Register for your free account! | Forgot your password?

Go Back   elitepvpers > MMORPGs > Guild Wars > GW Exploits, Hacks, Bots, Tools & Macros
You last visited: Today at 05:09

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



[2022/2023] Guild Wars working bots

Discussion on [2022/2023] Guild Wars working bots within the GW Exploits, Hacks, Bots, Tools & Macros forum part of the Guild Wars category.

Closed Thread
 
Old 10/16/2023, 13:45   #406
 
elite*gold: 0
Join Date: Oct 2023
Posts: 4
Received Thanks: 0
Hi,
Is the vaettir farmer able to pickup event loot? Like Halloween drops e.g.?
lorremans is offline  
Old 10/16/2023, 20:53   #407
 
elite*gold: 0
Join Date: Mar 2018
Posts: 5
Received Thanks: 1
Quote:
Originally Posted by Mrjambix View Post
Keep in mind that the ModelID for halloween items could have changed, I can verify this if anyone has any Halloween items from last year I can scan it to see if ModelID remain the same or can wait till 18th and I can check when I get a drop.
Cannot upload the screen but toolbox tell me the ModelID for Trick-or-Treat Bag is 28434 if it's can help.
tellmarch is offline  
Old 10/16/2023, 20:54   #408


 
elite*gold: 258
Join Date: Jan 2021
Posts: 132
Received Thanks: 142
Quote:
Originally Posted by tellmarch View Post
Cannot upload the screen but toolbox tell me the ModelID for Trick-or-Treat Bag is 28434 if it's can help.
Then everything should be accurate and stay the same.
Mrjambix is offline  
Old 10/17/2023, 12:26   #409
 
elite*gold: 0
Join Date: Mar 2019
Posts: 15
Received Thanks: 2
Vaettir test

Quote:
Originally Posted by Mrjambix View Post
In the attachment below, inside the vaettir script I gave the following list as Global Const
Code:
#Region Global Items
Global Const $RARITY_White = 2621
Global Const $RARITY_Blue = 2623
Global Const $RARITY_Gold = 2624
Global Const $RARITY_Purple = 2626
Global Const $RARITY_Green = 2627
Global Const $RARITY_Red = 33026

#Region Merchant Items
Global Const $ITEM_ID_Belt_Pouch = 34
Global Const $ITEM_ID_Bag = 35
Global Const $ITEM_ID_Rune_of_Holding = 2988
Global Const $ITEM_ID_ID_Kit = 2989
Global Const $ITEM_ID_SUP_ID_Kit = 5899
Global Const $ITEM_ID_Salvage_Kit = 2992
Global Const $ITEM_ID_EXP_Salvage_Kit = 2991
Global Const $ITEM_ID_SUP_Salvage_Kit = 5900
Global Const $ITEM_ID_Small_Equipment_Pack = 31221
Global Const $ITEM_ID_Light_Equipment_Pack = 31222
Global Const $ITEM_ID_Large_Equipment_Pack = 31223
Global Const $ITEM_ID_Heavy_Equipment_Pack = 31224
#EndRegion Merchant Items

#Region Keys
Global Const $ITEM_ID_Ascalonian_Key = 5966
Global Const $ITEM_ID_Steel_Key = 5967
Global Const $ITEM_ID_Krytan_Key = 5964
Global Const $ITEM_ID_Maguuma_Key = 5965
Global Const $ITEM_ID_Elonian_Key = 5960
Global Const $ITEM_ID_Shiverpeak_Key = 5962
Global Const $ITEM_ID_Darkstone_Key = 5963
Global Const $ITEM_ID_Miners_Key = 5961
Global Const $ITEM_ID_Shing_Jea_Key = 6537
Global Const $ITEM_ID_Canthan_Key = 6540
Global Const $ITEM_ID_Kurzick_Key = 6535
Global Const $ITEM_ID_Stoneroot_Key = 6536
Global Const $ITEM_ID_Luxon_Key = 6538
Global Const $ITEM_ID_Deep_Jade_Key = 6539
Global Const $ITEM_ID_Forbidden_Key = 6534
Global Const $ITEM_ID_Istani_Key = 15557
Global Const $ITEM_ID_Kournan_Key = 15559
Global Const $ITEM_ID_Vabbian_Key = 15558
Global Const $ITEM_ID_Ancient_Elonian_Key = 15556
Global Const $ITEM_ID_Margonite_Key = 15560
Global Const $ITEM_ID_Demonic_Key = 19174
Global Const $ITEM_ID_Phantom_Key = 5882
Global Const $ITEM_ID_Obsidian_Key = 5971
Global Const $ITEM_ID_Lockpick = 22751
Global Const $ITEM_ID_Zaishen_Key = 28571
Global Const $ITEM_ID_Bogroots_Boss_Key = 2593
#EndRegion Keys

#Region Dyes
Global Const $ITEM_ID_Dyes = 146
Global Const $ITEM_ExtraID_Blue_Dye = 2
Global Const $ITEM_ExtraID_Green_Dye = 3
Global Const $ITEM_ExtraID_Purple_Dye = 4
Global Const $ITEM_ExtraID_Red_Dye = 5
Global Const $ITEM_ExtraID_Yellow_Dye = 6
Global Const $ITEM_ExtraID_Brown_Dye = 7
Global Const $ITEM_ExtraID_Orange_Dye = 8
Global Const $ITEM_ExtraID_Silver_Dye = 9
Global Const $ITEM_ExtraID_Black_Dye = 10
Global Const $ITEM_ExtraID_Gray_Dye = 11
Global Const $ITEM_ExtraID_White_Dye = 12
Global Const $ITEM_ExtraID_Pink_Dye = 13
#EndRegion Dyes

#Region Scrolls
Global $Blue_Scroll_Array[3] = [5853, 5975, 5976]
Global $Gold_Scroll_Array[8] = [3256, 3746, 5594, 5595, 5611, 21233, 22279, 22280]
Global Const $ITEM_ID_Passage_Scroll_Urgoz = 3256
Global Const $ITEM_ID_Passage_Scroll_UW = 3746
Global Const $ITEM_ID_Heros_Insight_Scroll = 5594
Global Const $ITEM_ID_Berserkers_Insight_Scroll = 5595
Global Const $ITEM_ID_Slayers_Insight_Scroll = 5611
Global Const $ITEM_ID_Adventurers_Insight_Scroll = 5853
Global Const $ITEM_ID_Rampagers_Insight_Scroll = 5975
Global Const $ITEM_ID_Hunters_Insight_Scroll = 5976
Global Const $ITEM_ID_Scroll_of_the_Lightbringer = 21233
Global Const $ITEM_ID_Passage_Scroll_Deep = 22279
Global Const $ITEM_ID_Passage_Scroll_FoW = 22280
#EndRegion Scrolls

