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Nucular's Last Aionscript Release 5.8 EU/NA

Discussion on Nucular's Last Aionscript Release 5.8 EU/NA within the Aion Hacks, Bots, Cheats & Exploits forum part of the Aion category.

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Old 09/11/2018, 02:52   #16
 
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aa
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Old 01/22/2019, 13:41   #17
 
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still no new update?
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Old 01/24/2019, 13:02   #18
 
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The project is dead bro :-(((((((
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Old 01/24/2019, 17:45   #19
 
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There are better Project's then Aionscript
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Old 02/01/2019, 10:05   #20
 
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Quote:
Originally Posted by unexus16 View Post
where can I find RebootAion32CustomBin
Refer to this URL:
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Old 04/12/2019, 14:14   #21
 
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Someone knows why this does not work in a vesrao 3.0 of aion, I want to use as BOT
only works while the class is not chosen, when I choose the class it does not work anymore from level 12

....
--[[

--------------------------------------------------
Copyright (C) 2011 Blastradius

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.
--------------------------------------------------

]]--

--- Returns whether or not the provided entity should be taunted.
--
-- @ bool

function _Taunt( Entity )

-- Check whether or not smart taunting should be used.
if Entity == nil or not Settings.Templar.AllowSmartTaunting then
return true;
end

-- Check whether or not the current target is the same target as before.
if self.TauntID == nil or self.TauntID ~= Entity:GetID() then
return true;
end

-- Check whether or not I am still the target of my own target.
if Entity:GetTargetID() ~= Player:GetID() then
return true;
end

-- No taunting is required.
return false;

end

function HasGreatswordEquipped()
for Inventory in ListIterator( InventoryList:GetList()) do
if Inventory:GetType():ToString() == "Weapon2H" and Inventory:GetSlot():ToString() == "3" then -- Main Hand (1) + Off Hand (2) ==
return true;
end
end
return false;
end

function IsPvp( Entity )
if Entity ~= nil and Entity:IsPlayer() and Entity:IsHostile() then
return true;
else
return false;
end
end

function SkillIsMagical( Entity )

local Skill = SkillList:GetSkill(Entity:GetSkillID());

if Skill ~= nil and Skill:IsMagical() then
-- Write ( "Skill is Magical." );
return true;
else
-- Write ( "Skill is NOT Magical." );
return false;
end

end

function GetBuff()

-- Loop through the state of the target entity
for i = 0, Player:GetState():GetStateSize() - 1, 1 do

-- Retrieve the state from the EntityState.
local StateIndex = Player:GetState():GetStateIndex( i );

-- Check if the state is correct and check if it is a debuff.
if StateIndex ~= nil and StateIndex:IsDebuff() then
return true;
end

end

end

function CountMobs()
local i = 0;

-- Iterate through all entities
for ID, Entity in DictionaryIterator( EntityList:GetList()) do

local Range = Player:GetPosition()istanceToPosition( Entity:GetPosition());

-- Add Mob
if Entity:IsMonster() and Entity:GetHealth() > 0 and Entity:IsHostile() and Range <= 10 then
i = i + 1;
end

end

return i;
end

--- Perform the attack routine on the selected target.
--
-- @ Entity Contains the entity we have targeted.
-- @ double Contains the distance to the target
-- @ bool Indicates whether or not the target is stunned.
-- @ bool

function Attack( Entity, Range, Stunned )

-- Check timer used for Steel Wall Defense and Shield Defense
if self._iSkillDelay == nil or self._iSkillDelay < Time() then

--[[ BEGIN STATUS/REACTIVE SKILLS ]]--

-- Status/Reactive: Remove Shock
if not Stunned and Helper:CheckAvailable( "Refresh Spirit" ) then
Helper:CheckExecute( "Refresh Spirit" );
return false;
elseif Helper:CheckAvailable( "Ensnaring Blow" ) then
Helper:CheckExecute( "Ensnaring Blow" );
return false;
elseif Helper:CheckAvailable( "Remove Shock" ) then
Helper:CheckExecute( "Remove Shock" );
return false;
end

