Of course he will make it like this, paraly doesn't leave anything outside, he will probably even do a routine to automatically go to mail box and send the tradeable key to your main char :D
I started making my Asmodian Na quest script, but I will have to test tomorrow that I will get the event again, I think there is one quest to be done first and then the other quest is repeatable.Quote:
Thank you Paraly, that was really fast :).
Also, please could you add support for the shugo quest?, you take it before going inside the instance and then at the end of the race you talk with the same shugo to continue the quest, and after teleporting back to town you finish the quest, so it's a 3 step quest with the same NPC in diferent locations.
That quest gives a big key which is the best reward from the instance.
start_GogorunerkInitialQuestTake; #### ONE time first quest ###### Command=/select Gogorunerk; check if we are in correct area Delay=200; Command=/select Gogorunerk; Delay=1000; #IF=%TargetName,Gogorunerk; we have him in target that means we are close to him FlySmooth=1181.759,1366.725,209.674; next to Gogorunerk FlySmooth=1181.759,1366.725,209.674; FlySmooth=1181.759,1366.725,209.674; Delay=1000; #ELSE else we have to go to Gogorunerk somehow #EXECUTE=GoToGogorunerk; Delay=1000; Command=/select Gogorunerk; We select Gogorunerk Delay=200; Command=/select Gogorunerk; Delay=1000; #ENDIF Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner (shoud be there already) FrameAction=170,YPOS,0; Delay=1000; DialogClick=QuestSelect80989; selects quest: [Event] Where the Ancient Hero Sleeps Delay=2000; DialogClick=select1; Are you sure? Delay=2000; DialogClick=select1; Let's Hear it Delay=2000; DialogClick=select1; Can I use the machine to get there? Delay=2000; Mouse=186,310; Accept quest Delay=2000; end_GogorunerkInitialQuestTake;
start_GogorunerkInitialQuestGiveInside; #### Quest inside Instance #### Command=/select Gogorunerk; Gogorunerk inside the instance Delay=200; Command=/select Gogorunerk; Delay=1000; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner FrameAction=170,YPOS,0; Delay=1000; DialogClick=QuestSelect80989; selects quest: [Event] Where the Ancient Hero Sleeps Delay=2000; DialogClick=select1; Sure Delay=1000; end_GogorunerkInitialQuestGiveInside;
start_GogorunerkInitialQuestGiveOutside; ### claim reward ############# Command=/select Gogorunerk; Gogorunerk outside the instance Delay=200; Command=/select Gogorunerk; Delay=1000; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner FrameAction=170,YPOS,0; Delay=1000; DialogClick=select1; just give me my reward please Delay=2000; Mouse=187,310; OK button Delay=1000; end_GogorunerkInitialQuestGiveOutside;
start_GogorunerkRepeatQuestTake; ### Take the repeatable Quest ### Command=/select Gogorunerk; Gogorunerk Delay=200; Command=/select Gogorunerk; Delay=1000; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner FrameAction=170,YPOS,0; Delay=1000; DialogClick=QuestSelect80990; Delay=2000; mouse=187,310; OK button Delay=1000; end_GogorunerkRepeatQuestTake;
start_GogorunerkRepeatQuestGiveInside; ### Give the quest inside ############## Command=/select Gogorunerk; Gogorunerk inside the instance Delay=200; Command=/select Gogorunerk; Delay=1000; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner FrameAction=170,YPOS,0; Delay=1000; DialogClick=QuestSelect80990; exploring the gogorunerk's gauntel once more Delay=2000; DialogClick=select1; Right Delay=1000; end_GogorunerkRepeatQuestGiveInside;
start_GogorunerkRepeatQuestGiveOutside; ### Give the quest outside ############## Command=/select Gogorunerk; Gogorunerk inside the instance Delay=200; Command=/select Gogorunerk; Delay=1000; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens NPC Dialog if not already open FrameAction=170,XPOS,0; Positions it to corner FrameAction=170,YPOS,0; Delay=1000; DialogClick=select1; Don't know Delay=1000; end_GogorunerkRepeatQuestGiveInside;
