Originally Posted by Paraly
Everytime you want a ID change you need to tell me your previous unique-ID, your new unique-ID and your Paypal email, so just write your current unique-IDs somewhere so you can tell me which one you wanna change in the future.
You can read the current mana like this
PHP Code:
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;
WaitForKey does pause the whole script till the key got pressed yes, also you should know it only listens to the keys from the current aion client you've injected to.
If you wanna control the second client from your first client you could may do it by brands.
I fixed your script a bit
PHP Code:
#IF=%FirstTime,;
#UseLoop
\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID=1689;<-- forgot the "="
CreateTimer=1689;
\\selects player, very handy
Command=/select >Playername here<;
#ENDIF
\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent? <-- Percent is correct
\\ he doesnt use the if anyway, he just starts to heal<-- should work in the next version
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF
\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID=1740;<-- missed the "=" again
CreateTimer=1740;
#ENDIF
\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
#IF=%Timer=1845,100; <-- Healing Light
#DO=750;
UseID=1845;
_UNTILMemRead=0x1521130,WORD,1845;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1845;
CreateTimer=1845;
#ENDIF
\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID=1689;<-- missed the "=" again
Delay=200;
SendKey=0x70;<-- 0x70 is the keycode for F1 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
Delay=500;
UseID=1689;<-- missed the "=" again
CreateTimer=1689;
SendKey=0x71;<-- 0x71 is the keycode for F2 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
You can also look into the latest version of my combat script, it doesn't has all classes yet but you can see there how to use skills right, they will care about chains, cooldowns, casttimes and animation times.
PHP Code:
#IF=%FirstTime,;
RequireVersion=2.59;
#NeedResolution=816,638;
Delay=300;
#NeedResolution=816,638;
Delay=300;
UseSpeed=1;
#UseLoop
Command=;
MoveSmooth=2172,2901;<-- Return Path
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;<-- End Return Path
#ENDIF
#EXECUTE=CheckDead;
;;;GRIND PATH START;;;
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;
;;;GRIND PATH END;;;
;;;;;;;;;;CheckDead;;;;;;;;;;;;;
start_CheckDead;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
#DO=30000;
Mouse=481,180;
Delay=3000;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>3;
#EXECUTE=Regenerate;
MoveSmooth=2119,2904;<-- Return Path
MoveSmooth=2121,2905;
MoveSmooth=2124,2905;
MoveSmooth=2126,2906;
MoveSmooth=2128,2907;
MoveSmooth=2130,2907;
MoveSmooth=2132,2908;
MoveSmooth=2134,2908;
MoveSmooth=2136,2909;
MoveSmooth=2138,2909;
MoveSmooth=2141,2910;
MoveSmooth=2143,2910;
MoveSmooth=2145,2911;
MoveSmooth=2147,2911;
MoveSmooth=2149,2910;
MoveSmooth=2151,2910;
MoveSmooth=2153,2909;
MoveSmooth=2155,2908;
MoveSmooth=2157,2907;
MoveSmooth=2159,2906;
MoveSmooth=2161,2906;
MoveSmooth=2163,2905;
MoveSmooth=2165,2904;
MoveSmooth=2167,2903;
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;<-- End Return Path
end_CheckDead;
;;;;;;;;;;;PREPARE;;;;;;;;;;;;;;;;;;
start_prepare;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
SendKey=0x1B;
#ENDIF
Command=/Automaticselection;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
#ENDIF
#EXECUTE=Regenerate;
end_prepare;
;;;;;;;;;CombatSorting;;;;;;;;
start_combat;
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=5;
#EXECUTE=combatRanger;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=10;
#EXECUTE=combatCleric;
#ENDIF
end_combat;
;;;;;;;;;;Regenerate;;;;;;;;;;;;
start_Regenerate;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<55;<-- Wait caused by Health
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=100;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,<6.0;<-- Wait caused by soulsickness
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=300000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,>6.0;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=15000;
SendKey=0x57;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
end_Regenerate;
;;;;;;;;;;;;Buffs;;;;;;;;;;;;;
start_Buffs_Ranger;
#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=433;
#ENDIF
#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=433;
#ENDIF
#IF=%Timer=3235,30000; <-- Devotion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3235;
_UNTILMemRead=0x1521130,WORD,3235;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3235;
#ENDIF
#IF=%Timer=3195,30000; <-- Focused Evasion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3195;
_UNTILMemRead=0x1521130,WORD,3195;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3195;
#ENDIF
end_Buffs_Ranger;
start_Buffs_Cleric;
#IF=%Timer=1684,1800000; <-- BLESSING OF GUARDIANSHIP
#DO=750;
UseID=1684;
_UNTILMemRead=0x1521130,WORD,1684;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1684;
Delay=433;
#ENDIF
#IF=%Timer=3895,180000; <-- AMPLIFICATION
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=3895;
_UNTILMemRead=0x1521130,WORD,3895;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3895;
Delay=433;
#ENDIF
#IF=%Timer=3894,60000; <-- PRAYER OF FOCUS
