Para's Script Library

09/25/2018 00:14 Paraly#2041
Quote:
Originally Posted by 2afk View Post
I am an Aion returner and i found in 6.2 the Botting of Items would be very usefull. In my older times i used normal MMONINJA i think your familiar with that it has a radar hack overlay and a great hack where you can input all the skills ect too look "Human". I wonder is this new PARA Hack somthing similiar does it have a nice farming bot included to i usualy did it like that.

I Set a waypoint my self for my personal farm line and then hit start and my charachter was running the path till i am full and it pressed return to sell all items walked back to the route.

I wonder does the bot are work in a similiar way i mean i dont have problem with 24.99 usualy u pay 9.99 for MMONinJA per month so the 24.99 is totaly fine for me.

Was just wondering if thats currently the best BOT is for aion.

I am playing on EU AION 6.0 or 6.2 no clue which one is released.
Combat isn't the primary focus of vanillatool, don't buy vanillatool if raw botting is your only desire.

There might be better combat in the future but at the moment it's poor, besides that yes grinding and auto selling items is possible with the Combat Wizard.
09/26/2018 12:25 Ugel#2042
Hello Para, is there a script that only attacks my target in any area?
09/26/2018 12:35 Paraly#2043
Quote:
Originally Posted by Ugel View Post
Hello Para, is there a script that only attacks my target in any area?
You mean a follower toon that attacks your target?
09/26/2018 13:05 Ugel#2044
Quote:
Originally Posted by Paraly View Post
You mean a follower toon that attacks your target?
No, I mean for solo.
Example: Templar does the Weekly Quest in Lakrum or in another area alone.
Sorry, my English isn't my native language.
09/26/2018 13:22 Paraly#2045
Quote:
Originally Posted by Ugel View Post
No, I mean for solo.
Example: Templar does the Weekly Quest in Lakrum or in another area alone.
Sorry, my English isn't my native language.
The Combat Assist script from the short script bundle attacks your target when ever you hit "Delete", that might be what you're looking for
09/26/2018 14:01 Ugel#2046
Quote:
Originally Posted by Paraly View Post
The Combat Assist script from the short script bundle attacks your target when ever you hit "Delete", that might be what you're looking for
I tested that with a Templar, but it only makes hits.

Does the script have to run in 800x600 pixels, I have a 4k monitor ?
09/26/2018 18:04 Paraly#2047
Quote:
Originally Posted by Ugel View Post
I tested that with a Templar, but it only makes hits.

Does the script have to run in 800x600 pixels, I have a 4k monitor ?
Don't worry there will be a major update to the script soon

______________________________


I implemented a new combat system, finally that was our bottleneck :D

So with the combat system come a lot of new commands to adjust the combat, I'll explain them here


Till now I've recreated the Songweaver rotation with the new combat system

the old songweaver combat routine looks like this
Code:
start_StigmaSongweaver;

_IFStigmaAvailable=140001282;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4529,60000,1250,False,False; <-- Paean of Pain // Ranged // DPS // Both
#ENDIF

_IFStigmaAvailable=140001284;
MemWrite=%AddrFreeMem29,1,BYTE;
#ELSE
MemWrite=%AddrFreeMem29,0,BYTE;
#ENDIF
_IFSkillActive=4589;
MemWrite=%AddrFreeMem28,1,BYTE;
#ELSE
MemWrite=%AddrFreeMem28,0,BYTE;
#ENDIF
_IFStigmaAvailable=140001283;
_IFMemRead=%AddrFreeMem29,BYTE,=0;
_IFMemRead=%AddrFreeMem28,BYTE,=0;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4589,12000,550,False,False; <-- Exultation // - // - // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFSkillActive=4590;
MemWrite=%AddrFreeMem29,1,BYTE;
#ELSE
MemWrite=%AddrFreeMem29,0,BYTE;
#ENDIF
_IFStigmaAvailable=140001284;
_IFMemRead=%AddrFreeMem29,BYTE,=0;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4590,12000,550,False,False; <-- Impassion // - // - // Both
#ENDIF

