Checks the healing requirements for the provided entity.
--
-- [MENTION=1985011]param[/MENTION]	Entity	Contains the entity to perform healing on.
-- [MENTION=1985011]param[/MENTION]	double	Contains the
-- [MENTION=326673]return[/MENTION]	bool

function _CheckHeal( Entity )

	-- Retrieve the range of the entity compared to my own character position.
	local Range = Player:GetPosition():DistanceToPosition( Entity:GetPosition());

	local EntityState = Entity:GetState();

	-- Check if this routine is allowed to be ran under the current circumstances.
	if Entity:IsDead() or ( not Settings.Songweaver.AllowApproach and Range > 23 ) then
		return true;
	end

	-- Check if the entity requires healing and perform the correct healing routine.
	if Entity:GetHealth() < 80 and ( Settings.Songweaver.AllowApproach or Range <= 23 ) then

		-- Retrieve the local target for certain checks.
		local Target = EntityList:GetEntity( Player:GetTargetID());

		-- Change the healing routine if I'm healing myself when allowed to attack.
		if Entity:GetID() == Player:GetID() and Settings.Songweaver.AllowAttack then  --and Target ~= nil and not Target:IsDead() then
			if Entity:GetHealth() < 70 and Helper:CheckAvailable( "Gentle Echo" ) then
				Helper:CheckExecute( "Gentle Echo", Entity );
		elseif Entity:GetHealth() < 50 and Helper:CheckAvailable( "Soft Echo" ) then
			Helper:CheckExecute( "Soft Echo", Entity );
			return false;
	end
			
		-- Check if we should heal the provided entity.
		elseif Entity:GetHealth() < 30 and Helper:CheckAvailable( "Mild Echo" ) then
			Helper:CheckExecute( "Mild Echo", Entity );
			return false;
		end

	end

	--Chain Heal: Soft Echo
	if Entity:GetHealth() < 10 and Helper:CheckAvailable( "Soft Echo" ) then
			Helper:CheckExecute( "Soft Echo", Entity );
			return false;
	end


	

	
	-- Return true to let the caller know this function completed.
	return true;

end





---------------------------------------------------------------------------------------
---------------------!!!!!!!!! DO NOT TOUCH MANA HEALING!!!!!!!!!!!--------------------
---------------------------------------------------------------------------------------

--- Checks if the state of the provided entity.
--
-- [MENTION=1985011]param[/MENTION]	Entity	Contains the entity to check.
-- [MENTION=326673]return[/MENTION]	bool

function _CheckMana( Entity )

	-- Retrieve the range of the entity compared to my own character position.
	local Range = Player:GetPosition():DistanceToPosition( Entity:GetPosition());

	local EntityState = Entity:GetState();


	-- Return true to let the caller know this function completed.
	return true;

end
---------------------------------------------------------------------------------------





function _CheckState( Entity )

	-- Retrieve the range of the entity compared to my own character position.
	local Range = Player:GetPosition():DistanceToPosition( Entity:GetPosition());

	-- Check if this routine is allowed to be ran under the current circumstances.
	if Entity:IsDead() or ( not Settings.Songweaver.AllowApproach and Range > 23 ) then
		return true;
	end

	-- Retrieve the state for the current entity to inspect.
	local EntityState = Entity:GetState();

	-- Loop through the states only when we are available to dispel them. We still check for removed states!
	if EntityState ~= nil and ( self.StateDispelTime == nil or self.StateDispelTime < Time()) then

		-- Create the state array for the global entity storage and undispellable states if it does not exist.
		if self.StateArray == nil or self.StateUndispellable == nil then
			self.StateArray = {};
			self.StateUndispellable = {};
		end

		-- Create the state array for the current entity if it does not exist.
		if self.StateArray[Entity:GetID()] == nil then
			self.StateArray[Entity:GetID()] = {};
		end

		-- Loop through the states to find which need to be removed.
		for ID, Skill in DictionaryIterator( EntityState:GetList()) do

			-- Check if the current skill is valid and has not been marked and undispellable.
			if Skill ~= nil and Skill:IsDebuff() and ( self.StateUndispellable[Skill:GetID()] == nil or self.StateUndispellable[Skill:GetID()] < Time()) then

				-- Check if this entity had the current skill effect on him and hasn't been removed by either Cure Mind or Dispel.
				if self.StateArray[Entity:GetID()][Skill:GetID()] ~= nil and self.StateArray[Entity:GetID()][Skill:GetID()] == 2 then
					self.StateUndispellable[Skill:GetID()] = Time() + 30000;
				-- Remove the state from the entity.
				else

