Quote:
Originally Posted by shootet
(Post 37531023)
Spoiler:
#COMBAT ROUTINE VER 2.43
#IF=%FirstTime,;
RequireVersion=6.24;
UseSpeed=1;
#UseLoop
#EnableSpeech
#EnableChatLog
WaitForResponse=Make sure F8 is bound to "Select Nearest Target" to get a soul heal after death;
#SetVar3=Enter the Potion ID you wanna use for sustain/n/nin case you don't wanna use any write 0;
#SetVar4=Wanna use NoAnimation while grinding?/n/nType 1 for yes or 0 for no;
#SetVar7=Enable selling when inventory is full?/n/nType 0 for no/nType 1 for selling at inventory/nType 2 for selling at merchant;
#SetVar2=Enable Anti-Stuck detection at the beginning of each round?/n/nType 1 for yes or 0 for no;
_SetVar10=1;Enable Transformation Potion usage?
_SetVar9=1;Enable an improved cooldown detection?
#SetVar=Timeout,Want to stop grinding after a certain amount of minutes?/n/nEnter the amount of minutes or 0 if you don't want any time limit;
_Calc[TimeoutMS]=%Var[Timeout]*60000;
_SetVar5=0;
_SetArray2=None,None;
#SmoothBackground
Command=;
MemWrite=%AddrFreeMem4,%Var4,BYTE;
MemWrite=%AddrFreeMem2,%Var5,BYTE;
MemWrite=%AddrFreeMem6,0,BYTE;
#EXECUTE=CombatSort;
MemPtrWrite=%AddrFPS,%OffsetFPS1,30,BYTE; <-- these 2 lines cap the fps at 30
MemPtrWrite=%AddrFPS,%OffsetFPS2,30,FLOAT; <-- these 2 lines cap the fps at 30
#IF=%Var7,>0;
#SetArray2=Enter the ItemIDs the bot is allowed to sell/nExample: 182010036,182010037,182010038;
#ENDIF
#IF=%FirstTime,;
#EXECUTE=GetPetID;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
#EXECUTE=DetectObelisk;
CreateTimer=9999998;
#ShowLog
#ENDIF
#EXECUTE=CheckDead;
#IF=%Var7,>0;
_MemPtrReadVar=%AddrMaxSlots,%OffsetMaxSlots,BYTE, 6;
_Calc6=%Var6-5;
_IFMemPtrRead=%AddrSlots,%OffsetSlots,BYTE,>%Var6;
#EXECUTE=InventoryCheck;
#ENDIF
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
#ELSE
#IF=%Timer=9999998,43200000;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has grinded for more than 12 hours, longer periods of botting can be dangerous at europe.;
#ENDIF
#IF=%Var[Timeout],>0;
#IF=%Timer=9999998,%Var[TimeoutMS];
#EXECUTE=Stop;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[64],25;
Speech=%Var25 has finished his grind session after %Var[Timeout] minutes.;
#UseNoLoop
#EndScript
#ENDIF
#IF=%FirstTime,;
_MemPtrReadVar=%PlayerBase,%OffsetPosX,FLOAT,Start PosX;
_MemPtrReadVar=%PlayerBase,%OffsetPosY,FLOAT,Start PosY;
_MemPtrReadVar=%PlayerBase,%OffsetPosZ,FLOAT,Start PosZ;
_Calc[StartPosX1]=%Var[StartPosX]-7.5;
_Calc[StartPosY1]=%Var[StartPosY]-7.5;
_Calc[StartPosZ1]=%Var[StartPosZ]-3;
_Calc[StartPosX2]=%Var[StartPosX]+7.5;
_Calc[StartPosY2]=%Var[StartPosY]+7.5;
_Calc[StartPosZ2]=%Var[StartPosZ]+3;
_Calc[ResetPosZ]=%Var[StartPosZ]+10;
