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Pet heals for everyone

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Pet heals for everyone Empty Pet heals for everyone

Post  Kamau Sat Mar 21, 2009 10:35 pm

While looking for a way to.. well, i won't get into that... I found a posting of awesome pet AI.

First one is for that annoying circling thing.

<rules>
<rule name="STST">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="move_around" clockwise="true" radius="100" run="true" timeout="5000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>

The second is much more handy when you have a pet with a higher healing rank than you. This one allows your pet to heal other people, awesome right?


<rules>
<rule name="Let there be healing">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="healing" try_cnt="0" timeout="2500"/>
<cmd name="process_skill" target="5"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="5"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="5"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="5"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="5"/>
<cmd name="wait" min="3000" max="3000"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>


Lastly, pet mending for others.


<rules>
<rule name="Let there be no wounds">
<conditions/>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="firstaid" try_cnt="0" timeout="1000"/>
<cmd name="process_skill" target="5"/>
</sequence>
</pattern>
<event name="now_targeting"/>
</rule>
</rules>


To add these AI's to your game:
1. Copy one of the sets of code to your clipboard.
2. In game, press T to open your pet list window.
3. Click "AI Settings".
4. Click "New AI" in the "Animal Character AI Settings" window.
5. Click on the "See Source" tab in the "Animal Character AI Editor" window.
6. Click "Paste".
7. Enter a name for the new AI.
8. Click "Confirm".

Just in case anyone doesn't know, I'll explain how to set the AI of your pet.
1. Summon a pet (duh!).
2. Right click on the pet and go to "Set Guidelines".
3. Select the AI you want that pet to use from the list and hit "Apply".

** To make your pet heal someone, first set that pet to the healing AI you created with the source above. Right click on the person who needs healing, hold and control then click attack. Follow the same procedure to activate the circling AI.


Last edited by Kamau on Sun Mar 22, 2009 12:35 am; edited 1 time in total
Kamau
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Post  Clearsparkle Sat Mar 21, 2009 10:44 pm

So what your saying is that this AI allows your pet to heal others in the party. THEY CAN DO THAT REALLY Shocked !
I'm SOO gonnna try this
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Post  Kamau Sun Mar 22, 2009 12:39 am

Not just party members clear, any character other character including other people's pets. I'll see if i can make a pet self healing script, based on what I've learned so far. (check)

Btw, I added a 3rd AI and modified the healing to be less spam and more of a controlled flow. It now allows time in between heals to recall or command the pet so it doesn't waste mana.

In the off chance that your pet has mana, you don't and its hurt, here's a self healing pet AI.


<rules>
<rule name="Heal Self">
<conditions>
<condition name="skill_preparable" pet_skill="healing"/>
</conditions>
<pattern>
<param_decl/>
<sequence>
<cmd name="prepare_skill" pet_skill="healing" try_cnt="0" timeout="2500"/>
<cmd name="process_skill" target="me"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="me"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="me"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="me"/>
<cmd name="wait" min="500" max="500"/>
<cmd name="process_skill" target="me"/>
</sequence>
</pattern>
<event name="master_skill_prepare" event_skill="all"/>
</rule>
</rules>


To activate your pet healing himself, just load a skill. Sketching or First Aid are good since they don't take stamina. Man, I think I'm having too much fun with this.
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Post  aachoo Wed Mar 25, 2009 9:38 pm

pro... wow.. I've been looking for this code everywhere did not expect them here. I have the magic counter AI but I think everyone has it so not going to bother ~_~
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Post  Kamau Thu Mar 26, 2009 12:50 pm

I have a fire counter AI from clarity, but no effective ice or lightning counter. Go ahead and post if you have a good one.
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Post  redrag360 Wed Dec 16, 2009 4:28 pm

cool....
very handy..Smile
you know how to do that al, where ur mount just does firetbolt, and u windmill??..
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Post  Kamau Sat Dec 19, 2009 2:14 am

do you mean the pet spams firebolt? i have that.