start_GoToGogorunerk; ### Routine to go to Gogorunerk spot if we are not already there ### Delay=1000; Command=/use Pandaemonium Scroll; <--otherwise we use a scroll #DO=35000; Delay=500; #UNTIL=%Position,1603.64/1388.651/193.129; <--spot we appear when we use the scroll Delay=4000; FlySmooth=1604.051,1401.041,193.128; go towards the teleport statue FlySmooth=1601.834,1413.157,193.129; Delay=1000; #DO=10000; Command=/select Vifrost Bridge Teleport Statue; Delay=500; #UNTIL=%TargetName,Vifrost Bridge Teleport Statue; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=100; Command=/attack; open dialog Delay=3000; FrameAction=170,STATE,SHOW; Opens Teleport if it is not already FrameAction=170,XPOS,0; Positions it to corner (although not necessary) FrameAction=170,YPOS,0; Delay=1000; DialogClick=NpcFunc44; Hits teleport button Delay=2000; FrameAction=261,STATE,SHOW; Ports map open (it should already be open) FrameAction=261,XPOS,0; Positions it to corner (necessary) FrameAction=261,YPOS,0; Mouse=154,193; Plaza portal Delay=2000; Mouse=441,349; "OK" button Delay=2000; #DO=35000; Delay=500; #UNTIL=%Position,1314/1426/209.091; <--TP statue in plaza Delay=4000; FlySmooth=1309.24,1424.802,209.091; and we go towards Gogorunerk FlySmooth=1296.428,1422.603,208.475; FlySmooth=1281.167,1420.376,208.125; FlySmooth=1265.708,1418.12,208.125; FlySmooth=1250.728,1413.686,208.125; FlySmooth=1236.896,1406.841,208.125; FlySmooth=1224.415,1397.752,208.125; FlySmooth=1211.831,1388.66,208.125; FlySmooth=1199.095,1379.88,208.125; FlySmooth=1186.511,1370.511,208.853; FlySmooth=1181.759,1366.725,209.674; FlySmooth=1181.759,1366.725,209.674; Gogorunerk Spot end_GoToGogorunerk;
#IF=%FirstTime,; #SmoothBackground #EXECUTE=SetResolution; #UseLoop UseSpeed=1; WaitForResponse=Be sure you have 100% UI size/nBe sure all windows are reseted to default position/nBe sure Auto-Arrange windows is disabled/nBe sure click-to-move is disabled/n/nBe sure you stay next to Gogorunerk; #SetVar2=How much characters you have?; #SetVar3=Do you have an Instance Boost Pack?/n/n(1 = Yes)/n(0 = No); _SetVar4=0; <- char counter #SetVar5=How do you want to use the big keys?/n/n(0 = use them with the toon himself)/n(1 = Send them by mail)/n(2 = Keep them in inventory); _SetVar7=0; <- item counter MemWrite=%AddrFreeMem5,%Var5,BYTE; _IFMemRead=%AddrFreeMem5,BYTE,=1; #SetVar6=Enter the charactername you want to send the keys to; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>9; #EXECUTE=Enter; #ENDIF MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; _IFInventoryContains=185000319; ornate key #EXECUTE=Mail; #ENDIF MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,>1; #EXECUTE=ChangeCharacter; _Calc4=%Var4+1; #ENDIF MemWrite=%AddrFreeMem3,%Var4,BYTE; _IFMemRead=%AddrFreeMem3,BYTE,=%Var2; WaitForResponse=Finished; #UseNoLoop #EndScript #ENDIF start_Mail; _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=L; <-- Elyos FlySmooth=1420.528,1264.053,336.66; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1392.873,1266.345,339.819; #EXECUTE=SendMail; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1420.528,1264.053,336.66; FlySmooth=1420.528,1264.053,336.66; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=D; <-- Asmo FlySmooth=1811.884,1961.294,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1819.842,1986.981,199.197; #EXECUTE=SendMail; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1811.884,1961.294,199.197; FlySmooth=1811.884,1961.294,199.197; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF end_Mail; start_SendMail; Delay=250; Command=/select Mailbox; Delay=500; Command=/select Mailbox; Delay=500; Command=/attack; Delay=1500; Mouse=87,109; Delay=750; SendKey=%Var6; <-- playername Delay=1500; _GetInventoryItemHandle=185000319; <-- itemID MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x9C,%VarItemID,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x94,%VarItemHandle,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xA8,%VarItemAmount,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x98,1,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xAC,0,DWORD; _Calc7=%Var7+%VarItemAmount; Mouse=188,393; Delay=1000; Mouse=442,344; Delay=5; Mouse=442,344; Delay=500; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE; Command=; end_SendMail; start_Enter; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; MemWrite=%AddrFreeMem2,%Var3,BYTE; _IFMemRead=%AddrFreeMem2,BYTE,=1; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; #ENDIF