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Para's Script Library

View Poll Results: You want the scripts for any client language?
Yes, surely! 108 30.34%
No, english and german are enough for me. 248 69.66%
Voters: 356. You may not vote on this poll

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Old   #541
 
elite*gold: 497
Join Date: Sep 2009
Posts: 3,622
Received Thanks: 963
Quote:
Originally Posted by Karsh20 View Post
for IO when it starts looting one of the boxes it will start opening and self select instantly and then just move on to next box instead of opening boxes and then select self then loot, havent touched the script
It's normaly that he selects himself there, looting chests works like this
-select the chest
-attack them (start the opening cast)
-target yourself
-attack on yourself (removes the loot dialog from the chest which is needed in order to use the loot skill on them)
-select the chest again
-use the loot skill

however if your character moves away instead of finishing the loot process you may got a laggy connection?

______________________


I've updated the Illuminary Obelisk script
-Added Autorevive
-Gliding works now also in background and foreground
-Looting is a bit faster now



Paraly is offline  
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1 User
Old   #542
 
elite*gold: 0
Join Date: Mar 2016
Posts: 28
Received Thanks: 1
Quote:
Originally Posted by urabigguy View Post
Hello,

I made an aethertapping script for my Songweaver and I am wondering how I can implement the Songweaver flight time skill into it.
hello you could share the script?


malysia is offline  
Old   #543
 
elite*gold: 0
Join Date: Apr 2015
Posts: 15
Received Thanks: 1
Quote:
Originally Posted by malysia View Post
hello you could share the script?
Currently working out some issues. It's actually quite simple to make your own gathering script, which Paraly posted a guide on I believe page 25 or so detailing how to do it. It's generally not a good idea to share personal gathering scripts because then everyone will start using them and then it will be overrun by other people and you lose your spot.

Unfortunately, even with a songweaver(5 minutes 13 seconds total flight time) using the 3 minute flight time restoration skill, it eventually runs out of flight time. I am going to try adding a second flight time check that uses flight pots.
urabigguy is offline  
Old   #544
 
elite*gold: 497
Join Date: Sep 2009
Posts: 3,622
Received Thanks: 963
Quote:
Originally Posted by urabigguy View Post
Currently working out some issues. It's actually quite simple to make your own gathering script, which Paraly posted a guide on I believe page 25 or so detailing how to do it. It's generally not a good idea to share personal gathering scripts because then everyone will start using them and then it will be overrun by other people and you lose your spot.

Unfortunately, even with a songweaver(5 minutes 13 seconds total flight time) using the 3 minute flight time restoration skill, it eventually runs out of flight time. I am going to try adding a second flight time check that uses flight pots.
exactly what I thought, he looses ~1 second every time he uses the skill so you should use a flight time potion every hour
I'll post you how to do so later

Edit: it will use once every 30 minutes.
PHP Code:
#IF=%FirstTime,;
#UseLoop 
UseSpeed=1
#ENDIF
#IF=%FlightTime,<%MaxFlightTime-84;
#IF=%Timer=162000125,1800000;
UseID=162000125;
CreateTimer=162000125;
#ENDIF
#IF=%FlightTime,<%MaxFlightTime-180; 
#IF=%Timer=4588,180000;
UseID=4588
CreateTimer=4588;
#ENDIF 

____________


I've added a lot of functions in the last version which also allows us really good combat, I made a simple grind script for ranger yet just to see how well it works.