#Region Alcohol
; For pickup use
Global $Alcohol_Array[19] = [910, 2513, 5585, 6049, 6366, 6367, 6375, 15477, 19171, 19172, 19173, 22190, 24593, 28435, 30855, 31145, 31146, 35124, 36682]
; For using them
Global $OnePoint_Alcohol_Array[11] = [910, 5585, 6049, 6367, 6375, 15477, 19171, 19172, 19173, 22190, 28435]
Global $ThreePoint_Alcohol_Array[7] = [2513, 6366, 24593, 30855, 31145, 31146, 35124]
Global $FiftyPoint_Alcohol_Array[1] = [36682]
; Data
Global Const $ITEM_ID_Hunters_Ale = 910
Global Const $ITEM_ID_Flask_of_Firewater = 2513
Global Const $ITEM_ID_Dwarven_Ale = 5585
Global Const $ITEM_ID_Witchs_Brew = 6049
Global Const $ITEM_ID_Spiked_Eggnog = 6366
Global Const $ITEM_ID_Vial_of_Absinthe = 6367
Global Const $ITEM_ID_Eggnog = 6375
Global Const $ITEM_ID_Bottle_of_Rice_Wine = 15477
Global Const $ITEM_ID_Zehtukas_Jug = 19171
Global Const $ITEM_ID_Bottle_of_Juniberry_Gin = 19172
Global Const $ITEM_ID_Bottle_of_Vabbian_Wine = 19173
Global Const $ITEM_ID_Shamrock_Ale = 22190
Global Const $ITEM_ID_Aged_Dwarven_Ale = 24593
Global Const $ITEM_ID_Hard_Apple_Cider = 28435
Global Const $ITEM_ID_Bottle_of_Grog = 30855
Global Const $ITEM_ID_Aged_Hunters_Ale = 31145
Global Const $ITEM_ID_Keg_of_Aged_Hunters_Ale = 31146
Global Const $ITEM_ID_Krytan_Brandy = 35124
Global Const $ITEM_ID_Battle_Isle_Iced_Tea = 36682
#EndRegion Alcohol

#Region Sweets
Global $Sweet_Town_Array[10] = [15528, 15479, 19170, 21492, 21812, 22644, 30208, 31150, 35125, 36681]
Global Const $ITEM_ID_Creme_Brulee = 15528
Global Const $ITEM_ID_Red_Bean_Cake = 15479
Global Const $ITEM_ID_Mandragor_Root_Cake = 19170
Global Const $ITEM_ID_Fruitcake = 21492
Global Const $ITEM_ID_Sugary_Blue_Drink = 21812
Global Const $ITEM_ID_Chocolate_Bunny = 22644
Global Const $ITEM_ID_MiniTreats_of_Purity = 30208
Global Const $ITEM_ID_Jar_of_Honey = 31150
Global Const $ITEM_ID_Krytan_Lokum = 35125
Global Const $ITEM_ID_Delicious_Cake = 36681

#Region Sweet Pcon
Global $Sweet_Pcon_Array[13] = [17060, 17061, 17062, 22269, 22752, 28431, 28432, 28436, 29431, 31151, 31152, 31153, 35121]
Global Const $ITEM_ID_Drake_Kabob = 17060
Global Const $ITEM_ID_Bowl_of_Skalefin_Soup = 17061
Global Const $ITEM_ID_Pahnai_Salad = 17062
Global Const $ITEM_ID_Birthday_Cupcake = 22269
Global Const $ITEM_ID_Golden_Egg = 22752
Global Const $ITEM_ID_Candy_Apple = 28431
Global Const $ITEM_ID_Candy_Corn = 28432
Global Const $ITEM_ID_Slice_of_Pumpkin_Pie = 28436
Global Const $ITEM_ID_Lunar_Fortune_2008 = 29425 ; Rat
Global Const $ITEM_ID_Lunar_Fortune_2009 = 29426 ; Ox
Global Const $ITEM_ID_Lunar_Fortune_2010 = 29427 ; Tiger
Global Const $ITEM_ID_Lunar_Fortune_2011 = 29428 ; Rabbit
Global Const $ITEM_ID_Lunar_Fortune_2012 = 29429 ; Dragon
Global Const $ITEM_ID_Lunar_Fortune_2013 = 29430 ; Snake
Global Const $ITEM_ID_Lunar_Fortune_2014 = 29431 ; Horse
Global Const $ITEM_ID_Blue_Rock_Candy = 31151
Global Const $ITEM_ID_Green_Rock_Candy = 31152
Global Const $ITEM_ID_Red_Rock_Candy = 31153
#EndRegion Sweet Pcon
#EndRegion Sweets

#Region DP Removal
Global $DPRemoval_Sweets[8] = [6370, 19039, 21488, 21489, 22191, 26784, 28433, 35127]
Global Const $ITEM_ID_Peppermint_CC = 6370
Global Const $ITEM_ID_Refined_Jelly = 19039
Global Const $ITEM_ID_Elixir_of_Valor = 21227
Global Const $ITEM_ID_Wintergreen_CC = 21488
Global Const $ITEM_ID_Rainbow_CC = 21489
Global Const $ITEM_ID_Four_Leaf_Clover = 22191
Global Const $ITEM_ID_Honeycomb = 26784
Global Const $ITEM_ID_Pumpkin_Cookie = 28433
Global Const $ITEM_ID_Oath_of_Purity = 30206
Global Const $ITEM_ID_Seal_of_the_Dragon_Empire = 30211
Global Const $Item_ID_Shining_Blade_Ration = 35127
#EndRegion DP Removal

#Region Special Drops
Global $Special_Drops[7] = [556, 18345, 21491, 37765, 21833, 28433, 28434]
Global Const $ITEM_ID_CC_Shard = 556
Global Const $ITEM_ID_Flame_of_Balthazar = 2514 ; Not really a drop
Global Const $ITEM_ID_Golden_Flame_of_Balthazar = 22188 ; Not really a drop
Global Const $ITEM_ID_Celestial_Sigil = 2571 ; Not really a drop
Global Const $ITEM_ID_Victory_Token = 18345
Global Const $ITEM_ID_Wintersday_Gift = 21491 ; Not really a drop
Global Const $ITEM_ID_Wayfarer_Mark = 37765
Global Const $ITEM_ID_Lunar_Token = 21833
Global Const $ITEM_ID_Lunar_Tokens = 28433
Global Const $ITEM_ID_ToT = 28434
#EndRegion Special Drops

