|
You last visited: Today at 17:35
Advertisement
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?
|
|
Yes, surely!
|
  
|
271 |
36.97% |
|
No, english and german are enough for me.
|
  
|
462 |
63.03% |
11/19/2018, 15:56
|
#2131
|
elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
|
Quote:
Originally Posted by mezorr
paraly mm i think you can make some script for search shugo in primeth forge because dont need kill any mob only for search dont kill
map shugo:
|
I'd also like to have something like a wall walk through instances moving around until it sees the message of the shugo and then stop, in this case we should bring our main to claim the daevanion skill.
And also a complete set of maps of the spots shugo might spawn would be awesome.
Another thing I would like to see if it is possible is to "see" when we get the cubic entry shugo in Lakrum. I see the system message in my chat doesn't write it, it only appears in front of our eyes. I am working on my computer and I have my main char logged and throw an eye here and there hoping to see if the cubic entrance spawned, it would be awesome if I could simply forget about it until vanilla notifies me that it just spawned with a notification and a sound.
There must be a way for this message to be detected.
|
|
|
11/20/2018, 11:52
|
#2132
|
elite*gold: 0
Join Date: Apr 2010
Posts: 85
Received Thanks: 4
|
Para! Mirash Refuge ver. 1.02, in all rounds, not taking the loot from the Boss box.
|
|
|
11/20/2018, 18:16
|
#2133
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
fixed
________________________
This is probably the most complicated script I've ever done, like yesterday where I posted the Animation alternative  , this script also uses assembly to get a better Eye Secure mode which completely prevents targeting hidden players, it's very very fast.
Classes who don't have any Eye skill just execute this script once and it ends after 1 second the code is then injected into Aion and you can close the Script Editor, it will work till you restart Aion.
At classes who have Eye skills the script will keep running since it needs to check when you use eye buffs
Note: Make sure all Eye options are disabled at the Overlay
Code:
#IF=%FirstTime,;
RequireVersion=5.95;
UseSpeed=1;
#DisableScrolling
#EXECUTE=DeclareMemory;
#EXECUTE=CheckClass;
#ENDIF
#IF=%Var[ValidClass],=1;
#EXECUTE=RunTime;
#ELSE
#EXECUTE=SingleTime;
#ENDIF
start_RunTime;
_IFMemRead=%AddrFreeMem30,DWORD,=2560068424;
#EXECUTE=WaitForBuffs;
#ELSE
#EXECUTE=StartThread;
#EXECUTE=WaitForBuffs;
#ENDIF
end_RunTime;
start_SingleTime;
_IFMemRead=%AddrFreeMem30,DWORD,=2560068424;
#SetVar1=Secure eye code already applied, want to remove it?/n/nType 1 for Yes/nType 0 for No;
#EXECUTE=End;
#ELSE
#EXECUTE=StartThread;
WaitForResponse=Secure eye code applied, you can close the Script Editor now.;
#ENDIF
end_SingleTime;
start_WaitForBuffs;
#DO=9999999999999;
Delay=500;
_SetVar=ValidBuff,0;
_IFBuffAlive=3339;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1099;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1476;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=3270;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1910;
_SetVar=ValidBuff,1;
#ENDIF
#IF=%Var[ValidBuff],=1;
#EXECUTE=Stop;
#EXECUTE=ExpireBuff;
#EXECUTE=Play;
#ENDIF
#UNTIL=1,=2;
end_WaitForBuffs;
start_ExpireBuff;
#DO=120000;
Delay=500;
_SetVar=ValidBuff,0;
_IFBuffAlive=3339;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1099;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1476;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=3270;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1910;