#ELSE
#LogAddRound
FlySmooth=%Var[StartPosX],%Var[StartPosY],%Var[StartPosZ];
#ENDIF
#IF=%Var10,=1;
#EXECUTE=TransformationPotions;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPosX,FLOAT,%Var[StartPosX1]-%Var[StartPosX2];
_IFMemPtrRead=%PlayerBase,%OffsetPosY,FLOAT,%Var[StartPosY1]-%Var[StartPosY2];
_IFMemPtrRead=%PlayerBase,%OffsetPosZ,FLOAT,%Var[StartPosZ1]-%Var[StartPosZ2];
#ELSE
#IF=%Var2,=1;
#EXECUTE=Reset;
#ENDIF
FlySmooth=1412.1,2211.7,224.6;
FlySmooth=1406.7,2211.7,224.6;
FlySmooth=1399.4,2212.6,224.6;
FlySmooth=1392.3,2214.7,224.6;
_ACCheckMob=;
FlySmooth=1385.1,2215.1,226.2;
FlySmooth=1377.6,2214.8,225.8;
_ACCheckMob=;
FlySmooth=1370.2,2214.4,222.8;
FlySmooth=1363,2214.4,220.2;
_ACCheckMob=;
FlySmooth=1355.7,2214.6,217.5;
FlySmooth=1348.4,2213.7,216.3;
_ACCheckMob=;
FlySmooth=1341.2,2211.9,216.7;
FlySmooth=1335.2,2215.2,217.3;
_ACCheckMob=;
FlySmooth=1328.6,2215.4,218.4;
FlySmooth=1322,2212,219.7;
_ACCheckMob=;
FlySmooth=1315.9,2208,221.5;
FlySmooth=1315.4,2207.6,223.8;
_ACCheckMob=;
FlySmooth=1315.4,2207.6,221.7;
FlySmooth=1309.2,2203.5,223.8;
_ACCheckMob=;
FlySmooth=1302.9,2199.6,225.8;
FlySmooth=1296.1,2197.2,227.4;
_ACCheckMob=;
FlySmooth=1288.8,2197.4,228.5;
FlySmooth=1282.1,2199.1,228.9;
_ACCheckMob=;
FlySmooth=1274.4,2199.8,229;
FlySmooth=1267.1,2199.5,232;
_ACCheckMob=;
FlySmooth=1259.7,2199.9,235.3;
FlySmooth=1254.7,2204.8,236.8;
_ACCheckMob=;
FlySmooth=1255.1,2212.2,236.4;
FlySmooth=1256.9,2219.4,235.3;
_ACCheckMob=;
FlySmooth=1262.6,2223.3,233.4;
FlySmooth=1269.6,2225.5,232.8;
_ACCheckMob=;
FlySmooth=1274.2,2227.4,235.1;
FlySmooth=1268.1,2225.2,232.8;
_ACCheckMob=;
FlySmooth=1274.1,2229.4,232.6;
FlySmooth=1280.5,2233.3,232.7;
_ACCheckMob=;
FlySmooth=1286.8,2231.9,232.6;
FlySmooth=1283.2,2226.1,232.6;
_ACCheckMob=;
FlySmooth=1276.7,2222.5,232.6;
FlySmooth=1271.4,2217.7,232.7;
_ACCheckMob=;
FlySmooth=1269.4,2210.5,232;
FlySmooth=1269.4,2203.2,230.8;
_ACCheckMob=;
FlySmooth=1269.4,2195.9,230.8;
FlySmooth=1269.2,2188.3,229.2;
_ACCheckMob=;
FlySmooth=1268.5,2181.2,229.3;
FlySmooth=1267.3,2173.8,229.3;
_ACCheckMob=;
FlySmooth=1260.3,2172.3,228.9;
FlySmooth=1255.3,2172.4,231.9;
_ACCheckMob=;
FlySmooth=1255.7,2174.1,228.9;
FlySmooth=1250.9,2178.7,229;
_ACCheckMob=;
FlySmooth=1245.5,2182.4,229.1;
FlySmooth=1239.7,2178,229.1;
_ACCheckMob=;
FlySmooth=1236.8,2173.4,229.1;
FlySmooth=1233,2167.5,229.1;
_ACCheckMob=;
FlySmooth=1229.3,2173.6,229.1;
FlySmooth=1226.1,2180.3,229.1;
_ACCheckMob=;
FlySmooth=1222.2,2183.5,229;
FlySmooth=1213.5,2184.6,228.9;
_ACCheckMob=;
FlySmooth=1206.2,2185.5,228.8;
FlySmooth=1199,2186.3,228.6;
_ACCheckMob=;
FlySmooth=1191.7,2187.2,228.1;
FlySmooth=1184.2,2188.2,227.5;
_ACCheckMob=;