end_Enter; start_ChangeCharacter; Command=/logout; Delay=15000; #EXECUTE=SelectSlot; Delay=1500; Mouse=400,571; <-- Start Delay=8000; end_ChangeCharacter; start_SelectSlot; MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,=2; Mouse=675,200; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=3; Mouse=675,241; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=4; Mouse=675,276; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=5; Mouse=675,313; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=6; Mouse=675,357; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=7; Mouse=675,397; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=8; Mouse=675,436; #ENDIF end_SelectSlot; start_InstancePart1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=325; instance entry list MemWrite=%AddrFreeMem10,1,BYTE; Delay=2000; Mouse=696,443; OK Delay=2000; #ENDIF _IFFrameVisible=329; quick entry MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _IFMemRead=%AddrFreeMem10,BYTE,=0; Mouse=628,489; quick entry icon Delay=4500; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=329,XPOS,0; FrameAction=329,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=508; confirm MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=98,129; quick entry #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=2500; _IFFrameVisible=508; confirm #EXECUTE=InstancePart2; #ENDIF end_InstancePart1; start_InstancePart2; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=330; search MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=161,73; <-- #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=7200000; <-- 120 min timeout _IFFrameVisible=331; search MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=331,XPOS,0; FrameAction=331,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=30000; _IFFrameVisible=442; race MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=109,90; enter #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; FrameAction=309,STATE,HIDE; <-- optional: add a small path here so you win against full AFK teams MemWrite=%AddrFreeMem10,0,BYTE; #DO=1080000; <-- 18 min timeout _IFFrameVisible=309; rewards MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=309,XPOS,0; FrameAction=309,YPOS,0; Delay=500; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=2150; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; #ENDIF MemWrite=%AddrFreeMem10,0,BYTE; #DO=90000; Command=/select Common Treasure Chest; Delay=125; Command=/attack; Delay=4500; _IFInventoryContains=185000320; #ELSE MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; _IFInventoryContains=188058635; Big key box UseID=188058635; Delay=500; FrameAction=433,XPOS,0; FrameAction=433,YPOS,0; Delay=500; Mouse=67,68; Delay=500; Mouse=93,205; Delay=500; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=500 Mouse=161,71; Delay=2500; MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=0; Command=/select Ornate Treasure Chest; Delay=125; Command=/attack; Delay=5500; #ENDIF MemPtrWrite=%PlayerBase,%OffsetAnim,0,WORD; <-- Activate NoAnim #DO=30000; Command=/leave; Delay=1250; _UNTILMemPtrRead=%PlayerBase,%OffsetAnim,WORD,>0; Delay=9500; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF end_InstancePart2; start_SetResolution; <-- resizes client without using real mouse Console=\r_Height 600; Console=\r_Width 800; end_SetResolution;
Bingo! From what I see, Asmodians have a far better participation rate, a lot of Elys just want to afk which is fine but about 2:00 in the morning the que seems to dry up and I still had 6 accounts to try and get thru but no pop. I have 3 asmos I could pop but I was so damn tired to boot up another computer and manually que them. I could leave them running 24/7 with the script and just speed up the pop.Quote:
I don't see the point besides giving another group a free win + faster entry maybe?
