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--[[
--------------------------------------------------
Copyright (C) 2014 VaanC
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
--------------------------------------------------
]]--
-- This is the class chain information list. It is NOT a priority list, this is merely to help the class know when it has
-- started a chain so it knows to only use skills from that chain until the target dies OR until the chain times out.
local m_chain_info =
{
["Burning Cannon Shot"] = { "Burning Cannon Shot", "Gattling Gun" },
["Cooling Wave"] = { "Cooling Wave", "Wave of Destruction" },
["Electric Shock"] = { "Electric Shock", "Electric Snare" },
["Two-Handed Strike"] = { "Two-Handed Strike", "Flame Jet", "Flame of Destruction" },
["Collapsing Smash"] = { "Collapsing Smash", "Storm Strike" },
["Strike"] = { "Strike", "Weakening Sting" },
["Strike"] = { "Strike", "Light Attack", "Strong Attack" },
["Surge of Glory"] = { "Surge of Glory", "Vampiric Wave" },
["Surge of Glory"] = { "Surge of Glory", "Mana Absorption", "Steal Magic" },
["Strike"] = { "Strike", "Repeated Attack" },
["Remove Shock"] = { "Remove Shock", "Uppercut" }
};
-- Buffs you want to apply before starting an attack or while traveling.
local m_pre_attack_buffs =
{
{ skill_name = "Magic Focus", conditions = { { condition_type = "Buff_Not_Active" } } },
{ skill_name = "Activate Regeneration", conditions = { { condition_type = "Buff_Not_Active" } } },
{ skill_name = "Full Regeneration",conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "50" }, { condition_type = "Player_DP", compare = ">=", compare_value = "3000" } } },
{ skill_name = "Rapid Recharge", conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "70" } } }
};
-- Buffs or self-skills you want to use in the middle of battle
local m_attack_buffs =
{
{ skill_name = "Magic Focus", conditions = { { condition_type = "Buff_Not_Active" } } },
{ skill_name = "Sensory Boost", conditions = { { condition_type = "Buff_Not_Active" } } }
--{ skill_name = "Breakthrough", conditions = { { condition_type = "Buff_Not_Active" }, { condition_type = "Player_DP", compare = ">=", compare_value = "2000" } } }
};
-- Skills you want to use to START an attack. I do not recommend chain skills here since there is too long of a delay in AS between attacks at this point for some reason and they tend to time-out
local m_pull_skills =
{
{ skill_name = "Burning Cannon Shot", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Aerial Attack", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Electric Binding", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Attack/Chat" }
};
-- Conditional skills are priority skills which rely on special conditions that usually need to be responded to no matter what (like Remove Shock...if its available you probably need it NOW :) )
local m_conditional_skills =
{
{ skill_name = "Instant Defensive Shield", conditions = { { condition_type = "Target_Casting" } }, break_chain = false },
{ skill_name = "Remove Shock", break_chain = true }
};
-- You MUST list the skills from LAST in chain to first for them to fire properly (Aion reports earlier skills as off CD even if you've moved to next step in chain)
local m_chain_skills =
{
{ skill_name = "Gattling Gun" },
{ skill_name = "Wave of Destruction" },
{ skill_name = "Electric Snare" },
{ skill_name = "Flame of Destruction" },
{ skill_name = "Flame Jet" },
{ skill_name = "Storm Strike" },
{ skill_name = "Weakening Sting" },
{ skill_name = "Strong Attack" },
{ skill_name = "Light Attack" },
{ skill_name = "Vampiric Wave" },
{ skill_name = "Steal Magic" },
{ skill_name = "Mana Absorption" },
{ skill_name = "Repeated Attack" },
{ skill_name = "Uppercut" }
};
-- Skills to use during normal attack (not pull, not chain, just attacking)
local l_attack_skills =
{
{ skill_name = "Rapid Recharge", conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "70" } } },
{ skill_name = "Surge of Glory", conditions = { { condition_type = "Player_Health_Percent", compare = "<", compare_value = "50" } } },
{ skill_name = "Vampiric Wave", conditions = { { condition_type = "Player_Health_Percent", compare = "<", compare_value = "90" } } },
{ skill_name = "Surge of Glory", conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "40" } } },
{ skill_name = "Mana Absorption", conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "80" } } },
{ skill_name = "Steal Magic", conditions = { { condition_type = "Player_Mana_Percent", compare = "<", compare_value = "90" } } },
