elitepvpers

elitepvpers (https://www.elitepvpers.com/forum/)
-   Aion Hacks, Bots, Cheats & Exploits (https://www.elitepvpers.com/forum/aion-hacks-bots-cheats-exploits/)
-   -   Para's VanillaTool [Rework] (https://www.elitepvpers.com/forum/aion-hacks-bots-cheats-exploits/3259175-paras-vanillatool-rework.html)

mitoforever 07/27/2016 03:24

I've been trying all yesterday to buy it but guess what? I'm missing 0.30€ so i have to wait later today. Also avast and windows doesn't let me do my shit with the program so I'd like to know if there is a try version or anything for even 10 minutes just to make sure!

aionislife 07/27/2016 03:52

Thank you for you feedback on the autocraft, I replaced the data.pak with the x_data.pak, live and learn I guess. Its working now, thanks again. Ever considered creating a radar overlay for the game?

sinister11111 07/27/2016 14:50

HI Paraly,

I've only read about the last 5 page of this post, and I see a few mentions of IO. Can you please explain to me what we are doing in IO, also if you can give some description of what the script in IO is used for like loot or exp?

zeroschwul 07/27/2016 14:55

Hey, i need some help with the syntax.

I´m trying to create a simple healbot scritp but it isnt realy working the way i want it to.

Code:

#IF=%FirstTime,;
#UseLoop

\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID1689;
CreateTimer=1689;

\\selects player, very handy
Command=/select >Playername here<;
#ENDIF

\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent?
\\ he doesnt use the if anyway, he just starts to heal
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID1740;
CreateTimer=1740;
#ENDIF

\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID1689;
Delay=200;
SendKey=F1;
Delay=500;
UseID1689;
CreateTimer=1689;
SendKey=F2;
#ENDIF

I´m still missing the offset for mana, would be nice to include mana management into the script.

Also i didnt get how to use waitforkey, is there some finishing parameters or does he stop the code after the paragraph?

Being able to use wow with a simple keypress would be nice.

Would be nice if you could help me with the syntax so i can improve my script

sinister11111 07/27/2016 15:22

Hi Paraly,

I was thinking about buying another license for my laptop, but i will use the same paypal account. When i reformat my PC, will i have to relicense both laptop and pc? Or do you have method to only re-license my pc without having my laptop reset?

Paraly 07/27/2016 16:00

Quote:

Originally Posted by sinister11111 (Post 34900355)
Hi Paraly,

I was thinking about buying another license for my laptop, but i will use the same paypal account. When i reformat my PC, will i have to relicense both laptop and pc? Or do you have method to only re-license my pc without having my laptop reset?

Everytime you want a ID change you need to tell me your previous unique-ID, your new unique-ID and your Paypal email, so just write your current unique-IDs somewhere so you can tell me which one you wanna change in the future.
Quote:

Originally Posted by zeroschwul (Post 34900198)
Hey, i need some help with the syntax.

I´m trying to create a simple healbot scritp but it isnt realy working the way i want it to.

Code:

#IF=%FirstTime,;
#UseLoop

\\a nice buff for some hp but doesnt realy work, maybe i got the wrong ID
\\not that important
UseID1689;
CreateTimer=1689;

\\selects player, very handy
Command=/select >Playername here<;
#ENDIF

\\Basic Chanter heal (lvl36)
\\im trying to make hin only heal if my other chars health is below 80%
\\do i need to put a fix number like 14000 or percent?
\\ he doesnt use the if anyway, he just starts to heal
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\HoT
\\as i have a chanter, why not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID1740;
CreateTimer=1740;
#ENDIF

\\heal\\
\\2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\Buff\\
\\supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID1689;
Delay=200;
SendKey=F1;
Delay=500;
UseID1689;
CreateTimer=1689;
SendKey=F2;
#ENDIF

I´m still missing the offset for mana, would be nice to include mana management into the script.

Also i didnt get how to use waitforkey, is there some finishing parameters or does he stop the code after the paragraph?

Being able to use wow with a simple keypress would be nice.

Would be nice if you could help me with the syntax so i can improve my script

You can read the current mana like this
PHP Code:

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000

WaitForKey does pause the whole script till the key got pressed yes, also you should know it only listens to the keys from the current aion client you've injected to.
If you wanna control the second client from your first client you could may do it by brands.

I fixed your script a bit

PHP Code:

#IF=%FirstTime,;
#UseLoop

\\a nice buff for some hp but doesnt realy workmaybe i got the wrong ID
\\not that important
UseID
=1689;<-- forgot the "="
CreateTimer=1689;

\\
selects playervery handy
Command
=/select >Playername here<;
#ENDIF

\\Basic Chanter heal (lvl36
\\
im trying to make hin only heal if my other chars health is below 80%
\\do 
i need to put a fix number like 14000 or percent? <-- Percent is correct
\\ he doesnt use the if anywayhe just starts to heal<-- should work in the next version
_IFMemPtrRead
=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\HoT
\\as i have a chanterwhy not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead
=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID=1740;<-- missed the "=" again
CreateTimer
=1740;
#ENDIF

\\heal\\
\\
2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
#IF=%Timer=1845,100; <-- Healing Light
#DO=750;
UseID=1845;
_UNTILMemRead=0x1521130,WORD,1845;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1845;
CreateTimer=1845;
#ENDIF

\\Buff\\
\\
supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID=1689;<-- missed the "=" again
Delay
=200;
SendKey=0x70;<-- 0x70 is the keycode for F1 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
Delay=500;
UseID=1689;<-- missed the "=" again
CreateTimer
=1689;
SendKey=0x71;<-- 0x71 is the keycode for F2 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF 

You can also look into the latest version of my combat script, it doesn't has all classes yet but you can see there how to use skills right, they will care about chains, cooldowns, casttimes and animation times.

PHP Code:

#IF=%FirstTime,;
RequireVersion=2.59;
#NeedResolution=816,638;
Delay=300;
#NeedResolution=816,638;
Delay=300;
UseSpeed=1;
#UseLoop
Command=;
MoveSmooth=2172,2901;<-- Return Path
MoveSmooth
=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
#ENDIF
#EXECUTE=CheckDead;