Sure, will add itQuote:
Bingo! From what I see, Asmodians have a far better participation rate, a lot of Elys just want to afk which is fine but about 2:00 in the morning the que seems to dry up and I still had 6 accounts to try and get thru but no pop. I have 3 asmos I could pop but I was so damn tired to boot up another computer and manually que them. I could leave them running 24/7 with the script and just speed up the pop.
there's just one detail missing... the character goes into instanced server for the event, which means you have to put your PIN every time to log another character!Quote:
I've added the Deava Dash script to the Short Script Bundle
-Fixed several issues
-Added Quest support
-Added Mail support
Fixed it here :)Quote:
there's just one detail missing... the character goes into instanced server for the event, which means you have to put your PIN every time to log another character!
#IF=%FirstTime,; #SmoothBackground #EXECUTE=SetResolution; #UseLoop UseSpeed=1; WaitForResponse=Be sure you have 100% UI size/nBe sure all windows are reseted to default position/nBe sure Auto-Arrange windows is disabled/nBe sure click-to-move is disabled/n/nBe sure you stay next to Gogorunerk; #SetVar2=How much characters you have?; #SetVar1=Enter your PIN / example: 1|2|3|4|5|6/n/n(the seperators are no "i" and no "L"; #SetVar3=Do you have an Instance Boost Pack?/n/n(1 = Yes)/n(0 = No); _SetVar4=0; <- char counter #SetVar5=How do you want to use the big keys?/n/n(0 = use them with the toon himself)/n(1 = Send them by mail)/n(2 = Keep them in inventory); _SetVar7=0; <- item counter MemWrite=%AddrFreeMem5,%Var5,BYTE; _IFMemRead=%AddrFreeMem5,BYTE,=1; #SetVar6=Enter the charactername you want to send the keys to; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>9; #EXECUTE=Enter; #ENDIF MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; _IFInventoryContains=185000319; ornate key #EXECUTE=Mail; #ENDIF MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,>1; #EXECUTE=ChangeCharacter; _Calc4=%Var4+1; #ENDIF MemWrite=%AddrFreeMem3,%Var4,BYTE; _IFMemRead=%AddrFreeMem3,BYTE,=%Var2; WaitForResponse=Finished; #UseNoLoop #EndScript #ENDIF start_Mail; _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=L; <-- Elyos FlySmooth=1420.528,1264.053,336.66; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1392.873,1266.345,339.819; #EXECUTE=SendMail; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1420.528,1264.053,336.66; FlySmooth=1420.528,1264.053,336.66; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=D; <-- Asmo FlySmooth=1811.884,1961.294,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1819.842,1986.981,199.197; #EXECUTE=SendMail; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1811.884,1961.294,199.197; FlySmooth=1811.884,1961.294,199.197; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF end_Mail; start_SendMail; Delay=250; Command=/select Mailbox; Delay=500; Command=/select Mailbox; Delay=500; Command=/attack; Delay=1500; Mouse=87,109; Delay=750; SendKey=%Var6; <-- playername Delay=1500; _GetInventoryItemHandle=185000319; <-- itemID MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x9C,%VarItemID,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x94,%VarItemHandle,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xA8,%VarItemAmount,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x98,1,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xAC,0,DWORD; _Calc7=%Var7+%VarItemAmount; Mouse=188,393; Delay=1000; Mouse=442,344; Delay=5; Mouse=442,344; Delay=500; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE; Command=; end_SendMail; start_Enter; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; MemWrite=%AddrFreeMem2,%Var3,BYTE; _IFMemRead=%AddrFreeMem2,BYTE,=1; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; #ENDIF end_Enter; start_ChangeCharacter; Command=/logout; Delay=15000; #EXECUTE=SelectSlot; Delay=1500; Mouse=400,571; <-- Start