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Para's Script Library
Discussion on Para's Script Library within the Aion forum part of the MMORPGs category.
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View Poll Results: You want the scripts for any client language?
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Yes, surely!
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36.97% |
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No, english and german are enough for me.
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462 |
63.03% |
07/06/2019, 23:28
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#2281
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
Redownload the Combat Routine file and follow the guide slowly
1. Go to an obelisk nearby the grind spot you want to farm mobs at
2. Bind to the obelisk
3. Open the Combat Wizard (at the traymenu of vanillatool)
4. Click on "Record Return Path" and walk to the grind spot
5. Once you arrived at the grind spot stop recording the Return Path
6. Click on "Record Grind Path" and walk trough some mobs
7. Once you finished recordint the grind route be sure you end recording exactly where you started recording the Grind Path so it can run in a loop
8. Click on "Load Routine" and select the "Combat Routine" file
9. Click on "Build Combat script"and save the script somewhere (this is the final script which you load later with the Script Editor)
10. Simply load and play this final script with the Script Editor
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I did exactly that. It kills mobs that attacks the bot, but it does not move nor targets any mobs on its own. There is no trace of the grind or return paths in the Script Editor's command lines. Is it supposed to mention something about them?
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07/06/2019, 23:29
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#2282
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
I did exactly that. It kills mobs that attacks the bot, but it does not move nor targets any mobs on its own.
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are you on a mount?
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07/06/2019, 23:34
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#2283
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
are you on a mount?
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No, I'm not. Also not using any motion.
There is no trace of the grind or return paths in the Script Editor's command lines. Is it supposed to mention something about them?
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07/06/2019, 23:39
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#2284
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
No, I'm not. Also not using any motion.
There is no trace of the grind or return paths in the Script Editor's command lines. Is it supposed to mention something about them?
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Yes it should write FlySmooth lines with the current coordinates
Try a client restart and don't sit on mount while you record the paths
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07/07/2019, 09:24
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#2285
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
Yes it should write FlySmooth lines with the current coordinates
Try a client restart and don't sit on mount while you record the paths
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I had messed up with the files, lol! It's working now.
Also how to make the bot attack mobs that attack him on the return path? Right now it just runs through the mobs, even if the mobs attack it. Also, to make it attack mobs regardless of HP or target. Thanks!
It would be nice to make so that the bot doesn't walk back to the path it was before selecting a mob and running to the appropriate distance. Is there a command to disable the walk back?
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07/07/2019, 11:55
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#2286
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
I had messed up with the files, lol! It's working now.
Also how to make the bot attack mobs that attack him on the return path? Right now it just runs through the mobs, even if the mobs attack it. Also, to make it attack mobs regardless of HP or target. Thanks!
It would be nice to make so that the bot doesn't walk back to the path it was before selecting a mob and running to the appropriate distance. Is there a command to disable the walk back?
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Add "_ACCheckMob=;" lines at every second line on your return path
Open the Combat Routine script with some text editor, scroll down to the "Basic Settings" part, add these lines
Code:
_ACAllowAllMobs=True;
_ACResetPosition=False;
_ACIgnoreAtDistance=17;
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07/07/2019, 19:54
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#2287
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elite*gold: 0
Join Date: Jul 2014
Posts: 2
Received Thanks: 0
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Got banned for using this sadly
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07/07/2019, 19:55
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#2288
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
Add "_ACCheckMob=;" lines at every second line on your return path
Open the Combat Routine script with some text editor, scroll down to the "Basic Settings" part, add these lines
Code:
_ACAllowAllMobs=True;
_ACResetPosition=False;
_ACIgnoreAtDistance=17;
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Thanks! It worked, kind of. The bot still doesn't finish killing the mobs on the return path at times (it starts killing the mobs but then it just gives up and continue walking on the path lol), but it's much better now.
The other settings are working as intended.
Quote:
Originally Posted by MamaMercy
Got banned for using this sadly 
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Well, it's a hack tool so you are accepting the risk to get banned lol.
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07/10/2019, 20:39
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#2289
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Join Date: Jun 2008
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Received Thanks: 3
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Is there a way to set the "_ACPotion=%Var3,HP/MP,50,66;" command to use multiple potions? I know that you can create a function like the transformation potions function, I was looking for a cleaner way.