#Region Stupid Drops
Global $Map_Pieces_Array[4] = [24629, 24630, 24631, 24632]
Global Const $Item_ID_Kilhn_Testibries_Cuisse = 2113
Global Const $Item_ID_Kilhn_Testibries_Greaves = 2114
Global Const $Item_ID_Kilhn_Testibries_Crest = 2115
Global Const $Item_ID_Kilhn_Testibries_Pauldron = 2116
Global Const $ITEM_ID_Map_Piece_TL = 24629
Global Const $ITEM_ID_Map_Piece_TR = 24630
Global Const $ITEM_ID_Map_Piece_BL = 24631
Global Const $ITEM_ID_Map_Piece_BR = 24632
Global Const $ITEM_ID_Golden_Lantern = 4195 ; Mount Qinkai Quest Item
Global Const $ITEM_ID_Hunk_of_Fresh_Meat = 15583 ; NF Quest Item for Drakes on a Plain
Global Const $ITEM_ID_Zehtukas_Great_Horn = 15845
Global Const $ITEM_ID_Jade_Orb = 15940
Global Const $ITEM_ID_Herring = 26502 ; Mini Black Moa Chick incubator item
Global Const $ITEM_ID_Encrypted_Charr_Battle_Plans = 27976
Global Const $ITEM_ID_Ministerial_Decree = 29109 ; WoC quest item
Global Const $ITEM_ID_Keirans_Bow = 35829 ; Not really a drop
#EndRegion Stupid Drops

#Region Tomes
; All Tomes
Global $Tome_Array[20] = [21786, 21787, 21788, 21789, 21790, 21791, 21792, 21793, 21794, 21795, 21796, 21797, 21798, 21799, 21800, 21801, 21802, 21803, 21804, 21805]
;~ Elite Tomes
Global $Elite_Tome_Array[10] = [21786, 21787, 21788, 21789, 21790, 21791, 21792, 21793, 21794, 21795]
Global Const $ITEM_ID_Assassin_EliteTome = 21786
Global Const $ITEM_ID_Mesmer_EliteTome = 21787
Global Const $ITEM_ID_Necromancer_EliteTome = 21788
Global Const $ITEM_ID_Elementalist_EliteTome = 21789
Global Const $ITEM_ID_Monk_EliteTome = 21790
Global Const $ITEM_ID_Warrior_EliteTome = 21791
Global Const $ITEM_ID_Ranger_EliteTome = 21792
Global Const $ITEM_ID_Dervish_EliteTome = 21793
Global Const $ITEM_ID_Ritualist_EliteTome = 21794
Global Const $ITEM_ID_Paragon_EliteTome = 21795
;~ Normal Tomes
Global $Regular_Tome_Array[10] = [21796, 21797, 21798, 21799, 21800, 21801, 21802, 21803, 21804, 21805]
Global Const $ITEM_ID_Assassin_Tome = 21796
Global Const $ITEM_ID_Mesmer_Tome = 21797
Global Const $ITEM_ID_Necromancer_Tome = 21798
Global Const $ITEM_ID_Elementalist_Tome = 21799
Global Const $ITEM_ID_Monk_Tome = 21800
Global Const $ITEM_ID_Warrior_Tome = 21801
Global Const $ITEM_ID_Ranger_Tome = 21802
Global Const $ITEM_ID_Dervish_Tome = 21803
Global Const $ITEM_ID_Ritualist_Tome = 21804
Global Const $ITEM_ID_Paragon_Tome = 21805
#EndRegion Tomes

#Region Consumable Crafter Items
Global $Conset_Array[7] = [24859, 24860, 24861]
Global Const $ITEM_ID_Armor_of_Salvation = 24860
Global Const $ITEM_ID_Essence_of_Celerity = 24859
Global Const $ITEM_ID_Grail_of_Might = 24861
Global Const $ITEM_ID_Powerstone_of_Courage = 24862
Global Const $ITEM_ID_Scroll_of_Resurrection = 26501
Global Const $ITEM_ID_Star_of_Transference = 25896
Global Const $ITEM_ID_Perfect_Salvage_Kit = 25881
#EndRegion Consumable Crafter Items


#Region Tonics
Global $Tonic_Party_Array[23] = [4730, 15837, 21490, 22192, 30624, 30626, 30628, 30630, 30632, 30634, 30636, 30638, 30640, 30642, 30646, 30648, 31020, 31141, 31142, 31144, 31172, 37771, 37772]
Global Const $ITEM_ID_Sinister_Automatonic_Tonic = 4730
Global Const $ITEM_ID_Transmogrifier_Tonic = 15837
Global Const $ITEM_ID_Yuletide_Tonic = 21490
Global Const $ITEM_ID_Beetle_Juice_Tonic = 22192
Global Const $ITEM_ID_Abyssal_Tonic = 30624
Global Const $ITEM_ID_Cerebral_Tonic = 30626
Global Const $ITEM_ID_Macabre_Tonic =30628
Global Const $ITEM_ID_Trapdoor_Tonic = 30630
Global Const $ITEM_ID_Searing_Tonic = 30632
Global Const $ITEM_ID_Autmatonic_Tonic = 30634
Global Const $ITEM_ID_Skeletonic_Tonic = 30636
Global Const $ITEM_ID_Boreal_Tonic = 30638
Global Const $ITEM_ID_Gelatinous_Tonic = 30640
Global Const $ITEM_ID_Phantasmal_Tonic = 30642
Global Const $ITEM_ID_Abominable_Tonic = 30646
Global Const $ITEM_ID_Frosty_Tonic = 30648
Global Const $ITEM_ID_Mischievious_Tonic = 31020
Global Const $ITEM_ID_Mysterious_Tonic = 31141
Global Const $ITEM_ID_Cottontail_Tonic = 31142
Global Const $ITEM_ID_Zaishen_Tonic = 31144
Global Const $ITEM_ID_Unseen_Tonic = 31172
Global Const $ITEM_ID_Spooky_Tonic = 37771
Global Const $ITEM_ID_Minutely_Mad_King_Tonic = 37772
#EndRegion Tonics

#Region Wintergreen Weapons
Global Const $ITEM_ID_Wintergreen_Axe = 15835
Global Const $ITEM_ID_Wintergreen_Bow = 15836
Global Const $ITEM_ID_Wintergreen_Sword = 16130
Global Const $ITEM_ID_Wintergreen_Daggers = 15838
Global Const $ITEM_ID_Wintergreen_Hammer = 15839
Global Const $ITEM_ID_Wintergreen_Wand = 15840
Global Const $ITEM_ID_Wintergreen_Scythe = 15877
Global Const $ITEM_ID_Wintergreen_Shield = 15878
Global Const $ITEM_ID_Wintergreen_Spear = 15971
Global Const $ITEM_ID_Wintergreen_Staff =16128
#EndRegion Wintergreen Weapons
More than it needs to be but whatever, doesn't matter.
Then I went ahead and added