Delay=2000; _IFFrameVisible=567; PIN window #EXECUTE=PINCheck; #ENDIF Delay=6000; end_ChangeCharacter; start_SelectSlot; MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,=2; Mouse=675,200; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=3; Mouse=675,241; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=4; Mouse=675,276; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=5; Mouse=675,313; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=6; Mouse=675,357; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=7; Mouse=675,397; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=8; Mouse=675,436; #ENDIF end_SelectSlot; start_PINCheck; MemWrite=%AddrFreeMem10,1,BYTE; #DO=999999999; _IFFrameVisible=567; PIN window #EnterPIN=%Var9; Delay=1000; #ELSE MemWrite=%AddrFreeMem10,0,BYTE; #ENDIF Delay=750; _UNTILMemRead=%AddrFreeMem10,BYTE,=0; end_PINCheck; start_InstancePart1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=325; instance entry list MemWrite=%AddrFreeMem10,1,BYTE; Delay=2000; Mouse=696,443; OK Delay=2000; #ENDIF _IFFrameVisible=329; quick entry MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _IFMemRead=%AddrFreeMem10,BYTE,=0; Mouse=628,489; quick entry icon Delay=4500; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=329,XPOS,0; FrameAction=329,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=508; confirm MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=98,129; quick entry #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=2500; _IFFrameVisible=508; confirm #EXECUTE=InstancePart2; #ENDIF end_InstancePart1; start_InstancePart2; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=330; search MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=161,73; <-- #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=7200000; <-- 120 min timeout _IFFrameVisible=331; search MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=331,XPOS,0; FrameAction=331,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=30000; _IFFrameVisible=442; race MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=109,90; enter #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; FrameAction=309,STATE,HIDE; <-- optional: add a small path here so you win against full AFK teams MemWrite=%AddrFreeMem10,0,BYTE; #DO=1080000; <-- 18 min timeout _IFFrameVisible=309; rewards MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=309,XPOS,0; FrameAction=309,YPOS,0; Delay=500; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=2150; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; #ENDIF MemWrite=%AddrFreeMem10,0,BYTE; #DO=90000; Command=/select Common Treasure Chest; Delay=125; Command=/attack; Delay=4500; _IFInventoryContains=185000320; #ELSE MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; _IFInventoryContains=188058635; Big key box UseID=188058635; Delay=500; FrameAction=433,XPOS,0; FrameAction=433,YPOS,0; Delay=500; Mouse=67,68; Delay=500; Mouse=93,205; Delay=500; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=500 Mouse=161,71; Delay=2500; MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=0; Command=/select Ornate Treasure Chest; Delay=125; Command=/attack; Delay=5500; #ENDIF MemPtrWrite=%PlayerBase,%OffsetAnim,0,WORD; <-- Activate NoAnim #DO=30000; Command=/leave; Delay=1250; _UNTILMemPtrRead=%PlayerBase,%OffsetAnim,WORD,>0; Delay=9500; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF end_InstancePart2; start_SetResolution; <-- resizes client without using real mouse Console=\r_Height 600; Console=\r_Width 800; end_SetResolution;
Fixed bothQuote:
It seems we need a pin when we change char, since it is an instanced server (like FT server). So the multichar wouldn't work
Also there is a small problem in the end, the character got stuck in that center thing and couldn't go to the chest.
I can fix it for myself but you need to take this into consideration for everyone
[Only registered and activated users can see links. Click Here To Register...]