;;;GRIND PATH START;;;
MoveSmooth=2287,2734;
MoveSmooth=2289,2735;
#EXECUTE=prepare;
MoveSmooth=2294,2735;
MoveSmooth=2299,2735;
MoveSmooth=2303,2735;
MoveSmooth=2308,2735;
MoveSmooth=2311,2737;
#EXECUTE=prepare;
MoveSmooth=2315,2739;
MoveSmooth=2318,2740;
MoveSmooth=2322,2742;
MoveSmooth=2326,2743;
#EXECUTE=prepare;
MoveSmooth=2330,2744;
MoveSmooth=2334,2745;
MoveSmooth=2337,2745;
MoveSmooth=2337,2749;
MoveSmooth=2340,2753;
#EXECUTE=prepare;
MoveSmooth=2343,2756;
MoveSmooth=2344,2757;
MoveSmooth=2345,2756;
MoveSmooth=2350,2755;
MoveSmooth=2355,2755;
#EXECUTE=prepare;
MoveSmooth=2359,2755;
MoveSmooth=2361,2755;
MoveSmooth=2361,2757;
MoveSmooth=2362,2761;
#EXECUTE=prepare;
MoveSmooth=2363,2766;
MoveSmooth=2363,2770;
MoveSmooth=2363,2775;
#EXECUTE=prepare;
MoveSmooth=2362,2779;
MoveSmooth=2362,2784;
MoveSmooth=2361,2789;
#EXECUTE=prepare;
MoveSmooth=2363,2790;
MoveSmooth=2366,2792;
MoveSmooth=2370,2795;
MoveSmooth=2372,2798;
#EXECUTE=prepare;
MoveSmooth=2374,2802;
MoveSmooth=2375,2804;
MoveSmooth=2375,2804;
MoveSmooth=2375,2803;
#EXECUTE=prepare;
MoveSmooth=2375,2804;
MoveSmooth=2377,2808;
MoveSmooth=2377,2811;
MoveSmooth=2376,2815;
#EXECUTE=prepare;
MoveSmooth=2374,2818;
MoveSmooth=2372,2821;
MoveSmooth=2369,2823;
MoveSmooth=2366,2826;
#EXECUTE=prepare;
MoveSmooth=2365,2828;
MoveSmooth=2363,2831;
MoveSmooth=2361,2834;
MoveSmooth=2359,2837;
#EXECUTE=prepare;
MoveSmooth=2359,2839;
MoveSmooth=2358,2841;
MoveSmooth=2358,2844;
MoveSmooth=2357,2848;
#EXECUTE=prepare;
MoveSmooth=2355,2851;
MoveSmooth=2354,2853;
MoveSmooth=2353,2854;
MoveSmooth=2349,2854;
#EXECUTE=prepare;
MoveSmooth=2345,2855;
MoveSmooth=2342,2856;
MoveSmooth=2338,2856;
MoveSmooth=2334,2857;
#EXECUTE=prepare;
MoveSmooth=2331,2857;
MoveSmooth=2327,2858;
MoveSmooth=2325,2858;
MoveSmooth=2325,2861;
#EXECUTE=prepare;
MoveSmooth=2327,2865;
MoveSmooth=2329,2868;
MoveSmooth=2331,2871;
MoveSmooth=2333,2874;
#EXECUTE=prepare;
MoveSmooth=2332,2875;
MoveSmooth=2329,2878;
MoveSmooth=2327,2881;
MoveSmooth=2325,2884;
#EXECUTE=prepare;
MoveSmooth=2324,2888;
MoveSmooth=2324,2889;
MoveSmooth=2326,2890;
MoveSmooth=2329,2892;
#EXECUTE=prepare;
MoveSmooth=2333,2893;
MoveSmooth=2337,2894;
MoveSmooth=2340,2894;
MoveSmooth=2342,2895;
#EXECUTE=prepare;
MoveSmooth=2343,2898;
MoveSmooth=2344,2901;
MoveSmooth=2344,2905;
MoveSmooth=2343,2909;
#EXECUTE=prepare;
MoveSmooth=2343,2912;
MoveSmooth=2342,2916;
MoveSmooth=2342,2916;
MoveSmooth=2344,2917;
#EXECUTE=prepare;
MoveSmooth=2348,2918;
MoveSmooth=2351,2919;
MoveSmooth=2355,2921;
MoveSmooth=2358,2923;
#EXECUTE=prepare;
MoveSmooth=2360,2924;
MoveSmooth=2363,2923;
MoveSmooth=2366,2923;
MoveSmooth=2370,2923;
#EXECUTE=prepare;
MoveSmooth=2373,2924;
MoveSmooth=2377,2925;
MoveSmooth=2380,2926;
MoveSmooth=2384,2926;
#EXECUTE=prepare;
MoveSmooth=2388,2927;
MoveSmooth=2392,2928;
MoveSmooth=2395,2928;
MoveSmooth=2399,2928;
#EXECUTE=prepare;
MoveSmooth=2403,2927;
MoveSmooth=2406,2927;
MoveSmooth=2409,2925;
MoveSmooth=2413,2923;
#EXECUTE=prepare;
MoveSmooth=2415,2920;
MoveSmooth=2418,2918;
MoveSmooth=2420,2915;
MoveSmooth=2422,2911;
#EXECUTE=prepare;
MoveSmooth=2422,2908;
MoveSmooth=2422,2904;
MoveSmooth=2422,2900;
MoveSmooth=2423,2897;
#EXECUTE=prepare;
MoveSmooth=2423,2893;
MoveSmooth=2424,2889;
MoveSmooth=2424,2886;
MoveSmooth=2425,2882;
#EXECUTE=prepare;
MoveSmooth=2426,2879;
MoveSmooth=2426,2879;
MoveSmooth=2422,2878;
MoveSmooth=2419,2876;
#EXECUTE=prepare;
MoveSmooth=2416,2873;
MoveSmooth=2414,2871;
MoveSmooth=2411,2868;
MoveSmooth=2408,2865;
#EXECUTE=prepare;
MoveSmooth=2406,2863;
MoveSmooth=2403,2860;
MoveSmooth=2401,2858;
MoveSmooth=2399,2854;
#EXECUTE=prepare;
MoveSmooth=2397,2851;
MoveSmooth=2396,2847;
MoveSmooth=2394,2844;
MoveSmooth=2393,2841;
#EXECUTE=prepare;
MoveSmooth=2391,2838;
MoveSmooth=2388,2835;
MoveSmooth=2386,2833;
MoveSmooth=2383,2830;
#EXECUTE=prepare;
MoveSmooth=2380,2828;
MoveSmooth=2377,2826;
MoveSmooth=2374,2824;
MoveSmooth=2371,2821;
#EXECUTE=prepare;
MoveSmooth=2368,2819;
MoveSmooth=2365,2816;
MoveSmooth=2362,2814;
MoveSmooth=2359,2812;
#EXECUTE=prepare;
MoveSmooth=2356,2811;
MoveSmooth=2352,2809;
MoveSmooth=2349,2809;
MoveSmooth=2345,2808;
#EXECUTE=prepare;
MoveSmooth=2341,2808;
MoveSmooth=2337,2807;
MoveSmooth=2334,2807;
MoveSmooth=2330,2806;
#EXECUTE=prepare;
MoveSmooth=2326,2806;
MoveSmooth=2323,2806;
MoveSmooth=2321,2805;
MoveSmooth=2319,2802;
#EXECUTE=prepare;
MoveSmooth=2317,2799;
MoveSmooth=2315,2796;
MoveSmooth=2312,2794;
MoveSmooth=2309,2791;
#EXECUTE=prepare;
MoveSmooth=2307,2788;
MoveSmooth=2304,2786;
MoveSmooth=2302,2783;
MoveSmooth=2299,2780;
#EXECUTE=prepare;
MoveSmooth=2296,2778;
MoveSmooth=2294,2775;
MoveSmooth=2292,2774;
MoveSmooth=2293,2770;
#EXECUTE=prepare;
MoveSmooth=2293,2766;
MoveSmooth=2294,2763;
MoveSmooth=2294,2759;
MoveSmooth=2293,2755;
#EXECUTE=prepare;
MoveSmooth=2292,2752;
MoveSmooth=2292,2748;
MoveSmooth=2291,2745;
#EXECUTE=prepare;
MoveSmooth=2289,2741;
MoveSmooth=2288,2738;
MoveSmooth=2286,2734;
;;;
GRIND PATH END;;;