Code:
ElseIf ($ModelID == 28434) Or ($ModelID == 28431) Or ($ModelID == 28433) Or ($ModelID == ) Or ($ModelID == ) Or ($ModelID == ) Or ($ModelID == ) Or ($ModelID == )Then
	Return True; Halloween Stuff
Only added 3 ModelID codes add the rest yourself by doing Ctrl+F and looking for the item you want to add then do Ctrl+F and look for halloween and will take you to the code above. Once you are done delete the empty ($ModelID ==) that you didn't use, the line must end with
Code:
Then
Return True;
You can also add code to do a CheckArray if u want it to look for example all Sweets inside the #Region Sweets... could would go like this

Code:
ElseIf CheckArraySweets_Town($lModelID)Then ; 
	  Return True
But then you'll also need to add a code around line 2114 like this:
Code:
If CheckArraySweets($ModelID) Then Return False
followed by adding inside #Region Arrays
Code:
Func CheckArraySweets_Town($lModelID)
	For $p = 0 To (UBound($Array_sweet_town) -1)
		If ($lModelID == $Array_sweet_town[$p]) Then Return True
	Next
EndFunc
but don't do the arrays unless you know what you're doing, In my opinion.
If you got questions, comments, concerns, or suggestions let me know.

Also someone let me know if any issues arise, I sadly cannot test it since I do not have a character that can do the farm at the moment. Keep in mind that the ModelID for halloween items could have changed, I can verify this if anyone has any Halloween items from last year I can scan it to see if ModelID remain the same or can wait till 18th and I can check when I get a drop.


Hello,


It crashed after one run
hug56 is offline  
Old 10/17/2023, 16:16   #410


 
elite*gold: 258
Join Date: Jan 2021
Posts: 132
Received Thanks: 142
Quote:
Originally Posted by hug56 View Post
Hello,


It crashed after one run
Can you post Error Screen shot? So i know what's going on! I don't have any characters that can run this at the moment, If i do i think it's in one of my accounts that i have to find and try to log into.

Also did you make any changes at all or just ran it the way i posted it? Did you use the newest GWA2 and Headers?
Mrjambix is offline  
Old 10/17/2023, 18:59   #411
 
elite*gold: 0
Join Date: Oct 2023
Posts: 4
Received Thanks: 0
Quote:
Originally Posted by Mrjambix View Post
Can you post Error Screen shot? So i know what's going on! I don't have any characters that can run this at the moment, If i do i think it's in one of my accounts that i have to find and try to log into.

Also did you make any changes at all or just ran it the way i posted it? Did you use the newest GWA2 and Headers?

Hi,

Here you go, i'm testing as well.
I used only the file you posted and i guess i used the newest GWA2 and headers (the one from the v3,0 Vaeittir file)
Attached Images
File Type: png Screenshot 2023-10-17 185706.png (10.5 KB, 67 views)
lorremans is offline  
Old 10/17/2023, 20:35   #412


 
elite*gold: 258
Join Date: Jan 2021
Posts: 132
Received Thanks: 142
Quote:
Originally Posted by lorremans View Post
Hi,

Here you go, i'm testing as well.
I used only the file you posted and i guess i used the newest GWA2 and headers (the one from the v3,0 Vaeittir file)
the code currently has
Code:
Global Const $ITEM_ID_Lockpick = 22751
and item model looking for "lockpicks"
Code:
ElseIf ($lModelID == $ITEM_ID_Lockpick)Then
    Return True ; Lockpicks
This should resolve that issue.
I will re-upload the version above with this change
Mrjambix is offline  
Old 10/17/2023, 21:05   #413
 
Scythe X's Avatar
 
elite*gold: 0
Join Date: Aug 2023
Posts: 80
Received Thanks: 62
There is an issue where AgentArray and ProximityCount are not declared and throw an error, so I have added:
Global $lAgentArray = GetAgentArray()
Global $lProximityCount = 0
underneath bot Global Variables at the beginning of the script. I am not sure if that is the correct thing to do but it allows the bot to run. Also, is it possible to have the script wait until the Vaettir hex "Clumsiness" is right about to wear off, to attack with Eremite's skill? I am trying to adapt this script to the D/N vaettir farming build on pvxwiki. I am very slightly familiar with how the coding works, but I am just jigsaw puzzle piecing things together and don't really know what functions allow for waiting until a hex timer is wearing off to use the skill. I can post what I've cobbled together if someone is interested in helping me. I also was wondering if this 0.3 version is the most "updated" model of this script? thanks for your time.
Scythe X is offline  
Old 10/17/2023, 22:03   #414


 
elite*gold: 258
Join Date: Jan 2021
Posts: 132
Received Thanks: 142
Quote:
Originally Posted by Scythe X View Post
There is an issue where AgentArray and ProximityCount are not declared and throw an error, so I have added:
Global $lAgentArray = 0
Global $lProximityCount = 0
underneath bot Global Variables at the beginning of the script. I am not sure if that is the correct thing to do but it allows the bot to run. Also, is it possible to have the script wait until the Vaettir hex "Clumsiness" is right about to wear off, to attack with Eremite's skill? I am trying to adapt this script to the D/N vaettir farming build on pvxwiki. I am very slightly familiar with how the coding works, but I am just jigsaw puzzle piecing things together and don't really know what functions allow for waiting until a hex timer is wearing off to use the skill. I can post what I've cobbled together if someone is interested in helping me. I also was wondering if this 0.3 version is the most "updated" model of this script? thanks for your time.
Well I downloaded it a while back from the first page, I wasn't even aware those Globals were missing. I uploaded it with the changes.

to change the script to do what you asked, it is possible.

