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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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271 |
36.97% |
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No, english and german are enough for me.
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462 |
63.03% |
07/22/2016, 10:41
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#541
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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 Karsh20
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
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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
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07/23/2016, 16:06
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#542
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elite*gold: 0
Join Date: Mar 2016
Posts: 28
Received Thanks: 1
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Quote:
Originally Posted by urabigguy
Hello,
I made an aethertapping script for my Songweaver and I am wondering how I can implement the Songweaver flight time skill into it.
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hello you could share the script?
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07/23/2016, 21:29
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#543
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elite*gold: 0
Join Date: Apr 2015
Posts: 15
Received Thanks: 1
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Quote:
Originally Posted by malysia
hello you could share the script?
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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.
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07/23/2016, 21:33
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#544
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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 urabigguy
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.
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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
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
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07/24/2016, 05:15
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#545
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elite*gold: 0
Join Date: Jun 2014
Posts: 30
Received Thanks: 0
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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
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07/24/2016, 09:01
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#546
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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 mylovefrv
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
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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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07/26/2016, 03:21
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#547
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elite*gold: 0
Join Date: Jun 2014
Posts: 30
Received Thanks: 0
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It was perfect. thank you for help.
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07/26/2016, 07:48
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#548
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elite*gold: 0
Join Date: Sep 2013
Posts: 62
Received Thanks: 1
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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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07/26/2016, 09:05
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#549
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elite*gold: 0
Join Date: Feb 2015
Posts: 7
Received Thanks: 0
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Paraly could you realize a path for BT and some other istances?
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07/26/2016, 09:36
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#550
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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 zorak10
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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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
Paraly could you realize a path for BT and some other istances?
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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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07/26/2016, 09:37
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#551
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elite*gold: 0
Join Date: Feb 2015
Posts: 7
Received Thanks: 0
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Ok thx m8
Can you do also some new istances as Makarna or not?
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07/26/2016, 09:46
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#552
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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 milazzu88
Ok thx m8
Can you do also some new istances as Makarna or not?
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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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07/26/2016, 10:03
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#553
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elite*gold: 0
Join Date: Feb 2015
Posts: 7
Received Thanks: 0
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Nice but to kill mobs how can i do?
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07/26/2016, 10:06
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#554
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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 milazzu88
Nice but to kill mobs how can i do?
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You can't tell the hack to grind random mobs.
It's a hack not a bot.
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07/26/2016, 10:10
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#555
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elite*gold: 0
Join Date: Feb 2015
Posts: 7
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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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