Okay so. I know this thread is active. And many post are related directly to weather "AionScript" is working or not. Through my trial and error I have discovered some... minor? stuff. There is plenty of room in many of these default scripts for improvement. nussxxx, if you can read this, please, ask me to post some of my thoughts and ideas on how to improve the bot as is.
I will elaborate slightly to help sway your decision, as I have not had any response from the user Aionscript or nussxxx im not sure if I'm being shunned or what lol but here goes.
This is something that needs to be added into the lines at 111 or so of the Settings.lua
Code:
--"In the shadows we march."
self.Assassin = {
-- Indicates weather or not skills using DP are allowed.
AllowDpSkills = true,
};
To more accurately find this particular settings.lua follow the folder breakdown; AionScript3>Scripting>OfficialGrinderFramework>Set tings.lua
This next line needs to be pasted in the class folder Assassin.lua at line 195
Code:
--DP Skill: Divine Strike
if Settings.Assassin.AllowDpSkills and not Entity:IsPlayer() and Player:GetDP() >= 2000 then
if Helper:CheckAvailable( "Divine Strike" ) then
Helper:CheckExecute( "Divine Strike" );
return false;
end
end
Again, this is probably something all of you know how to do. I just don't know if you don't because well.... no one has replied to me lol. I have a lot more tricks in the Assassin class folder changed to make it better.
Here is what
my Assassin buffs look like:
Code:
-- Use devotion and such when in range.
if Range <= Player:GetAttackRange() + 10 then
-- Buff 1: Oath of Accuracy
if Helper:CheckAvailable( "Oath of Accuracy" ) then
Helper:CheckExecute( "Oath of Accuracy" );
return false;
end
-- Buff 3: Apply Deadly Poison
if Helper:CheckAvailable( "Apply Deadly Poison" ) and Player:GetState():GetState( Helper:CheckName( "Apply Deadly Poison" )) == nil then
self._iApplyDeadlyPoisonTime = Time() + 400;
Helper:CheckExecute( "Apply Deadly Poison" );
return false;
end
-- Buff 4: Clear Focus
if Helper:CheckAvailable( "Clear Focus" ) then
Helper:CheckExecute( "Clear Focus" );
return false;
end
-- Buff 5: Calming Whisper
if Helper:CheckAvailable( "Calming Whisper" ) then
self._iCalmingWhisperTime = Time() + 119;
Helper:CheckExecute( "Calming Whisper" );
return false;
end
-- Buff 6: Devotion
if Helper:CheckAvailable( "Devotion" ) then
Helper:CheckExecute( "Devotion" );
return false;
end
-- Buff 7: Flurry
if Helper:CheckAvailable( "Flurry" ) then
self._iFlurryTime = Time() + 179;
Helper:CheckExecute( "Flurry" );
return false;
end
end
As well as I have input some more code at the begging of the Assassin.lua at line 61 under Blastradius' note:
Code:
-- Check timer used for Cooldowns
if self._iSkillDelay == nil or self._iSkillDelay < Time() then
end
--Food Checks / Scrolls;
if Settings.CritFood then
self:CheckCritFood();
end
if Settings.AttackFood then
self:CheckAttackFood();
end
if Settings.NaturalHeal then
self:CheckNaturalHeal();
end
if Settings.AttackScroll then
self:CheckAttackScroll();
end
if Settings.RunScroll then
self:CheckRunScroll();
end
To go with, inserted at like 367 of the Assassin.lua, is:
Code:
function CheckCritFood()
stateID = {10224,10225,9976,9989,10051,10064};
foodName = {"Calydon Meat Dumpling","Wild Ginseng Pickle","Tasty Calydon Meat Dumpling","Tasty Wild Ginseng Pickle","Innesi Herb Dumpling","Poma Wine Herb Dumpling","Tasty Innesi Herb Dumpling","Tasty Poma Wine Herb Dumpling"};
flag = 0;
for _,v in ipairs(stateID) do
if Player:GetState():GetState( v ) ~= nil then
flag = flag + 1;
end
end
if flag == 0 then
for a,b in ipairs(foodName) do
if Helper:CheckAvailableInventory( b ) then
PlayerInput:Inventory( b );
break;
end
end
end
return true;
end
--------------------------------
function CheckAttackFood()
stateID = {10051,10064,10224,10225,9976,9989};
foodName = {"Minor Focus Agent","Lesser Focus Agent","Focus Agent","Greater Focus Agent","Major Focus Agent","Fine Focus Agent"};
flag = 0;
for _,v in ipairs(stateID) do
if Player:GetState():GetState( v ) ~= nil then
flag = flag + 1;
end
end
if flag == 0 then
for a,b in ipairs(foodName) do
if Helper:CheckAvailableInventory( b ) then
PlayerInput:Inventory( b );
break;
end
end
end
return true;
end
-----------------------------------
function CheckNaturalHeal()
stateID = {10044,10094};
foodName = {"Minor Rally Serum","Lesser Rally Serum","Rally Serum","Greater Rally Serum","Major Rally Serum","Fine Rally Serum","Tasty Ormea Cocktail"};
flag = 0;
for _,v in ipairs(stateID) do
if Player:GetState():GetState( v ) ~= nil then
flag = flag + 1;
end
end
if flag == 0 then
for a,b in ipairs(foodName) do
if Helper:CheckAvailableInventory( b ) then
PlayerInput:Inventory( b );
break;
end
end
end
return true;
end
-----------------------------
function CheckAttackScroll()
stateID = {9959};
foodName = {"Greater Courage Scroll"};
flag = 0;
for _,v in ipairs(stateID) do
if Player:GetState():GetState( v ) ~= nil then
flag = flag + 1;
end
end
if flag == 0 then
for a,b in ipairs(foodName) do
if Helper:CheckAvailableInventory( b ) then
PlayerInput:Inventory( b );
break;
end
end
end
return true;
end
--------------------------
function CheckRunScroll()
stateID = {9960};
foodName = {"Greater Running Scroll"};
flag = 0;
for _,v in ipairs(stateID) do
if Player:GetState():GetState( v ) ~= nil then
flag = flag + 1;
end
end
if flag == 0 then
for a,b in ipairs(foodName) do
if Helper:CheckAvailableInventory( b ) then
PlayerInput:Inventory( b );
break;
end
end
end
return true;
end
function Pause()
-- Nothing was executed, continue with other functions.
return true;
end
Thoughts?
Code:
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
function Pause()
-- Nothing was executed, continue with other functions.
return true;
end