If people will be interested more functionality will be added like shrine points that will give bonuses to the party for short time like drops bonus or stat bonus or instances do not have to be about just killing monsters. I can add random treasures with chances after party kills a boss they will be teleported to a zone and they will have to find hidden treasures.i only saw 2 minutes of the 6 minute video.
i am convinced 100%very well done. it looks like it's working fine! message and info display shows fine also!
Это и для Interlude, и для Classic.Скажите пожалуйста это только для классик или для ИТ тоже пойдет ?
bro what the hell . yesterday 30$ today is 60$Want your farm chars to react smartly to PvP without glitchy skill casts?
PvpPriorityExt adds a “PvP priority” mode to your existing AutoFarm: when it’s ON, your character ignores mobs and locks onto PvP-flagged or PK players inside your radius — using the same combat behavior you already use vs monsters (skills/attack per class). When PvP ends, it returns to farming smoothly. If you are interested send me private message. Price: 60$
What it does
- Auto-locks hostile players (PvP flag / PK) in range and attacks them.
- Doesn’t break casts (no spam retarget/attack while you’re casting).
- Uses your AutoFarm “Attack” skill list with proper range checks & clean server-side animations.
- Class-aware logic:
- Mage→ skill-first with safe “chase” (no melee spam).
- Archer → stand-still shooting (no unnecessary moving).
- Fighter → normal attack/skills just like vs mobs.
Perfect for PvP servers
- Makes open-world PvP livelier: auto-farmers aren’t free kills anymore.
- Clean animations (AI.Cast) — no weird half-casts from wrong distances.