;;;;;;;;;;
CheckDead;;;;;;;;;;;;;
start_CheckDead;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
#DO=30000;
Mouse=481,180;
Delay=3000;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>3;
#EXECUTE=Regenerate;
MoveSmooth=2119,2904;<-- Return Path
MoveSmooth
=2121,2905;
MoveSmooth=2124,2905;
MoveSmooth=2126,2906;
MoveSmooth=2128,2907;
MoveSmooth=2130,2907;
MoveSmooth=2132,2908;
MoveSmooth=2134,2908;
MoveSmooth=2136,2909;
MoveSmooth=2138,2909;
MoveSmooth=2141,2910;
MoveSmooth=2143,2910;
MoveSmooth=2145,2911;
MoveSmooth=2147,2911;
MoveSmooth=2149,2910;
MoveSmooth=2151,2910;
MoveSmooth=2153,2909;
MoveSmooth=2155,2908;
MoveSmooth=2157,2907;
MoveSmooth=2159,2906;
MoveSmooth=2161,2906;
MoveSmooth=2163,2905;
MoveSmooth=2165,2904;
MoveSmooth=2167,2903;
MoveSmooth=2172,2901;
MoveSmooth=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
end_CheckDead
;














;;;;;;;;;;;
PREPARE;;;;;;;;;;;;;;;;;;
start_prepare;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
SendKey=0x1B;
#ENDIF
Command=/Automaticselection;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
#ENDIF
#EXECUTE=Regenerate;
end_prepare;






;;;;;;;;;
CombatSorting;;;;;;;;
start_combat;
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=5;
#EXECUTE=combatRanger;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=10;
#EXECUTE=combatCleric;
#ENDIF
end_combat;





;;;;;;;;;;
Regenerate;;;;;;;;;;;;
start_Regenerate;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<55;<-- Wait caused by Health
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=100;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,<6.0;<-- Wait caused by soulsickness
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=300000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,>6.0;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=15000;
SendKey=0x57;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
end_Regenerate;













;;;;;;;;;;;;
Buffs;;;;;;;;;;;;;
start_Buffs_Ranger;

#IF=%Timer=889,30000; <-- Bestial Fury
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=889;
_UNTILMemRead=0x1521130,WORD,889;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=889;
Delay=433;
#ENDIF

#IF=%Timer=796,30000; <-- Strong Shots
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=796;
_UNTILMemRead=0x1521130,WORD,796;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=796;
Delay=433;
#ENDIF

#IF=%Timer=3235,30000; <-- Devotion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3235;
_UNTILMemRead=0x1521130,WORD,3235;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3235;
#ENDIF

#IF=%Timer=3195,30000; <-- Focused Evasion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3195;
_UNTILMemRead=0x1521130,WORD,3195;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3195;
#ENDIF

end_Buffs_Ranger;




start_Buffs_Cleric;

#IF=%Timer=1684,1800000; <-- BLESSING OF GUARDIANSHIP
#DO=750;
UseID=1684;
_UNTILMemRead=0x1521130,WORD,1684;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1684;
Delay=433;
#ENDIF

#IF=%Timer=3895,180000; <-- AMPLIFICATION
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=3895;
_UNTILMemRead=0x1521130,WORD,3895;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3895;
Delay=433;
#ENDIF

#IF=%Timer=3894,60000; <-- PRAYER OF FOCUS
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3894;
_UNTILMemRead=0x1521130,WORD,3894;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3894;
#ENDIF

#IF=%Timer=3888,180000; <-- SAGE'S WISDOM
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3888;
_UNTILMemRead=0x1521130,WORD,3888;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3888;
#ENDIF

#IF=%Timer=3917,120000; <-- BLESSED SHIELD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3917;
_UNTILMemRead=0x1521130,WORD,3917;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3917;
#ENDIF

#IF=%Timer=3921,180000; <-- IMMORTAL SHROUD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3921;
_UNTILMemRead=0x1521130,WORD,3921;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3921;
#ENDIF

end_Buffs_Cleric;














;;;;;;;;;;;
MID-COMBAT ROUTINE;;;;;;;;;;;
start_midroutine_Ranger;

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;<-- Use if lower than 80life
#IF=%Timer=162000006,30000; <-- Major Life Potion ID
UseID=162000006;
CreateTimer=162000006;
#ENDIF

_AutoChain

#EXECUTE=Buffs_Ranger;

#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

end_midroutine_Ranger;


start_midroutine_Cleric;

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=162000011,30000; <-- Major Mana Potion ID
UseID=162000011;
CreateTimer=162000011;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=3877,180000; <-- PENANCE
#DO=750;
UseID=3877;
_UNTILMemRead=0x1521130,WORD,3877;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3877;
#IF=%Timer=3950,5000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#IF=%Timer=4194,5000; <-- LIFE CURTAIN
#DO=750;
UseID=4194;
_UNTILMemRead=0x1521130,WORD,4194;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4194;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=3931,120000; <-- SAVING GRACE
#DO=750;
UseID=3931;
_UNTILMemRead=0x1521130,WORD,3931;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3931;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=3959,30000; <-- FLASH OF RECOVERY
#DO=750;
UseID=3959;
_UNTILMemRead=0x1521130,WORD,3959;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3959;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=4212,6000; <-- HEALING GRACE
#DO=750;
UseID=4212;
_UNTILMemRead=0x1521130,WORD,4212;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4212;
CreateTimer=4212;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=1850,100; <-- HEALING LIGHT
#DO=750;
UseID=1850;
_UNTILMemRead=0x1521130,WORD,1850;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1850;
CreateTimer=1850;
#ENDIF

_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%Timer=3950,30000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#ENDIF

_AutoChain

#EXECUTE=Buffs_Cleric;

#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

end_midroutine_Cleric;







;;;;;;;;;;;
COMBAT-RANGER;;;;;;;;;;;;;;;;
start_combatRanger;
CreateTimer=999999;
#2DO=90000;

#EXECUTE=midroutine_Ranger;

