I am an Aion returner and i found in 6.2 the Botting of Items would be very usefull. In my older times i used normal MMONINJA i think your familiar with that it has a radar hack overlay and a great hack where you can input all the skills ect too look "Human". I wonder is this new PARA Hack somthing similiar does it have a nice farming bot included to i usualy did it like that.
I Set a waypoint my self for my personal farm line and then hit start and my charachter was running the path till i am full and it pressed return to sell all items walked back to the route.
I wonder does the bot are work in a similiar way i mean i dont have problem with 24.99 usualy u pay 9.99 for MMONinJA per month so the 24.99 is totaly fine for me.
Was just wondering if thats currently the best BOT is for aion.
I am playing on EU AION 6.0 or 6.2 no clue which one is released.
Combat isn't the primary focus of vanillatool, don't buy vanillatool if raw botting is your only desire.
There might be better combat in the future but at the moment it's poor, besides that yes grinding and auto selling items is possible with the Combat Wizard.
This command declares which Healing skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACRegenerate=[Skill ID],[Skill ID],[Skill ID];
This command declares which Regenerate skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACBuffs=[Skill ID],[Skill ID],[Skill ID];
This command declares which Buff skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACManaRecover=[Skill ID],[Skill ID],[Skill ID];
This command declares which Mana recover skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACSkills=[Skill ID],[Skill ID],[Skill ID];
This command declares which Damage skills the combat should use, the skill order you write is also the order which it tries to execute them
Code:
_ACRelyOnBuff=[Skill ID],[Buff ID];
This lets the combat only use the Skill ID from the first argument when we don't have the Buff ID from the second argument
Code:
_ACCustomCooldown=[Skill ID],[Custom CD in MS];
With this command you can give a skill a custom cooldown
Code:
_ACCooldownDetection=[Skill ID],[State];
With this command you can disable the cooldown detection for a certain skill, the cooldown will then always be set if the bot trys to use the skill, this might be needed for skills that he keeps trying to use although he already did use them
Enter "False" as state
Code:
_ACManaPercentage=[1-100%];
With this command you set at which percentage the healing skills should be used
Code:
_ACHealPercentage=[1-100%];
With this command you set at which percentage the mana recover skills should be used
Code:
_ACRegHPPercentage=[1-100%];
With this command you set at which HP percentage the regenerate function should care about HP
Code:
_ACRegMPPercentage=[1-100%];
With this command you set at which Mana percentage the regenerate function should care about Mana
With this command you declare the potion to use
in argument 1 comes the ItemID of the Potion
in argument 2 comes for what the potion is whether HP/MP
HP
MP
in argument 3 comes at which HP percentage he should use the potion, if you don't need the this argument write -1
in argument 4 comes at which MP percentage he should use the potion, if you don't need the this argument write -1
Code:
_ACSkillIsAvailable=[Skill ID],[State];
Normaly the combat engine always checks if the skill we declare is available and in case it's not it checks which skill ID is available for our level, this might bother us in instances with special skills, with this command we can disable the available check for certain skills
Code:
_ACExperimentalCooldown=[State];
Tells the combat engine to use a new cooldown system that is much better but costs some time at the start of the script
Code:
_ACIsActive=[Skill ID],[State];
Tells the combat engine that a specific skill is a toggleable active skill, in case you use the new cooldown system vanillatool is now able to detect if the buff is activated or not
Code:
_ACIncreasedAttackrange=[mode];
Like the overlay AttackRange Plus function this one gives us a extended attackrange while combat, might be useful for mid air fights with melee classes
Code:
_ACUseAnimation=[State];
This command enables NoAnimation usage while combat, it automatically uses the best animation value available
Code:
_ACInitialRange=[distance in meters];
This command lets to toon walk up to the mob till he's nearby a certain distance
Code:
_ACTimeout=[time in seconds];
This command sets the combat timeout, so if the fight takes longer than for example 600 seconds it stop fighting
Code:
_ACTimeoutNoDamage=[time in milliseconds];
This command sets the combat timeout when the target receives no damage
Code:
_ACIgnoreAtDistance=[meters];