					-- Retrieve the magical state the current skill.
					local RemoveMagical = Skill:IsMagical();

					-- Check if we are required to change the magical state for the current skill.
					if self.StateArray[Entity:GetID()][Skill:GetID()] ~= nil then
						RemoveMagical = not RemoveMagical;
					end

					-- Check if the dispel or cure mind can be executed correctly. The function might need to set the target first!
					if ( RemoveMagical and Helper:CheckExecute( "Melody of Purification", Entity )) or ( not RemoveMagical and Helper:CheckExecute( "Melody of Purification", Entity )) then

						-- Change the state dispel timer to prevent dispel and cure mind from being used too quickly.
						self.StateDispelTime = Time() + 500;

						-- Track the current state of the dispel and cure mind to find undispellable states.
						if self.StateArray[Entity:GetID()][Skill:GetID()] == nil then
							self.StateArray[Entity:GetID()][Skill:GetID()] = 1;
							return false;
						else
							self.StateArray[Entity:GetID()][Skill:GetID()] = 2;
							return false;
						end

					end

				end

			end

		end

		-- Loop through the existing states to find which have been removed correctly.
		for k,v in pairs( self.StateArray[Entity:GetID()] ) do
			if v ~= nil and EntityState:GetState( k ) == nil then
				self.StateArray[Entity:GetID()][k] = nil;
			end
		end

	end

	-- Return true to let the caller know this function completed.
	return true;

end


-----Sleep second target
function CountMobs( EntityTarget, Distance )

	local i = 0;

	-- Iterate through all entities
	for ID, Entity in DictionaryIterator( EntityList:GetList()) do
		-- Check if the entiy is valid.
		if Entity ~= nil then
			-- Retrieve the entity state.
			local EntityState = Entity:GetState();
			-- Check if the entity state is valid.
			if EntityState ~= nil then
				-- Check if this is a living monster that is in range.
				if Entity:IsMonster() and not Entity:IsDead() and Entity:IsHostile() and EntityTarget:GetPosition():DistanceToPosition( Entity:GetPosition()) <= Distance then
					-- Check if this entity is sleeping
					if EntityState:GetState( Helper:CheckName( "March of the Jester" )) ~= nil then
						return 0;
					-- Increment the number.
					else
						i = i + 1;
					end
				end
			end
		end
	end

	return i;

end

function SleepMultipleAttacker( EntityTarget, AttackRange )
	-- Check if we have stored a target.
	if self._SleepTarget ~= nil then
		-- Check if the current target is the stored target.
		if self._SleepTarget:GetID() == Player:GetTargetID() then
			-- Check if Sleep Arrow is available.
			if Helper:CheckAvailable( "March of the Jester" ) then
				-- Shoot the Sleep Arrow.
				Helper:CheckExecute( "March of the Jester" );
				-- Indicate we cannot continue attacking.
				return false;
			else
				-- Set the target.
				Player:SetTarget( self._SleepTargetRestore );
				-- Indicate we cannot continue attacking.
				return false;
			end
		-- Check if the current target is the original target.
		elseif not Helper:CheckAvailable( "March of the Jester" ) and self._SleepTargetRestore:GetID() == EntityTarget:GetID() then
			-- Clear the sleep target.
			self._SleepTarget = nil;
			-- Indicate we cannot continue attacking.
			return true;
		else
			-- Set the target.
			Player:SetTarget( self._SleepTarget );
			-- Indicate we cannot continue attacking.
			return false;
		end
	end
	-- Check if Sleep Arrow is available.
	if Helper:CheckAvailable( "March of the Jester" ) then
		-- Loop through the entities.
		for ID, Entity in DictionaryIterator( EntityList:GetList()) do
			-- Check if this entity is a monster, is not friendly and decided to attack me (and obviously is not my current target).
			if not Entity:IsDead() and Entity:IsMonster() and not Entity:IsFriendly() and Entity:GetTargetID() == Player:GetID() and Entity:GetID() ~= EntityTarget:GetID() then
				-- Check if the entity that is attacking us is within range.
				if Entity:GetPosition():DistanceToPosition( Player:GetPosition()) <= AttackRange then
					-- Store the sleep target.
					self._SleepTarget = Entity;
					-- Store the restore target.
					self._SleepTargetRestore = EntityTarget;
					-- Set the target.
					Player:SetTarget( Entity );
					-- Indicate we cannot continue attacking.
					return false;
				end
			end
		end
	end
	-- Indicate we can continue attacking.
	return true;
end