#IF=%Timer=961,16000; <-- Entangling Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=961;
_UNTILMemRead=0x1521130,WORD,961;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=961;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1074,18000; <-- Silence Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1074;
_UNTILMemRead=0x1521130,WORD,1074;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1074;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=795,12000; <-- Stunning Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=795;
_UNTILMemRead=0x1521130,WORD,795;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=795;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1005,8000; <-- Swift Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1005;
_UNTILMemRead=0x1521130,WORD,1005;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1005;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=848,60000; <-- Dizzying Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=848;
_UNTILMemRead=0x1521130,WORD,848;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=848;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=829,60000; <-- Holy Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=829;
_UNTILMemRead=0x1521130,WORD,829;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=829;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1140,30000; <-- Arrow Storm
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1140;
_UNTILMemRead=0x1521130,WORD,1140;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1140;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=839,60000; <-- Spread Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=839;
_UNTILMemRead=0x1521130,WORD,839;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=839;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1026,30000; <-- Shackle Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1026;
_UNTILMemRead=0x1521130,WORD,1026;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1026;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1119,180000; <-- Unerring Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1119;
_UNTILMemRead=0x1521130,WORD,1119;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1119;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1021,2000; <-- Deadshot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1021;
_UNTILMemRead=0x1521130,WORD,1021;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1021;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#2UNTIL=%TargetDead,;
end_combatRanger;



;;;;;;;;;;;
COMBAT-Cleric;;;;;;;;;;;;;;;;
start_combatCleric;
CreateTimer=999999;
#2DO=90000;

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4125,30000; <-- Summon Holy Servant
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4125;
_UNTILMemRead=0x1521130,WORD,4125;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4125;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4094,12000; <-- Earth's Wrath
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4094;
_UNTILMemRead=0x1521130,WORD,4094;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4094;
CreateTimer=4094;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4133,16000; <-- Chastise
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4133;
_UNTILMemRead=0x1521130,WORD,4133;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4133;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4024,2000; <-- Smite
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4024;
_UNTILMemRead=0x1521130,WORD,4024;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4024;
CreateTimer=4024;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4072,16000; <-- Slashing Wind
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4072;
_UNTILMemRead=0x1521130,WORD,4072;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4072;
CreateTimer=4072;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4053,16000; <-- Punishing Earth
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4053;
_UNTILMemRead=0x1521130,WORD,4053;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4053;
CreateTimer=4053;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=1825,24000; <-- Infernal Blaze
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1825;
_UNTILMemRead=0x1521130,WORD,1825;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1825;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#2UNTIL=%TargetDead,;
end_combatCleric


Quote:

Originally Posted by sinister11111 (Post 34900173)
HI Paraly,

I've only read about the last 5 page of this post, and I see a few mentions of IO. Can you please explain to me what we are doing in IO, also if you can give some description of what the script in IO is used for like loot or exp?

The IO script will loot all the idiums and cannonballs all day, they will keep respawning and they have a chance of dropping omega stones.
You get 1 omega every ~2 hours as an average time.

sinister11111 07/27/2016 16:19

Hey paraly,

You think u can give any sort of discount if i purchase multiple license? =) just wondering

Paraly 07/27/2016 16:26

Quote:

Originally Posted by sinister11111 (Post 34900718)
Hey paraly,

You think u can give any sort of discount if i purchase multiple license? =) just wondering

There's just a 4€ discount for the 3th license, sorry.

zeroschwul 07/27/2016 16:29

Quote:

Originally Posted by Paraly (Post 34900599)
Everytime you want a ID change you need to tell me your previous unique-ID, your new unique-ID and your Paypal email, so just write your current unique-IDs somewhere so you can tell me which one you wanna change in the future.


You can read the current mana like this
PHP Code:

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000

WaitForKey does pause the whole script till the key got pressed yes, also you should know it only listens to the keys from the current aion client you've injected to.
If you wanna control the second client from your first client you could may do it by brands.

I fixed your script a bit

PHP Code:

#IF=%FirstTime,;
#UseLoop

\\a nice buff for some hp but doesnt realy workmaybe i got the wrong ID
\\not that important
UseID
=1689;<-- forgot the "="
CreateTimer=1689;

\\
selects playervery handy
Command
=/select >Playername here<;
#ENDIF

\\Basic Chanter heal (lvl36
\\
im trying to make hin only heal if my other chars health is below 80%
\\do 
i need to put a fix number like 14000 or percent? <-- Percent is correct
\\ he doesnt use the if anywayhe just starts to heal<-- should work in the next version
_IFMemPtrRead
=%TargetBase,0x378/0x44,BYTE,<80;
UseID=1845;
Delay=2100;
#ENDIF

\\HoT
\\as i have a chanterwhy not have some heal over time ticking
\\so i tried to have it on most of the time for some extra heal
\\but actuelly he doesnt do anything here
_IFMemPtrRead
=%TargetBase;0x378/0x44,BYTE,<95;
#IF=%Timer=1740,40000;
UseID=1740;<-- missed the "=" again
CreateTimer
=1740;
#ENDIF

\\heal\\
\\
2nd heal, if there happens some extra skills beside the basic heal
\\so every 2-3rd skill is the basic heal and i dont lose to much health
#_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,<80;
#IF=%Timer=1845,100; <-- Healing Light
#DO=750;
UseID=1845;
_UNTILMemRead=0x1521130,WORD,1845;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1845;
CreateTimer=1845;
#ENDIF

\\Buff\\
\\
supposed to buff me and my heal
#IF=%Timer=1689,3600000;
UseID=1689;<-- missed the "=" again
Delay
=200;
SendKey=0x70;<-- 0x70 is the keycode for F1 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
Delay=500;
UseID=1689;<-- missed the "=" again
CreateTimer
=1689;
SendKey=0x71;<-- 0x71 is the keycode for F2 more information [URL="https://msdn.microsoft.com/de-de/library/windows/desktop/dd375731(v=vs.85).aspx"]here[/URL]
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF 

You can also look into the latest version of my combat script, it doesn't has all classes yet but you can see there how to use skills right, they will care about chains, cooldowns, casttimes and animation times.

PHP Code:

#IF=%FirstTime,;
RequireVersion=2.59;
#NeedResolution=816,638;
Delay=300;
#NeedResolution=816,638;
Delay=300;
UseSpeed=1;
#UseLoop
Command=;
MoveSmooth=2172,2901;<-- Return Path
MoveSmooth
=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
#ENDIF
#EXECUTE=CheckDead;