Code:
While True ; Main game loop
    ; Check if your character is NOT hexed and the Eremites skill is recharged
    Local $lMe = GetAgentByID(-2)
    If Not GetHasHex($lMe) And IsRecharged($Skill_Eremites) Then
        UseSkillEx($Skill_Eremites, $lMe) ; Use the skill on yourself
    EndIf
    
    Sleep(100) ; Don't peg the CPU, adjust sleep as necessary
WEnd

;~ Description: Tests if an agent is hexed.
Func GetHasHex($aAgent)
    If IsDllStruct($aAgent) = 0 Then $aAgent = GetAgentByID($aAgent)
    Return BitAND(DllStructGetData($aAgent, 'Effects'), 0x0800) > 0
EndFunc
in summary, this portion while its only a template example should do for Eremites will NOT be used if your character is hexed with "Clumsiness" (or any other hex identified by the GetHasHex function).
Mrjambix is offline  
Old 10/17/2023, 22:20   #415
 
Waka.Waka's Avatar
 
elite*gold: 0
Join Date: Dec 2016
Posts: 128
Received Thanks: 72
gethashex is a poor choice
Waka.Waka is offline  
Old 10/17/2023, 23:19   #416
 
elite*gold: 0
Join Date: Mar 2019
Posts: 15
Received Thanks: 2
Hi,
i have the same error
hug56 is offline  
Old 10/18/2023, 00:31   #417
 
elite*gold: 0
Join Date: Dec 2010
Posts: 7
Received Thanks: 0
thank you all, for sharing your knowledge here!

so tomorow starts halloween, do we have a tot bot?
FRANK FUCK is offline  
Old 10/18/2023, 03:52   #418
 
Scythe X's Avatar
 
elite*gold: 0
Join Date: Aug 2023
Posts: 80
Received Thanks: 62
Quote:
Originally Posted by Mrjambix View Post
...in summary, this portion while its only a template example should do for Eremites will NOT be used if your character is hexed with "Clumsiness" (or any other hex identified by the GetHasHex function).
Thank you Mrjambix. I have another gigi Vaettir script that says version 4.1.6a
but I really have no idea how to tell. It seems similar to the one you linked on the previous page.

Quote:
Originally Posted by Waka.Waka View Post
gethashex is a poor choice
Well, just having some input is helping me learn to connect things together. If you have a suggestion I would really appreciate it
I am slowly going through GWA2 file and reading what the functions are.
thanks again.

Edit:GWToolbox identifies the skill ID as 43 when I hover over Clumsiness.
Global Const $SKILL_ID_CLUMSINESS = 43
Is this what I should use in place of GetHasHex, and use GetHasEffect?
These are the main areas I think I don't understand how to make work together:
Code:
; ==== Build ====
Global Const $SkillBarTemplate = "OgSjcorILT7XqisXsifbWCNX9gA"
; declare skill numbers to make the code WAY more readable (UseSkill($regen) is better than UseSkill(3))
Global Const $intimidating = 1
Global Const $drunken = 2
Global Const $regen = 3
Global Const $dwarf = 4
Global Const $vos = 5
Global Const $mop = 6
Global Const $eremite = 7
Global Const $eternal = 8
; Store skills energy cost
Global $skillCost[9]
$skillCost[$intimidating] = 10
$skillCost[$drunken] = 5
$skillCost[$regen] = 10
$skillCost[$dwarf] = 5
$skillCost[$vos] = 5
$skillCost[$mop] = 10
$skillCost[$eremite] = 5
$skillCost[$eternal] = 15
;~ Skill IDs
Global Const $SKILL_ID_INTIMIDATING = 1531
Global Const $Skill_ID_DRUNKEN = 2218
Global Const $SKILL_ID_REGEN = 1516
Global Const $SKILL_ID_DWARF = 2220
Global Const $SKILL_ID_VOS = 1759
Global Const $SKILL_ID_MOP = 150
Global Const $SKILL_ID_EREMITE = 1485
Global Const $SKILL_ID_ETERNAL = 2109
Global Const $SKILL_ID_CLUMSINESS = 43
Global Const $SKILL_ID_GROG = 2923

Func CombatLoop()

   $CurGold = GetGoldCharacter()

   Local $tGold = GetGoldCharacter() ;<== Required for totalising platinum

   GUICtrlSetData($Goldies, "Current Gold: " & $CurGold)
    Local $lTimer = TimerInit()
	If Not $RenderingEnabled Then ClearMemory()

    Local $norntitle = GetNornTitle()
	If $norntitle > 100 And $norntitle < 160000 Then
		Out("Taking Blessing")
		GoNearestNPCToCoords(13318, -20826)
		Dialog(132)
	EndIf
	SendChat("")
	DisplayCounts()
	ChangeWeaponSet(2)
	UseSkillEx($eternal)
	Sleep(GetPing()+2000)
	UseSkillEx($dwarf)
	UseSkillEx($regen)
	UseSkillEx($drunken)

	Out("☾�� Grabbing left ball.") ; Gathering first group of vaettir.
	MoveTo(13501, -20925)
	MoveTo(13172, -22137)
	TarGetNearestEnemy()
	MoveAggroing(12496, -22600, 150)
	MoveAggroing(11375, -22761, 150)
	MoveAggroing(10925, -23466, 150)
	MoveAggroing(10917, -24311, 150)
	MoveAggroing(9910, -24599, 150)
	WaitFor(1*1000)
	TargetNearestEnemy()
	Out("Preparing MOP for later...") ; Cast initial Mark of Pain. Need to tune this so the Next MoP is cast before the first wears off, and then kill while both are active...
	UseSkillEx($mop)
	MoveAggroing(8995, -23177, 150)
	MoveAggroing(8307, -23187, 150)
	MoveAggroing(8213, -22829, 150)
	MoveAggroing(8307, -23187, 150)
	MoveAggroing(8213, -22829, 150)
	MoveAggroing(8740, -22475, 150)
	MoveAggroing(8880, -21384, 150)
	MoveAggroing(8684, -20833, 150)
	MoveAggroing(8982, -20576, 150)

	Out("⌛ Holding left ball...") ; Allowing vaettir to group together.
	WaitFor(12*1000)
	
	Out("Blasting first ball ��") ; Killing first group of vaettir.
	Kill()
	
	WaitFor(2000)
	If GetIsDead(-2) Then
		Out("☯Ball dropped, try again☯")
		$FailCount += 1
		GUICtrlSetData($FailsLabel, $FailCount)
	Else
		Out("Slapped ball sillycessfully.")
		$RunCount += 1
		GUICtrlSetData($RunsLabel, $RunCount)
	EndIf
	Buff($lAgentArray)
	WaitFor(1200)
	Out("✨꘏✨꘏Cleaning mess off floor꘏✨꘏✨") ; Picking up loot.
	PickUpLoot()
	Buff($lAgentArray)
	Out("��☽ Grabbing right ball.") ; Gathering second group of vaettir.
	MoveAggroing(10196, -20124, 150)
	MoveAggroing(9976, -18338, 150)
	MoveAggroing(11316, -18056, 150)
	MoveAggroing(10392, -17512, 150)
	MoveAggroing(10114, -16948, 150)
	MoveAggroing(10729, -16273, 150)
	MoveAggroing(10810, -15058, 150)
	MoveAggroing(11120, -15105, 150)
	MoveAggroing(11670, -15457, 150)
	MoveAggroing(12604, -15320, 150)
	TarGetNearestEnemy()
	MoveAggroing(12476, -16157)
	Out("⏳ Holding balls...")
	WaitFor(3*1000)
	TargetNearestEnemy()
	Out("��Throwing MOP at vaettir��")
	UseSkillEx($mop)
	Out("⌛ Holding balls...")
	MoveAggroing(12920, -17032, 30)
	MoveAggroing(12847, -17136, 30)
	MoveAggroing(12720, -17222, 30)
	Out("�� Squeezing balls together...")
	WaitFor(200)
	MoveAggroing(12617, -17273, 30)
	WaitFor(200)
	MoveAggroing(12518, -17305, 20)
	WaitFor(200)
	MoveAggroing(12445, -17327, 10)