_IFStigmaAvailable=140001285;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<45;
SmartSkill=4518,3000,550,False,3550; <-- Soothing Hymn // - // Heal // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFStigmaAvailable=140001286;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<70;
SmartSkill=4367,24000,550,False,False; <-- Joyous Carol // - // Heal // Both
#ENDIF

_IFStigmaAvailable=140001288;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4550,30000,550,False,False; <-- Stinging Note // Ranged // DPS // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFStigmaAvailable=140001289;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<75;
SmartSkill=4537,60000,550,False,False; <-- Hymn of Rejuvenation // - // Heal // Both
#ENDIF

_IFStigmaAvailable=140001291;
_MemPtrReadVar=%TargetBase,%OffsetData/0x30,WORD,29;
_IFMemPtrRead=%AddrFrameID[20],0x710,WORD,=%Var29;
_IFMemPtrRead=%AddrFrameID[20],0x758,DWORD,>0; has buffs
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4542,30000,550,False,False; <-- Half-Stop // - // - // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFStigmaAvailable=140001294;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11;
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12;
_Calc11=%Var12/%Var11;
_Calc11=%Var11*100;
MemWrite=%AddrFreeMem12,%Var11,FLOAT;
_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4391,60000,550,False,False; <-- Resonant Hymn // - // - // Both
#ENDIF

_IFStigmaAvailable=140001295;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4579,60000,550,False,False; <-- Combustible Cacophony // Ranged // DPS // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFStigmaAvailable=140001296;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>66;
SmartSkill=4489,60000,550,False,False; <-- Treble Cleave // Ranged // DPS // Both
#ENDIF

_IFStigmaAvailable=140001297;
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<75;
SmartSkill=4486,60000,550,False,False; <-- Chorus of Blessing // - // Heal // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFStigmaAvailable=4483;
_IFMemPtrRead=%AddrFrameID[168],0x75C,DWORD,>0; has debuffs
_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4483,30000,550,False,False; <-- Purging Paean // - // - // Both
#ENDIF

_IFStigmaAvailable=4474;
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,>66;
SmartSkill=4474,60000,3550,False,False; <-- Blazing Requiem // Ranged // DPS // Both
#ENDIF

#EXECUTE=MidCombatSongweaver;

end_StigmaSongweaver;


start_CombatSongweaver;

MemWrite=%AddrFreeMem6,0,BYTE;

GoTowardsTarget=<25,5000;

MemWrite=%AddrFreeMem0,%Var2,BYTE;

_IFMemRead=%AddrFreeMem0,BYTE,=2;
_IFBuffAlive=9959;
#ELSE
#EXECUTE=CombatScroll;
#ENDIF

_IFMemRead=%AddrFreeMem0,BYTE,=4;
_IFBuffAlive=9959;
#ELSE
#EXECUTE=CombatScroll;
#ENDIF

_IFMemRead=%AddrFreeMem0,BYTE,=3;
_IFBuffAlive=9965;
#ELSE
#EXECUTE=CombatScroll;
#ENDIF

_IFMemRead=%AddrFreeMem0,BYTE,=5;
_IFBuffAlive=9965;
#ELSE
#EXECUTE=CombatScroll;
#ENDIF

SmartSkill=4442,120000,500,False,False; <- Protective Ode

SmartSkill=4449,3600000,500,False,False; <- Etude

CreateTimer=999999;

#DO=180000;

_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=4296,16000,750,1250,False; <- Syncopated Echo
#ENDIF

_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SmartSkill=4471,120000,500,1500,3000; <- Fiery Requiem
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4233,12000,1250,2500,False; <- Song of Ice
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4272,16000,750,2500,False; <- Bright Strike
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4424,30000,500,False,False; <- Quaver
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4405,30000,500,False,False; <- Adagio
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4523,16000,1250,False,False; <- Sonic Gust
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
SmartSkill=4420,2000,1250,False,False; <- Pulse
#ENDIF

#EXECUTE=MidCombatSongweaver;

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,>0;
_IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>64;
#EXECUTE=StigmaSongweaver;
#ENDIF