;;;GRIND PATH START;;;
MoveSmooth=2287,2734;
MoveSmooth=2289,2735;
#EXECUTE=prepare;
MoveSmooth=2294,2735;
MoveSmooth=2299,2735;
MoveSmooth=2303,2735;
MoveSmooth=2308,2735;
MoveSmooth=2311,2737;
#EXECUTE=prepare;
MoveSmooth=2315,2739;
MoveSmooth=2318,2740;
MoveSmooth=2322,2742;
MoveSmooth=2326,2743;
#EXECUTE=prepare;
MoveSmooth=2330,2744;
MoveSmooth=2334,2745;
MoveSmooth=2337,2745;
MoveSmooth=2337,2749;
MoveSmooth=2340,2753;
#EXECUTE=prepare;
MoveSmooth=2343,2756;
MoveSmooth=2344,2757;
MoveSmooth=2345,2756;
MoveSmooth=2350,2755;
MoveSmooth=2355,2755;
#EXECUTE=prepare;
MoveSmooth=2359,2755;
MoveSmooth=2361,2755;
MoveSmooth=2361,2757;
MoveSmooth=2362,2761;
#EXECUTE=prepare;
MoveSmooth=2363,2766;
MoveSmooth=2363,2770;
MoveSmooth=2363,2775;
#EXECUTE=prepare;
MoveSmooth=2362,2779;
MoveSmooth=2362,2784;
MoveSmooth=2361,2789;
#EXECUTE=prepare;
MoveSmooth=2363,2790;
MoveSmooth=2366,2792;
MoveSmooth=2370,2795;
MoveSmooth=2372,2798;
#EXECUTE=prepare;
MoveSmooth=2374,2802;
MoveSmooth=2375,2804;
MoveSmooth=2375,2804;
MoveSmooth=2375,2803;
#EXECUTE=prepare;
MoveSmooth=2375,2804;
MoveSmooth=2377,2808;
MoveSmooth=2377,2811;
MoveSmooth=2376,2815;
#EXECUTE=prepare;
MoveSmooth=2374,2818;
MoveSmooth=2372,2821;
MoveSmooth=2369,2823;
MoveSmooth=2366,2826;
#EXECUTE=prepare;
MoveSmooth=2365,2828;
MoveSmooth=2363,2831;
MoveSmooth=2361,2834;
MoveSmooth=2359,2837;
#EXECUTE=prepare;
MoveSmooth=2359,2839;
MoveSmooth=2358,2841;
MoveSmooth=2358,2844;
MoveSmooth=2357,2848;
#EXECUTE=prepare;
MoveSmooth=2355,2851;
MoveSmooth=2354,2853;
MoveSmooth=2353,2854;
MoveSmooth=2349,2854;
#EXECUTE=prepare;
MoveSmooth=2345,2855;
MoveSmooth=2342,2856;
MoveSmooth=2338,2856;
MoveSmooth=2334,2857;
#EXECUTE=prepare;
MoveSmooth=2331,2857;
MoveSmooth=2327,2858;
MoveSmooth=2325,2858;
MoveSmooth=2325,2861;
#EXECUTE=prepare;
MoveSmooth=2327,2865;
MoveSmooth=2329,2868;
MoveSmooth=2331,2871;
MoveSmooth=2333,2874;
#EXECUTE=prepare;
MoveSmooth=2332,2875;
MoveSmooth=2329,2878;
MoveSmooth=2327,2881;
MoveSmooth=2325,2884;
#EXECUTE=prepare;
MoveSmooth=2324,2888;
MoveSmooth=2324,2889;
MoveSmooth=2326,2890;
MoveSmooth=2329,2892;
#EXECUTE=prepare;
MoveSmooth=2333,2893;
MoveSmooth=2337,2894;
MoveSmooth=2340,2894;
MoveSmooth=2342,2895;
#EXECUTE=prepare;
MoveSmooth=2343,2898;
MoveSmooth=2344,2901;
MoveSmooth=2344,2905;
MoveSmooth=2343,2909;
#EXECUTE=prepare;
MoveSmooth=2343,2912;
MoveSmooth=2342,2916;
MoveSmooth=2342,2916;
MoveSmooth=2344,2917;
#EXECUTE=prepare;
MoveSmooth=2348,2918;
MoveSmooth=2351,2919;
MoveSmooth=2355,2921;
MoveSmooth=2358,2923;
#EXECUTE=prepare;
MoveSmooth=2360,2924;
MoveSmooth=2363,2923;
MoveSmooth=2366,2923;
MoveSmooth=2370,2923;
#EXECUTE=prepare;
MoveSmooth=2373,2924;
MoveSmooth=2377,2925;
MoveSmooth=2380,2926;
MoveSmooth=2384,2926;
#EXECUTE=prepare;
MoveSmooth=2388,2927;
MoveSmooth=2392,2928;
MoveSmooth=2395,2928;
MoveSmooth=2399,2928;
#EXECUTE=prepare;
MoveSmooth=2403,2927;
MoveSmooth=2406,2927;
MoveSmooth=2409,2925;
MoveSmooth=2413,2923;
#EXECUTE=prepare;
MoveSmooth=2415,2920;
MoveSmooth=2418,2918;
MoveSmooth=2420,2915;
MoveSmooth=2422,2911;
#EXECUTE=prepare;
MoveSmooth=2422,2908;
MoveSmooth=2422,2904;
MoveSmooth=2422,2900;
MoveSmooth=2423,2897;
#EXECUTE=prepare;
MoveSmooth=2423,2893;
MoveSmooth=2424,2889;
MoveSmooth=2424,2886;
MoveSmooth=2425,2882;
#EXECUTE=prepare;
MoveSmooth=2426,2879;
MoveSmooth=2426,2879;
MoveSmooth=2422,2878;
MoveSmooth=2419,2876;
#EXECUTE=prepare;
MoveSmooth=2416,2873;
MoveSmooth=2414,2871;
MoveSmooth=2411,2868;
MoveSmooth=2408,2865;
#EXECUTE=prepare;
MoveSmooth=2406,2863;
MoveSmooth=2403,2860;
MoveSmooth=2401,2858;
MoveSmooth=2399,2854;
#EXECUTE=prepare;
MoveSmooth=2397,2851;
MoveSmooth=2396,2847;
MoveSmooth=2394,2844;
MoveSmooth=2393,2841;
#EXECUTE=prepare;
MoveSmooth=2391,2838;
MoveSmooth=2388,2835;
MoveSmooth=2386,2833;
MoveSmooth=2383,2830;
#EXECUTE=prepare;
MoveSmooth=2380,2828;
MoveSmooth=2377,2826;
MoveSmooth=2374,2824;
MoveSmooth=2371,2821;
#EXECUTE=prepare;
MoveSmooth=2368,2819;
MoveSmooth=2365,2816;
MoveSmooth=2362,2814;
MoveSmooth=2359,2812;
#EXECUTE=prepare;
MoveSmooth=2356,2811;
MoveSmooth=2352,2809;
MoveSmooth=2349,2809;
MoveSmooth=2345,2808;
#EXECUTE=prepare;
MoveSmooth=2341,2808;
MoveSmooth=2337,2807;
MoveSmooth=2334,2807;
MoveSmooth=2330,2806;
#EXECUTE=prepare;
MoveSmooth=2326,2806;
MoveSmooth=2323,2806;
MoveSmooth=2321,2805;
MoveSmooth=2319,2802;
#EXECUTE=prepare;
MoveSmooth=2317,2799;
MoveSmooth=2315,2796;
MoveSmooth=2312,2794;
MoveSmooth=2309,2791;
#EXECUTE=prepare;
MoveSmooth=2307,2788;
MoveSmooth=2304,2786;
MoveSmooth=2302,2783;
MoveSmooth=2299,2780;
#EXECUTE=prepare;
MoveSmooth=2296,2778;
MoveSmooth=2294,2775;
MoveSmooth=2292,2774;
MoveSmooth=2293,2770;
#EXECUTE=prepare;
MoveSmooth=2293,2766;
MoveSmooth=2294,2763;
MoveSmooth=2294,2759;
MoveSmooth=2293,2755;
#EXECUTE=prepare;
MoveSmooth=2292,2752;
MoveSmooth=2292,2748;
MoveSmooth=2291,2745;
#EXECUTE=prepare;
MoveSmooth=2289,2741;
MoveSmooth=2288,2738;
MoveSmooth=2286,2734;
;;;
GRIND PATH END;;;





