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Para's Script Library
Discussion on Para's Script Library within the Aion forum part of the MMORPGs category.
View Poll Results: You want the scripts for any client language?
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Yes, surely!
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263 |
36.89% |
No, english and german are enough for me.
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450 |
63.11% |
04/03/2017, 11:49
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#1111
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,589
Received Thanks: 1,592
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Quote:
Originally Posted by lmfaoown
It doesn't work for me. As said, it doesn't put anything in the vendor window, it just clicks on X/Y position.
Item used was
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you need at least 2 Item IDs at the SetArray
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04/03/2017, 12:07
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#1112
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elite*gold: 0
Join Date: Jan 2009
Posts: 33
Received Thanks: 6
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04/03/2017, 13:17
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#1113
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,589
Received Thanks: 1,592
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Quote:
Originally Posted by lmfaoown
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Do you use the portable shop?
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04/03/2017, 13:23
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#1114
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elite*gold: 0
Join Date: Jan 2009
Posts: 33
Received Thanks: 6
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Yes, does it only work with an NPC vendor? I presumed it would work with the portable one since that's the most friendly shop to cause the least problems.
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04/03/2017, 13:29
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#1115
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,589
Received Thanks: 1,592
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Quote:
Originally Posted by lmfaoown
Yes, does it only work with an NPC vendor? I presumed it would work with the portable one since that's the most friendly shop to cause the least problems.
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I'm not sure if it will work for the portable shop as well, I just made it for the merchant sell dialog cause I don't want to waste 15% of the kinah.
Walking to a merchant just takes 2 minutes and may save multiple 10m depending on how long you farmed.
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04/04/2017, 01:40
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#1116
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elite*gold: 0
Join Date: Oct 2015
Posts: 3
Received Thanks: 0
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hey paraly, I have a problem when I make my combat scrip and it is that my toon doesn't loot the mobs. Any idea why is it happening?
thanks.
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04/04/2017, 19:30
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#1117
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elite*gold: 0
Join Date: Sep 2009
Posts: 20
Received Thanks: 4
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Script to open event eggs
Code:
#IF=%FirstTime,;
RequireVersion=2.87;
#NeedResolution=816,638;
Delay=500;
UseSpeed=50;
#UseLoop
#SmoothBackground
MemPtrWrite=%AddrFPS,%OffsetFPS1,30,BYTE;<-MaxFPS
MemPtrWrite=%AddrFPS,%OffsetFPS2,30,FLOAT;<-MaxFPS
Command=;
#ENDIF
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ENDIF
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
#EXECUTE=spark;
#ENDID
_IFInventoryContains=188054353; [Event] Lukewarm Egg
#EXECUTE=luke;
#ENDID
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
#EXECUTE=cooling;
#ENDID
_IFInventoryContains=188054354; [Event] Warm Egg
#EXECUTE=warm;
#ENDID
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
#EXECUTE=coolingheated;
#ENDID
_IFInventoryContains=188054355; [Event] Heated Egg
#EXECUTE=heated;
#ENDID
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
#EXECUTE=coolingincubated;
#ENDID
_IFInventoryContains=188054356; [Event] Incubated Egg
#EXECUTE=incubated;
#ENDID
start_living;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054358; [Event] Living Warmth
Command=/use [Event] Living Warmth;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=spark;
#ENDID
end_living;
start_spark;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
Command=/use [Event] Cooling Lukewarm Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
#EXECUTE=spark;
#ELSE
#EXECUTE=luke;
#ENDID
end_spark;
start_luke;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054353; [Event] Lukewarm Egg
Command=/use [Event] Lukewarm Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054353; [Event] Lukewarm Egg
#EXECUTE=luke;
#ELSE
#EXECUTE=cooling;
#ENDID
end_luke;
start_cooling;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
Command=/use [Event] Cooling Warm Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
#EXECUTE=cooling;
#ELSE
#EXECUTE=warm;
#ENDID
end_cooling;
start_warm;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054354; [Event] Warm Egg
Command=/use [Event] Warm Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054354; [Event] Warm Egg
#EXECUTE=warm;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=coolingheated;
#ENDID
end_warm;
start_coolingheated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
Command=/use [Event] Cooling Heated Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
#EXECUTE=coolingheated;
#ELSE
#EXECUTE=heated;
#ENDID
end_coolingheated;
start_heated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054355; [Event] Heated Egg
Command=/use [Event] Heated Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054355; [Event] Heated Egg
#EXECUTE=heated;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=coolingincubated;
#ENDID
end_heated;
start_coolingincubated;
CreateTimer=180000;
#2DO=180000;
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
Command=/use [Event] Cooling Incubated Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
#EXECUTE=coolingincubated;
#ELSE
#EXECUTE=incubated;
#ENDID
end_coolingincubated;
start_incubated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054356; [Event] Incubated Egg
Command=/use [Event] Incubated Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054356; [Event] Incubated Egg
#EXECUTE=incubated;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
WaitForResponse=FINISH;
Delay=2000;
#UseNoLoop
end_incubated;
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04/05/2017, 01:18
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#1118
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elite*gold: 0
Join Date: Mar 2016
Posts: 28
Received Thanks: 1
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Quote:
Originally Posted by Eragos07
hey paraly, I have a problem when I make my combat scrip and it is that my toon doesn't loot the mobs. Any idea why is it happening?