# =========================
# PvpPriorityExt Config
# =========================
# How often to re-apply target/attack while a PvP target is locked (ms).
# Lower = reacts faster to slips; Higher = cheaper CPU.
# Example (snappier): 140 | Example (lighter): 200
enforce_ms = 160
# Scan cadence when PvP was seen recently (ms).
# Lower = quicker re-lock when multiple enemies; Higher = cheaper CPU.
# Example (snappier): 700 | Example (lighter): 1100
scan_ms_active = 900
# Scan cadence when idle (no PvP for a while) (ms).
# Larger values save CPU when nothing is happening.
# Example (snappier): 1500 | Example (lighter): 2500
scan_ms_idle = 1800
# How many players we round-robin per scan tick.
# Higher = faster rotation through the ACTIVE list; increases CPU.
# Example (snappier): 20 | Example (lighter): 12
scan_budget = 16
# Stay in “active” cadence for this long after last PvP sighting (ms).
# Bigger window = quicker follow-ups right after a fight ends.
# Example: 6000–9000
idle_backoff_after_ms = 7000
# Clamp AutoFarm radius when chasing a player to avoid flickering to mobs.
# Turn off only if you want the full AF radius during PvP chase.
# Example (disable clamp): false
clamp_radius = true
# Clamped radius used while locked on a player (usually 1).
# If clamp_radius=true, this is the AF radius during chase.
# Example: 1–3
clamp_radius_value = 1
# Minimum PvP scan radius even if AF radius is tiny.
# Larger = can discover players further away; costs a bit more scan work.
# Example (arenas/open fields): 1500–2000
scan_min_radius = 1200
# When no target is locked, do a tiny “inline” scan during enforce ticks.
# Great for quick re-acquire without heavy background scanning.
# Example (save CPU further): false
inline_scan_if_unlocked = true
# Radius used by the inline scan (units).
# Keep similar to scan_min_radius unless you have special maps.
# Example: 1000–1500
inline_scan_radius = 1200
# Max neighbors to examine per (inline) scan.
# Lower caps CPU harder; higher sees more candidates per tick.
# Example (snappier): 12 | Example (lighter): 6–8
inline_scan_max_checks = 10
# Only lock flagged/PK players if the server rules allow auto-attack.
# If nearby flagged players aren’t being targeted, try: false
require_autoattackable = true
# =========================
# Casting vs Players (uses your AutoFarm “Attack” spell list)
# =========================
# Try to cast skills from the AF Attack list before doing a plain Attack.
# Best for mages/healers; still harmless for fighters/archers.
# Example (debug/legacy feel): false
force_cast_from_attack_list = true
# Throttle between attempted casts (ms).
# Lower = more eager casting; too low can look spammy.
# Mage-friendly sweet spot: 600–800
cast_interval_ms = 650
# Extra slack in range checks so borderline skills still fire.
# Example: 80–150
range_tolerance = 120
# =========================
# Class-specific fallbacks
# =========================
# For Mage/Healer: suppress melee auto-attacks while PvP casting.
# Keeps casters from running into the enemy and breaking long casts.
mage_suppress_autoattack = true
# If a fallback Attack must be sent for Mage/Healer, don’t move.
# Useful for staff/wand “stand-still” hits without ruining positioning.
mage_attack_dont_move = true
# Archers: favor stand-still attacks while casting/attacking.
# Prevents unnecessary forward steps that break shots.
archer_dont_move = false
# =========================
# Safe chase for Mage/Healer (no melee spam)
# Moves toward target only when far outside all usable ranges,
# then stops short so casting can begin without melee auto-hits.
# =========================
# Allow controlled chase for mage/healer.
# Example (turn off if you never want casters to advance): false
mage_allow_chase = true
# How far before the minimum casting range we should stop (units).
# Larger margin = stop earlier; smaller = get closer.
# Example: 150–300
mage_chase_margin = 180
# Use AI_INTERACT nudges for chase (smooth pathing) instead of Attack.
# Keeps melee autoattack suppressed during approach.
mage_chase_use_interact = true
# =========================
# Network/AI re-issue throttles
# (Prevents spamming packets/AI calls; keeps CPU flat.)
# =========================
# Minimum interval before re-sending Attack() while locked (ms).
# Example (snappier): 600 | Example (lighter): 900
attack_reissue_ms = 750
# Minimum interval before re-sending MyTargetSelected() (ms).
# Example: 800–1200
target_packet_ms = 1000
# Minimum interval before re-issuing a “chase nudge” (ms).
# Example: 600–900
chase_reissue_ms = 750
Steroid Instances:
What it includes:
- Unilimited Monster Waves just by adding more through properties
- Autoparty feature for automatically making parties for solo players and parties with low members so they will not be long waiting queues and people can make new friends
- Unlimited instances per level feature so players will join different instances based on their level. Example in properties
- Random difficulty instaces: normal/hard/mythic
- Different Bosses based on the number of party members
- Side Boss with chances with the option players to be teleported to a different location
- Random Tier Side Boss: SILVER/GOLD/EMERALD
- Player protection per wave so if a player dies once the party clears the wave he will be resurrected to continue next wave
- Reconnection in case player disconnected he can relog and continue with the party
- If leader dismiss player from party will be automatically readded to party
- Monster packs feature by just adding the number of monsters in properties will be created a monster pack with distances between each monster
- Scaling feature to increase drops
- Custom messages everything easy editable on properties
Your Imagination is the limit on what you can create with this. I have made many tests but it is not tested officially on a live server for that reason I am selling only one just copy to someone that has a live server with people price will be 100$ later once everything will be tested will be increased.
Yes I had undervalued myself as in my country currency is EUR. If person buy it and pay with PayPal with fees I will get at the end 20 EUR for that amount of money I prefer not even think how to bypass existing autofarm. Secondly, already someone bought it and as he had minimal knowledge how things work he could not even copy paste the files to his project and shared to someone else than waiting me help him so I understood that eventually someone will share it as the amount is insignificant and all my time is not worth doing scripts.bro what the hell . yesterday 30$ today is 60$
Yes I had undervalued myself as in my country currency is EUR. If person buy it and pay with PayPal with fees I will get at the end 20 EUR for that amount of money I prefer not even think how to bypass existing autofarm. Secondly, already someone bought it and as he had minimal knowledge how things work he could not even copy paste the files to his project and shared to someone else than waiting me help him so I understood that eventually someone will share it as the amount is insignificant and all my time is not worth doing scripts.
Anyway the main reason is that the price was too low for my time and effort to start seeing people share to each other when the price was already too low. It does not feel good you know.В любом случае, если человек захочет зашарить это, он купит и за 100$ и зашарит
Размер конфига конечно ужаснул =) Столько мелкой настройки что офигеть можноWant your farm chars to react smartly to PvP without glitchy skill casts?
