Can someone provide with recommended builds for the followers?
Thanks for the compliment
I'm no pro at builds, and I don't have all professions maxed or many accounts, but I use Assassins Promise as skill one and then Spike or AOE damage skills which will all be recharged when enemy dies before Assasins Promise times out.
Yes it does its HR Para job, it cast HR first on itself, then cast HR on each team member and maintaining it with «*they’re on fire!*» Skill in and out of combat.
A little bit tricky because I can’t See skill effect on party member but it works great.
HR not working for me, it only casts it in combat on itself and doesn't use any abilities outside of combat is there any trick to getting it to work?
This one should be created with Logic... Gwa2 is not optimised for smart cast and SetEvent() func to actually scan and interupt. It just uses skills from 1-8, thats not good. ST hero is impossible to use, Ineptitude to, etc...
This one should be created with Logic... Gwa2 is not optimised for smart cast and SetEvent() func to actually scan and interupt. It just uses skills from 1-8, thats not good. ST hero is impossible to use, Ineptitude to, etc...
Oh wow, so you didn't bother to read anything, yet come here complaining cause it doesn't meet up with your imagined expectations?
Oh wow, so you didn't bother to read anything, yet come here complaining cause it doesn't meet up with your imagined expectations?
Move on plz..
LOL bro... I tested it, and have my own follower/leader with smart cast and set event func, heroic refrain check on all of them and much more. Just wanted to help if you want to make good one for pub. I have almost perfect one, just bip is the problem. I run main paragon, 4 e surges, inept and ST. So im kinda settled.
LOL bro... I tested it, and have my own follower/leader with smart cast and set event func, heroic refrain check on all of them and much more. Just wanted to help if you want to make good one for pub. I have almost perfect one, just bip is the problem. I run main paragon, 4 e surges, inept and ST. So im kinda settled.
Your previous post was nowhere near offering help, it was about mentioning in your eyes shortcomings. Kind of sad, since i know you leeched your bot, and didnt even script it yourself.
Next time you're offering help, try actually saying that, like some fellowscripters have done
Your previous post was nowhere near offering help, it was about mentioning in your eyes shortcomings. Kind of sad, since i know you leeched your bot, and didnt even script it yourself.
Next time you're offering help, try actually saying that, like some fellowscripters have done
That's not true. I participated in making as much as others have. You don't know nothing about it. If you need help pm me on discord.
Hi Guys, next update of the bot will be here soon.
Still working out some things I also want to implement but next changes are allready working :
-Follower Placement implemented, it's now possible to place the follower around the leader. Can be changed on the run.
-Scatterdistance will now be the distance from leader to this follower. It will no longer influence how crooked followers walk. Can be changed on the run.
-Combined 'Fight when aggroed' with 'Fight called target', so now you only need to select Fight Yes or No and can be changed while playing. Can still be changed on the run
-Changed the pickuploot function so the follower is less likely to draw aggro when checking for loot, and doesn't go for it if enemies too close to loot.
-Lesser 'moving to' messages in Outputbox.
-Followers will now only follow leader through Outposts if selected in GUI, else they'll wait till leader leaves outpost. Can be changed on the run
-Bot will now save changed the GUIsettings that can be adusted while playing
-Some settings were not properly read from config, redid the settingssaving and settingsreading completely.
-Followers would sometimes go back through portal. Added a function to wait for MapLoad before starting to move again.
-Removed no longer necessary fight options from the GUI and script.
-Bugfix, 'Window on Top' wasn't working when it was read from the config file, also I default it to unchecked cause when running multiple instances of bot, only one of them can actually be on top.
-Fixed a problem where bot would not properly cast skills with longer casting times
I was planning on doing DP removal and moralboosts, but it's much better to coordinate this partywide with leader so it will not be implemented after all.
Here's a sneakpreview of what it currently looks like.
Hello, I was reading through your future changelog.
"Bugfix, 'Window on Top' wasn't working when it was read from the config file, also I default it to unchecked cause when running multiple instances of bot, only one of them can actually be on top."
You can arrange z layer for windows, even if only one can stay on top, the rest can have priority, visually would look the same.
If I may give my opinion, the "clock like" part in the UI, is not necessary, if you pay attention to the hero behaviour, you can see the patterns heroes take.
They will stand in a "nearby* distance in a 3x3 grid encompassing the leader. Heroes start on party order , from left to right and top to bottom, heroes first, henchmen later, your bots should be after those.
The only exception that breaks the rules is martial heroes or henchmen, they will always be on front of the group.
A martial hero is one that has melee weapons equipped.
I have replicated that same hero functionality in my project and will upload as soon as I get home if you want to look through that and implement in your bot, it's a much more cleaner behaviour.
Although I have not implemented this yet, you can have your followers, follow the invisible slot they will be occupying and that will give them the appearance of the path heroes take when follow the party.
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