FlySmooth=1176.9,2189.1,226.4;
FlySmooth=1169.7,2190.1,226;
_ACCheckMob=;
FlySmooth=1162.5,2191.1,225.5;
FlySmooth=1155.2,2192.2,224.6;
_ACCheckMob=;
FlySmooth=1150.8,2192.8,224.1;
FlySmooth=1153.2,2192.6,224.4;
_ACCheckMob=;
FlySmooth=1159.4,2187.3,225.1;
FlySmooth=1164.6,2185.2,226.1;
_ACCheckMob=;
FlySmooth=1164.6,2185.2,228.3;
FlySmooth=1165.1,2185,225.8;
_ACCheckMob=;
FlySmooth=1172,2182.1,225.6;
FlySmooth=1178.8,2179.2,226.7;
_ACCheckMob=;
FlySmooth=1185.5,2176.3,227.9;
FlySmooth=1192.2,2173.2,228.4;
_ACCheckMob=;
FlySmooth=1198.5,2169.6,228.7;
FlySmooth=1204.6,2165.6,228.9;
_ACCheckMob=;
FlySmooth=1210.1,2160.8,228.9;
FlySmooth=1215.4,2155.7,229;
_ACCheckMob=;
FlySmooth=1220.7,2150.7,229;
FlySmooth=1225.4,2145.1,229.1;
_ACCheckMob=;
FlySmooth=1227.5,2138,229.9;
FlySmooth=1228.3,2130.7,232;
_ACCheckMob=;
FlySmooth=1226.5,2123.6,234.2;
FlySmooth=1223.3,2117,236.9;
_ACCheckMob=;
FlySmooth=1218.7,2111.2,239.7;
FlySmooth=1213.9,2105.6,242.2;
_ACCheckMob=;
FlySmooth=1209.7,2099.5,245.1;
FlySmooth=1206.6,2092.9,246.7;
_ACCheckMob=;
FlySmooth=1203.7,2086.2,247.8;
FlySmooth=1199.8,2079.9,248.3;
_ACCheckMob=;
FlySmooth=1195.3,2074.2,248.3;
FlySmooth=1191,2075.4,248.3;
_ACCheckMob=;
FlySmooth=1194.8,2078,248.3;
FlySmooth=1197.9,2084.7,248.3;
_ACCheckMob=;
FlySmooth=1201.7,2090.9,247.6;
FlySmooth=1205.2,2097.3,246.1;
_ACCheckMob=;
FlySmooth=1208.1,2102.5,244.4;
FlySmooth=1211.3,2107.4,243;
_ACCheckMob=;
FlySmooth=1215.5,2113.5,241.8;
FlySmooth=1220.2,2119.1,239;
_ACCheckMob=;
FlySmooth=1225,2124.7,234.1;
FlySmooth=1229.7,2130.4,232.1;
_ACCheckMob=;
FlySmooth=1234.2,2136.1,230.9;
FlySmooth=1238.8,2141.8,230.2;
_ACCheckMob=;
FlySmooth=1243.5,2147.7,229.9;
FlySmooth=1248,2153.4,229.7;
_ACCheckMob=;
FlySmooth=1252.5,2159.1,229.4;
FlySmooth=1257.1,2164.9,229.3;
_ACCheckMob=;
FlySmooth=1261.7,2170.7,229;
FlySmooth=1266,2176.5,229.3;
_ACCheckMob=;
FlySmooth=1270.3,2182.7,229.1;
FlySmooth=1274.6,2188.8,229;
_ACCheckMob=;
FlySmooth=1279.6,2194,228.8;
FlySmooth=1286.4,2196.5,228.6;
_ACCheckMob=;
FlySmooth=1293.5,2198.5,227.9;
FlySmooth=1300.4,2200.9,226.5;
_ACCheckMob=;
FlySmooth=1307.3,2203.3,224.4;
FlySmooth=1314.1,2205.3,222.2;
_ACCheckMob=;
FlySmooth=1321.7,2206.8,220.1;
FlySmooth=1328.8,2207.7,218.7;
_ACCheckMob=;
FlySmooth=1336.1,2208.4,217.5;
FlySmooth=1343.4,2208,216.8;
_ACCheckMob=;
FlySmooth=1350.8,2207.6,216.9;
FlySmooth=1358.1,2207.3,218.3;
_ACCheckMob=;
FlySmooth=1365.2,2208.8,220.9;
FlySmooth=1372.5,2210.9,222.9;
_ACCheckMob=;
FlySmooth=1379.4,2212.8,223.9;
FlySmooth=1386.6,2214.6,224.5;
_ACCheckMob=;
FlySmooth=1393.8,2216.1,224.6;
FlySmooth=1401,2215.6,224.6;
_ACCheckMob=;
FlySmooth=1408,2213.7,224.6;
FlySmooth=1413.4,2212,224.6;
_ACCheckMob=;
start_CheckDead;