PvpPriorityExt adds a “PvP priority” mode to your existing AutoFarm: when it’s ON, your character ignores mobs and locks onto PvP-flagged or PK players inside your radius — using the same combat behavior you already use vs monsters (skills/attack per class). When PvP ends, it returns to farming smoothly. If you are interested send me private message. Price: 60$
What it does
- Auto-locks hostile players (PvP flag / PK) in range and attacks them.
- Doesn’t break casts (no spam retarget/attack while you’re casting).
- Uses your AutoFarm “Attack” skill list with proper range checks & clean server-side animations.
- Class-aware logic:
- Mage→ skill-first with safe “chase” (no melee spam).
- Archer → stand-still shooting (no unnecessary moving).
- Fighter → normal attack/skills just like vs mobs.
Perfect for PvP servers
- Makes open-world PvP livelier: auto-farmers aren’t free kills anymore.
- Clean animations (AI.Cast) — no weird half-casts from wrong distances.
# =========================
# PvpPriorityExt Config
# =========================
# How often to re-apply target/attack while a PvP target is locked (ms).
# Lower = reacts faster to slips; Higher = cheaper CPU.
# Example (snappier): 140 | Example (lighter): 200
enforce_ms = 160
# Scan cadence when PvP was seen recently (ms).
# Lower = quicker re-lock when multiple enemies; Higher = cheaper CPU.
# Example (snappier): 700 | Example (lighter): 1100
scan_ms_active = 900
# Scan cadence when idle (no PvP for a while) (ms).
# Larger values save CPU when nothing is happening.
# Example (snappier): 1500 | Example (lighter): 2500
scan_ms_idle = 1800
# How many players we round-robin per scan tick.
# Higher = faster rotation through the ACTIVE list; increases CPU.
# Example (snappier): 20 | Example (lighter): 12
scan_budget = 16
# Stay in “active” cadence for this long after last PvP sighting (ms).
# Bigger window = quicker follow-ups right after a fight ends.
# Example: 6000–9000
idle_backoff_after_ms = 7000
# Clamp AutoFarm radius when chasing a player to avoid flickering to mobs.
# Turn off only if you want the full AF radius during PvP chase.
# Example (disable clamp): false
clamp_radius = true
# Clamped radius used while locked on a player (usually 1).
# If clamp_radius=true, this is the AF radius during chase.
# Example: 1–3
clamp_radius_value = 1
# Minimum PvP scan radius even if AF radius is tiny.
# Larger = can discover players further away; costs a bit more scan work.
# Example (arenas/open fields): 1500–2000
scan_min_radius = 1200
# When no target is locked, do a tiny “inline” scan during enforce ticks.
# Great for quick re-acquire without heavy background scanning.
# Example (save CPU further): false
inline_scan_if_unlocked = true
# Radius used by the inline scan (units).
# Keep similar to scan_min_radius unless you have special maps.
# Example: 1000–1500
inline_scan_radius = 1200
# Max neighbors to examine per (inline) scan.
# Lower caps CPU harder; higher sees more candidates per tick.
# Example (snappier): 12 | Example (lighter): 6–8
inline_scan_max_checks = 10
# Only lock flagged/PK players if the server rules allow auto-attack.
# If nearby flagged players aren’t being targeted, try: false
require_autoattackable = true
# =========================
# Casting vs Players (uses your AutoFarm “Attack” spell list)
# =========================
# Try to cast skills from the AF Attack list before doing a plain Attack.
# Best for mages/healers; still harmless for fighters/archers.
# Example (debug/legacy feel): false
force_cast_from_attack_list = true
# Throttle between attempted casts (ms).
# Lower = more eager casting; too low can look spammy.
# Mage-friendly sweet spot: 600–800
cast_interval_ms = 650
# Extra slack in range checks so borderline skills still fire.
# Example: 80–150
range_tolerance = 120
# =========================
# Class-specific fallbacks
# =========================
# For Mage/Healer: suppress melee auto-attacks while PvP casting.
# Keeps casters from running into the enemy and breaking long casts.
mage_suppress_autoattack = true
# If a fallback Attack must be sent for Mage/Healer, don’t move.
# Useful for staff/wand “stand-still” hits without ruining positioning.
mage_attack_dont_move = true
# Archers: favor stand-still attacks while casting/attacking.
# Prevents unnecessary forward steps that break shots.
archer_dont_move = false