thanks.
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I have the same problem.
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04/05/2017, 08:10
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#1119
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elite*gold: 0
Join Date: Dec 2013
Posts: 31
Received Thanks: 2
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I got trouble with Barracks + Statues (NA) - Script ver. 1.19 in all barrack: sometime my toon got stuck after kill 1 statue; sometime my toon cast to the box then cancel so it didnot loot the box.
Can you help me fix it?
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04/05/2017, 16:00
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#1120
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,589
Received Thanks: 1,592
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Quote:
Originally Posted by malysia
I have the same problem.
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Quote:
Originally Posted by Eragos07
hey paraly, I have a problem when I make my combat scrip and it is that my toon doesn't loot the mobs. Any idea why is it happening?
thanks.
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Be sure you've no pet summoned when you start the script.
You could also summon a loot pet and enable it before you start the script.
Quote:
Originally Posted by Na.Q
I got trouble with Barracks + Statues (NA) - Script ver. 1.19 in all barrack: sometime my toon got stuck after kill 1 statue; sometime my toon cast to the box then cancel so it didnot loot the box.
Can you help me fix it?
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Which class you're using?
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04/06/2017, 04:27
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#1121
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elite*gold: 0
Join Date: Dec 2013
Posts: 31
Received Thanks: 2
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Quote:
Originally Posted by Paraly
Quote:
Originally Posted by Na.Q
I got trouble with Barracks + Statues (NA) - Script ver. 1.19 in all barrack: sometime my toon got stuck after kill 1 statue; sometime my toon cast to the box then cancel so it didnot loot the box.
Can you help me fix it?
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Which class you're using?
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I fixed it.
I used graphic seting is fix for FPS, so i got this bug.
After i turn off fix for FPS, your script work normal.
Thank you
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04/08/2017, 22:44
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#1122
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elite*gold: 0
Join Date: Jul 2016
Posts: 10
Received Thanks: 1
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I'm trying to make a script to get only the bausons from the barracks rooms in NA, but it's giving a problem to execute, in some points of the rollback and to the collection, will anyone have this script? Only to pick up baus without statues.
I'll attach my file:
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04/09/2017, 04:31
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#1123
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elite*gold: 0
Join Date: Jan 2015
Posts: 11
Received Thanks: 0
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Can I have the updated Danuar Sanctuary script?
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04/09/2017, 11:28
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#1124
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,589
Received Thanks: 1,592
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Quote:
Originally Posted by banhahu
I'm trying to make a script to get only the bausons from the barracks rooms in NA, but it's giving a problem to execute, in some points of the rollback and to the collection, will anyone have this script? Only to pick up baus without statues.
I'll attach my file:
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1. You could try to avoid rollbacks by just increasing the script speed value (the higher the speed value the slower the script runs)
2. If that didn't solve your problem you need to stop the script where ever you get the rollback and re record the path from that point
Quote:
Originally Posted by pastel2
Can I have the updated Danuar Sanctuary script?