_SetVar=Dead,0;
_IFFrameVisible=267;
_SetVar=Dead,1;
#ENDIF
_IFMemRead=%AddrResurrect,BYTE,<8;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetHP,DWORD,=0;
_SetVar=Dead,1;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE,=0 ;
_SetVar=Dead,1;
#ENDIF
#IF=%Var[Dead],=1;
#EXECUTE=SetResolution;
#LogAddDeath
#DO=20000;
MemWrite=%AddrResurrect,1,BYTE; <- Resurrect
Delay=500;
_UNTILMemPtrRead=%PlayerBase,%OffsetHP,DWORD,>0;
Delay=5000;
MemWrite=%AddrResurrect,8,BYTE; <- Reset Resurrect
#EXECUTE=FindSoulHealer;
Delay=1000;
#EXECUTE=Return;
#EXECUTE=CheckAutoLoot;
#ENDIF
end_CheckDead;
start_Stop;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
end_Stop;
start_Reset;
#IF=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ELSE
#DO=1200000;
Delay=150;
#UNTIL=%Timer=243,1200000;
SmartSkill=243,1200000,6500,False,False;
CreateTimer=243;
#ENDIF
Delay=4500;
#LogAddStuck
#EXECUTE=Return;
end_Reset;
start_DetectObelisk;
Command=/select Obelisk;
Command=/select Obélisque;
Command=/select Obelisco;
Delay=125;
_IFMemPtrRead=%TargetBase,%OffsetName,WCHAR[2],=Ob;
#EXECUTE=Return;
#ENDIF
end_DetectObelisk;
start_FindSoulHealer;
_IFMemRead=%AddrLangPack,CHAR[32],=L10N/ENU/;
_SetVar11=527; Soulhealer FrameID NA
#ELSE
_SetVar11=527; Soulhealer FrameID EU
#ENDIF
MemWrite=%AddrCamY,85,FLOAT;
#DO=7000;
SendKey=0x77;
Delay=35;
_UNTILMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
_IFMemPtrRead=%TargetBase,%OffsetData/0x1090,CHAR[10],=soulhealer;
#DO=15000;
Command=/attack;
Delay=1550;
DialogClick=NpcFunc128;
Delay=750;
_UNTILMemPtrRead=%AddrFrameID[%Var11],0x28,BYTE,=175;
FrameAction=%Var11,XPOS,0;
FrameAction=%Var11,YPOS,0;
Delay=550;
Mouse=160,95;
Delay=750;
_UNTILMemPtrRead=%PlayerBase,%OffsetPercentHP,BYTE ,=100;
#ELSE
_ACReg=;
#ENDIF
SendKey=0x1B;
Delay=15;
SendKey=0x1B;
MemPtrWrite=%AddrFrameID[19],0x28,142,BYTE;
MemWrite=%AddrCamY,25,FLOAT;
#EXECUTE=CheckAutoLoot;
#EXECUTE=CheckAutoBuff;
end_FindSoulHealer;
start_CheckAutoLoot;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+748;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50045;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
_IFMemRead=%Var[CATempAddr],DWORD,=0;
_ACMob_Looting=True;
#ELSE
_ACMob_Looting=False;
#ENDIF
end_CheckAutoLoot;
start_CheckAutoBuff;
_IFMemRead=%AddrMinion,BYTE,=0;
_IFMemRead=%AddrPet,BYTE,=0;
#IF=%Var[PetAvailable],=1;
UseID=%Var[PetID],%Var[PetType];
Delay=250;
#ENDIF
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]+696;
_IFMemRead=%Var[CATempAddr],DWORD,=0;
#DO=1000;
UseID=50044;
Delay=250;
_UNTILMemRead=%Var[CATempAddr],DWORD,=1;
#ENDIF
end_CheckAutoBuff;
start_GetPetID;
_SetVar=PetAvailable,0;