_SetVar=ValidBuff,1;
#ENDIF
#UNTIL=%Var[ValidBuff],=0;
end_ExpireBuff;
start_CheckClass;
_SetVar=ValidClass,0;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4; Assassin
_SetVar=ValidClass,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5; Ranger
_SetVar=ValidClass,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14; Gunslinger
_SetVar=ValidClass,1;
#ENDIF
end_CheckClass;
start_End;
#IF=%Var1,=1;
_SetVar=AddrThread,%Var10;
#EXECUTE=StopThread;
#EndScript
#ELSE
#EndScript
#ENDIF
end_End;
start_StartThread;
_Pause=True;
MemWrite=%AddrFreeMem30,%AddrFreeMem30,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,FreeMemory;
_SetVar=AddrThread,%Var10;
_Calc[Jump]=%Var[FreeMemory]-%Var[AddrThread];
_Calc[Jump]=%Var[Jump]-5;
_Calc[Return]=%Var[AddrThread]+4294967295;
_Calc[Return]=%Var[Return]-%Var[FreeMemory];
_Calc[Return]=%Var[Return]+5;
MemWrite=%AddrFreeMem30,0x488B97980300004881FA001400007421C7879803000000140000F30F11877016000048BA0000000000000000E9,BYTE[45];
_Calc[Return1]=%Var[Return]-45;
_Calc[AddrReturn1]=%Var[FreeMemory]+45;
MemWrite=%Var[AddrReturn1],%Var[Return1],DWORD;
_Calc[AddrCode2]=%Var[FreeMemory]+49;
MemWrite=%Var[AddrCode2],0xC7879803000000000000F30F11877016000048BA0000000000000000E9,BYTE[29];
_Calc[Return2]=%Var[Return]-78;
_Calc[AddrReturn2]=%Var[FreeMemory]+78;
MemWrite=%Var[AddrReturn2],%Var[Return2],DWORD;
_Calc[AddrJump1]=%Var[AddrThread]+1;
_Calc[AddrJump2]=%Var[AddrThread]+5;
MemWrite=%Var[AddrThread],0xE9,BYTE[1];
MemWrite=%Var[AddrJump1],%Var[Jump],DWORD;
MemWrite=%Var[AddrJump2],0x909090,BYTE[3];
_Pause=False;
end_StartThread;
start_StopThread;
_Pause=True;
MemWrite=%Var[AddrThread],0xF30F118770160000,BYTE[8];
Delay=500;
MemWrite=%AddrFreeMem30,0x0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000,BYTE[77];
_Pause=False;
end_StopThread;
start_Stop;
_Calc[AddrStop]=%Var[FreeMemory]+11;
MemWrite=%Var[AddrStop],19,BYTE;
end_Stop;
start_Play;
_Calc[AddrStop]=%Var[FreeMemory]+11;
MemWrite=%Var[AddrStop],20,BYTE;
end_Play;
start_DeclareMemory;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_HTTPGetVar=http://subvanillatool.com/data/Threads.html,,10,NA-1670="(.*?)"; NA Target Data/1670
#ELSE
_HTTPGetVar=http://subvanillatool.com/data/Threads.html,,10,EU-1670="(.*?)"; EU Target Data/1670
#ENDIF
end_DeclareMemory;
|
|
|
11/21/2018, 00:54
|
#2134
|
elite*gold: 0
Join Date: Jul 2010
Posts: 398
Received Thanks: 77
|
Quote:
Originally Posted by Paraly
fixed
________________________
This is probably the most complicated script I've ever done, like yesterday where I posted the Animation alternative  , this script also uses assembly to get a better Eye Secure mode which completely prevents targeting hidden players, it's very very fast.
Classes who don't have any Eye skill just execute this script once and it ends after 1 second the code is then injected into Aion and you can close the Script Editor, it will work till you restart Aion.
|
...so we disable the eye (see hidden players) in the options and then we run the script once (I am a sorc), that means I can still see hidden players but not select them?
Because that was indeed a problem momentarily selecting someone in hide mode with tab
|
|
|
11/21/2018, 00:56
|
#2135
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by Diavolakos
...so we disable the eye (see hidden players) in the options and then we run the script once (I am a sorc), that means I can still see hidden players but not select them?