;;;;;;;;;;
CheckDead;;;;;;;;;;;;;
start_CheckDead;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
#DO=30000;
Mouse=481,180;
Delay=3000;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,>3;
#EXECUTE=Regenerate;
MoveSmooth=2119,2904;<-- Return Path
MoveSmooth
=2121,2905;
MoveSmooth=2124,2905;
MoveSmooth=2126,2906;
MoveSmooth=2128,2907;
MoveSmooth=2130,2907;
MoveSmooth=2132,2908;
MoveSmooth=2134,2908;
MoveSmooth=2136,2909;
MoveSmooth=2138,2909;
MoveSmooth=2141,2910;
MoveSmooth=2143,2910;
MoveSmooth=2145,2911;
MoveSmooth=2147,2911;
MoveSmooth=2149,2910;
MoveSmooth=2151,2910;
MoveSmooth=2153,2909;
MoveSmooth=2155,2908;
MoveSmooth=2157,2907;
MoveSmooth=2159,2906;
MoveSmooth=2161,2906;
MoveSmooth=2163,2905;
MoveSmooth=2165,2904;
MoveSmooth=2167,2903;
MoveSmooth=2172,2901;
MoveSmooth=2172,2896;
MoveSmooth=2172,2892;
MoveSmooth=2172,2887;
MoveSmooth=2172,2882;
MoveSmooth=2171,2878;
MoveSmooth=2171,2873;
MoveSmooth=2171,2869;
MoveSmooth=2170,2864;
MoveSmooth=2171,2859;
MoveSmooth=2171,2855;
MoveSmooth=2171,2850;
MoveSmooth=2172,2845;
MoveSmooth=2173,2841;
MoveSmooth=2175,2837;
MoveSmooth=2178,2833;
MoveSmooth=2180,2829;
MoveSmooth=2184,2826;
MoveSmooth=2187,2823;
MoveSmooth=2190,2820;
MoveSmooth=2194,2816;
MoveSmooth=2197,2813;
MoveSmooth=2200,2810;
MoveSmooth=2204,2807;
MoveSmooth=2207,2804;
MoveSmooth=2210,2800;
MoveSmooth=2212,2796;
MoveSmooth=2215,2792;
MoveSmooth=2218,2789;
MoveSmooth=2221,2785;
MoveSmooth=2224,2782;
MoveSmooth=2229,2780;
MoveSmooth=2233,2778;
MoveSmooth=2237,2777;
MoveSmooth=2241,2775;
MoveSmooth=2246,2773;
MoveSmooth=2250,2771;
MoveSmooth=2254,2769;
MoveSmooth=2257,2766;
MoveSmooth=2261,2763;
MoveSmooth=2264,2759;
MoveSmooth=2267,2756;
MoveSmooth=2270,2752;
MoveSmooth=2273,2748;
MoveSmooth=2275,2744;
MoveSmooth=2279,2741;
MoveSmooth=2282,2737;
MoveSmooth=2285,2735;
MoveSmooth=2287,2734;<-- End Return Path
end_CheckDead
;














;;;;;;;;;;;
PREPARE;;;;;;;;;;;;;;;;;;
start_prepare;
#ENDIF
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=0;
SendKey=0x1B;
#ENDIF
Command=/Automaticselection;
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
Delay=1000;
#ENDIF
#IF=%TargetName,;
#ELSE
#EXECUTE=combat;
#DO=2000;
UseID=50002;
#UNTIL=%TargetName,;
#ENDIF
#EXECUTE=Regenerate;
end_prepare;






;;;;;;;;;
CombatSorting;;;;;;;;
start_combat;
_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=5;
#EXECUTE=combatRanger;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x250,BYTE,=10;
#EXECUTE=combatCleric;
#ENDIF
end_combat;





;;;;;;;;;;
Regenerate;;;;;;;;;;;;
start_Regenerate;
_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<55;<-- Wait caused by Health
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x44,BYTE,=100;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<2000;<-- Wait caused by Mana
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=60000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,>4000;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,<6.0;<-- Wait caused by soulsickness
_IFMemPtrRead
=%PlayerBase,0x378/0x44,BYTE,>0;
#DO=5000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=300000;
Delay=5;
_UNTILMemPtrRead=%PlayerBase,0x378/0x80C,FLOAT,>6.0;
#DO=15000;
UseID=50001;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=5;
#DO=15000;
SendKey=0x57;
_UNTILMemPtrRead=%PlayerBase,0x378/0x38,BYTE,=1;
#ENDIF
end_Regenerate;













;;;;;;;;;;;;
Buffs;;;;;;;;;;;;;
start_Buffs_Ranger;

#IF=%Timer=889,30000; <-- Bestial Fury
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=889;
_UNTILMemRead=0x1521130,WORD,889;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=889;
Delay=433;
#ENDIF

#IF=%Timer=796,30000; <-- Strong Shots
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=796;
_UNTILMemRead=0x1521130,WORD,796;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=796;
Delay=433;
#ENDIF

#IF=%Timer=3235,30000; <-- Devotion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3235;
_UNTILMemRead=0x1521130,WORD,3235;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3235;
#ENDIF

#IF=%Timer=3195,30000; <-- Focused Evasion
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3195;
_UNTILMemRead=0x1521130,WORD,3195;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3195;
#ENDIF

end_Buffs_Ranger;




start_Buffs_Cleric;

#IF=%Timer=1684,1800000; <-- BLESSING OF GUARDIANSHIP
#DO=750;
UseID=1684;
_UNTILMemRead=0x1521130,WORD,1684;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1684;
Delay=433;
#ENDIF

#IF=%Timer=3895,180000; <-- AMPLIFICATION
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=3895;
_UNTILMemRead=0x1521130,WORD,3895;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3895;
Delay=433;
#ENDIF

#IF=%Timer=3894,60000; <-- PRAYER OF FOCUS
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<16;
#DO=750;
UseID=3894;
_UNTILMemRead=0x1521130,WORD,3894;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3894;
#ENDIF

#IF=%Timer=3888,180000; <-- SAGE'S WISDOM
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3888;
_UNTILMemRead=0x1521130,WORD,3888;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3888;
#ENDIF

#IF=%Timer=3917,120000; <-- BLESSED SHIELD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3917;
_UNTILMemRead=0x1521130,WORD,3917;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3917;
#ENDIF

#IF=%Timer=3921,180000; <-- IMMORTAL SHROUD
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>25;
#IF=%TargetDistance,<5;
#DO=750;
UseID=3921;
_UNTILMemRead=0x1521130,WORD,3921;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3921;
#ENDIF

end_Buffs_Cleric;














;;;;;;;;;;;
MID-COMBAT ROUTINE;;;;;;;;;;;
start_midroutine_Ranger;