_IFMemRead=%AddrPet,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrPet,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,46;
#ENDIF
_IFMemRead=%AddrMinion,BYTE,>0;
_SetVar=PetAvailable,1;
MemWrite=%AddrFreeMem30,%AddrMinion,DWORD;
_MemReadVar=%AddrFreeMem30,DWORD,CATempAddr;
_Calc[CATempAddr]=%Var[CATempAddr]-4;
_MemReadVar=%Var[CATempAddr],DWORD,PetID;
_SetVar=PetType,86;
#ENDIF
end_GetPetID;
start_InventoryCheck;
_MemPtrReadVar=%PlayerBase,%OffsetName,WCHAR[32],8;
#IF=%Var7,=1;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToInventory;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=2;
#EXECUTE=SetResolution;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah Previous;
#EXECUTE=SellToMerchant;
_MemPtrReadVar=%AddrKinah,%OffsetKinah,DWORD,Kinah New;
_Calc[KinahGained]=%Var[KinahNew]-%Var[KinahPrevious];
Speech=%Var8 has sold his cash loot and gained %Var[KinahGained] Kinah.;
#ENDIF
#IF=%Var7,=0;
Speech=%Var8 has full inventory and no sale method, looting will be turned off now;
_ACMob_Looting=False;
#ENDIF
end_InventoryCheck;
start_SellToInventory;
FrameAction=16,STATE,SHOW;
FrameAction=16,XPOS,0;
FrameAction=16,YPOS,0;
Delay=250;
Mouse=11,117;
Delay=750;
FrameAction=172,XPOS,0;
FrameAction=172,YPOS,0;
Delay=250;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
SellItemsAtInventory=%ARRAY2,185,245;
Delay=250;
Mouse=229,246;
end_SellToInventory;
start_SellToMerchant;
#SELLMARK
end_SellToMerchant;
start_Return;
FlySmooth=2918,2462,313.8;
FlySmooth=2919.7,2469.6,313.7;
FlySmooth=2921.2,2476.9,313.7;
FlySmooth=2922.7,2483.9,313.9;
FlySmooth=2924.2,2491.1,313.7;
FlySmooth=2925.9,2498.5,313.7;
FlySmooth=2927.5,2504.9,313.8;
#DO=5000;
Command=/select Teleporter;
Delay=150;
Command=/attack;
Delay=500;
_UNTILMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd ,BYTE,=175;
Delay=750;
_IFMemPtrRead=%AddrDialoghwnd,%OffsetDialoghwnd,BY TE,=175;
Delay=1000;
Mouse=119,181;
Delay=1500;
Mouse=191,258;
Delay=1500;
Mouse=436,347;
Delay=1500;
end_Return;
start_CombatSort;
;;;;;;;;BASIC SETTINGS;;;;;;;;;;;
#IF=%Var4,=1;
_ACUseAnimation=True;
#ENDIF
#IF=%Var3,>0;
_ACPotion=%Var3,HP/MP,50,66;
#ENDIF
_ACRegenerateEnabled=True;
_ACRegMPPercentage=30;
_ACRegHPPercentage=35;
_ACTimeout=300000;
_ACMob_Looting=True;
;;;;;;;END BASIC SETTINGS;;;;;;;;
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=0;
;;;;;;;;;Settings Warrior;;;;;;;;;
_ACInitialRange=4;
_ACSkills=517,2865,2890;
;;;;;;;End Settings Warrior;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=1;
;;;;;;;;;Settings Gladiator;;;;;;;;;
_ACRelyOnRace=662,Eylos;
_ACRelyOnRace=661,Asmo;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACHeals=781,544,571,620,648,4671,706,2932,553;
_ACBuffs=598,662,661,683,600;