Because that was indeed a problem momentarily selecting someone in hide mode with tab
|
Yes, that's correct
|
|
|
11/27/2018, 11:17
|
#2136
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Someone requested a script where a toon follows the main and just keeps looting his targets
Code:
#IF=%FirstTime,;
#DisableScrolling
MemPtrWrite=%AddrFPS,%OffsetFPS1,24,BYTE;
MemPtrWrite=%AddrFPS,%OffsetFPS2,24,FLOAT;
#SmoothBackground
UseSpeed=1;
#UseLoop
#EnableChatLog
#ClearChatLog
#SetVar1=Enter your main charactername;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],2;
Command=;
_SetVar26=65536;
#ENDIF
#EXECUTE=Follow;
#EXECUTE=Keywords;
#EXECUTE=Notification;
#EXECUTE=CheckLoot;
start_Follow;
#EXECUTE=SelectMaster;
#IF=%TargetDistance,<20;
#IF=%TargetName,%Var1;
Command=/Follow;
#ELSE
Command=/attack;
#ENDIF
end_Follow;
start_CheckLoot;
_SetVar4=0;
_MemPtrReadVar=%PlayerBase,%OffsetData/0x30,WORD,29;
_MemPtrReadVar=%TargetBase,%OffsetData/0x30,WORD,28;
_MemPtrReadVar=%TargetBase,%OffsetData/0x378,WORD,27;
#IF=%Var27,=%Var29; <-- if target has player as target
_SetVar4=1;
#ENDIF
#IF=%Var27,=%Var28; <-- if target has target as target
_SetVar4=1;
#ENDIF
#IF=%Var27,=0; <-- if target has nothing as target
_SetVar4=1;
#ENDIF
_IFMemPtrRead=%AddrFrameID[2],0x558,WORD,>0; If target's target is alive
_SetVar4=1;
#ENDIF
#IF=%Var27,=Var26; <-- if target has looted target as target
_SetVar4=1;
#ENDIF
#IF=%Var4,=0;
_SetVar26=%Var27;
UseID=50003;
Delay=55;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0; Dead
_IFMemPtrRead=%TargetBase,%OffsetData/0x1574,DWORD,=1; Lootable
_IFMemPtrRead=%TargetBase,%OffsetData/0x1588,DWORD,=0; Not Looted yet
_MemReadVar=%AddrTargetID,WORD,5;
#EXECUTE=WaitForLoot;
#ENDIF
end_CheckLoot;
start_WaitForLoot;
_SetVar6=0;
#DO=12000; 12 seconds loot timeout
MemPtrWrite=%PlayerBase,%OffsetActionID,0x150000000100000000000000000000000000000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000010000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000002,BYTE[225];
_IFMemPtrRead=%TargetBase,%OffsetData/0x1588,DWORD,>0; <-- Looted
_SetVar6=1;
#ENDIF
_IFMemRead=%AddrTargetID,WORD,=%Var5; <-- Lost target
#ELSE
_SetVar6=1;
#ENDIF
_IFMemPtrRead=%AddrFrameID[275],0x28,BYTE,=175;
SendKey=0x43;
Delay=5;
SendKey=0x43;
Delay=5;
SendKey=0x43;
Delay=5;
SendKey=0x43;
Delay=15;
_SetVar6=1;
_IFMemPtrRead=%AddrFrameID[525],0x28,BYTE,=175;
SendKey=0x0D;
Delay=50;
SendKey=0x0D;
Delay=50;
Command=;
SendKey=0x1B;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
#ENDIF
_IFMemPtrRead=%AddrFrameID[525],0x28,BYTE,=175;
SendKey=0x0D;
Delay=50;
SendKey=0x0D;
Delay=50;
Command=;
SendKey=0x1B;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
_SetVar6=1;
#ENDIF
#UNTIL=%Var6,=1;
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
Delay=15;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
end_WaitForLoot;
start_Notification;
#EXECUTE=SelectMaster;
#IF=%TargetName,;
Command=/w %Var1 I don't see you anymore, I'll wait [pos:here/:0 %Var3 %Var1 %Var2 0.0 0];
#DO=999999999;
Command=/select %Var1;
#UNTIL=%TargetName,%Var1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;<-- Use if lower than 50% life