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07/10/2019, 20:47
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#2290
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
Is there a way to set the "_ACPotion=%Var3,HP/MP,50,66;" command to use multiple potions? I know that you can create a function like the transformation potions function, I was looking for a cleaner way.
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No, the only way is like you said trough a similar function like the transformation potion function
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07/10/2019, 21:20
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#2291
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
No, the only way is like you said trough a similar function like the transformation potion function
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Could you create something like that? :S
Or do I have all the information I need in the thread? I can look it up myself if all the commands and functions are already available. The InventoryCheck one is pretty obvious. But i couldn't find a command to check for the HP/MP that the character currently has.
Or a way to call for a function when the HP/MP fall below a certain percentage.
Thanks in advance!
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07/10/2019, 21:26
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#2292
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
Could you create something like that? :S
Or do I have all the information I need in the thread? I can look it up myself if all the commands and functions are already available. The InventoryCheck one is pretty obvious. But i couldn't find a command to check for the HP/MP that the character currently has.
Or a way to call for a function when the HP/MP fall below a certain percentage.
Thanks in advance!
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Code:
start_HPPotions;
_SetVar=PotionsPerRound,3;
_IFInventoryContains=162005003,%Var[PotionsPerRound]; // If has 3 or more of this potion
_SetVar3=162005003; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162005007,%Var[PotionsPerRound];
_SetVar3=162005007; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162000178,%Var[PotionsPerRound];
_SetVar3=162000178; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162000181,%Var[PotionsPerRound];
_SetVar3=162000181; // set item ID as variable 3
#ENDIF
//highest priority potions should be declared as late as possible
#EXECUTE=CombatSort; // call combatsort function so %Var3 gets applied at the _ACPotion line
end_HPPotions;
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07/10/2019, 21:31
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#2293
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
Code:
start_HPPotions;
_SetVar=PotionsPerRound,3;
_IFInventoryContains=162005003,%Var[PotionsPerRound]; // If has 3 or more of this potion
_SetVar3=162005003; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162005007,%Var[PotionsPerRound];
_SetVar3=162005007; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162000178,%Var[PotionsPerRound];
_SetVar3=162000178; // set item ID as variable 3
#ENDIF
_IFInventoryContains=162000181,%Var[PotionsPerRound];
_SetVar3=162000181; // set item ID as variable 3
#ENDIF
//highest priority potions should be declared as late as possible
#EXECUTE=CombatSort; // call combatsort function so %Var3 gets applied at the _ACPotion line
end_HPPotions;
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You are awesome. Now I need to check for the bot's HP, would this IF do it?
Code:
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
#EXECUTE=HPPotions;
#ENDIF
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07/10/2019, 21:35
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#2294
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elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
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Quote:
Originally Posted by agua2o
You are awesome. Now I need to check for the bot's HP, would this IF do it?
Code:
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<65;
#EXECUTE=HPPotions;
#ENDIF
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No I don't think you understood what _ACPotions does, like all other _AC commands it does just declare rules for the AutoCombat system, this means _ACPotions will never actively use a potion when you execute the line, _ACCheckMob=; will use the declared potion during combat
If you want to use the potion with a certain line you need
Code:
UseID=ItemID;
Delay=450;
Your HP check line is correct
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07/10/2019, 21:43
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#2295
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elite*gold: 0
Join Date: Jun 2008
Posts: 50
Received Thanks: 3
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Quote:
Originally Posted by Paraly
No I don't think you understood what _ACPotions does, like all other _AC commands it does just declare rules for the AutoCombat system, this means _ACPotions will never actively use a potion when you execute the line, _ACCheckMob=; will use the declared potion during combat
If you want to use the potion with a certain line you need
Code:
UseID=ItemID;
Delay=450;
Your HP check line is correct
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Ok. So all that I need to do is to thrown the HPPotions function in the scritpt and at the end of every round the script will check if I have the potions on my inventory and set Var3 with the ID. Is that it? And the number 3 means what? (not the %Var3, the other number 3)
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