_ACSkills=731,780,755,554,643,647,719,2902,2876,73 8,681,696,617,705,507;
;;;;;;;End Settings Gladiator;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=2;
;;;;;;;;;Settings Templar Greatsword;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=5;
_ACRelyOnPlayerHP=3127,<50;
_ACHeals=3129,2921,2931,2915,2922;
_ACBuffs=3127,3035,2932,2933,2918,2938,2966;
_ACSkills=3126,3123,3071,2967,2944,3064,2902,2876, 2973,3154,2960,3181;
;;;;;;;End Settings Templar Greatsword;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=3;
;;;;;;;;;Settings Scout;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=4;
_ACBuffs=3235,3195;
_ACSkills=3197,3183;
;;;;;;;End Settings Scout;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=4;
;;;;;;;;;Settings Assassin;;;;;;;;; Rotation by JoshuaPL
_ACRelyOnRace=3370,Eylos;
_ACRelyOnRace=3371,Asmo;
_ACRelyOnTargetDebuff=3414,8307;
_ACRelyOnTargetDebuff=5093,8307;
_ACRelyOnTargetDebuff=3311,8307;
_ACRelyOnTargetDebuff=3477,9100;
_ACHealPercentage=30;
_ACInitialRange=2;
_ACBuffs=3469,3320,3326,3195,4878;
_ACSkills=3194,3248,3395,3426,5093,3369,3414,4774, 3477;
;;;;;;;End Settings Assassin;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=5;
;;;;;;;;;Settings Ranger;;;;;;;;; by widoxd02
_ACRelyOnBuff=813,813;
_ACRelyOnBuff=796,796;
_ACRelyOnBuff=1057,1057;
_ACRelyOnBuff=867,867;
_ACRelyOnBuff=3235,3235;
_ACIsActive=889,True;
_ACIsActive=4724,True;
_ACRelyOnDP=4881,4000;
_ACRelyOnDP=4875,4000;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=15;
_ACBuffs=985,1117,1065,889,813,796,1057,867,3235,4 724,4881,4875;
_ACSkills=961,4722,795,871,825,1052,880,1026,1005, 4723,1134;
;;;;;;;End Settings Ranger;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=6;
;;;;;;;;;Settings Mage;;;;;;;;;
_ACRelyOnBuff=1155,1155;
_ACInitialRange=25;
_ACBuffs=1155;
_ACSkills=1363,1447,1403,1282;
;;;;;;;End Settings Mage;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=7;
;;;;;;;;;Settings Sorcerer;;;;;;;;;
_ACRelyOnRace=1473,Eylos;
_ACRelyOnRace=1465,Asmo;
_ACRelyOnBuff=1166,1166;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=1269,1420;
_ACBuffs=1166,1402,1249,1270,1542,1307,1350;
_ACManaRecover=1393,1257;
_ACSkills=1539,1446,1459,1549,1191,1493,1336,1525, 1326,1509,1548,4602,1215,1258,1383,1555,1356,1465, 1473,1390,1225;
;;;;;;;End Settings Sorcerer;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=8;
;;;;;;;;;Settings Spiritmaster;;;;;;;;;ROTATION MADE BY Gianni (Petless)
_ACCustomCooldown=3780,25000;
_ACRelyOnBuff=1166,1166;
_ACRelyOnRace=3807,Eylos;
_ACRelyOnRace=3808,Asmo;
_ACManaPercentage=65;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4665;
_ACBuffs=1166,3543;