#IF=%Timer=1,60000;
Command=/w %Var1 I'm low life!;
CreateTimer=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<99;<-- Use if lower than 99% life
#IF=%Timer=1,60000;
Command=/w %Var1 I'm under attack!;
CreateTimer=1;
#ENDIF
end_Notification;
start_Keywords;
_SearchChatLog=\[charname:%Var1.*?] Whispers: Hello!;
Command=/w %Var1 Hey;
#ENDIF
_SearchChatLog=\[charname:%Var1.*?] Whispers: Stay here!;
#EXECUTE=SelectMaster;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[32],=%Var1;
_MemPtrReadVar=%TargetBase,%OffsetPosX,FLOAT,6;
_MemPtrReadVar=%TargetBase,%OffsetPosY,FLOAT,7;
_MemPtrReadVar=%TargetBase,%OffsetPosZ,FLOAT,8;
MoveTo=%Var6,%Var7,%Var8,False,False;
Command=/w %Var1 ok I'll wait [pos:here/:0 %Var6 %Var7 %Var8 0.0 0];
_SetVar9=0;
#EXECUTE=Wait;
#ENDIF
#ClearChatLog
end_Keywords;
start_Wait;
#DO=9999999999;
_SearchChatLog=\[charname:%Var1.*?] Whispers: Follow me!;
_SetVar9=1;
#ENDIF
Delay=500;
#UNTIL=%Var9,=1;
end_Wait;
start_SelectSlave;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[32],=%Var2;
#ELSE
Command=/select %Var2;
Delay=5;
#ENDIF
end_SelectSlave;
start_SelectMaster;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[32],=%Var1;
#ELSE
Command=/select %Var1;
Delay=5;
#ENDIF
end_SelectMaster;
The follower toon can also be whispered with
"Hello!" - The follower returns "Hey!" (just a ping to check if he works properly)
"Stay here!" - The follower waits at your position till you whisper him "Follow me!"
|
|
|
11/27/2018, 16:17
|
#2137
|
elite*gold: 0
Join Date: Oct 2009
Posts: 44
Received Thanks: 1
|
Quote:
Originally Posted by Paraly
fixed
________________________
This is probably the most complicated script I've ever done, like yesterday where I posted the Animation alternative  , this script also uses assembly to get a better Eye Secure mode which completely prevents targeting hidden players, it's very very fast.
Classes who don't have any Eye skill just execute this script once and it ends after 1 second the code is then injected into Aion and you can close the Script Editor, it will work till you restart Aion.
At classes who have Eye skills the script will keep running since it needs to check when you use eye buffs
Note: Make sure all Eye options are disabled at the Overlay
Code:
#IF=%FirstTime,;
UseSpeed=1;
#DisableScrolling
#EXECUTE=DeclareMemory;
#EXECUTE=CheckClass;
#ENDIF
#IF=%Var[ValidClass],=1;
#EXECUTE=RunTime;
#ELSE
#EXECUTE=SingleTime;
#ENDIF
start_RunTime;
_IFMemRead=%AddrFreeMem30,DWORD,=2560068424;
#EXECUTE=WaitForBuffs;
#ELSE
#EXECUTE=StartThread;
#EXECUTE=WaitForBuffs;
#ENDIF
end_RunTime;
start_SingleTime;
_IFMemRead=%AddrFreeMem30,DWORD,=2560068424;
#SetVar1=Secure eye code already applied, want to remove it?/n/nType 1 for Yes/nType 0 for No;
#EXECUTE=End;
#ELSE
#EXECUTE=StartThread;
WaitForResponse=Secure eye code applied, you can close the Script Editor now.;
#ENDIF
end_SingleTime;
start_WaitForBuffs;
#DO=9999999999999;
Delay=500;
_SetVar=ValidBuff,0;