You can test it, the start location is here
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PHP Code:
#IF=%FirstTime,;
RequireVersion=2.62;
UseSpeed=1;
#UseLoop
Command=;
MoveSmooth=2172,2901;
MoveSmooth=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;
#ENDIF
MoveSmooth=2287,2734;
MoveSmooth=2289,2735;
#EXECUTE=prepare;
MoveSmooth=2294,2735;
MoveSmooth=2299,2735;
MoveSmooth=2303,2735;
MoveSmooth=2308,2735;
MoveSmooth=2311,2737;
#EXECUTE=prepare;
MoveSmooth=2315,2739;
MoveSmooth=2318,2740;
MoveSmooth=2322,2742;
MoveSmooth=2326,2743;
#EXECUTE=prepare;
MoveSmooth=2330,2744;
MoveSmooth=2334,2745;
MoveSmooth=2337,2745;
MoveSmooth=2337,2749;
MoveSmooth=2340,2753;
#EXECUTE=prepare;
MoveSmooth=2343,2756;
MoveSmooth=2344,2757;
MoveSmooth=2345,2756;
MoveSmooth=2350,2755;
MoveSmooth=2355,2755;
#EXECUTE=prepare;
MoveSmooth=2359,2755;
MoveSmooth=2361,2755;
MoveSmooth=2361,2757;
MoveSmooth=2362,2761;
#EXECUTE=prepare;
MoveSmooth=2363,2766;
MoveSmooth=2363,2770;
MoveSmooth=2363,2775;
#EXECUTE=prepare;
MoveSmooth=2362,2779;
MoveSmooth=2362,2784;
MoveSmooth=2361,2789;
#EXECUTE=prepare;
MoveSmooth=2363,2790;
MoveSmooth=2366,2792;
MoveSmooth=2370,2795;
MoveSmooth=2372,2798;
#EXECUTE=prepare;
MoveSmooth=2374,2802;
MoveSmooth=2375,2804;
MoveSmooth=2375,2804;
MoveSmooth=2375,2803;
#EXECUTE=prepare;
MoveSmooth=2375,2804;
MoveSmooth=2377,2808;
MoveSmooth=2377,2811;
MoveSmooth=2376,2815;
#EXECUTE=prepare;
MoveSmooth=2374,2818;
MoveSmooth=2372,2821;
MoveSmooth=2369,2823;
MoveSmooth=2366,2826;
#EXECUTE=prepare;
MoveSmooth=2365,2828;
MoveSmooth=2363,2831;
MoveSmooth=2361,2834;
MoveSmooth=2359,2837;
#EXECUTE=prepare;
MoveSmooth=2359,2839;
MoveSmooth=2358,2841;
MoveSmooth=2358,2844;
MoveSmooth=2357,2848;
#EXECUTE=prepare;
MoveSmooth=2355,2851;
MoveSmooth=2354,2853;
MoveSmooth=2353,2854;
MoveSmooth=2349,2854;
#EXECUTE=prepare;
MoveSmooth=2345,2855;
MoveSmooth=2342,2856;
MoveSmooth=2338,2856;
MoveSmooth=2334,2857;
#EXECUTE=prepare;
MoveSmooth=2331,2857;
MoveSmooth=2327,2858;
MoveSmooth=2325,2858;
MoveSmooth=2325,2861;
#EXECUTE=prepare;
MoveSmooth=2327,2865;
MoveSmooth=2329,2868;
MoveSmooth=2331,2871;
MoveSmooth=2333,2874;
#EXECUTE=prepare;
MoveSmooth=2332,2875;
MoveSmooth=2329,2878;
MoveSmooth=2327,2881;
MoveSmooth=2325,2884;
#EXECUTE=prepare;
MoveSmooth=2324,2888;
MoveSmooth=2324,2889;
MoveSmooth=2326,2890;
MoveSmooth=2329,2892;
#EXECUTE=prepare;
MoveSmooth=2333,2893;
MoveSmooth=2337,2894;
MoveSmooth=2340,2894;
MoveSmooth=2342,2895;
#EXECUTE=prepare;
MoveSmooth=2343,2898;
MoveSmooth=2344,2901;
MoveSmooth=2344,2905;
MoveSmooth=2343,2909;
#EXECUTE=prepare;