-- Status/Reactive: Break Power
if Helper:CheckAvailable( "Break Power" ) then
Helper:CheckExecute( "Break Power" );
return false;
end


-- Status/Reactive: Pitiless Blow
if Helper:CheckAvailable( "Pitiless Blow" ) then
Helper:CheckExecute( "Pitiless Blow" );
return false;
end

-- Status/Reactive: Face Smash
if Helper:CheckAvailable( "Face Smash" ) then
Helper:CheckExecute( "Face Smash" );
return false;
end

--[[ END STATUS/REACTIVE SKILLS ]]--

--[[ BEGIN CHAIN ATTACKS ]]--

-- Chain: Weakening Severe Blow->Divine Blow->Judgement
if Helper:CheckAvailable( "Judgment" ) then
Helper:CheckExecute( "Judgment" );
return false;
elseif Helper:CheckAvailable( "Divine Blow" ) then
Helper:CheckExecute( "Divine Blow" );
return false;
end
--end Chain

-- Chain: Ferocious Strike->Robust Blow->Magic Smash/Wrath Strike
if Helper:CheckAvailable( "Magic Smash" ) then
Helper:CheckExecute( "Magic Smash" );
return false;
elseif Helper:CheckAvailable( "Wrath Strike" ) then
Helper:CheckExecute( "Wrath Strike" );
return false;
elseif Helper:CheckAvailable( "Robust Blow" ) then
Helper:CheckExecute( "Robust Blow" );
return false;
end
-- End chain

-- Chain: Ferocious Strike->Rage->Slash Artery
if Helper:CheckAvailable( "Slash Artery" ) then
Helper:CheckExecute( "Slash Artery" );
return false;
elseif Helper:CheckAvailable( "Rage" ) then
Helper:CheckExecute( "Rage" );
return false;
end
-- End Chain


--[[ END CHAIN ATTACKS ]]--

--[[ BEGIN BUFFS ]]--

if Entity ~= nil and not Entity:IsFriendly() then

-- Divine Fury
if Range <= 7 and Helper:CheckAvailable( "Divine Fury" ) then
Helper:CheckExecute( "Divine Fury" );
return false;
end

-- Unwavering Devotion
if self:IsPvp(Entity) and Helper:CheckAvailable( "Unwavering Devotion" ) then
Helper:CheckExecute( "Unwavering Devotion" );
return false;
end

-- Holy Shield
if Helper:CheckAvailable( "Holy Shield" ) and Range <= 6 then
Helper:CheckExecute( "Holy Shield" );
return false;
end

-- Empyrean Fury I
if Helper:CheckAvailable( "Empyrean Fury I" ) and Range <= 6 then
Helper:CheckExecute( "Empyrean Fury I" );
return false;
end

end

--[[ END BUFFS ]]--

--[[ BEGIN LEAD-OFF ATTACKS ]]--

-- Lead-off 1: Divine Justice
if not Stunned and Range <= 25 and Helper:CheckAvailable( "Divine Justice" ) then
Helper:CheckExecute( "Divine Justice" );
return false;
end

-- Lead-off 2: Doom Lure
if Settings.Templar.AllowDoomLure and Range >= 5 and Range <= 17 and Helper:CheckAvailable( "Doom Lure" ) then
Helper:CheckExecute( "Doom Lure" );
return false;
end

-- Lead-off 3: DP Skill Chastisement of Darkness
if Settings.Templar.AllowDpSkills and not Entity:IsPlayer() and Player:GetDP() >= 2000 then
if Helper:CheckAvailable( "Chastisement of Darkness" ) then
Helper:CheckExecute( "Chastisement of Darkness" );
return false;
elseif Helper:CheckAvailable( "Divine Chastisement" ) then
Helper:CheckExecute( "Divine Chastisement" );
return false;
end
end