-- Contains the multicast cooldown.
local MulticastCooldown = {}
-- Contains the multicast identifier.
local MulticastId = 0
-- Contains the multicast level.
local MulticastLevel = 0
-- Contains the multicast name.
local MulticastName = nil
-- Contains the multicast reuse.
local MulticastReuse = 0
-- Contains the multicast target level.
local MulticastTargetLevel = 0

--- Perform the attack routine on the selected target.
--
-- [MENTION=1985011]param[/MENTION]	Entity	Contains the entity we have targeted.
-- [MENTION=1985011]param[/MENTION]	double	Contains the distance to the target
-- [MENTION=1985011]param[/MENTION]	bool	Indicates whether or not the target is stunned.
-- [MENTION=326673]return[/MENTION]	bool

function Attack( Entity, Range, Stunned )

	

	---enemy position check
	local Position = Player:GetPosition();
	--
	local AttackRange = Player:GetAttackRange();
	--
	local EntityState = Entity:GetState();

	local PlayerState = Player:GetState();

	local CaptivateEffect = Entity:GetState():GetState( Helper:CheckName( "Captivate" ));



	-- Check if we are allowed to sleep attackers.
	if Settings.Songweaver.AllowSleep and not self:SleepMultipleAttacker( Entity, AttackRange ) then
		return false;
	end


	------------------------
	--- M U L T I C A S T---
	------------------------

	-- Check if a multicast level has been set.
	if MulticastLevel ~= 0 then
		-- Initialize the skill identifier.
		local Id = Player:GetSkillId()
		-- Check if the skill identifier is set.
		if Id ~= 0 then
			-- Check if the previous identifier is invalid.
			if MulticastId == 0 then
				-- Set the previous identifier.
				MulticastId = Id
			-- Otherwise check if the identifier has increased.
			elseif Id > MulticastId then
				-- Increment the multicast level.
				MulticastLevel = MulticastLevel + 1
				-- Set the previous identifier.
				MulticastId = Id
				-- Check if the desired multicast level has been achieved.
				if MulticastLevel == MulticastTargetLevel then
					-- End with the Fiery Descadent ability.
					self:Do(MulticastName)
					-- Set the cooldown for the multicast skill.
					MulticastCooldown[MulticastName] = Time() + MulticastReuse
					-- Reset the multicast level.
					MulticastLevel = 0
				end
			end
			-- Prevent other responsibilities.
			return false;
		end
	end



	-----------------------------------------
	-------------------Shock-----------------
	-----------------------------------------

	if Helper:CheckAvailable( "Shock Blast" ) then
		Helper:CheckExecute( "Shock Blast" );
	elseif Helper:CheckAvailable( "Melody of Appreciation" ) and Player:GetHealth() < 50 then
		Helper:CheckExecute( "Melody of Appreciation" );
		return false;
	end

	-----------------------------------------
	-----------------Bufovani----------------
	-----------------------------------------

	if Helper:CheckAvailable( "Shield Melody" ) and PlayerState:GetState( Helper:CheckName( "Shield Melody" )) == nil then
		Helper:CheckExecute( "Shield Melody" );
		return false;
	end

	--Melody of Reflection (Mana Recovery)
	if Helper:CheckAvailable( "Melody of Reflection" ) and Player:GetMana() < 50 then
		Helper:CheckExecute( "Melody of Reflection", Player );
		return false;
	end
	
    
	-----------------------------------------
	--------------Primary Skills-------------
	-----------------------------------------

	
	---Check if Battle Variation is ready for multicast and the target is not yet pissed.
	--if Entity:GetHealth() >= 0 and Position:DistanceToPosition( Entity:GetPosition()) >= 16 and self:Multicast("Battle Variation", 3, Entity) then
	-- Prevent other responsibilities.
	--	return false;
	--end
	
    -- 2000DP Skill Symphony of Wrath + Symphony of Destruction
	if Helper:CheckAvailable( "Symphony of Destruction" ) and Player:GetDP() >=2000 then
		Helper:CheckExecute( "Symphony of Destruction");
	elseif Helper:CheckAvailable( "Symphony of Wrath" ) and Player:GetDP() >=2000 then
		Helper:CheckExecute( "Symphony of Wrath");
		return false;
	end

	
	-- DOT Attack : Attack Resonation + Acute
	if Helper:CheckAvailable( "Attack Resonation" ) then
		Helper:CheckExecute( "Attack Resonation" );
	elseif Helper:CheckAvailable( "Acute Grating Sound" ) then
		Helper:CheckExecute( "Acute Grating Sound" );
		return false;
	end
	-- DOT Attack : Mosky Requiem
	if Helper:CheckAvailable( "Mosky Requiem" ) then
		Helper:CheckExecute( "Mosky Requiem" );
		return false;
	end
	-- STUN Attack : Gust Requiem
	if Helper:CheckAvailable( "Gust Requiem" ) then
		Helper:CheckExecute( "Gust Requiem" );
		return false;
	end
	-- Attack : Disharmony
	if Helper:CheckAvailable( "Disharmony" ) then
		Helper:CheckExecute( "Disharmony" );
		return false;
	end
	-- Attack : Loud Bang
	if Helper:CheckAvailable( "Loud Bang" ) then
		Helper:CheckExecute( "Loud Bang" );
		return false;
	end
	