#IF=%FirstTime,; #SmoothBackground #EXECUTE=SetResolution; #UseLoop UseSpeed=1; WaitForResponse=Be sure you have 100% UI size/nBe sure all windows are reseted to default position/nBe sure Auto-Arrange windows is disabled/nBe sure click-to-move is disabled/n/nBe sure you stay next to Gogorunerk; #SetVar2=How much characters you have?; #SetVar1=Enter your PIN / example: 1|2|3|4|5|6/n/n(the seperators are no "i" and no "L"; #SetVar3=Do you have an Instance Boost Pack?/n/n(1 = Yes)/n(0 = No); _SetVar4=0; <- char counter #SetVar5=How do you want to use the big keys?/n/n(0 = use them with the toon himself)/n(1 = Send them by mail)/n(2 = Keep them in inventory); _SetVar7=0; <- item counter MemWrite=%AddrFreeMem5,%Var5,BYTE; _IFMemRead=%AddrFreeMem5,BYTE,=1; #SetVar6=Enter the charactername you want to send the keys to; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>9; #EXECUTE=Enter; #ENDIF MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; _IFInventoryContains=185000319; ornate key #EXECUTE=Mail; #ENDIF MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,>1; #EXECUTE=ChangeCharacter; _Calc4=%Var4+1; #ENDIF MemWrite=%AddrFreeMem3,%Var4,BYTE; _IFMemRead=%AddrFreeMem3,BYTE,=%Var2; WaitForResponse=Finished; #UseNoLoop #EndScript #ENDIF start_Mail; _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=L; <-- Elyos FlySmooth=1420.528,1264.053,336.66; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1392.873,1266.345,339.819; #EXECUTE=SendMail; FlySmooth=1392.873,1266.345,339.819; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1416.913,1275.82,336.438; FlySmooth=1420.528,1264.053,336.66; FlySmooth=1420.528,1264.053,336.66; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF _IFMemPtrRead=%PlayerBase,%OffsetData/0x10C0,CHAR[1],=D; <-- Asmo FlySmooth=1811.884,1961.294,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1819.842,1986.981,199.197; #EXECUTE=SendMail; FlySmooth=1819.842,1986.981,199.197; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1803.919,1979.276,197.804; FlySmooth=1811.884,1961.294,199.197; FlySmooth=1811.884,1961.294,199.197; _MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8; TrayInfo=%Var8 has send %VarItemAmount Ornate Treasure Keys to %Var6, total keys send: %Var7; #ENDIF end_Mail; start_SendMail; Delay=250; Command=/select Mailbox; Delay=500; Command=/select Mailbox; Delay=500; Command=/attack; Delay=1500; Mouse=87,109; Delay=750; SendKey=%Var6; <-- playername Delay=1500; _GetInventoryItemHandle=185000319; <-- itemID MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x9C,%VarItemID,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x94,%VarItemHandle,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xA8,%VarItemAmount,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0x98,1,DWORD; MemPtrWrite=%AddrMail,0x5E0/0x3B8/0x0/0xAC,0,DWORD; _Calc7=%Var7+%VarItemAmount; Mouse=188,393; Delay=1000; Mouse=442,344; Delay=5; Mouse=442,344; Delay=500; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; SendKey=0x1B; Delay=5; MemPtrWrite=%AddrESChwnd,%OffsetESChwnd,142,BYTE; Command=; end_SendMail; start_Enter; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; MemWrite=%AddrFreeMem2,%Var3,BYTE; _IFMemRead=%AddrFreeMem2,BYTE,=1; #EXECUTE=InstancePart1; Delay=2500; #EXECUTE=InstancePart1; #ENDIF end_Enter; start_ChangeCharacter; Command=/logout; Delay=15000; #EXECUTE=SelectSlot; Delay=1500; Mouse=400,571; <-- Start Delay=2000; _IFFrameVisible=567; PIN window #EXECUTE=PINCheck; #ENDIF Delay=6000; end_ChangeCharacter; start_SelectSlot; MemWrite=%AddrFreeMem1,%Var2,BYTE; _IFMemRead=%AddrFreeMem1,BYTE,=2; Mouse=675,200; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=3; Mouse=675,241; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=4; Mouse=675,276; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=5; Mouse=675,313; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=6; Mouse=675,357; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=7; Mouse=675,397; #ENDIF _IFMemRead=%AddrFreeMem1,BYTE,=8; Mouse=675,436; #ENDIF end_SelectSlot; start_PINCheck; MemWrite=%AddrFreeMem10,1,BYTE; #DO=999999999; _IFFrameVisible=567; PIN window #EnterPIN=%Var9; Delay=1000; #ELSE MemWrite=%AddrFreeMem10,0,BYTE; #ENDIF Delay=750; _UNTILMemRead=%AddrFreeMem10,BYTE,=0; end_PINCheck; start_InstancePart1; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=325; instance entry list MemWrite=%AddrFreeMem10,1,BYTE; Delay=2000; Mouse=696,443; OK Delay=2000; #ENDIF _IFFrameVisible=329; quick entry MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _IFMemRead=%AddrFreeMem10,BYTE,=0; Mouse=628,489; quick entry icon Delay=4500; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=329,XPOS,0; FrameAction=329,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=508; confirm MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=98,129; quick entry #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=2500; _IFFrameVisible=508; confirm #EXECUTE=InstancePart2; #ENDIF end_InstancePart1; start_InstancePart2; MemWrite=%AddrFreeMem10,0,BYTE; #DO=20000; _IFFrameVisible=330; search MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=161,73; <-- #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=7200000; <-- 120 min timeout _IFFrameVisible=331; search MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=331,XPOS,0; FrameAction=331,YPOS,0; Delay=2500; MemWrite=%AddrFreeMem10,0,BYTE; #DO=30000; _IFFrameVisible=442; race MemWrite=%AddrFreeMem10,1,BYTE; #ELSE Mouse=109,90; enter #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; Delay=2500; FrameAction=309,STATE,HIDE; <-- optional: add a small path here so you win against full AFK teams MemWrite=%AddrFreeMem10,0,BYTE; #DO=1080000; <-- 18 min timeout _IFFrameVisible=309; rewards MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF #IF=%Timer=999,120000; SendAction=3,2; anti afk jump CreateTimer=999; #ENDIF Delay=2500; _UNTILMemRead=%AddrFreeMem10,BYTE,=1; FrameAction=309,XPOS,0; FrameAction=309,YPOS,0; Delay=500; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=150; Mouse=333,298; ok Delay=2150; FlySmooth=133.022,349.152,124.814; FlySmooth=125.085,345.75,124.781; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; #ENDIF FlySmooth=127.902,356.226,125.028; MemWrite=%AddrFreeMem10,0,BYTE; #DO=90000; Command=/select Common Treasure Chest; Delay=125; Command=/attack; Delay=4500; _IFInventoryContains=185000320; #ELSE MemWrite=%AddrFreeMem10,1,BYTE; #ENDIF _UNTILMemRead=%AddrFreeMem10,BYTE,=1; _IFInventoryContains=188058635; Big key box FlySmooth=125.863,352.742,124.787; UseID=188058635; Delay=500; FrameAction=433,XPOS,0; FrameAction=433,YPOS,0; Delay=500; Mouse=67,68; Delay=500; Mouse=93,205; Delay=500; FrameAction=508,XPOS,0; FrameAction=508,YPOS,0; Delay=500 Mouse=161,71; Delay=2500; MemWrite=%AddrFreeMem5,%Var5,BYTE; <- mail status _IFMemRead=%AddrFreeMem5,BYTE,=0; Command=/select Ornate Treasure Chest; Delay=125; Command=/attack; Delay=5500; #ENDIF MemPtrWrite=%PlayerBase,%OffsetAnim,0,WORD; <-- Activate NoAnim #DO=30000; Command=/leave; Delay=1250; _UNTILMemPtrRead=%PlayerBase,%OffsetAnim,WORD,>0; Delay=9500; _IFMemPtrRead=%PlayerBase,%OffsetLevel,BYTE,>50; Command=/select Gogorunerk; Delay=125; _IFMemPtrRead=%PlayerBase,%OffsetName,WCHAR[32],=Gogorunerk; Command=/attack; Delay=4500; _IFFrameVisible=170; DialogClick=; Delay=1000; DialogClick=; Delay=1000; DialogClick=; Delay=1000; Mouse=194,391; #ENDIF end_InstancePart2; start_SetResolution; <-- resizes client without using real mouse Console=\r_Height 600; Console=\r_Width 800; end_SetResolution;
You have to stay next to "Gogorunerk" that can be sanctum/pande or iluma/norsvoldQuote:
So do we need to be in sanctum/panda to use? Does it eat up all cd's with instance boost pack, and if we win and have 6 keys does it open the box 6 times?