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AionScript

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Old   #331
 
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I'm on vacation in 2000 km from my city, sorry but no updates next ~2 weeks



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Old   #332
 
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Quote:
Originally Posted by baileyerw View Post
I used to love writing the scripts for AionScript, I had one that basically completed the first 10 levels for you (quest turn ins and all).

What is your gladiator doing? Where is the error?

Unfortunately, I have only got this free version to work once, then Aion updated, now the app just crashes so I probably wont be able to replicate it, but I can sure see where your issue is.
the aionscript before some posts works ok try it!


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Old   #333
 
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Quote:
Originally Posted by 7life View Post
the aionscript before some posts works ok try it!
I didn't "fix" it. But turning on auto react did the trick. I don't like it spamming it but w/e. Now I need a craft bot.
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Old   #334
 
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whenever i try to enable the grinding bot the script crashes.


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Old   #335
 
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if u have problem try to post
U LVL
U CLASS
MAYBE SCREEN SHOT
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Old   #336
 
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Guys, how to use official gathering? i want gather aether, please help
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Old   #337
 
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Quote:
Originally Posted by cloudleon View Post
Guys, how to use official gathering? i want gather aether, please help
The gathering is making the game crash every hour, at least for me, and there is no way to fix
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Old   #338
 
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Guys please help me, anyone have a templar.lua, i am lvl 68 in server NA, but my templar dont use skills attack, just run in the points that me put. hel please.
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Old   #339
 
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Hey, anyone managed to pause the bot if some one comes closer than 102m?
Also resurrecting after death without quiting would be nice so if the bot dies it just resurrect and go on farming.
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Old   #340
 
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how can i make bot for farming mobs with aionscript on bard?
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Old   #341
 
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Quote:
Originally Posted by aydede View Post
how can i make bot for farming mobs with aionscript on bard?
You write it?

Do you have one? Here's one to get you started... PLEASE TWEAK it to your needs, i only wrote it for my own, and my Bard is only level 30 so beyond those skills, you're on your own.

Also I didn't set up anything for group healing, or test the debuff very much


Code:
--- (Private Function) Check required healing for the entity.


function _Heal( Entity, IsPriority )
	
	-- Retrieve the rechargeable health.
	local HealthRecharge = Entity:GetHealthMaximum() - Entity:GetHealthMaximum();
	
	-- Retrieve the state.
	local EntityState = Entity:GetState();
	
	-- Heal 1: Soothing Melody
	if Helper:CheckAvailable( "Soothing Melody" ) and (( IsPriority and HealthRecharge >= 2526 ) or ( not IsPriority and Entity:GetHealth() < 60 )) then
		Helper:CheckExecute( "Soothing Melody", Entity );
		return false;
	end

	-- Heal 2: Chain
	if Entity:GetID() == Player:GetID() and Helper:CheckAvailable( "Soothing Counterpoint" ) and (( IsPriority and Entity:GetHealth() < 40 ) or ( not IsPriority and Entity:GetHealth() < 50 )) then
		Helper:CheckExecute( "Soothing Counterpoint" );
		return false;
	end

	-- Mana 1: Resonating Melody
	if Helper:CheckAvailable( "Resonating Melody" ) and (( IsPriority and Entity:GetMana() < 40 ) or ( not IsPriority and Entity:GetMana() < 50 )) then
		Helper:CheckExecute( "Resonating Melody", Entity );
		return false;
	end
	
end

--- Perform the attack routine on the selected target.


function Attack( Entity, Range, Stunned )
		

	
	--------------------------------------------------
	--                H E A L I N G                 --
	--------------------------------------------------
	
	self:_Heal( Player, true );
	
	--------------------------------------------------
	--         A T T A C K (S)          --
	--------------------------------------------------
	-- Initial Attack 2: 
	if Helper:CheckAvailable( "Syncopated Echo" ) then
		Helper:CheckExecute( "Syncopated Echo" );
		return false;
	end
	
	-- Chain Attack 1: Bright Strike
	if Helper:CheckAvailable( "Bright Strike" ) then
		Helper:CheckExecute( "Bright Strike" );
		return false;
	elseif Helper:CheckAvailable( "Bright Stroke" ) then
		Helper:CheckExecute( "Bright Stroke" );
		return false;
	end
	
	-- Chain Attack 2 Part I: Song Of Ice
	if Helper:CheckAvailable( "Song of Ice" ) then
		Helper:CheckExecute( "Song of Ice" );
		return false;
	elseif Helper:CheckAvailable( "Song of Fire" ) then
		Helper:CheckExecute( "Song of Fire" );
		return false;
    elseif Helper:CheckAvailable( "Song of Earth" ) then
		Helper:CheckExecute( "Song of Earth" );
		return false;
	end
	
	

	
	--------------------------------------------------
	--                H E A L I N G                 --
	--------------------------------------------------
	
	self:_Heal( Player, false );
	
	--------------------------------------------------
	--        N O R M A L   A T T A C K (S)         --
	--------------------------------------------------
	
	-- Normal Attack 1: 
	if Helper:CheckAvailable( "Pulse" ) then
		Helper:CheckExecute( "Pulse" );
		return false;
	end
	

	--------------------------------------------------
	--       I N I T I A L   A T T A C K (S)        --
	--------------------------------------------------
	
	-- Initial Attack 1: Automatic Attack
	if self.AttackStarted ~= Entity:GetID() then
		self.AttackStarted = Entity:GetID();
		Helper:CheckExecute( "Attack/Chat" );
		return false;
	end
	
	
		