_IFBuffAlive=3339;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1099;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1476;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=3270;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1910;
_SetVar=ValidBuff,1;
#ENDIF
#IF=%Var[ValidBuff],=1;
#EXECUTE=Stop;
#EXECUTE=ExpireBuff;
#EXECUTE=Play;
#ENDIF
#UNTIL=1,=2;
end_WaitForBuffs;
start_ExpireBuff;
#DO=120000;
Delay=500;
_SetVar=ValidBuff,0;
_IFBuffAlive=3339;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1099;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1476;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=3270;
_SetVar=ValidBuff,1;
#ENDIF
_IFBuffAlive=1910;
_SetVar=ValidBuff,1;
#ENDIF
#UNTIL=%Var[ValidBuff],=0;
end_ExpireBuff;
start_CheckClass;
_SetVar=ValidClass,0;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4; Assassin
_SetVar=ValidClass,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5; Ranger
_SetVar=ValidClass,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14; Gunslinger
_SetVar=ValidClass,1;
#ENDIF
end_CheckClass;
start_End;
#IF=%Var1,=1;
#EXECUTE=StopThread;
#EndScript
#ELSE
#EndScript
#ENDIF
end_End;
start_StartThread;
#Hide
MemWrite=%AddrFreeMem30,%AddrFreeMem30,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,FreeMemory;
_SetVar=AddrThread,%Var10;
_Calc[Jump]=%Var[FreeMemory]-%Var[AddrThread];
_Calc[Jump]=%Var[Jump]-5;
_Calc[Return]=%Var[AddrThread]+4294967295;
_Calc[Return]=%Var[Return]-%Var[FreeMemory];
_Calc[Return]=%Var[Return]+5;
MemWrite=%AddrFreeMem30,0x488B97980300004881FA001400007421C7879803000000140000F30F11877016000048BA0000000000000000E9,BYTE[45];
_Calc[Return1]=%Var[Return]-45;
_Calc[AddrReturn1]=%Var[FreeMemory]+45;
MemWrite=%Var[AddrReturn1],%Var[Return1],DWORD;
_Calc[AddrCode2]=%Var[FreeMemory]+49;
MemWrite=%Var[AddrCode2],0xC7879803000000000000F30F11877016000048BA0000000000000000E9,BYTE[29];
_Calc[Return2]=%Var[Return]-78;
_Calc[AddrReturn2]=%Var[FreeMemory]+78;
MemWrite=%Var[AddrReturn2],%Var[Return2],DWORD;
_Calc[AddrJump1]=%Var[AddrThread]+1;
_Calc[AddrJump2]=%Var[AddrThread]+5;
MemWrite=%Var[AddrThread],0xE9,BYTE[1];
MemWrite=%Var[AddrJump1],%Var[Jump],DWORD;
MemWrite=%Var[AddrJump2],0x909090,BYTE[3];
#UnHide
#SetAsActive
end_StartThread;
start_StopThread;
MemWrite=%Var[AddrThread],0xF30F118770160000,BYTE[8];
Delay=500;
MemWrite=%AddrFreeMem30,0x0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000,BYTE[77];
end_StopThread;
start_Stop;
_Calc[AddrStop]=%Var[FreeMemory]+11;
MemWrite=%Var[AddrStop],19,BYTE;
end_Stop;
start_Play;
_Calc[AddrStop]=%Var[FreeMemory]+11;
MemWrite=%Var[AddrStop],20,BYTE;
end_Play;
start_DeclareMemory;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_SetVar10=617357; -- 0x96B8D -- NA Data/1670
#ELSE
_SetVar10=617341; -- 0x96B7D -- EU Data/1670
#ENDIF
end_DeclareMemory;
|
Just for a noob like me: wouldn't it be better to include this into the tool itself?
|
|
|
11/27/2018, 17:53
|
#2138
|
elite*gold: 0
Join Date: Nov 2018
Posts: 1
Received Thanks: 0
|
nice.
|
|
|
12/15/2018, 18:54
|
#2139
|
elite*gold: 0
Join Date: Sep 2013
Posts: 62
Received Thanks: 1
|
Anyone can help me about the transformation scrol... What the command to use transformation scrol?