	-- Harmony of Silence
	if Helper:CheckAvailable( "Harmony of Silence" ) then
		Helper:CheckExecute( "Harmony of Silence" );
	return false;
	end
	
	-- Chain : Chilling Harmony
	if Helper:CheckAvailable( "Chilling Harmony" ) then
		Helper:CheckExecute( "Chilling Harmony" );
	elseif Helper:CheckAvailable( "Flame Harmony" ) then
		Helper:CheckExecute( "Flame Harmony" );
	elseif Helper:CheckAvailable( "Wind Harmony" ) then
		Helper:CheckExecute( "Wind Harmony" );
	elseif Helper:CheckAvailable( "Earth Harmony" ) then
		Helper:CheckExecute( "Earth Harmony" );
		return false;
	end
	
	
	--Chain attack: Harmony of Death
	if Helper:CheckAvailable( "Soul Harmony" ) then
		Helper:CheckExecute( "Soul Harmony" );
	elseif Helper:CheckAvailable( "Harmony of Death" ) then
		Helper:CheckExecute( "Harmony of Death" );
	elseif Helper:CheckAvailable( "Harmony of Destruction" ) then
		Helper:CheckExecute( "Harmony of Destruction" );
		return false;
	end


	-- Chain : Chilling Harmony
	if Helper:CheckAvailable( "Chilling Harmony" ) then
		Helper:CheckExecute( "Chilling Harmony" );
	elseif Helper:CheckAvailable( "Flame Harmony" ) then
		Helper:CheckExecute( "Flame Harmony" );
	elseif Helper:CheckAvailable( "Wind Harmony" ) then
		Helper:CheckExecute( "Wind Harmony" );
	elseif Helper:CheckAvailable( "Earth Harmony" ) then
		Helper:CheckExecute( "Earth Harmony" );
		return false;
	end

	
	-- Initial Attack : Automatic Attack
	if self.AttackStarted ~= Entity:GetID() then
		self.AttackStarted = Entity:GetID();
		Helper:CheckExecute( "Attack/Chat" );
		return false;
	end



end

	--
	-- Perform an ability without condition checking.
	--
	function Do(Name)
		-- Find the ability with the specified name.
		local Ability = AbilityList:GetAbility(Name)
		-- Check if the ability is valid.
		if Ability ~= nil then
			-- Input the command to do the ability.
			PlayerInput:Console("/Skill " .. Ability:GetName())
		end
	end

	--
	-- Begin a multicast ability.
	--
	function Multicast(Name, TargetLevel)
		-- Initialize the ability.
		local Ability = AbilityList:GetAbility(Name)
		-- Check if the ability is available.
		if Ability ~= nil then
			-- Check if the multicast ability is not available.
			if MulticastCooldown[Ability:GetName()] ~= nil and MulticastCooldown[Ability:GetName()] >= Time() then
				-- Return false.
				return false;
			-- Otherwise execute the multicast ability.
			elseif Helper:CheckExecute(Ability:GetName()) then
				-- Initialize the multicast identifier.
				MulticastId = 0
				-- Initialize the multicast level.
				MulticastLevel = 1
				-- Initialize the multicast name.
				MulticastName = Ability:GetName()
				-- Initialize the multicast reuse.
				MulticastReuse = Ability:GetReuse()
				-- Initialize the multicast target level.
				MulticastTargetLevel = TargetLevel
				-- Return true.
				return true
			end
		end
		-- Return false.
		return false
	end


--- Perform healing checks both in and our of combat.
--
-- [MENTION=1985011]param[/MENTION]	bool	Indicates whether or not the function is running before force checks.
-- [MENTION=326673]return[/MENTION]	bool

function Heal( BeforeForce )

	if BeforeForce and Settings.Songweaver.AllowBuff and ( self.StateBuffTime == nil or self.StateBuffTime < Time()) then

		local EntityState = Player:GetState();

		if EntityState ~= nil then


		end
	end

	-- Check if we are allowed to execute our healing routines, after checking the force we can check our own HP.
	if not BeforeForce and Settings.Songweaver.AllowHealing then