This command sets the distance at which he should ignore mobs
Code:
_ACWeaponSwitching=[State];
With this command you can set if he should switch weapon while fighting, this is needed for the next command
Code:
_ACResetPosition=[State];
With this command you can set if he should go back to the position where he started to fight after he killed a mob, it's True by default
Code:
_ACRelyOnWeapon=[Skill ID],[Weapon base attackspeed];
With this command we can bind certain skills to a weapon, this is mostly just needed for gunslinger if you add both cannon and pistol skills
Code:
_ACRelyOnPet=[Skill ID],[State];
With this command we can make a skill rely on whether the SM pet is summoned (True) or not summoned (False)
Code:
_ACRelyOnRace=[Skill ID],[Race];
With this command we can make a skill rely on our race, so "Elyos" or "Asmo"
Code:
_ACRelyOnDP=[Skill ID],[DP value];
With this command we can make a skill rely on a certain amount of DP
Code:
_ACRelyOnTargetDebuff=[Skill ID],[Debuff ID];
With this command we can make a skill rely on whether the target has a debuff or not
Code:
_ACRelyOnPlayerHP=[Skill ID],[Operator/Value];
With this command we can make a skill rely on how much HP Percent we have, the argument can be for example >50
<90
Code:
_ACRelyOnTargetHP=[Skill ID],[Operator/Value];
With this command we can make a skill rely on how much HP Percent the target has, the argument can be for example >50
<90
Code:
_ACMidAirDistance=[distance in meter];
This declares the distance he cycles around the target if you use MidAir combat, default is 1.5 meter
Code:
_ACMidAirRange=[distance in meter];
This declares the distance he goes upwards above the target, default is 7.9 meters
Code:
_ACMidAirTiming=[Time in ms];
This declares after how much milliseconds he does another step in mid air, default is 1500
Code:
_AutoCombat=[Mode];
This command is what actually executes the combat with the settings we made earlier, you can start without any argument at all or you set the first argument to "True" and it will defeat the target from MidAir
Code:
_ACCheckMob=[Mode];
Like at the command above the mode describes if we fight from mid air or not, this command selects the nearest target, checks if it's a mob, alive and stuff like that and then it starts the combat, afterwards he does optionally looting
Ist es möglich das Broker Script zu updaten ? funktioniert leider nicht mehr.
Ich kann leider nicht alles gleichzeitig machen, das neue Combat System ist sehr Komplex und wird wohl noch gut eine Woche in Anspruch nehmen, dannach werd natürlich weiter alle Scripts updaten.
I updated the combat routine with the new combat, I also added a few new commands for the auto combat system.
I still have some things to change / fix but it should run fine
Buglist:
Looting isn't working yet - Fixed
Gunslinger is forced to have 2 pistols and a cannon equiped at the moment
Templar is forced to have shield/sword and a greatsword equiped at the moment
Charging skills are sometimes not executed correctly - Fixed
Ok it's working fine enough now, I'm taking a day off
in the Script Combat Assist.
The Songwearer works, but extremely slowly Mob in target >>>>>push Delete Key>>>>wait ~15-20sek before attack with the first skill.
in the Script Combat Assist.
The Songwearer works, but extremely slowly Mob in target >>>>>push Delete Key>>>>wait ~15-20sek before attack with the first skill.
Thanks, I haven't implemented it into the Combat Assist script yet, so I guess you did that by yourself, there's one thing you need to know
are settings that you just need to declare once, he will not only declare the usable skill order there he will also scan for which IDs are available due to his level or stigma, if you declare them everytime before combat it will take a lot of time.
Secondly these four lines
Code:
_ACHeals
_ACBuffs
_ACManaRecover
_ACSkills
should be executed at the end after the skill specific settings are declared already, like this
Script para todos os Lastchaos - Autohokey 01/29/2012 - Last Chaos - 1 Replies I got a script that clicks several times with the click right mouse clicks when monster picks up the tarjeta. so he just throws the skill.
I used AutoHotkey program. in AutoHotkey - Free Mouse and Keyboard Macro Program with Hotkeys and AutoText
Needs improvement.
I accept any help.
I'm from Brazil.
------------------------------------------------- --------------------------
[Release]Big Script Library 07/25/2010 - SRO PServer Guides & Releases - 0 Replies I think its a good idea to open this Topic.
I need Your Help.
Sent me your own made Scripts and i upload them here.
It does not matter if there is already a script by the mob.
Only Self made scripts!!!
What To Post?
Post me not the text file.Post me the script!!!
Scorpion 1 by Th3Stalker