MoveSmooth=2343,2912;
MoveSmooth=2342,2916;
MoveSmooth=2342,2916;
MoveSmooth=2344,2917;
#EXECUTE=prepare;
MoveSmooth=2348,2918;
MoveSmooth=2351,2919;
MoveSmooth=2355,2921;
MoveSmooth=2358,2923;
#EXECUTE=prepare;
MoveSmooth=2360,2924;
MoveSmooth=2363,2923;
MoveSmooth=2366,2923;
MoveSmooth=2370,2923;
#EXECUTE=prepare;
MoveSmooth=2373,2924;
MoveSmooth=2377,2925;
MoveSmooth=2380,2926;
MoveSmooth=2384,2926;
#EXECUTE=prepare;
MoveSmooth=2388,2927;
MoveSmooth=2392,2928;
MoveSmooth=2395,2928;
MoveSmooth=2399,2928;
#EXECUTE=prepare;
MoveSmooth=2403,2927;
MoveSmooth=2406,2927;
MoveSmooth=2409,2925;
MoveSmooth=2413,2923;
#EXECUTE=prepare;
MoveSmooth=2415,2920;
MoveSmooth=2418,2918;
MoveSmooth=2420,2915;
MoveSmooth=2422,2911;
#EXECUTE=prepare;
MoveSmooth=2422,2908;
MoveSmooth=2422,2904;
MoveSmooth=2422,2900;
MoveSmooth=2423,2897;
#EXECUTE=prepare;
MoveSmooth=2423,2893;
MoveSmooth=2424,2889;
MoveSmooth=2424,2886;
MoveSmooth=2425,2882;
#EXECUTE=prepare;
MoveSmooth=2426,2879;
MoveSmooth=2426,2879;
MoveSmooth=2422,2878;
MoveSmooth=2419,2876;
#EXECUTE=prepare;
MoveSmooth=2416,2873;
MoveSmooth=2414,2871;
MoveSmooth=2411,2868;
MoveSmooth=2408,2865;
#EXECUTE=prepare;
MoveSmooth=2406,2863;
MoveSmooth=2403,2860;
MoveSmooth=2401,2858;
MoveSmooth=2399,2854;
#EXECUTE=prepare;
MoveSmooth=2397,2851;
MoveSmooth=2396,2847;
MoveSmooth=2394,2844;
MoveSmooth=2393,2841;
#EXECUTE=prepare;
MoveSmooth=2391,2838;
MoveSmooth=2388,2835;
MoveSmooth=2386,2833;
MoveSmooth=2383,2830;
#EXECUTE=prepare;
MoveSmooth=2380,2828;
MoveSmooth=2377,2826;
MoveSmooth=2374,2824;
MoveSmooth=2371,2821;
#EXECUTE=prepare;
MoveSmooth=2368,2819;
MoveSmooth=2365,2816;
MoveSmooth=2362,2814;
MoveSmooth=2359,2812;
#EXECUTE=prepare;
MoveSmooth=2356,2811;
MoveSmooth=2352,2809;
MoveSmooth=2349,2809;
MoveSmooth=2345,2808;
#EXECUTE=prepare;
MoveSmooth=2341,2808;
MoveSmooth=2337,2807;
MoveSmooth=2334,2807;
MoveSmooth=2330,2806;
#EXECUTE=prepare;
MoveSmooth=2326,2806;
MoveSmooth=2323,2806;
MoveSmooth=2321,2805;
MoveSmooth=2319,2802;
#EXECUTE=prepare;
MoveSmooth=2317,2799;
MoveSmooth=2315,2796;
MoveSmooth=2312,2794;
MoveSmooth=2309,2791;
#EXECUTE=prepare;
MoveSmooth=2307,2788;
MoveSmooth=2304,2786;
MoveSmooth=2302,2783;
MoveSmooth=2299,2780;
#EXECUTE=prepare;
MoveSmooth=2296,2778;
MoveSmooth=2294,2775;
MoveSmooth=2292,2774;
MoveSmooth=2293,2770;
#EXECUTE=prepare;
MoveSmooth=2293,2766;
MoveSmooth=2294,2763;
MoveSmooth=2294,2759;
MoveSmooth=2293,2755;
#EXECUTE=prepare;
MoveSmooth=2292,2752;
MoveSmooth=2292,2748;
MoveSmooth=2291,2745;
#EXECUTE=prepare;
MoveSmooth=2289,2741;
MoveSmooth=2288,2738;
MoveSmooth=2286,2734;