this is fire barrage. when it is active, your pet attacks with firebolt tarting whatever you attacked.
Code:

<rules>
   <rule name="fb">
      <conditions>
         <condition name="skill_preparable" pet_skill="firebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
            <cmd name="stack_skill" stack_magic="firebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="master_attack" master_skill="all"/>
   </rule>
</rules>



this one is firemill. idk what it does or how it works...
Code:

<rules>
   <rule name="Smash Start">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="smash" try_cnt="0" timeout="0"/>
         </sequence>
      </pattern>
      <event name="master_skill_prepare" event_skill="firebolt"/>
   </rule>
   <rule name="FB after Smash">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="smash" down="true"/>
   </rule>
   <rule name="FB charge after FB">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="firebolt" down="true"/>
   </rule>
   <rule name="FB charge after getting hit">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="false"/>
   </rule>
   <rule name="FB charge after getting hit KD">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="firebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="true"/>
   </rule>
   <rule name="=AI by Aokouu [Mari Ch4]=">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence/>
      </pattern>
      <event name="now_targeting"/>
   </rule>
</rules>
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Post  redrag360 Sat Dec 19, 2009 10:05 am

ahh cool thanks!
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Post  redrag360 Sun Jan 03, 2010 11:55 am

lol I got a bear! :> so cute..lol :3
anyone have the Al for the icebolt counter? for a bear?
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Post  Kamau Sun Jan 03, 2010 4:36 pm

AI isn't pet specific unless it uses unique pet skills like windmill.

ice counter, bears don't have ice unless you're rebirthed a pet into a bear.
Code:

<rules>
   <rule name="Ouch by arrow">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="ranged_attack" down="false"/>
   </rule>
   <rule name="Ouch by arrow 2">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="ranged_attack" down="true"/>
   </rule>
   <rule name="Magnum Ouch">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="magnum_shot" down="true"/>
   </rule>
   <rule name="Ouch">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="false"/>
   </rule>
   <rule name="Big ouch">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="true"/>
   </rule>
   <rule name="Ice after counter">
      <conditions>
         <condition name="skill_preparable" pet_skill="icebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="counter" down="true"/>
   </rule>
   <rule name="Counter after knockdown">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="all" down="true"/>
   </rule>
   <rule name="Counter after attack">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="all" down="false"/>
   </rule>
   <rule name="Punish defense">
      <conditions>
         <condition name="target_state" state="stop, walk"/>
         <condition name="skill_preparable" pet_skill="icebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="target_skill_prepare"/>
   </rule>
   <rule name="Prepare when target down">
      <conditions>
         <condition name="target_state" state="blowaway"/>
         <condition name="target_state" state="shoved"/>
         <condition name="target_state" state="hit"/>
         <condition name="skill_preparable" pet_skill="icebolt"/>
         <condition name="target_state" state="stop, walk"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="now_targeting"/>
   </rule>
   <rule name="Arrow buster">
      <conditions>
         <condition name="skill_preparable" pet_skill="icebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="aimed"/>
   </rule>
   <rule name="Ice when target is up">
      <conditions>
         <condition name="target_state" state="run"/>
         <condition name="skill_preparable" pet_skill="icebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="icebolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="now_targeting"/>
   </rule>
   <rule name="Pet aggro">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence/>
      </pattern>
      <event name="targeted" targeting_type="attack"/>
   </rule>
   <rule name="Pre load">
      <conditions>
         <condition name="skill_preparable" pet_skill="icebolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="master_skill_prepare" event_skill="firstaid"/>
   </rule>
   <rule name="Script by Nene, Talach server (Konril)">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence/>
      </pattern>
      <event name="now_targeting"/>
   </rule>
</rules>

lightning counter
Code:

<rules>
   <rule name="Ouch by arrow">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="ranged_attack" down="false"/>
   </rule>
   <rule name="Ouch by arrow 2">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="ranged_attack" down="true"/>
   </rule>
   <rule name="Magnum Ouch">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="5000"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="magnum_shot" down="true"/>
   </rule>
   <rule name="Ouch">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="false"/>
   </rule>
   <rule name="Big ouch">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attacked" master_skill="all" down="true"/>
   </rule>
   <rule name="Ice after counter">
      <conditions>
         <condition name="skill_preparable" pet_skill="lightningbolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="counter" down="true"/>
   </rule>
   <rule name="Counter after knockdown">
      <conditions>
         <condition name="skill_preparable" pet_skill="counter"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="5000"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="all" down="true"/>
   </rule>
   <rule name="Counter after attack">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="prepare_skill" pet_skill="counter" try_cnt="1" timeout="0"/>
            <cmd name="wait" min="10000" max="10000"/>
            <cmd name="cancel_skill"/>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="attack" pet_attackable_skill="all" down="false"/>
   </rule>
   <rule name="Punish defense">
      <conditions>
         <condition name="target_state" state="stop, walk"/>
         <condition name="skill_preparable" pet_skill="lightningbolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="target_skill_prepare"/>
   </rule>
   <rule name="Prepare when target down">
      <conditions>
         <condition name="target_state" state="blowaway"/>
         <condition name="target_state" state="shoved"/>
         <condition name="target_state" state="hit"/>
         <condition name="skill_preparable" pet_skill="icebolt"/>
         <condition name="target_state" state="stop, walk"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="icebolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="now_targeting"/>
   </rule>
   <rule name="Arrow buster">
      <conditions>
         <condition name="skill_preparable" pet_skill="lightningbolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
            <cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="aimed"/>
   </rule>
   <rule name="Ice when target is up">
      <conditions>
         <condition name="target_state" state="run"/>
         <condition name="skill_preparable" pet_skill="lightningbolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stackmagic_attack" stack_magic="lightningbolt" charge="1" timeout="0"/>
         </sequence>
      </pattern>
      <event name="now_targeting"/>
   </rule>
   <rule name="Pet aggro">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence/>
      </pattern>
      <event name="targeted" targeting_type="attack"/>
   </rule>
   <rule name="Pre load">
      <conditions>
         <condition name="skill_preparable" pet_skill="lightningbolt"/>
      </conditions>
      <pattern>
         <param_decl/>
         <sequence>
            <cmd name="stack_skill" stack_magic="lightningbolt" charge="1"/>
         </sequence>
      </pattern>
      <event name="master_skill_prepare" event_skill="firstaid"/>
   </rule>
   <rule name="Script by Nene, Talach server (Konril)">
      <conditions/>
      <pattern>
         <param_decl/>
         <sequence/>
      </pattern>
      <event name="now_targeting"/>
   </rule>
</rules>
Kamau
Kamau
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Posts : 112
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Location : Texas

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Pet heals for everyone Empty Re: Pet heals for everyone

Post  Gable Sun May 09, 2010 10:29 am

Ok I know this is a lame question, and I knew how to at one point.....but how do u copy to your clipboard? Lol
Gable
Gable

Posts : 14
Join date : 2010-04-27
Age : 32
Location : Fresno, CA

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Post  Kamau Sun May 09, 2010 1:28 pm

highlight the text, then:
-- hold ctrl and press c.
OR
-- right click the highlighted text and select copy.
Kamau
Kamau
Admin

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Post  redrag360 Sun May 09, 2010 5:42 pm

umm two ways i do it..old fashioned..highlight with cursor and right click..copy..and then clipboard .. paste...
and on the mabi..u dont even have to past i..just hit the "past button"..it will upload automatically. (that sounded dumb in my head..idk how to phrase that so u can understand..):

and second way is...high light the text..and drag.

OR
highlight the text and hit control(ctrl) C and then go to clipboard click on threre (the clipboard) and press control V.

hope this helps..
redrag360
redrag360

Posts : 61
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Age : 31
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Post  Gable Mon May 10, 2010 11:39 am

Oh so that is the clipboard? LOL!! I ended up just messing around with buttons and got it, but this is good to know for composing and stuff. Lol. thanks Very Happy
Gable
Gable

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