_ACSkills=4665,1459,3776,3847,1459,3588,4665,1459, 3561,3776,1459,4665,3601;
;;;;;;;End Settings Spiritmaster;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=9;
;;;;;;;;;Settings Priest;;;;;;;;;
_ACRelyOnBuff=1684,1684;
_ACHealPercentage=30;
_ACInitialRange=5;
_ACHeals=1838;
_ACBuffs=1684;
_ACSkills=4012,1814,1615;
_ACRegenerate=1838;
;;;;;;;End Settings Priest;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=10;
;;;;;;;;;Settings Cleric;;;;;;;;;
_ACRelyOnRace=3990,Eylos;
_ACRelyOnRace=3991,Asmo;
_ACRelyOnRace=4125,Eylos;
_ACRelyOnRace=4126,Asmo;
_ACRelyOnRace=4162,Eylos;
_ACRelyOnRace=4163,Asmo;
_ACRelyOnBuff=4005,4005;
_ACRelyOnBuff=1684,1684;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=20;
_ACHeals=4192,3990,3931,3991,3959,3997,3934,4181,4 219,4212,3977;
_ACBuffs=1684,3894,3921,4005,3888;
_ACManaRecover=3895,3917;
_ACSkills=4169,4166,4162,4163,4149,4151,4133,4135, 4187,4143,4125,4126,4134,1825,1615,4024;
_ACRegenerate=4181,3997,4219;
;;;;;;;End Settings Cleric;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=11;
;;;;;;;;;Settings Chanter;;;;;;;;; by widoxd02
_ACRelyOnPlayerHP=4868,<50;
_ACRelyOnPlayerHP=1606,<90;
_ACRelyOnPlayerHP=1813,<35;
_ACRelyOnPlayerHP=1862,<50;
_ACRelyOnPlayerHP=1734,<45;
_ACRelyOnPlayerHP=1857,<50;
_ACRelyOnDP=1638,4000;
_ACRelyOnDP=1810,2000;
_ACRelyOnBuff=1579,1579;
_ACRelyOnBuff=4642,4642;
_ACRelyOnBuff=1809,1809;
_ACRelyOnBuff=1666,1666;
_ACRelyOnBuff=1689,1689;
_ACRelyOnBuff=4731,4731;
_ACRelyOnBuff=4868,4868;
_ACRelyOnBuff=1813,1813;
_ACRelyOnBuff=1758,1758;
_ACRelyOnBuff=1656,1656;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=1;
_ACHeals=1734,1606,1862,1857;
_ACBuffs=4642,1809,1666,1689,4731,4868,1813,1656,1 810,1638,1579;
_ACRegenerate=1862,1734;
_ACSkills=1789,1626,1906,4629,1767,1600,1837,1868, 1767,1647,4730,1874,1903;
;;;;;;;End Settings Chanter;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=12;
;;;;;;;;;Settings Technist;;;;;;;;;
_ACInitialRange=25;
_ACBuffs=2169;
_ACSkills=2220,1942,1958;
;;;;;;;End Settings Technist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=14;
;;;;;;;;;Settings Gunslinger Pistols;;;;;;;;;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACIsActive=4787,True;
_ACRelyOnDP=2007,2000;
_ACInitialRange=20;
_ACHeals=2349,2380,2367,2124,1923;
_ACBuffs=2046,4787,2273,2052,2046,2273,2370;
_ACManaRecover=2367;
_ACSkills=1953,2179,2053,2179,2054,2231,2263,2166, 2007,1981,2123,2068,2090;
;;;;;;;End Settings Gunslinger Pistols;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=15;
;;;;;;;;;Settings Artist;;;;;;;;;
_ACManaPercentage=30;
_ACInitialRange=25;
_ACHeals=4339;
_ACSkills=4300,4409,4222;
;;;;;;;End Settings Artist;;;;;;;
#ENDIF