   ;Avoids a rare-ish occurence where the bot starts the kill sequence just before SF runs out. Most noticeable on non Assassin primary Professions.
;   Out("Waiting for Shadow Form...")
;   Local $lDeadlock_2 = TimerInit()
;   $sf_Time = TimerDiff($timer)
;    Out($sf_Time)
;   Do
;	  WaitFor(100)
;	  If GetIsDead(-2) = 1 Then Return
;   Until (TimerDiff($timer)) < $sf_Time Or (TimerDiff($lDeadlock_2) > 20000)

	Out("✋✋✋ Slapping the balls!") ; Killing second group of vaettir.
	Kill()
	If GetIsDead(-2) Then
		Out("We got played.")
		$FailCount += 1
		GUICtrlSetData($FailsLabel, $FailCount)
	Else
		Out("We drained them dry")
		$RunCount += 1
		GUICtrlSetData($RunsLabel, $RunCount)
	EndIf
	ChangeWeaponSet(2)
	Buff($lAgentArray)
	WaitFor(1200)

  IF NOT (GUICtrlRead($DisableLooting) == $GUI_Checked) Then
    Out("₵£₤₳₦₰₦₲ M₤$$")
    PickUpLoot()
  EndIf

  ;==> update rolling totals ==<
  updateStatistics($tGold)

  ;===> Test Start ===>
;  Out("Pausing")
  ;GUICtrlSetData($Button, "Paused")
;  Sleep(500)
;  Do
  ;  Sleep(100)
  ;Until GUICtrlRead($Button) <> "Paused"

  ;<=== Test End# <===

	If GetIsDead(-2) Then
		$FailCount += 1
		GUICtrlSetData($FailsLabel, "Fails: " & $FailCount)
		; StoreRun(GetCharname(), TimerDiff($lTimer), 0)
	Else
		$RunCount += 1
		GUICtrlSetData($RunsLabel, "Runs: " & $RunCount)
		; StoreRun(GetCharname(), TimerDiff($lTimer), 1)
	EndIf

	Out("☝ One More Time")
	MoveAggroing(12289, -17700)
	MoveAggroing(15318, -20351)

    Local $tDeadLock = TimerInit()
	While GetIsDead(-2)
		Out("☠☠☠ DEAD ☠☠☠")
		Sleep(1000)
        If TimerDiff($tDeadLock) > 60000 Then
            $Deadlocked = True
            Return
        EndIf
	WEnd
   Out("Zoning to Bjora Marches")
	Move(15865, -20531)
	WaitMapLoading($Map_ID_BJORA)
	Sleep(GetPing()+2000)
   Out("Zoning to Jaga Moraine")
	MoveTo(-19968, 5564)
	Move(-20076,  5580, 30)
	WaitMapLoading($Map_ID_JAGA)
	Sleep(GetPing()+2000)

	ClearMemory()
	; _PurgeHook()
EndFunc

Func Buff(Const ByRef $lAgentArray)
	CastRegen($lAgentArray)
		If GetEffectTimeRemaining($Skill_ID_REGEN) < 2000 Then CastRegen($lAgentArray)
		Sleep(GetPing() + 250)
		If GetEffectTimeRemaining($Skill_ID_DWARF) < 3000 Then UseSkillEx($dwarf)
		Sleep(GetPing() + 500)
		If GetEffectTimeRemaining($Skill_ID_INTIMIDATING) < 3000 Then UseSkillEx($intimidating)
	If IsRecharged($intimidating) And DllStructGetData(GetEffect($intimidating), "SkillID") == 0 Then
			UseSkillEx($intimidating)
		ElseIf DllStructGetData(-2, "HP") < 1 Then
			UseSkillEx($intimidating)
		ElseIf $lAdjCount > 20 Then
			CastRegen($lAgentArray)
			UseSkillEx($dwarf)
			UseSkillEx($Intimidating)
	EndIf
	BeFast($lProximityCount)
EndFunc

Func CastEternal()
	If IsRecharged($eternal) Then UseSkillEx($eternal)
EndFunc   ;==>Cast Eternal Aura

Func CastRegen($lAgentArray)
	If GetIsDead(-2) Then Return
	If DllStructGetData(-2, "HP") < 1 And IsRecharged($regen) Then
		UseSkillEx($regen)
	EndIf
EndFunc ;==>Cast Regen

Func BeFast($lProximityCount)
	If GetEffectTimeRemaining($Skill_ID_DRUNKEN) < 3000 And IsRecharged($drunken) Then
		UseSkillEx($drunken)
	EndIf
EndFunc	

Func Eremite()
	If IsRecharged($vos) And IsRecharged($regen) Then
		UseSkillEx($vos)
		UseSkillEx($regen)
		While True ; Main game loop
			Local $lMe = GetAgentByID(-2) ; Check if your character is NOT hexed and the Eremites skill is recharged
			If Not GetEffectTimeRemaining($Skill_ID_CLUMSINESS, $lMe) <=100 Then ContinueLoop
			If GetEffectTimeRemaining($Skill_ID_CLUMSINESS, $lMe) <= 100 And IsRecharged($eremite) Then
				ChangeWeaponSet(1)
				UseSkillEx($eremite, $lMe) ; Use the skill on yourself
			EndIf 
		Sleep(50) ; Don't peg the CPU, adjust sleep as necessary
		WEnd
	EndIf
EndFunc

Func Kill()
	TargetNearestEnemy()
	If GetIsDead(-2) Then
		Return
	If Not IsRecharged($mop) Then		
		Return
	EndIf
		If IsRecharged($mop) Then
			UseSkillEx($mop)
			Eremite()	
		EndIf
	EndIf
	ChangeWeaponSet(2)	
	Buff($lAgentArray)
EndFunc   ;==>Kill
And also, should i stick with Autoit 3.14.5 or use the newest 3.16.1?
Scythe X is offline  
Old 10/18/2023, 07:44   #419
 
elite*gold: 0
Join Date: Aug 2016
Posts: 34
Received Thanks: 6
Hi Everyone,

just copied the last years version from the 2021 thread, maybe it still works.