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Take a look
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04/09/2017, 21:25
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#1125
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elite*gold: 0
Join Date: Nov 2009
Posts: 268
Received Thanks: 65
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Quote:
Originally Posted by mscrasth
Code:
#IF=%FirstTime,;
RequireVersion=2.87;
#NeedResolution=816,638;
Delay=500;
UseSpeed=50;
#UseLoop
#SmoothBackground
MemPtrWrite=%AddrFPS,%OffsetFPS1,30,BYTE;<-MaxFPS
MemPtrWrite=%AddrFPS,%OffsetFPS2,30,FLOAT;<-MaxFPS
Command=;
#ENDIF
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ENDIF
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
#EXECUTE=spark;
#ENDID
_IFInventoryContains=188054353; [Event] Lukewarm Egg
#EXECUTE=luke;
#ENDID
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
#EXECUTE=cooling;
#ENDID
_IFInventoryContains=188054354; [Event] Warm Egg
#EXECUTE=warm;
#ENDID
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
#EXECUTE=coolingheated;
#ENDID
_IFInventoryContains=188054355; [Event] Heated Egg
#EXECUTE=heated;
#ENDID
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
#EXECUTE=coolingincubated;
#ENDID
_IFInventoryContains=188054356; [Event] Incubated Egg
#EXECUTE=incubated;
#ENDID
start_living;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054358; [Event] Living Warmth
Command=/use [Event] Living Warmth;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=spark;
#ENDID
end_living;
start_spark;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
Command=/use [Event] Cooling Lukewarm Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100280; [Event] Warming Spark
_IFInventoryContains=188100276; [Event] Cooling Lukewarm Egg
#EXECUTE=spark;
#ELSE
#EXECUTE=luke;
#ENDID
end_spark;
start_luke;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054353; [Event] Lukewarm Egg
Command=/use [Event] Lukewarm Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054353; [Event] Lukewarm Egg
#EXECUTE=luke;
#ELSE
#EXECUTE=cooling;
#ENDID
end_luke;
start_cooling;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
Command=/use [Event] Cooling Warm Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100281; [Event] Warming Ember
_IFInventoryContains=188100277; [Event] Cooling Warm Egg
#EXECUTE=cooling;
#ELSE
#EXECUTE=warm;
#ENDID
end_cooling;
start_warm;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054354; [Event] Warm Egg
Command=/use [Event] Warm Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054354; [Event] Warm Egg
#EXECUTE=warm;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=coolingheated;
#ENDID
end_warm;
start_coolingheated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
Command=/use [Event] Cooling Heated Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100282; [Event] Warming Flame
_IFInventoryContains=188100278; [Event] Cooling Heated Egg
#EXECUTE=coolingheated;
#ELSE
#EXECUTE=heated;
#ENDID
end_coolingheated;
start_heated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054355; [Event] Heated Egg
Command=/use [Event] Heated Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054355; [Event] Heated Egg
#EXECUTE=heated;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
#EXECUTE=coolingincubated;
#ENDID
end_heated;
start_coolingincubated;
CreateTimer=180000;
#2DO=180000;
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
Command=/use [Event] Cooling Incubated Egg;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=500;
SendKey=0x0D;
Delay=2500;
_IFInventoryContains=188100283; [Event] Warming Blaze
_IFInventoryContains=188100279; [Event] Cooling Incubated Egg
#EXECUTE=coolingincubated;
#ELSE
#EXECUTE=incubated;
#ENDID
end_coolingincubated;
start_incubated;
CreateTimer=200000;
#2DO=180000;
_IFInventoryContains=188054356; [Event] Incubated Egg
Command=/use [Event] Incubated Egg;
SendKey=0x0D;
Delay=1000;
_IFInventoryContains=188054356; [Event] Incubated Egg
#EXECUTE=incubated;
#ELSE
_IFInventoryContains=188054358; [Event] Living Warmth
#EXECUTE=living;
#ELSE
WaitForResponse=FINISH;
Delay=2000;
#UseNoLoop
end_incubated;
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Tested it, works!, was so lazyyyyyy to even try to do this
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