_IFMemPtrRead=%PlayerBase,%OffsetClassID,BYTE,=16;
;;;;;;;;;Settings Songweaver;;;;;;;;;
_ACRelyOnBuff=4449,4449;
_ACRelyOnBuff=4442,4442;
_ACIsActive=4590,True;
_ACManaPercentage=66;
_ACHealPercentage=50;
_ACInitialRange=25;
_ACHeals=4351,4518,4367,4537,4486;
_ACBuffs=4442,4449,4590;
_ACManaRecover=4383,4391;
_ACSkills=4296,4480,4489,4471,4233,4272,4424,4405, 4523,4420,4529,4550,4542,4579;
_ACRegenerate=4351,4518,4537,4383,4391,4486;
;;;;;;;End Settings Songweaver;;;;;;;
#ENDIF
#IF=%Var9,=1;
_ACExperimentalCooldown=True; --- Please wait...
#ENDIF
end_CombatSort;
start_TransformationPotions;
_SetVar=PotionsPerRound,3;
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160020004,%Var[PotionsPerRound];
_ACItems=160020004/11683;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040029,%Var[PotionsPerRound];
_ACItems=160040029/5059;
#ENDIF
_IFInventoryContains=160040000,%Var[PotionsPerRound];
_ACItems=160040000/5030;
#ENDIF
_IFInventoryContains=160040022,%Var[PotionsPerRound];
_ACItems=160040022/5052;
#ENDIF
_IFInventoryContains=160040023,%Var[PotionsPerRound];
_ACItems=160040023/5053;
#ENDIF
_IFInventoryContains=160040024,%Var[PotionsPerRound];
_ACItems=160040024/5054;
#ENDIF
_IFInventoryContains=160040025,%Var[PotionsPerRound];
_ACItems=160040025/5055;
#ENDIF
_IFInventoryContains=160040026,%Var[PotionsPerRound];
_ACItems=160040026/5056;
#ENDIF
_IFInventoryContains=160040027,%Var[PotionsPerRound];
_ACItems=160040027/5057;
#ENDIF
_IFInventoryContains=160040028,%Var[PotionsPerRound];
_ACItems=160040028/5058;
#ENDIF
_IFInventoryContains=160040030,%Var[PotionsPerRound];
_ACItems=160040030/5060;
#ENDIF
_IFInventoryContains=160040031,%Var[PotionsPerRound];
_ACItems=160040031/5061;
#ENDIF
_IFInventoryContains=160040020,%Var[PotionsPerRound];
_ACItems=160040020/5050;
#ENDIF
end_TransformationPotions;
start_SetResolution; <-- resizes client without using real mouse
Console=\r_Height 600;
Console=\r_Width 800;
end_SetResolution; |
|
It looks nearly correct, you just did some mistake at recording the flight transporter, you didn't press delete often enough, besides that which class are you using?
Follow this guide again
How to add Flighttransporters:
At recording the return path go to the teleporter
Make sure Aion is in windowed mode and resized to the smallest window size possible
target the teleporter, hit the "Delete" key
talk to the teleporter
hover your mouse over the teleport button, hit the "Delete" key
click on the teleport button
hover your mouse over the destination, hit the "Delete" key
click on the destination
hover your mouse over the OK button, hit the "Delete" key
click on OK
wait till you arrived at the destination, hit the "Delete" key
continue recording
|