I did not write it all credits go to Globe1 who updated it last year.

Happy Halloween everyone!
Attached Files
File Type: zip halloween rework.zip (45.6 KB, 132 views)
QuiXux is offline  
Thanks
3 Users
Old 10/18/2023, 09:38   #420
 
Waka.Waka's Avatar
 
elite*gold: 0
Join Date: Dec 2016
Posts: 128
Received Thanks: 72
Quote:
Originally Posted by Scythe X View Post
Thank you Mrjambix. I have another gigi Vaettir script that says version 4.1.6a
but I really have no idea how to tell. It seems similar to the one you linked on the previous page.



Well, just having some input is helping me learn to connect things together. If you have a suggestion I would really appreciate it
I am slowly going through GWA2 file and reading what the functions are.
thanks again.

Edit:GWToolbox identifies the skill ID as 43 when I hover over Clumsiness.
Global Const $SKILL_ID_CLUMSINESS = 43
Is this what I should use in place of GetHasHex, and use GetHasEffect?
These are the main areas I think I don't understand how to make work together:
Code:
; ==== Build ====
Global Const $SkillBarTemplate = "OgSjcorILT7XqisXsifbWCNX9gA"
; declare skill numbers to make the code WAY more readable (UseSkill($regen) is better than UseSkill(3))
Global Const $intimidating = 1
Global Const $drunken = 2
Global Const $regen = 3
Global Const $dwarf = 4
Global Const $vos = 5
Global Const $mop = 6
Global Const $eremite = 7
Global Const $eternal = 8
; Store skills energy cost
Global $skillCost[9]
$skillCost[$intimidating] = 10
$skillCost[$drunken] = 5
$skillCost[$regen] = 10
$skillCost[$dwarf] = 5
$skillCost[$vos] = 5
$skillCost[$mop] = 10
$skillCost[$eremite] = 5
$skillCost[$eternal] = 15
;~ Skill IDs
Global Const $SKILL_ID_INTIMIDATING = 1531
Global Const $Skill_ID_DRUNKEN = 2218
Global Const $SKILL_ID_REGEN = 1516
Global Const $SKILL_ID_DWARF = 2220
Global Const $SKILL_ID_VOS = 1759
Global Const $SKILL_ID_MOP = 150
Global Const $SKILL_ID_EREMITE = 1485
Global Const $SKILL_ID_ETERNAL = 2109
Global Const $SKILL_ID_CLUMSINESS = 43
Global Const $SKILL_ID_GROG = 2923

Func CombatLoop()

   $CurGold = GetGoldCharacter()

   Local $tGold = GetGoldCharacter() ;<== Required for totalising platinum

   GUICtrlSetData($Goldies, "Current Gold: " & $CurGold)
    Local $lTimer = TimerInit()
	If Not $RenderingEnabled Then ClearMemory()

    Local $norntitle = GetNornTitle()
	If $norntitle > 100 And $norntitle < 160000 Then
		Out("Taking Blessing")
		GoNearestNPCToCoords(13318, -20826)
		Dialog(132)
	EndIf
	SendChat("")
	DisplayCounts()
	ChangeWeaponSet(2)
	UseSkillEx($eternal)
	Sleep(GetPing()+2000)
	UseSkillEx($dwarf)
	UseSkillEx($regen)
	UseSkillEx($drunken)

	Out("☾�� Grabbing left ball.") ; Gathering first group of vaettir.
	MoveTo(13501, -20925)
	MoveTo(13172, -22137)
	TarGetNearestEnemy()
	MoveAggroing(12496, -22600, 150)
	MoveAggroing(11375, -22761, 150)
	MoveAggroing(10925, -23466, 150)
	MoveAggroing(10917, -24311, 150)
	MoveAggroing(9910, -24599, 150)
	WaitFor(1*1000)
	TargetNearestEnemy()
	Out("Preparing MOP for later...") ; Cast initial Mark of Pain. Need to tune this so the Next MoP is cast before the first wears off, and then kill while both are active...
	UseSkillEx($mop)
	MoveAggroing(8995, -23177, 150)
	MoveAggroing(8307, -23187, 150)
	MoveAggroing(8213, -22829, 150)
	MoveAggroing(8307, -23187, 150)
	MoveAggroing(8213, -22829, 150)
	MoveAggroing(8740, -22475, 150)
	MoveAggroing(8880, -21384, 150)
	MoveAggroing(8684, -20833, 150)
	MoveAggroing(8982, -20576, 150)

	Out("⌛ Holding left ball...") ; Allowing vaettir to group together.
	WaitFor(12*1000)
	
	Out("Blasting first ball ��") ; Killing first group of vaettir.
	Kill()
	
	WaitFor(2000)
	If GetIsDead(-2) Then
		Out("☯Ball dropped, try again☯")
		$FailCount += 1
		GUICtrlSetData($FailsLabel, $FailCount)
	Else
		Out("Slapped ball sillycessfully.")
		$RunCount += 1
		GUICtrlSetData($RunsLabel, $RunCount)
	EndIf
	Buff($lAgentArray)
	WaitFor(1200)
	Out("✨꘏✨꘏Cleaning mess off floor꘏✨꘏✨") ; Picking up loot.
	PickUpLoot()
	Buff($lAgentArray)
	Out("��☽ Grabbing right ball.") ; Gathering second group of vaettir.
	MoveAggroing(10196, -20124, 150)
	MoveAggroing(9976, -18338, 150)
	MoveAggroing(11316, -18056, 150)
	MoveAggroing(10392, -17512, 150)
	MoveAggroing(10114, -16948, 150)
	MoveAggroing(10729, -16273, 150)
	MoveAggroing(10810, -15058, 150)
	MoveAggroing(11120, -15105, 150)
	MoveAggroing(11670, -15457, 150)
	MoveAggroing(12604, -15320, 150)
	TarGetNearestEnemy()
	MoveAggroing(12476, -16157)
	Out("⏳ Holding balls...")
	WaitFor(3*1000)
	TargetNearestEnemy()
	Out("��Throwing MOP at vaettir��")
	UseSkillEx($mop)
	Out("⌛ Holding balls...")
	MoveAggroing(12920, -17032, 30)
	MoveAggroing(12847, -17136, 30)
	MoveAggroing(12720, -17222, 30)
	Out("�� Squeezing balls together...")
	WaitFor(200)
	MoveAggroing(12617, -17273, 30)
	WaitFor(200)
	MoveAggroing(12518, -17305, 20)
	WaitFor(200)
	MoveAggroing(12445, -17327, 10)