--[[ END LEAD-OFF ATTACKS ]]--

--[[ BEGIN IF ENTITY CASTING SKILLS ]]--

-- Entity Casting: Aether Armor.
if self:IsPvp( Entity ) and Entity:IsBusy() and self:SkillIsMagical( Entity ) and Helper:CheckAvailable( "Aether Armor" ) then
Helper:CheckExecute( "Aether Armor" );
return false;
end

-- Check if we are wielding a shield, which allows different skills.
if not self:HasGreatswordEquipped() and Entity:IsBusy() and Entity:GetSkillTime() > 1 then

-- Attack 12: Shield Bash
if Helper:CheckAvailable( "Shield Bash" ) then
Helper:CheckExecute( "Shield Bash" );
return false;
-- Shield Defense
elseif not self:SkillIsMagical( Entity ) then
if Helper:CheckAvailable( "Steel Wall Defense" ) then
Helper:CheckExecute( "Steel Wall Defense" );
self._bDefenseEnabled = true;
self._iSkillDelay = Time() + Entity:GetSkillTime() + 1000;
return false;
elseif Helper:CheckAvailable( "Shield Defense" ) then
Helper:CheckExecute( "Steel Wall Defense" );
self._bDefenseEnabled = true;
self._iSkillDelay = Time() + Entity:GetSkillTime() + 1000;
return false;
else
self._bDefenseEnabled = false;
end
end

end

--[[ END ENTITY CASTING SKILLS ]]--

--[[ BEGIN SHIELD SKILLS AFTER BLOCK ]]--

-- Check if we are wielding a shield, which allows different skills.
if not self:HasGreatswordEquipped() then

-- Reactive Block: Shield Retribution
if Helper:CheckAvailable( "Shield Retribution" ) then
Helper:CheckExecute( "Shield Retribution" );
return false;
end

-- Reactive Block: Avenging Blow
if Helper:CheckAvailable( "Avenging Blow" ) then
Helper:CheckExecute( "Avenging Blow" );
return false;
end

-- Reactive Block: Provoking Shield Counter
if Helper:CheckAvailable( "Provoking Shield Counter" ) then
Helper:CheckExecute( "Provoking Shield Counter" );
return false;
end

-- Reactive Block: Provoking Shield Counter (Pre-level 51 skill).
if Helper:CheckAvailable( "Provoking Shield Counter IV" ) then
Helper:CheckExecute( "Provoking Shield Counter IV" );
return false;
elseif Helper:CheckAvailable( "Provoking Shield Counter III" ) then
Helper:CheckExecute( "Provoking Shield Counter III" );
return false;
elseif Helper:CheckAvailable( "Provoking Shield Counter II" ) then
Helper:CheckExecute( "Provoking Shield Counter II" );
return false;
elseif Helper:CheckAvailable( "Provoking Shield Counter I" ) then
Helper:CheckExecute( "Provoking Shield Counter I" );
return false;
end

-- Reactive Block: Shield Counter
if not Stunned and Helper:CheckAvailable( "Shield Counter" ) then
Helper:CheckExecute( "Shield Counter" );
return false;
end

end

--[[ END SHIELD SKILLS AFTER BLOCK ]]--

--[[ BEGIN TAUNTING SKILLS ]]--

if Settings.Templar.AllowTaunting then
if self:_Taunt( Entity ) then
if Helper:CheckAvailable( "Taunt" ) and Helper:CheckExecute( "Taunt" ) then
self.TauntID = Entity:GetID();
return false;
end
-- Incite Rage
if Helper:CheckAvailable( "Incite Rage" ) and Helper:CheckExecute( "Incite Rage" ) then
self.TauntID = Entity:GetID();
return false;
end
end

-- Taunting - AOE Taunt
if Helper:CheckAvailable( "Cry of Ridicule" ) and self:CountMobs() > 1 then
Helper:CheckExecute( "Cry of Ridicule" );
return false;
end
end