_IFMemPtrRead=%TargetBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
MemWrite=%AddrFreeMem6,1,BYTE;
#ENDIF

_UNTILMemRead=%AddrFreeMem6,BYTE,=1;

end_CombatSongweaver;


start_MidCombatSongweaver;

_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,<50;
SmartSkill=4351,6000,1250,3000,False; <- Soothing Melody
#ENDIF

_MemPtrReadVar=%PlayerBase,%OffsetMaxMP,WORD,11; <-- saves max MP in %Var11
_MemPtrReadVar=%PlayerBase,%OffsetMP,WORD,12; <-- saves current MP in %Var12
_Calc11=%Var12/%Var11; <-- divides %Var12 trough %Var11 and saves the result in %Var11
_Calc11=%Var11*100; <-- multiplies %Var11 with 100 and saves the result in %Var11
MemWrite=%AddrFreeMem12,%Var11,FLOAT; <-- writes current mana percent value in %AddrFreeMem12

_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4383,30000,500,False,False; <- Resonating Melody
#ENDIF

_IFMemRead=%AddrFreeMem12,FLOAT,<20;
SmartSkill=4571,6000,500,False,False; <- Resonating Counterpoint
#ENDIF

SmartSkill=4442,120500,500,False,False; <- Protective Ode

SmartSkill=4449,3600000,500,False,False; <- Etude


#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,%OffsetPercentHP,BYTE,=100;
SendKey=0x1B;
MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE;
#ENDIF

#EXECUTE=Potion;

end_MidCombatSongweaver;
the new Songweaver damage rotation looks like this
Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

;;;;;;;End Settings Songweaver;;;;;;;

_AutoCombat=; <-- Starts combat
Not only is this a lot less code it's also as fast as a human :)

And this is the songweaver rotation for mid air fighting
Code:
#SmoothBackground
#UseGravity

;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

;;;;;;;End Settings Songweaver;;;;;;;

_AutoCombat=True; <-- Starts combat

I gonna redo all combat rotations for all classes and implement them in the scripts in the next few days


Note: Detection which stigma skills are available only works in 6.2 with the new combat system
09/27/2018 22:33 Paraly#2048
I fixed a bunch of things again at the new AutoCombat system

here's the gunslinger rotation I just perfected

Code:
#SmoothBackground

;;;;;;;;;Settings Gunslinger Cannon/Pistols;;;;;;;;;

_ACWeaponSwitching=True;
_ACRelyOnWeapon=1953,2250;
_ACRelyOnWeapon=2179,2250;
_ACRelyOnWeapon=2231,2250;
_ACRelyOnWeapon=2349,2250;
_ACRelyOnWeapon=2166,2250;
_ACRelyOnWeapon=1981,2250;
_ACRelyOnWeapon=2052,2250;
_ACRelyOnWeapon=1975,2800;
_ACRelyOnWeapon=2114,2800;
_ACRelyOnWeapon=2123,2250;
_ACRelyOnWeapon=2105,2800;
_ACRelyOnWeapon=2367,2250;
_ACRelyOnWeapon=2253,2800;
_ACRelyOnWeapon=2295,2800;
_ACRelyOnWeapon=2319,2800;
_ACRelyOnWeapon=2068,2250;
_ACRelyOnWeapon=2201,2800;
_ACRelyOnWeapon=2377,2800;
_ACRelyOnWeapon=2380,2250;
_ACRelyOnWeapon=2108,2800;
_ACRelyOnWeapon=2218,2800;
_ACRelyOnWeapon=2207,2800;
_ACRelyOnWeapon=2346,2800;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

_ACHeals=2349,2380,2367,2124,1923;
_ACBuffs=2046,2273,2052,2046,2273,2370;
_ACManaRecover=2367;
_ACSkills=1953,2179,2053,2179,2054,2231,2263,2166,1981,2123,2068,1975,2114,2105,2090,2253,2295,2319,2201,2377,2108,2218,2207,2346;

;;;;;;;End Settings Gunslinger Cannon/Pistols;;;;;;;

_ACMob_Looting=True;