;;;;;;;;;;;
PREPARE;;;;;;;;;;;;;;;;;;
start_prepare;
Command=/Automaticselection;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<40;
#Regenerate
#ENDIF
end_prepare;



;;;;;;;;;;;
COMBAT-RANGER;;;;;;;;;;;;;;;;
start_combat;
CreateTimer=999999;
#2DO=90000;

#IF=%Timer=889,30000; <-- Bestial Fury
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=889;
_UNTILMemRead=0x1521130,WORD,889;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=889;
Delay=500;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=796,30000; <-- Strong Shots
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=796;
_UNTILMemRead=0x1521130,WORD,796;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=796;
Delay=500;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1074,18000; <-- Silence Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1074;
_UNTILMemRead=0x1521130,WORD,1074;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1074;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=795,12000; <-- Stunning Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=795;
_UNTILMemRead=0x1521130,WORD,795;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=795;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1005,8000; <-- Swift Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1005;
_UNTILMemRead=0x1521130,WORD,1005;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1005;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=848,60000; <-- Dizzying Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=848;
_UNTILMemRead=0x1521130,WORD,848;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=848;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=829,60000; <-- Holy Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=829;
_UNTILMemRead=0x1521130,WORD,829;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=829;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#IF=%Timer=961,16000; <-- Entangling Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=961;
_UNTILMemRead=0x1521130,WORD,961;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=961;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1140,30000; <-- Arrow Storm
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1140;
_UNTILMemRead=0x1521130,WORD,1140;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1140;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=839,60000; <-- Spread Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=839;
_UNTILMemRead=0x1521130,WORD,839;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=839;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1026,30000; <-- Shackle Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1026;
_UNTILMemRead=0x1521130,WORD,1026;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1026;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1119,180000; <-- Unerring Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1119;
_UNTILMemRead=0x1521130,WORD,1119;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1119;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=1021,2000; <-- Deadshot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1021;
_UNTILMemRead=0x1521130,WORD,1021;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1021;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;
#IF=%Timer=162000080,30000; <-- Fine Recovery Serum
UseID=162000080;
CreateTimer=162000080;
#ENDIF

_AutoChain

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#2UNTIL=%TargetDead,;
end_combat
let me know how it works for you


Paraly is offline  
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Old   #545
 
elite*gold: 0
Join Date: Jun 2014
Posts: 27
Received Thanks: 0
Para i dont know why but for IO my 2nd(holder) alway disconnect. Do you have and ideal ? i try to use IO anti AFK and also try FT groupholder but it not work.
Or could you help to make a script "target nearly alliance" like i alway do for afk when i want put a pri ahop in AIon, because i do it with a coin tick to space in keyboart. so that why i want a scrip to auto do it and i can do something with my computer.
sory i dont know anycomment and it
mylovefrv is offline  
Old   #546
 
elite*gold: 497
Join Date: Sep 2009
Posts: 3,622
Received Thanks: 963
Quote:
Originally Posted by mylovefrv View Post
Para i dont know why but for IO my 2nd(holder) alway disconnect. Do you have and ideal ? i try to use IO anti AFK and also try FT groupholder but it not work.
Or could you help to make a script "target nearly alliance" like i alway do for afk when i want put a pri ahop in AIon, because i do it with a coin tick to space in keyboart. so that why i want a scrip to auto do it and i can do something with my computer.
sory i dont know anycomment and it
I never heard that anyone had a problem with the AntiAFK script, you know you have to run in it in a second hack instance which is injected to your groupholder?

however if you want to make a script which is constantly jumping you just need this

PHP Code:
#IF=%FirstTime,;
#UseLoop
#ENDIF
SendKey=0x20
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It was perfect. thank you for help.
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Para idk why, but when im using IO script on elyos side..the char always is dying..any tip? i did rlly good on asmo side..but elyos side is sying and there nothing diferent.
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Paraly could you realize a path for BT and some other istances?
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Quote:
Originally Posted by zorak10 View Post
Para idk why, but when im using IO script on elyos side..the char always is dying..any tip? i did rlly good on asmo side..but elyos side is sying and there nothing diferent.
You know your character always dies after 30 minutes when you've entered the instance, if he doesn't already fix it himself restart the script.
Quote:
Originally Posted by milazzu88 View Post
Paraly could you realize a path for BT and some other istances?
I can go trough any instance and any wall without a single problem.
At the basics video you even see how to skip walls and a whole way trough BT
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Ok thx m8

Can you do also some new istances as Makarna or not?
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Quote:
Originally Posted by milazzu88 View Post
Ok thx m8

Can you do also some new istances as Makarna or not?
I can skip everything, there's no limit.
going trough walls is really easy it just needs a bit of practise.
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Nice but to kill mobs how can i do?
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Originally Posted by milazzu88 View Post
Nice but to kill mobs how can i do?
You can't tell the hack to grind random mobs.
It's a hack not a bot.
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My fault sorry, i was asking how can i kill for example Beitra in Makarna? Is it possibile?


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