--[[ END TAUNTING SKILLS ]]--

-- Initial Attack 1: Automatic Attack
if self.AttackStarted ~= Entity:GetID() then
self.AttackStarted = Entity:GetID();
Helper:CheckExecute( "Attack/Chat" );
return false;
end

--[[ BEGIN ATTACK SKILLS ]]--

-- Chain 1 Attack: Weakening Severe Blow
if Helper:CheckAvailable( "Weakening Severe Blow" ) then
self.FerociousTrigger = true;
Helper:CheckExecute( "Weakening Severe Blow" );
return false;
end

-- Attack 4: Punishment (Doing each level check due to a similarly named NPC skill)
if self:HasGreatswordEquipped() then
if Helper:CheckAvailable( "Punishment V" ) then
Helper:CheckExecute( "Punishment V" );
return false;
elseif Helper:CheckAvailable( "Punishment IV" ) then
Helper:CheckExecute( "Punishment IV" );
return false;
elseif Helper:CheckAvailable( "Punishment III" ) then
Helper:CheckExecute( "Punishment III" );
return false;
elseif Helper:CheckAvailable( "Punishment II" ) then
Helper:CheckExecute( "Punishment II" );
return false;
elseif Helper:CheckAvailable( "Punishment I" ) then
Helper:CheckExecute( "Punishment I" );
return false;
end
end

-- Chain 2 Attack: Ferocious Strike
if self.FerociousTrigger ~= nil and Helper:CheckAvailable( "Ferocious Strike" ) then
if Helper:CheckExecute( "Ferocious Strike" ) then
self.FerociousTrigger = nil;
return false;
end
end

-- Attack 11: Righteous Punishment
if Helper:CheckAvailable( "Righteous Punishment" ) then
Helper:CheckExecute( "Righteous Punishment" );
return false;
elseif Helper:CheckAvailable( "Holy Punishment" ) then
Helper:CheckExecute( "Holy Punishment" );
return false;
end

-- Attack 10: Shining Slash
if Helper:CheckAvailable( "Shining Slash" ) then
Helper:CheckExecute( "Shining Slash" );
return false;
end

-- Attack 9: Provoking Severe Blow
if Helper:CheckAvailable( "Provoking Severe Blow" ) then
Helper:CheckExecute( "Provoking Severe Blow" );
return false;
end

-- Attack 14: Siegebreaker
if Helper:CheckAvailable( "Siegebreaker" ) then
Helper:CheckExecute( "Siegebreaker" );
return false;
end

--[[ END ATTACK SKILLS ]]--

end

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

end


function Force()
if self._bDefenseEnabled ~= nil then
if Helper:CheckAvailable( "Steel Wall Defense" ) then
Helper:CheckExecute( "Steel Wall Defense" );
return false;
elseif Helper:CheckAvailable( "Shield Defense" ) then
Helper:CheckExecute( "Shield Defense" );
return false;
else
self._bDefenseEnabled = nil;
end
end
return true;
end

--- Perform healing checks both in and our of combat.
--
-- @ bool Indicates whether or not the function is running before force checks.
-- @ bool

function Heal( BeforeForce )

-- Defense 1: Empyrean Armor
if Helper:CheckAvailable( "Empyrean Armor" ) and Player:GetHealth() <= 75 then
Helper:CheckExecute( "Empyrean Armor" );
return false;
end

-- Defense 2: Iron Skin
if Helper:CheckAvailable( "Iron Skin" ) and Player:GetHealth() <= 50 then
Helper:CheckExecute( "Iron Skin" );
return false;
end

-- Health Recover: Prayer of Resilience
if Player:GetHealth() <= 55 and Helper:CheckAvailable( "Prayer of Resilience" ) then
Helper:CheckExecute( "Prayer of Resilience" );
return false;
end