# =========================
# Safe chase for Mage/Healer (no melee spam)
# Moves toward target only when far outside all usable ranges,
# then stops short so casting can begin without melee auto-hits.
# =========================
# Allow controlled chase for mage/healer.
# Example (turn off if you never want casters to advance): false
mage_allow_chase = true
# How far before the minimum casting range we should stop (units).
# Larger margin = stop earlier; smaller = get closer.
# Example: 150–300
mage_chase_margin = 180
# Use AI_INTERACT nudges for chase (smooth pathing) instead of Attack.
# Keeps melee autoattack suppressed during approach.
mage_chase_use_interact = true
# =========================
# Network/AI re-issue throttles
# (Prevents spamming packets/AI calls; keeps CPU flat.)
# =========================
# Minimum interval before re-sending Attack() while locked (ms).
# Example (snappier): 600 | Example (lighter): 900
attack_reissue_ms = 750
# Minimum interval before re-sending MyTargetSelected() (ms).
# Example: 800–1200
target_packet_ms = 1000
# Minimum interval before re-issuing a “chase nudge” (ms).
# Example: 600–900
chase_reissue_ms = 750
Steroid Instances:
What it includes:
- Unilimited Monster Waves just by adding more through properties
- Autoparty feature for automatically making parties for solo players and parties with low members so they will not be long waiting queues and people can make new friends
- Unlimited instances per level feature so players will join different instances based on their level. Example in properties
- Random difficulty instaces: normal/hard/mythic
- Different Bosses based on the number of party members
- Side Boss with chances with the option players to be teleported to a different location
- Random Tier Side Boss: SILVER/GOLD/EMERALD
- Player protection per wave so if a player dies once the party clears the wave he will be resurrected to continue next wave
- Reconnection in case player disconnected he can relog and continue with the party
- If leader dismiss player from party will be automatically readded to party
- Monster packs feature by just adding the number of monsters in properties will be created a monster pack with distances between each monster
- Scaling feature to increase drops
- Custom messages everything easy editable on properties
Your Imagination is the limit on what you can create with this. I have made many tests but it is not tested officially on a live server for that reason I am selling only one just copy to someone that has a live server with people price will be 100$ later once everything will be tested will be increased.
You can create amazing events for low/mid/pvp servers. It's big but I think its worth it if you want something new as addon in your server.Размер конфига конечно ужаснул =) Столько мелкой настройки что офигеть можно
It is very special that is why. If I wanted to make something simple I wouldn't have added all these options.Размер конфига конечно ужаснул =) Столько мелкой настройки что офигеть можно
No none bought it and I don't really care my friend.Ну и что , после увеличения цены купил ли кто нибудь , только честно скажи ?
Ты столько трудился я понимаю , да ты хочешь как лучше , и да я понимаю что это твоё , как хочешь так и решаешь ,но в любом случае я считаю что не надо сразу на 100% повышать цены , верни цену до 30$ , я куплю , я поддержу твой труд , я из тех кто ценит труд других , 30$ была очень даже хорошая ценаNo none bought it and I don't really care my friend.
They have tried to scam me many times even those people are lucera customers on which I send them first the script before payment just to test what kind of people I deal with as I prefer to make have a closed group of customers and I have given some of scripts for free to some people that made good test reports and helped me. I will not bother if you cant afford bro 30$ more that is your problem find someone else to do the job. Anyways, I added a new healer profile that if someone gets both healer autofarm+pvppriority the price is 80$ for both together.Ты столько трудился я понимаю , да ты хочешь как лучше , и да я понимаю что это твоё , как хочешь так и решаешь ,но в любом случае я считаю что не надо сразу на 100% повышать цены , верни цену до 30$ , я куплю , я поддержу твой труд , я из тех кто ценит труд других , 30$ была очень даже хорошая цена