	-- Nothing was executed, continue with other functions.
	return true;

end

--- Perform healing checks both in and our of combat.
--
--  [MENTION=1985011]param[/MENTION]	bool	Indicates whether or not the function is running before force checks.
--  [MENTION=326673]return[/MENTION]	bool

function Heal( BeforeForce )
	
	-- Nothing was executed, continue with other functions.
	return true;
	
end

--- Perform the safety checks before moving to the next target.
--
--  [MENTION=326673]return[/MENTION]	bool

function Pause()
		
	--------------------------------------------------
	--                H E A L I N G                 --
	--------------------------------------------------
	
	-- Heal 0: Non-Priority Healing
	self:_Heal( Player, false );
	
	--------------------------------------------------
	--                B U F F I N G                 --
	--------------------------------------------------

	-- Check if the state checking timer has expired.
	if ( self.StateBuffTime == nil or self.StateBuffTime < Time()) then

		-- Retrieve the state.
		local EntityState = Player:GetState();
	
		-- Buff 1: Etude
		if Helper:CheckAvailable( "Etude" ) and EntityState:GetState( "Etude" ) == nil then
			Helper:CheckExecute( "Etude", Player );
			return false;
		end
		
		if Helper:CheckAvailable( "Mvt. 3: Autumn" ) and EntityState:GetState( "Mvt. 3: Autumn" ) == nil then
			Helper:CheckExecute( "Mvt. 3: Autumn", Player );
			return false;
		end

		-- Buff 3: Promise of Wind
		if Helper:CheckAvailable( "Protective Ode" ) and EntityState:GetState( Helper:CheckName( "Protective Ode" )) == nil  then
			Helper:CheckExecute( "Protective Ode", Player );
			return false;
		end
		
		-- Update the state checking timer.
		self.StateBuffTime = Time() + 1000;
		
	end
		
	-- Nothing was executed, continue with other functions.
	return true;
	
end

function _CheckDebuff( Entity )

	-- Retrieve the state for the current entity to inspect.
	local EntityState = Entity:GetState();
	
	-- Loop through the states only when we are available to dispel them. We still check for removed states!
	if EntityState ~= nil and ( self.StateDispelTime == nil or self.StateDispelTime < Time()) then
		
		-- Create the state array for the global entity storage and undispellable states if it does not exist.
		if self.StateArray == nil or self.StateUndispellable == nil then
			self.StateArray = {};
			self.StateUndispellable = {};
		end
		
		-- Create the state array for the current entity if it does not exist.
		if self.StateArray[Entity:GetID()] == nil then
			self.StateArray[Entity:GetID()] = {};
		end
		
		-- Loop through the states to find which need to be removed.
		for ID, Skill in DictionaryIterator( EntityState:GetList()) do
		
			-- Check if the current skill is valid and has not been marked and undispellable.
			if Skill ~= nil and Skill:IsDebuff() and ( self.StateUndispellable[Skill:GetID()] == nil or self.StateUndispellable[Skill:GetID()] < Time()) then
			
				-- Check if this entity had the current skill effect on him 
				if self.StateArray[Entity:GetID()][Skill:GetID()] ~= nil and self.StateArray[Entity:GetID()][Skill:GetID()] == 2 then
					self.StateUndispellable[Skill:GetID()] = Time() + 30000;
				-- Remove the state from the entity.
				else
			
					-- Retrieve the magical state the current skill.
					local RemoveMagical = Skill:IsMagical();
					
					-- Check if we are required to change the magical state for the current skill.
					if self.StateArray[Entity:GetID()][Skill:GetID()] ~= nil then
						RemoveMagical = not RemoveMagical;
					end
					
					
					if ( RemoveMagical and Helper:CheckExecute( "Purifying Paean", Entity )) or ( not RemoveMagical and Helper:CheckExecute( "Sonicportation", Entity )) then
					
						-- Change the state dispel timer to prevent dispel and cure mind from being used too quickly.
						self.StateDispelTime = Time() + 500;
						
						-- Track the current state of the dispel and cure mind to find undispellable states.
						if self.StateArray[Entity:GetID()][Skill:GetID()] == nil then
							self.StateArray[Entity:GetID()][Skill:GetID()] = 1;
							return false;
						else
							self.StateArray[Entity:GetID()][Skill:GetID()] = 2;
							return false;
						end
						
					end

				end
				
			end
			
		end
		
		-- Loop through the existing states to find which have been removed correctly.
		for k,v in pairs( self.StateArray[Entity:GetID()] ) do
			if v ~= nil and EntityState:GetState( k ) == nil then
				self.StateArray[Entity:GetID()][k] = nil;
			end
		end
		
	end
	
	-- Return true to let the caller know this function completed.
	return true;
	
end
baileyerw is offline  
Old   #342
 
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not that ppl get confused thats NA SKILL NAMES.

bard need atlast lvl 10! ther is no lua for lvl <9
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Old   #343
 
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ive all Lua for all classes up to lvl 65 (wrote myself).
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Old   #344
 
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Quote:
Originally Posted by makii View Post
ive all Lua for all classes up to lvl 65 (wrote myself).
Please post a link to download?

People can make separate files and try them out in their AionScript folders as they want and not overwrite other scripts. Would be genuinely nice and I'll thanks! you

oh and nussxxx, after my Chanter hit level 45 shes started using the heals from your healing script correctly. This is when chanters get Recovery Magic, so, I'm guessing that was the problem. Thanks bud.
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Old   #345
 
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Does anyone know how (or where) to edit an old dll for the new offsets?

I optained a copy of Pete's Aion Radar, but its currently on the 4.7 offsets.

It came with AionMemory.dll AutoUpdate.dll and ByteSigScan.dll

Opening up AionMemory.dll was promising, but I am not entirely sure where, or what to edit.

I would like to resurect this Radar if possible.


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