AionScript

09/29/2016 18:01 adritill#391
hey has anyone figured a way for multicast spells to work?
09/29/2016 21:51 7life#392
Quote:
Originally Posted by adritill View Post
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
09/30/2016 15:20 adritill#393
Quote:
Originally Posted by 7life View Post
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?
09/30/2016 17:10 kalseth#394
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.
10/01/2016 05:32 AionScript#395
I will not update AS for NA and EU anymore, see you in other games guys.
10/01/2016 09:06 7life#396
i hope someone else will!!!
10/01/2016 12:26 dabnoj#397
Quote:
Originally Posted by AionScript View Post
I will not update AS for NA and EU anymore, see you in other games guys.
can you upload your source on github please?
10/02/2016 02:49 nussxxx#398
Quote:
Originally Posted by AionScript View Post
I will not update AS for NA and EU anymore, see you in other games guys.
whats happens?
10/03/2016 04:47 0x00.NiNJA#399
Quote:
Originally Posted by dabnoj View Post
can you upload your source on github please?
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10/03/2016 10:14 maiclim#400
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
10/03/2016 10:59 0x00.NiNJA#401
Quote:
Originally Posted by maiclim View Post
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
Go to Songweaver.lua and copy / paste line 548.
10/03/2016 11:36 maiclim#402
Quote:
Originally Posted by 0x00.NiNJA View Post
Go to Songweaver.lua and copy / paste line 548.

hi ninja excuse not understand and something with my file lua?

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good to get it right I think vc asked to line 548...-- @[Only registered and activated users can see links. Click Here To Register...] bool

it is?

to better understand the moon I edited our friend Locatelli1 and spent all skill NA server


[Lua] Songweaver - Pastebin.com [Only registered and activated users can see links. Click Here To Register...]

Quote:
Originally Posted by baileyerw View Post
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



ty bro
10/04/2016 03:45 crazymonkey84#403
Quote:
Originally Posted by AionScript View Post
I will not update AS for NA and EU anymore, see you in other games guys.
Tssss, well see ya, and thank u ver y much 4 all of ur effort. We Need more guys like you around here.
10/05/2016 23:51 luckytiti#404
is aionscript running after NA maintenance?
10/06/2016 00:03 vanelter#405
not for me