{ skill_name = "Burning Cannon Shot", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Aerial Attack", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Electric Binding", conditions = { { condition_type = "arg_range", compare = ">=", compare_value = "10" } } },
{ skill_name = "Strike" },
{ skill_name = "Cooling Wave" },
{ skill_name = "Electric Shock" },
{ skill_name = "Two-Handed Strike" },
{ skill_name = "Collapsing Smash" },
{ skill_name = "Sprint Strike" },
{ skill_name = "Aerial Shot" },
{ skill_name = "Counter" },
{ skill_name = "Cannon Shot Riposte" },
{ skill_name = "Cleave Armour" },
{ skill_name = "Fist Blow" },
{ skill_name = "Lifeline Slash" },
{ skill_name = "Leap of Destruction" },
{ skill_name = "Id Shield" },
{ skill_name = "Attack/Chat" }
};
-- Flag telling us when we are mid-chain
local m_doing_chain_skills = false;
-- Time to add to "now" to wait for another chain skill to successfully fire before giving up
local m_chain_timeout_interval = 1500;
-- Literal time in milliseconds of time when we should give up on current chain of skills
local m_chain_timeout_time = 0;
-- Index into the list of skills for last chain skill used
local m_chain_index = -1;
-- Holds the list of chain skills
local m_current_chain = nil;
-- Skill name of start of current chain
local m_chain_start_skill = nil;
-- Current target for attack, used to know if we are mid-fight or starting a pull
local m_target = nil;
-- Reset all the chain related variables, used when we either killed a target or a chain timed out.
function _reset_chain_variables()
-- Flag telling us when we are mid-chain
m_doing_chain_skills = false;
-- Timeout to give up on a chain to avoid getting stuck
m_chain_timeout_time = 0;
-- Index into the list of skills for last chain skill used
m_chain_index = -1;
-- Holds the list of chain skills
m_current_chain = nil;
-- Skill name of start of current chain
m_chain_start_skill = nil;
return true;
end
-- Check to see if all the conditions specified for a skill have been met
function _check_conditions( arg_skill_info, arg_target, arg_range, arg_stunned )
-- Default result if there are no conditions is true...so all skills can be run through here and quickly result in true
local l_result = false;
local l_player_pos = Player:GetPosition();
local l_range = l_player_pos:DistanceToPosition( arg_target:GetPosition() );
local l_target_state = arg_target:GetState();
local l_attack_range = Player:GetAttackRange();
local l_player_state = Player:GetState();
local l_skill_name = arg_skill_info.skill_name;
local l_conditions = arg_skill_info.conditions;
local l_value_compare_types =
{
["arg_range"] = true,
["Player_Health_Percent"] = true,
["Player_Mana_Percent"] = true,
["Target_Health_Percent"] = true
};
-- If there are NO conditions to check then return true
if l_conditions == nil then
return true;
end
-- For each set of condition parameters
for key, l_condition in ipairs(l_conditions) do
local l_first_value = nil;
local l_second_value = nil;
local l_compare = nil;
local l_condition_type = l_condition.condition_type;
-- If the condition type was NOT set to something then write a warning message and return false (no condition is okay, but a condition with a nil type is not good)
if (l_condition_type == nil) then
--Write("Condition type was nil for skill '" .. l_skill_name .. "' so returning false, but this is a bug in your skills list.");
return false;
else -- If we got a condition type, then set up the comparison values (first and second) or do any special case tests
if l_condition_type == "arg_range" then
l_first_value = tonumber(l_range);
l_second_value = tonumber(l_condition.compare_value);
elseif l_condition_type == "Player_Health_Percent" then
l_first_value = tonumber(Player:GetHealth());
l_second_value = tonumber(l_condition.compare_value);
elseif l_condition_type == "Player_Mana_Percent" then
l_first_value = tonumber(Player:GetMana());
l_second_value = tonumber(l_condition.compare_value);
elseif l_condition_type == "Target_Health_Percent" then
l_first_value = tonumber(arg_target:GetHealth());
l_second_value = tonumber(l_condition.compare_value);
elseif l_condition_type == "Target_Casting" then
if (arg_target:GetSkillID() ~= 0) and (SkillList[arg_target:GetSkillID()]:IsMagical()) and (arg_target:GetSkillTime() >= 500) then
l_result = true;
end
elseif l_condition_type == "Skill_On_Cooldown" then
if (l_condition.compare_value == nil) then
--Write("Comparison value (should be skill name) was nil for skill '" .. l_skill_name .. "' for skill on cooldown condition so returning false, but this is a bug in your skills list.");
return false;
else
-- The test condition is TRUE if the skill is NOT available, meaning it is on cool down.