   ;Avoids a rare-ish occurence where the bot starts the kill sequence just before SF runs out. Most noticeable on non Assassin primary Professions.
;   Out("Waiting for Shadow Form...")
;   Local $lDeadlock_2 = TimerInit()
;   $sf_Time = TimerDiff($timer)
;    Out($sf_Time)
;   Do
;	  WaitFor(100)
;	  If GetIsDead(-2) = 1 Then Return
;   Until (TimerDiff($timer)) < $sf_Time Or (TimerDiff($lDeadlock_2) > 20000)

	Out("✋✋✋ Slapping the balls!") ; Killing second group of vaettir.
	Kill()
	If GetIsDead(-2) Then
		Out("We got played.")
		$FailCount += 1
		GUICtrlSetData($FailsLabel, $FailCount)
	Else
		Out("We drained them dry")
		$RunCount += 1
		GUICtrlSetData($RunsLabel, $RunCount)
	EndIf
	ChangeWeaponSet(2)
	Buff($lAgentArray)
	WaitFor(1200)

  IF NOT (GUICtrlRead($DisableLooting) == $GUI_Checked) Then
    Out("₵£₤₳₦₰₦₲ M₤$$")
    PickUpLoot()
  EndIf

  ;==> update rolling totals ==<
  updateStatistics($tGold)

  ;===> Test Start ===>
;  Out("Pausing")
  ;GUICtrlSetData($Button, "Paused")
;  Sleep(500)
;  Do
  ;  Sleep(100)
  ;Until GUICtrlRead($Button) <> "Paused"

  ;<=== Test End# <===

	If GetIsDead(-2) Then
		$FailCount += 1
		GUICtrlSetData($FailsLabel, "Fails: " & $FailCount)
		; StoreRun(GetCharname(), TimerDiff($lTimer), 0)
	Else
		$RunCount += 1
		GUICtrlSetData($RunsLabel, "Runs: " & $RunCount)
		; StoreRun(GetCharname(), TimerDiff($lTimer), 1)
	EndIf

	Out("☝ One More Time")
	MoveAggroing(12289, -17700)
	MoveAggroing(15318, -20351)

    Local $tDeadLock = TimerInit()
	While GetIsDead(-2)
		Out("☠☠☠ DEAD ☠☠☠")
		Sleep(1000)
        If TimerDiff($tDeadLock) > 60000 Then
            $Deadlocked = True
            Return
        EndIf
	WEnd
   Out("Zoning to Bjora Marches")
	Move(15865, -20531)
	WaitMapLoading($Map_ID_BJORA)
	Sleep(GetPing()+2000)
   Out("Zoning to Jaga Moraine")
	MoveTo(-19968, 5564)
	Move(-20076,  5580, 30)
	WaitMapLoading($Map_ID_JAGA)
	Sleep(GetPing()+2000)

	ClearMemory()
	; _PurgeHook()
EndFunc

Func Buff(Const ByRef $lAgentArray)
	CastRegen($lAgentArray)
		If GetEffectTimeRemaining($Skill_ID_REGEN) < 2000 Then CastRegen($lAgentArray)
		Sleep(GetPing() + 250)
		If GetEffectTimeRemaining($Skill_ID_DWARF) < 3000 Then UseSkillEx($dwarf)
		Sleep(GetPing() + 500)
		If GetEffectTimeRemaining($Skill_ID_INTIMIDATING) < 3000 Then UseSkillEx($intimidating)
	If IsRecharged($intimidating) And DllStructGetData(GetEffect($intimidating), "SkillID") == 0 Then
			UseSkillEx($intimidating)
		ElseIf DllStructGetData(-2, "HP") < 1 Then
			UseSkillEx($intimidating)
		ElseIf $lAdjCount > 20 Then
			CastRegen($lAgentArray)
			UseSkillEx($dwarf)
			UseSkillEx($Intimidating)
	EndIf
	BeFast($lProximityCount)
EndFunc

Func CastEternal()
	If IsRecharged($eternal) Then UseSkillEx($eternal)
EndFunc   ;==>Cast Eternal Aura

Func CastRegen($lAgentArray)
	If GetIsDead(-2) Then Return
	If DllStructGetData(-2, "HP") < 1 And IsRecharged($regen) Then
		UseSkillEx($regen)
	EndIf
EndFunc ;==>Cast Regen

Func BeFast($lProximityCount)
	If GetEffectTimeRemaining($Skill_ID_DRUNKEN) < 3000 And IsRecharged($drunken) Then
		UseSkillEx($drunken)
	EndIf
EndFunc	

Func Eremite()
	If IsRecharged($vos) And IsRecharged($regen) Then
		UseSkillEx($vos)
		UseSkillEx($regen)
		While True ; Main game loop
			Local $lMe = GetAgentByID(-2) ; Check if your character is NOT hexed and the Eremites skill is recharged
			If Not GetEffectTimeRemaining($Skill_ID_CLUMSINESS, $lMe) <=100 Then ContinueLoop
			If GetEffectTimeRemaining($Skill_ID_CLUMSINESS, $lMe) <= 100 And IsRecharged($eremite) Then
				ChangeWeaponSet(1)
				UseSkillEx($eremite, $lMe) ; Use the skill on yourself
			EndIf 
		Sleep(50) ; Don't peg the CPU, adjust sleep as necessary
		WEnd
	EndIf
EndFunc

Func Kill()
	TargetNearestEnemy()
	If GetIsDead(-2) Then
		Return
	If Not IsRecharged($mop) Then		
		Return
	EndIf
		If IsRecharged($mop) Then
			UseSkillEx($mop)
			Eremite()	
		EndIf
	EndIf
	ChangeWeaponSet(2)	
	Buff($lAgentArray)
EndFunc   ;==>Kill
And also, should i stick with Autoit 3.14.5 or use the newest 3.16.1?
"GetEffectTimeRemaining(43) = 0 " if you only care about clumsiness.. i think otherwise he will never attack since there are plenty of other hexes you dont care about
Waka.Waka is offline  
Closed Thread


Similar Threads Similar Threads
⚡Free Working NordVPN Accounts⚡ Valid Until 2022/2023🔥
05/30/2020 - Freebies - 1 Replies
#removed



All times are GMT +1. The time now is 05:10.


Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2025 elitepvpers All Rights Reserved.