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3894;
_UNTILMemRead=0x1521130,WORD,3894;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3894;
#ENDIF
#IF=%Timer=3888,180000; <-- SAGE'S WISDOM
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3888;
_UNTILMemRead=0x1521130,WORD,3888;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3888;
#ENDIF
#IF=%Timer=3917,120000; <-- BLESSED SHIELD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3917;
_UNTILMemRead=0x1521130,WORD,3917;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3917;
#ENDIF
#IF=%Timer=3921,180000; <-- IMMORTAL SHROUD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3921;
_UNTILMemRead=0x1521130,WORD,3921;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3921;
#ENDIF
end_Buffs_Cleric;
;;;;;;;;;;;MID-COMBAT ROUTINE;;;;;;;;;;;
start_midroutine_Ranger;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;<-- Use if lower than 80% life
#IF=%Timer=162000006,30000; <-- Major Life Potion ID
UseID=162000006;
CreateTimer=162000006;
#ENDIF
_AutoChain
#EXECUTE=Buffs_Ranger;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
end_midroutine_Ranger;
start_midroutine_Cleric;
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=162000011,30000; <-- Major Mana Potion ID
UseID=162000011;
CreateTimer=162000011;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=3877,180000; <-- PENANCE
#DO=750;
UseID=3877;
_UNTILMemRead=0x1521130,WORD,3877;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3877;
#IF=%Timer=3950,5000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#IF=%Timer=4194,5000; <-- LIFE CURTAIN
#DO=750;
UseID=4194;
_UNTILMemRead=0x1521130,WORD,4194;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4194;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=3931,120000; <-- SAVING GRACE
#DO=750;
UseID=3931;
_UNTILMemRead=0x1521130,WORD,3931;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3931;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=3959,30000; <-- FLASH OF RECOVERY
#DO=750;
UseID=3959;
_UNTILMemRead=0x1521130,WORD,3959;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3959;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=4212,6000; <-- HEALING GRACE
#DO=750;
UseID=4212;
_UNTILMemRead=0x1521130,WORD,4212;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4212;
CreateTimer=4212;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75% life
#IF=%Timer=1850,100; <-- HEALING LIGHT
#DO=750;
UseID=1850;
_UNTILMemRead=0x1521130,WORD,1850;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1850;
CreateTimer=1850;
#ENDIF
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%Timer=3950,30000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#ENDIF
_AutoChain
#EXECUTE=Buffs_Cleric;
#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
end_midroutine_Cleric;
;;;;;;;;;;;COMBAT-RANGER;;;;;;;;;;;;;;;;
start_combatRanger;
CreateTimer=999999;
#2DO=90000;
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#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
#EXECUTE=midroutine_Ranger;
#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
#2UNTIL=%TargetDead,;
end_combatRanger;
;;;;;;;;;;;COMBAT-Cleric;;;;;;;;;;;;;;;;
start_combatCleric;
CreateTimer=999999;
#2DO=90000;
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4125,30000; <-- Summon Holy Servant
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4125;
_UNTILMemRead=0x1521130,WORD,4125;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4125;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4094,12000; <-- Earth's Wrath
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4094;
_UNTILMemRead=0x1521130,WORD,4094;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4094;
CreateTimer=4094;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4133,16000; <-- Chastise
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4133;
_UNTILMemRead=0x1521130,WORD,4133;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4133;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4024,2000; <-- Smite
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4024;
_UNTILMemRead=0x1521130,WORD,4024;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4024;
CreateTimer=4024;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4072,16000; <-- Slashing Wind
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4072;
_UNTILMemRead=0x1521130,WORD,4072;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4072;
CreateTimer=4072;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=4053,16000; <-- Punishing Earth
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4053;
_UNTILMemRead=0x1521130,WORD,4053;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4053;
CreateTimer=4053;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=1825,24000; <-- Infernal Blaze
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1825;
_UNTILMemRead=0x1521130,WORD,1825;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1825;
#ENDIF
#EXECUTE=midroutine_Cleric;
#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF
#2UNTIL=%TargetDead,;
end_combatCleric;
The IO script will loot all the idiums and cannonballs all day, they will keep respawning and they have a chance of dropping omega stones.
You get 1 omega every ~2 hours as an average time.
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