-- Health Recover: Hand of Healing
local Entity = EntityList:GetEntity( Player:GetTargetID());
if Entity ~= nil and Helper:CheckAvailable( "Hand of Healing" ) then
if Entity:IsPlayer() and Entity:IsHostile() and Player:GetDP() >= 3000 and Player:GetHealth() <= 25 then
Helper:CheckExecute( "Hand of Healing" );
return false;
elseif Entity:IsPlayer() and Entity:IsHostile() and Player:GetDP() >= 1000 and Player:GetHealth() <= 50 and Helper:CheckAvailableInventory( "Zeller Aether Jelly" ) then
PlayerInput:Inventory( "Zeller Aether Jelly" );
return false;
elseif Entity:IsPlayer() and Entity:IsHostile() and Player:GetHealth() <= 50 and Helper:CheckAvailableInventory( "Cippo Aether Jelly" ) then
PlayerInput:Inventory( "Cippo Aether Jelly" );
return false;
end
end

--[[ Check Buff State
if self:GetBuff() then
if Helper:CheckAvailableInventory( "Greater Healing Potion" ) then
PlayerInput:Inventory( "Greater Healing Potion" );
return false;
end
end ]]--

-- List of known Items
-- 10044 = Major Rally Serum
-- 10051 = Major Focus Agent
-- 10224 = Wild Ginseng Pickle
-- 10225 = Tasty Wild Ginseng Pickle
-- 10094 = Tasty Leopis Cocktail
-- 10062 = Leopis Cocktail

-- Use Liquid Item

if Entity ~= nil and Entity:IsHostile() and Helper:CheckAvailableInventory( "Leopis Cocktail" ) and Player:GetState():GetState(10062) == nil then
PlayerInput:Inventory( "Leopis Cocktail" );
return false;
end

-- Use Food Item

if Entity ~= nil and Entity:IsHostile() and Helper:CheckAvailableInventory( "Wild Ginseng Pickle" ) and Player:GetState():GetState(10224) == nil then
PlayerInput:Inventory( "Wild Ginseng Pickle" );
return false;
end

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

end

--- Perform the special routine when the target entity is currently reflecting attacks.
--
-- @ Entity Contains the entity that is reflecting our attacks (may not be targetted).
-- @ bool

function Reflect( Entity )

-- Taunting - Taunt and Incite Rage
if Settings.Templar.AllowTaunting and self:_Taunt( Entity ) then
if Helper:CheckAvailable( "Taunt" ) and Helper:CheckExecute( "Taunt" ) then
self.TauntID = Entity:GetID();
return false;
end

if Helper:CheckAvailable( "Incite Rage" ) and Helper:CheckExecute( "Incite Rage" ) then
self.TauntID = Entity:GetID();
return false;
end
end

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

end

--- Perform the safety checks before moving to the next target.
--
-- @ bool

function Pause()

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

end
Exem strike is offline  
Old 02/14/2021, 22:22   #22
 
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hi some1 have old aioninterface???
dopuu1 is offline  
Old 05/12/2022, 22:17   #23
 
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Quote:
Originally Posted by nucular1 View Post
Hi guys,

i no longer play Aion, so i have decided to stop updating Aionscript.
The forums will be shutdown, but i decided to create an read only copy for you guys.

You can find it here:


Latest Aionscript release is here:



And you need the updates files from here for EU/NA 5.8 Update:



Download Attachments and rename it from xyz123.php to the Attachment Name for example ASFinalNucular.zip.
Now you can open and extract the archive.
Aionscript is written in C# and my releases are not protected so people with knowledge could update Aionscript for 6.0 for Example.

1.) Unzip bin.zip and copy "bin" Folder to Aion Main folder where "bin32" and "bin64" also resides.
2.) Start RebootAion32CustomBin (As Administrator for NA)
3.) Start Aion Client
4.) Start Aionscript

May I have the download link for bin.zip pls, the zipyyshare link is already dead. Hope you reply. Thanks.
markiest123 is offline  
Old 05/14/2022, 01:32   #24
 
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I have active anticheat bypass.
add discord: _user#3219
immegrix is offline  
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