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<80;<-- Use if lower than 80life
#IF=%Timer=162000006,30000; <-- Major Life Potion ID
UseID=162000006;
CreateTimer=162000006;
#ENDIF

_AutoChain

#EXECUTE=Buffs_Ranger;

#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

end_midroutine_Ranger;


start_midroutine_Cleric;

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=162000011,30000; <-- Major Mana Potion ID
UseID=162000011;
CreateTimer=162000011;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x15C0,DWORD,<4000;<-- If mana lower than
#IF=%Timer=3877,180000; <-- PENANCE
#DO=750;
UseID=3877;
_UNTILMemRead=0x1521130,WORD,3877;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3877;
#IF=%Timer=3950,5000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#IF=%Timer=4194,5000; <-- LIFE CURTAIN
#DO=750;
UseID=4194;
_UNTILMemRead=0x1521130,WORD,4194;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4194;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=3931,120000; <-- SAVING GRACE
#DO=750;
UseID=3931;
_UNTILMemRead=0x1521130,WORD,3931;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3931;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=3959,30000; <-- FLASH OF RECOVERY
#DO=750;
UseID=3959;
_UNTILMemRead=0x1521130,WORD,3959;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3959;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=4212,6000; <-- HEALING GRACE
#DO=750;
UseID=4212;
_UNTILMemRead=0x1521130,WORD,4212;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4212;
CreateTimer=4212;
#ENDIF

_IFMemPtrRead=%PlayerBase,0x378/0x44,BYTE,<75;<-- Use if lower than 75life
#IF=%Timer=1850,100; <-- HEALING LIGHT
#DO=750;
UseID=1850;
_UNTILMemRead=0x1521130,WORD,1850;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=1850;
CreateTimer=1850;
#ENDIF

_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#IF=%Timer=3950,30000; <-- LIGHT OF REJUVENATION
#DO=750;
UseID=3950;
_UNTILMemRead=0x1521130,WORD,3950;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=3950;
#ENDIF

_AutoChain

#EXECUTE=Buffs_Cleric;

#IF=%Timer=999999,7000;<-- If target got no damage after 7000 milliseconds cancel combat
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

end_midroutine_Cleric;







;;;;;;;;;;;
COMBAT-RANGER;;;;;;;;;;;;;;;;
start_combatRanger;
CreateTimer=999999;
#2DO=90000;

#EXECUTE=midroutine_Ranger;

#IF=%Timer=961,16000; <-- Entangling Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=961;
_UNTILMemRead=0x1521130,WORD,961;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=961;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1074,18000; <-- Silence Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1074;
_UNTILMemRead=0x1521130,WORD,1074;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1074;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=795,12000; <-- Stunning Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=795;
_UNTILMemRead=0x1521130,WORD,795;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=795;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1005,8000; <-- Swift Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1005;
_UNTILMemRead=0x1521130,WORD,1005;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1005;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=848,60000; <-- Dizzying Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=848;
_UNTILMemRead=0x1521130,WORD,848;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=848;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=829,60000; <-- Holy Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=829;
_UNTILMemRead=0x1521130,WORD,829;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=829;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1140,30000; <-- Arrow Storm
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1140;
_UNTILMemRead=0x1521130,WORD,1140;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1140;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=839,60000; <-- Spread Shot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=839;
_UNTILMemRead=0x1521130,WORD,839;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=839;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1026,30000; <-- Shackle Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1026;
_UNTILMemRead=0x1521130,WORD,1026;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1026;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1119,180000; <-- Unerring Arrow
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1119;
_UNTILMemRead=0x1521130,WORD,1119;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1119;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=1021,2000; <-- Deadshot
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1021;
_UNTILMemRead=0x1521130,WORD,1021;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1021;
#ENDIF

#EXECUTE=midroutine_Ranger;

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#2UNTIL=%TargetDead,;
end_combatRanger;



;;;;;;;;;;;
COMBAT-Cleric;;;;;;;;;;;;;;;;
start_combatCleric;
CreateTimer=999999;
#2DO=90000;

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4125,30000; <-- Summon Holy Servant
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4125;
_UNTILMemRead=0x1521130,WORD,4125;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4125;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4094,12000; <-- Earth's Wrath
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4094;
_UNTILMemRead=0x1521130,WORD,4094;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4094;
CreateTimer=4094;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4133,16000; <-- Chastise
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4133;
_UNTILMemRead=0x1521130,WORD,4133;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=4133;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4024,2000; <-- Smite
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4024;
_UNTILMemRead=0x1521130,WORD,4024;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4024;
CreateTimer=4024;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4072,16000; <-- Slashing Wind
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4072;
_UNTILMemRead=0x1521130,WORD,4072;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4072;
CreateTimer=4072;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=4053,16000; <-- Punishing Earth
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=4053;
_UNTILMemRead=0x1521130,WORD,4053;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=4053;
CreateTimer=4053;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
_AutoChain
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=1825,24000; <-- Infernal Blaze
_IFMemPtrRead=%TargetBase,0x378/0x15B4,BYTE,>0;
#DO=750;
UseID=1825;
_UNTILMemRead=0x1521130,WORD,1825;
MemWrite=0x1521130,0,WORD;
#DO=4000;
Delay=50;
_UNTILMemPtrRead=%PlayerBase,0x378/0x1588,DWORD,=0;
CreateTimer=1825;
#ENDIF

#EXECUTE=midroutine_Cleric;

#IF=%Timer=999999,7000;
_IFMemPtrRead=%TargetBase,0x378/0x44,BYTE,=100;
SendKey=0x1B;
#ENDIF

#2UNTIL=%TargetDead,;
end_combatCleric



The IO script will loot all the idiums and cannonballs all day, they will keep respawning and they have a chance of dropping omega stones.
You get 1 omega every ~2 hours as an average time.

Thank you very much,
Ill try this, maybe i find a way to improve it forther :)

hetgar 07/27/2016 23:35

Hi , you could try? Thank you

Paraly 07/28/2016 00:09

Quote:

Originally Posted by hetgar (Post 34903344)
Hi , you could try? Thank you

You want a trial?

hetgar 07/28/2016 00:23

Yes thanks.

Paraly 07/28/2016 00:26

Quote:

Originally Posted by hetgar (Post 34903634)
Yes thanks.

You got a PM about it.

Raikkonen 07/28/2016 03:24

Although it might be an occasional jumping to conclusions at this point, but there's suspicion around that as of July 27, 2016, NCNA might've just removed Omegas from loot table over IO. Need longer tests for a more accurate confirmation, however as it stands right now, this may as well be the case.

Posting for the possibility anyone is able to display other results

Paraly 07/28/2016 03:27

Quote:

Originally Posted by Raikkonen (Post 34904213)
Although it might be an occasional jumping to conclusions at this point, but there's suspicion around that as of July 27, 2016, NCNA might've just removed Omegas from loot table over IO. Need longer tests for a more accurate confirmation, however as it stands right now, this may as well be the case.

Posting for the possibility anyone is able to display other results

I just asked a friend and he already got omegas today after maintenance.

Raikkonen 07/28/2016 03:31

Oh, interesting! Thanks for the report, Para (and a relief as well!).