		-- Check the required direct healing for my own character.
		if not self:_CheckHeal( Player ) then
			return false;
		end

	end

	-- Check if we are allowed to execute our healing routines, after checking the force we can check our own HP.
	if not BeforeForce and Settings.Songweaver.AllowHealingMana then

		-- Check the required direct healing for my own character.
		if not self:_CheckMana( Player ) then
			return false;
		end

	end

	-- Nothing was executed, continue with other functions.
	return true;

end

--Heal Function Optional

function Force()
-- Retrieve the entity for the current force member.

local partyE = EntityList:GetEntity( "ADD PLAYER NAME" );

if partyE ~= nil then
local Range = Player:GetPosition():DistanceToPosition( partyE:GetPosition());
		if partyE:GetHealth() < 75 and Range <= 23 then
			if Helper:CheckAvailable( "Gentle Echo" ) then
				Helper:CheckExecute( "Gentle Echo", partyE );
				return false;
				end
			
			if Helper:CheckAvailable( "Melody of Reflection" ) and partyE:GetMana() < 50 and Range <=  23 then
				Helper:CheckExecute( "Melody of Reflection", partyE );
				return false;
				end
			if Helper:CheckAvailable( "Rejuvenation Melody" ) and partyE:GetHealth() < 80 and Range <=  23 then
				Helper:CheckExecute( "Rejuvenation Melody", partyE );
                return false;
			end	
		end


end
return true;
end

--- Perform the safety checks before moving to the next target.
--
-- [MENTION=326673]return[/MENTION]	bool
function Pause()

--Melody of Reflection (Mana Recovery)
	if Helper:CheckAvailable( "Echo of Clarity" ) and Player:GetMana() < 80 then
		Helper:CheckExecute( "Echo of Clarity", Player );
		return false;
	end
	--Melody of Reflection (Mana Recovery)
	if Helper:CheckAvailable( "Rejuvenation Melody" ) and Player:GetHealth() < 80 then
		Helper:CheckExecute( "Rejuvenation Melody", Player );
		return false;
	end
	-- Attack : Loud Bang
	if Helper:CheckAvailable( "Attack Melody" ) then
		Helper:CheckExecute( "Attack Melody" );
		return false;
	end
	-- Nothing was executed, continue with other functions.
	return true;

end
Add this to Settings
Code:
	-- Songweaver
		self.Songweaver = {
			-- Indicates whether or not attacking is allowed. Cleric version to allow following and such.
			AllowAttack = true,
			-- Indicates whether or not approaching a target is allowed. Auto approach must be enabled for this to work.
			AllowApproach = false,
			-- Indicates whether or not buffing force members is allowed. Disable this if you want to run as an assisting script.
			AllowBuff = false,
			-- Indicates whether or not sleeping multiple attackers is allowed.
			AllowSleep = false,
			-- Indicates whether or not healing is allowed. Disable this if you want to run as an assisting script.
			AllowHealing = true,
			-- Indicates whether or not healing is allowed. Disable this if you want to run as an assisting script.
			AllowHealingMana = false
		};
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1 User
Old 11/06/2016, 10:35   #475
 
elite*gold: 0
Join Date: Sep 2008
Posts: 12
Received Thanks: 3
All chains Skill are disabled and settings adjusted, unfortunately, the same error.

My problem is the the NA data.pak on EU no longer works (client crash after login),

I will be there with a clean EU version and try new Lua without Chain Skill
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Old 11/06/2016, 19:06   #476
 
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Quote:
Originally Posted by Kiwix86 View Post
Does anybody know how to get mantras to work with chanter script ? I've been trying to check whether or not the skill is activated but no luck.
Also why is the bot not targeting any mobs on his own ?
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Old 11/07/2016, 01:46   #477
 
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Quote:
Originally Posted by nussxxx View Post
thats client crash! isnt problem from AS!
idk i can use AS and no gravitiy + skill rata ... hmm
dunno, before this update I was able to use any skill while nogravity enabled and now if I even try to make any skill it results into an instant crash to me xD no clue on how to avoid that
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Old 11/07/2016, 11:55   #478
 
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same issue here - cant do anything with nograv enabled or i'll get always a client crash :v
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Old 11/07/2016, 12:44   #479
 
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Sorry guys, but i can't help you.
I don't have time anymore as my holidays are over.

This Hack is for free, so no support.
With the people i spoke all works.

If you need support then buy Paraly's Hack for NoGravity / NoAnimation OR AionSpot for Grinding Mobs.
Both Programs have a very good support.
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Old 11/07/2016, 14:01   #480
 
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If any1 have chain or skill cast problem, use skills without "return false". erase
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