hey has anyone figured a way for multicast spells to work?
i think this will help you
if Helper:CheckAvailable( "Rapid Volley" ) then
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
return false;
end
i think this will help you
if Helper:CheckAvailable( "Rapid Volley" ) then
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
Helper:CheckExecute( "Rapid Volley" );
return false;
end
i tried that but doesnt cast the 2 shots for example so the next chain isnt activated, any other way?
can someone help me? I cant use AS. the script doesnt seem to detect the game. I might have obsolete launcher since the one that I have is for version 5.0 . I heard there was an update recently.
someone help me play in the sever NA written script to songweaver happened the following error ..
* ? - [String "Songweaver.lua"]: 548: attempt to index field 'Songweaver' (a nil value) can someone tell me what is happening thank you
someone help me play in the sever NA written script to songweaver happened the following error ..
* ? - [String "Songweaver.lua"]: 548: attempt to index field 'Songweaver' (a nil value) can someone tell me what is happening thank you
hi ninja excuse not understand and something with my file lua?
good to get it right I think vc asked to line 548...-- @ bool
it is?
to better understand the moon I edited our friend Locatelli1 and spent all skill NA server
[Lua] Songweaver - Pastebin.com
Quote:
Originally Posted by baileyerw
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
What happened to aionscript ? 08/30/2013 - Aion - 2 Replies Took a summerbreak from aion and coming back the website is down?
Is aionscript no more ?
Aionscript 08/29/2013 - Aion - 4 Replies Why is Aionscript not working anymore and do they have a ETA on this fix?
AionScript 02/26/2013 - Aion - 2 Replies - Does it still works?
- What can a sorc do with it at the moment?
- Do ppl. get banned for using it or banned because of own stupidy
(: showing the hack when ppl. are near and so on).
Thanks
- Aion EU!
Aionscript and other Bots 01/18/2013 - Aion - 0 Replies Hey
Blastradius isnt supporting AS longer i think because he doesnt answer us... . Do u know another bots which can do solo bosses with no gravity and teleport hack ?
Fragen zu AionScript 04/24/2012 - Aion - 0 Replies Ich würde gerne einen Kleriker hinter meinem Ranger herlaufen lassen und diesen als Healbot zu benutzen. Allerdings funzt es nicht so wie es soll, besser gesagt der Kleri macht gar nichts.
Ich gehe folgendermassen vor:
Ich starte 2 mal das Spiel und logge mich ein
Ich starte Aion Script und wähle den Prozess mit meinem Kleri aus.
Dann wähle ich das OffizialGrinderFramework aus und klicke auf "on"
soweit so gut, aber wenn ich dann in gruppe bin und mein jäger schaden bekommt macht der...