Might be an extreme unlucky day, never went more than 3-4 hours without a single Omega! As of now, nearly double that time with 0 yet

Hopefully, luck improves over night! hah

fraukaujiro 07/28/2016 06:02

what's the difference between the tool <anti afk> and the script? script works better than the tool? tool stops working after x hours?

Paraly 07/28/2016 06:09

Quote:

Originally Posted by fraukaujiro (Post 34904384)
what's the difference between the tool <anti afk> and the script? script works better than the tool? tool stops working after x hours?

No, there's not really a difference both do work, the script just does more different things then the build in function but it doesn't really matters.

However I prefer the script it's impossible to get disconnect as AFK with it

andrealyn 07/28/2016 07:22

paraly.will this tool work on windows 10? are there no issues? I am planning on reformatting.will you activate it back if I do on a new OS?

urabigguy 07/28/2016 07:24

Quote:

Originally Posted by andrealyn (Post 34904452)
paraly.will this tool work on windows 10? are there no issues? I am planning on reformatting.will you activate it back if I do on a new OS?

Your ID is based on your hardware ID, so I don't think a new OS will do anything.

Also, I use Windows 10 and it runs just fine.

andrealyn 07/28/2016 07:29

oh i see.but what if I wanted to transfer this to another like laptop.would you allow deactivating the old one and transfer it to my laptop then?

cause I'm having issues with my pc now and I want to continue using it while I fix my pc.

ahhh too dumb,I didn't check who replied lol.thought it was para :XDD

Paraly 07/28/2016 10:43

Quote:

Originally Posted by andrealyn (Post 34904463)
oh i see.but what if I wanted to transfer this to another like laptop.would you allow deactivating the old one and transfer it to my laptop then?

cause I'm having issues with my pc now and I want to continue using it while I fix my pc.

ahhh too dumb,I didn't check who replied lol.thought it was para :XDD

Yes, it's possible to swap your ID from a old device to a new device.

andrealyn 07/28/2016 14:21

Quote:

Originally Posted by Paraly (Post 34905009)
Yes, it's possible to swap your ID from a old device to a new device.

yay,thanks a lot .your tool has helped me a lot and support is really awesome

adritill 07/28/2016 16:59

are you guys still getting banned with barracks script EU?

Mahawskar 07/28/2016 17:32

Quote:

Originally Posted by adritill (Post 34907713)
are you guys still getting banned with barracks script EU?

Nope used it the last 3 days still not banned but i think they need time so :D lets see

mitoforever 07/29/2016 06:32

Quote:

Originally Posted by Mahawskar (Post 34907964)
Nope used it the last 3 days still not banned but i think they need time so :D lets see

Same, each one with 8 character per day, so 24 runs if we get all the forts :P

milazzu88 07/29/2016 09:00

Quote:

Originally Posted by Mahawskar (Post 34907964)
Nope used it the last 3 days still not banned but i think they need time so :D lets see

Same. Do you use script with your main char? If you'll be able to hide, (using script) how could you get a ban?

Mahawskar 07/29/2016 09:50

Quote:

Originally Posted by milazzu88 (Post 34912189)
Same. Do you use script with your main char? If you'll be able to hide, (using script) how could you get a ban?

DAFUQ never cheat Barracks with the main xD

dutu40 07/29/2016 13:33

Hey Paraly.

Can you please add function to the script editor so when you record, it records your keystrokes and mouseclicks as well?

Thanks.

Paraly 07/29/2016 14:12

Quote:

Originally Posted by dutu40 (Post 34913483)
Hey Paraly.

Can you please add function to the script editor so when you record, it records your keystrokes and mouseclicks as well?

Thanks.

If you press F8 while recording he records a mouseclick at the current mouseposition.
Recording keystrokes however would be kinda useless it would record WASD for example all the time while it's not needed since we have MoveSmooth etc.

however if you want to use keystrokes read the commandlist it's easy to use.

fraukaujiro 07/29/2016 17:35

i think the hack is skiping the flight teleporter animation :confused: i thought it was game bug but my friend bought the hack today and it started to happen to him once he started using the hack... how to change it back to the normal?

Paraly 07/29/2016 17:36

Quote:

Originally Posted by fraukaujiro (Post 34915082)
i think the hack is skiping the flight teleporter animation :confused: i thought it was game bug but my friend bought the hack today and it started to happen to him once he started using the hack... how to change it back to the normal?

That's the NoFlyAnimation, if you don't like it you can uninstall it by executing the NoFlyAnimation patch again and select "Uninstall"

milazzu88 07/29/2016 18:26

if you can't play with your main, you have to buy a goldpack for others account if you wanna get somethings. So how could you get the moneys that you need?? Doing upper forts, refugee don't make you strong or rich.

Paraly 07/29/2016 18:34

Quote:

Originally Posted by milazzu88 (Post 34915446)
if you can't play with your main, you have to buy a goldpack for others account if you wanna get somethings. So how could you get the moneys that you need?? Doing upper forts, refugee don't make you strong or rich.

EU don't have any gamebreaking scripts currently.

bitterdog 07/30/2016 06:57

Is there another way to run more then 2 clients other then using ISBoxer? my innerspace sub just ran out =/

D

Paraly 07/30/2016 08:49

Quote:

Originally Posted by bitterdog (Post 34918151)
Is there another way to run more then 2 clients other then using ISBoxer? my innerspace sub just ran out =/

D

You can run up to 4 clients with [Only registered and activated users can see links. Click Here To Register...], and with the paid version of it you can run unlimited instances of aion.

mylovefrv 07/30/2016 10:29

Quote:

Originally Posted by Paraly (Post 34915094)
That's the NoFlyAnimation, if you don't like it you can uninstall it by executing the NoFlyAnimation patch again and select "Uninstall"

Oh lolz. I think game update and dont need to take fly path :). Now they tele so quick i love it. Lolz. Dont change back if cant ban with this.

witti91 07/31/2016 12:38

hey mir ist meine festplatte kaputt gegangen und meine unique id war nur als screenshot aufm pc gespeichert (hab die mir leider nirgendwo aufgeschrieben)...
musste leider ne neue festplatte kaufen und alles neu machen. gibts vllt trotzdem ne möglichkeit meine neue id freizuschalten wenn ich dir meine paypal e-mail gebe ohne das ich das teil nochmal neu kaufen muss? :/

Paraly 07/31/2016 13:06

Quote:

Originally Posted by witti91 (Post 34924794)
hey mir ist meine festplatte kaputt gegangen und meine unique id war nur als screenshot aufm pc gespeichert (hab die mir leider nirgendwo aufgeschrieben)...
musste leider ne neue festplatte kaufen und alles neu machen. gibts vllt trotzdem ne möglichkeit meine neue id freizuschalten wenn ich dir meine paypal e-mail gebe ohne das ich das teil nochmal neu kaufen muss? :/

Klar, schick mir einfach deine Paypal email und deine aktuelle [Only registered and activated users can see links. Click Here To Register...]

malysia 08/01/2016 05:30

Hi I need help, the barracks scrip is compatible with the templar class


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