_ACCheckMob=;
and here the updated songweaver rotation
Code:
#SmoothBackground

;;;;;;;;;Settings Songweaver;;;;;;;;;


_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4480,4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

;;;;;;;End Settings Songweaver;;;;;;;

_ACMob_Looting=True;

_ACCheckMob=;
Remember the new combat system only works well on EU, it will work for NA as soon as they get 6.2
09/28/2018 00:28 AIONsbro#2049
Ist es möglich das Broker Script zu updaten :(? funktioniert leider nicht mehr. :(
09/28/2018 01:02 Paraly#2050
Quote:
Originally Posted by AIONsbro View Post
Ist es möglich das Broker Script zu updaten :(? funktioniert leider nicht mehr. :(
Ich kann leider nicht alles gleichzeitig machen, das neue Combat System ist sehr Komplex und wird wohl noch gut eine Woche in Anspruch nehmen, dannach werd natürlich weiter alle Scripts updaten.
09/28/2018 18:56 Paraly#2051
I'm pretty much done with the classes rotations, just the 6 base classes are left, and then some smaller improvements to the combat engine itself
09/29/2018 20:04 Paraly#2052
I updated the combat routine with the new combat, I also added a few new commands for the auto combat system.

I still have some things to change / fix but it should run fine :)



Buglist:
Looting isn't working yet - Fixed
Gunslinger is forced to have 2 pistols and a cannon equiped at the moment
Templar is forced to have shield/sword and a greatsword equiped at the moment
Charging skills are sometimes not executed correctly - Fixed


Ok it's working fine enough now, I'm taking a day off :p
09/30/2018 23:50 Paraly#2053
If anyone of you guys has optimized some rotations, feel free to share them here :)
10/01/2018 19:13 Ugel#2054
Quote:
Originally Posted by Paraly View Post
If anyone of you guys has optimized some rotations, feel free to share them here :)
Hey Para, I've implement this part
Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

;;;;;;;End Settings Songweaver;;;;;;;

_AutoCombat=; <-- Starts combat
in the Script Combat Assist.
The Songwearer works, but extremely slowly Mob in target >>>>>push Delete Key>>>>wait ~15-20sek before attack with the first skill.
10/01/2018 20:49 Paraly#2055
Quote:
Originally Posted by Ugel View Post
Hey Para, I've implement this part
Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

;;;;;;;End Settings Songweaver;;;;;;;

_AutoCombat=; <-- Starts combat
in the Script Combat Assist.
The Songwearer works, but extremely slowly Mob in target >>>>>push Delete Key>>>>wait ~15-20sek before attack with the first skill.
Thanks, I haven't implemented it into the Combat Assist script yet, so I guess you did that by yourself, there's one thing you need to know

this part
Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

;;;;;;;End Settings Songweaver;;;;;;;
are settings that you just need to declare once, he will not only declare the usable skill order there he will also scan for which IDs are available due to his level or stigma, if you declare them everytime before combat it will take a lot of time.

Secondly these four lines
Code:
_ACHeals
_ACBuffs
_ACManaRecover
_ACSkills
should be executed at the end after the skill specific settings are declared already, like this

Code:
;;;;;;;;;Settings Songweaver;;;;;;;;;

_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACCustomCooldown=4449,60000;

_ACManaPercentage=66;
_ACHealPercentage=50;

_ACPotion=162000050,HP/MP,50,66;

_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449;
_ACManaRecover=4383,4391;
_ACSkills=4296,4471,4233,4272,4424,4405,4523,4420,4529,4550,4542,4579,4489,4483,4474;

;;;;;;;End Settings Songweaver;;;;;;;
And then when ever you want to do combat you just execute it with the single line
Code:
_AutoCombat=;
alternativly to this line you can also use
Code:
_ACCheckMob=;
which does automatically target the next mob, kill it, and if you made the settings even loot and regenerate


Anyways, don't worry I'll update the Combat Assist and Farmspot script in few minutes with the new combat

Edit: The Combat Assist, Farmspot and the Chapa and Puku combat script are updated with the new combat now :)