|
|
|
12/17/2018, 12:50
|
#2140
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
If anyone needs an "alarm" script that gives an alarm when ever you get whispered, when someone /says anything nearby or when a GM whispers/says something nearby
You need to replace the "SomeGMNickName" with what ever GM username you know
Code:
#IF=%FirstTime,;
UseSpeed=1;
#DisableScrolling
#UseLoop
#EnableChatLog
#ClearChatLog
#EnableSpeech
#ENDIF
_SearchChatLog=\[charname:.*?] Whispers:;
Speech=Someone whispered your character.;
#EXECUTE=Alarm;
#ClearChatLog
#ENDIF
_SearchChatLog=: [A-Za-z]*: ;
Speech=Someone whispered or said something;
#EXECUTE=Alarm;
#ClearChatLog
#ENDIF
_SearchChatLog=: {GM}.*?: ;
Speech=A GM said something nearby.;
#EXECUTE=Alarm;
#ClearChatLog
#ENDIF
_SearchChatLog=\[charname:SomeGMNickName.*?] Whispers: ;
Speech=A GM whisperd something;
#EXECUTE=Alarm;
#ClearChatLog
#ENDIF
_SearchChatLog=: SomeGMNickName: ;
Speech=A GM said something nearby.;
#EXECUTE=Alarm;
#ClearChatLog
#ENDIF
Delay=1000;
start_Alarm;
Beep=480,200;
Beep=1568,200;
Beep=1568,200;
Beep=1568,200;
Beep=739.99,200;
Beep=783.99,200;
Beep=783.99,200;
Beep=783.99,200;
Beep=369.99,200;
Beep=392,200;
Beep=369.99,200;
Beep=392,200;
Beep=392,400;
Beep=196,400;
Beep=739.99,200;
Beep=783.99,200;
Beep=783.99,200;
Beep=739.99,200;
Beep=783.99,200;
Beep=783.99,200;
Beep=739.99,200;
Beep=83.99,200;
Beep=880,200;
Beep=830.61,200;
Beep=880,200;
Beep=987.77,400;
end_Alarm;
Quote:
Originally Posted by zorak10
Anyone can help me about the transformation scrol... What the command to use transformation scrol?
|
Open up the Script Editor
Check "Show IDs" at the Script Editor
Rightclick on the Transformation Scroll item
Hover above the Transformation buff you got, copy the ID it displays
Add this line to the "Basic Settings" part in your Combat Routine file
Code:
_ACItems=190099000/5043;
replace 5043 with the buff ID of your transformation
note: Don't enable Transformation Potions at the startup then
|
|
|
12/19/2018, 16:59
|
#2141
|
elite*gold: 0
Join Date: Apr 2010
Posts: 85
Received Thanks: 4
|
Para... Mirash Sanctum Script ver. 1.04...need updating, is trying to collect the boss drop, before killing.
|
|
|
12/30/2018, 12:02
|
#2142
|
elite*gold: 0
Join Date: Dec 2018
Posts: 19
Received Thanks: 1
|
Hi Para.
Any chance you can review the skill script for chanter? I think the timings for skills are wrong as I get a lot of 'you are not ready to use the skill' msg looking at it killing.
Thanks.
PS: If you point me at the right direction I can have a look.
|
|
|
12/30/2018, 12:08
|
#2143
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by fzg
Hi Para.
Any chance you can review the skill script for chanter? I think the timings for skills are wrong as I get a lot of 'you are not ready to use the skill' msg looking at it killing.
Thanks.
PS: If you point me at the right direction I can have a look.
|
I don't have a level 80 chanter, I just got the skill IDs from aioncodex
Anyways  should help you
|
|
|
12/30/2018, 21:00
|
#2144
|
elite*gold: 0
Join Date: Dec 2018
Posts: 19
Received Thanks: 1
|
Quote:
Originally Posted by Paraly
I don't have a level 80 chanter, I just got the skill IDs from aioncodex
Anyways  should help you
|
Thanks a lot, That is very helpful  Done similar things with other tools in the past.
What I am missing here is 'cooldown time' on the skill definition. I have changed rotation so the 1st a skill that has low cd (5 sec) and no problems. but if the 1st skill has lets say 30 sec, and kills a mob in 10 and goes to the other, it is 20 sec waiting for the cd to finish.
Anything I'm missing here ?
|
|
|
12/30/2018, 21:15
|
#2145
|
elite*gold: 27
Join Date: Sep 2009
Posts: 5,609
Received Thanks: 1,596
|
Quote:
Originally Posted by fzg
Thanks a lot, That is very helpful  Done similar things with other tools in the past.
What I am missing here is 'cooldown time' on the skill definition. I have changed rotation so the 1st a skill that has low cd (5 sec) and no problems. but if the 1st skill has lets say 30 sec, and kills a mob in 10 and goes to the other, it is 20 sec waiting for the cd to finish.
Anything I'm missing here ?
|
The bot just uses those skills that are ready of course and he checks them in the order in which they got declared
Code:
_ACSkills=CheckedFirst,CheckedSecond,CheckedThird,CheckedFourth...;
And it gets the cooldown information right from the game no need to declare them
|
|
|
Similar Threads
|
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
|
All times are GMT +1. The time now is 17:35.
|
|