l_result = not Helper:CheckAvailable(l_condition.compare_value);
end
elseif l_condition_type == "Buff_Not_Active" then
local l_target_state = arg_target:GetState();
l_result = (l_target_state:GetState( Helper:CheckName( l_skill_name )) == nil);
end
-- More efficient way to check if the condition type is one which requires numerically comparing values
if l_value_compare_types[l_condition_type] ~= nil then
l_compare = l_condition.compare;
-- Check to make sure we were given a comparison operator
if (l_compare == nil) then
--Write("Condition comparison operator was nil for skill '" .. l_skill_name .. "' so returning false, but this is a bug in your skills list.");
return false;
end
-- Check to make sure we were given a comparison value to compare the in game variable to
if l_second_value == nil then
--Write(l_condition_type .. " condition for skill '" .. l_skill_name .. "' has nil comparison value so returning false, but this is a bug in your skills list.");
return false;
end
-- Now check which type of comparison operator to use and perform that comparison (first OPERATOR second)
if l_compare == ">" then
l_result = (l_first_value > l_second_value);
elseif l_compare == ">=" then
l_result = (l_first_value >= l_second_value);
elseif l_compare == "<" then
l_result = (l_first_value < l_second_value);
elseif l_compare == "<=" then
l_result = (l_first_value <= l_second_value);
elseif l_compare == "==" then
l_result = (l_first_value == l_second_value);
end
end
end
-- End the loop as soon as we fail any condition
if not l_result then
break;
end
end
return l_result;
end
-- Search through the list of skills until one is found which is both available and meets any conditions specified for it, then execute it.
function _do_skills(arg_skills, arg_target, arg_range, arg_stunned)
-- Loop through the given skill list checking if the skill is available and any conditions included test as true
for key, l_skill_info in ipairs(arg_skills) do
local l_skill_name = l_skill_info.skill_name;
if (l_skill_name ~= nil) then
local l_conditions_passed = self:_check_conditions( l_skill_info, arg_target, arg_range, arg_stunned );
if (l_conditions_passed) then
local l_available = Helper:CheckAvailable( l_skill_name );
if l_available then
-- Check if this is the start of a chain
if m_chain_info[l_skill_name] ~= nil then
m_doing_chain_skills = true;
m_chain_index = 1;
m_current_chain = m_chain_info[l_skill_name];
m_chain_start_skill = l_skill_name;
Helper:CheckExecute( l_skill_name, arg_target );
m_chain_timeout_time = Time() + m_chain_timeout_interval;
return false;
elseif m_doing_chain_skills then
local l_found_skill_in_chain = false;
for chain_index, chain_skill in ipairs(m_current_chain) do
if l_skill_name == chain_skill then
l_found_skill_in_chain = true;
if chain_index >= m_chain_index then
m_chain_index = chain_index;
Helper:CheckExecute( l_skill_name, arg_target );
m_chain_timeout_time = Time() + m_chain_timeout_interval;
return false;
end
end
end
-- If this skill isn't part of the chain AND the skill has the break_chain flag set to true, then we execute it.
if (not l_found_skill_in_chain) and (l_skill_info.break_chain == true) then
Helper:CheckExecute( l_skill_name, arg_target );
return false;
end
else
Helper:CheckExecute( l_skill_name, arg_target );
return false;
end
end
end
end
end
-- Indicate nothing done so other actions can potentially be taken this tick.
return true;
end
-- Contains the multicast cooldown.
local MulticastCooldown = {}
-- Contains the multicast identifier.
local MulticastId = 0
-- Contains the multicast level.
local MulticastLevel = 0
-- Contains the multicast name.
local MulticastName = nil
-- Contains the multicast reuse.
local MulticastReuse = 0
-- Contains the multicast target level.
local MulticastTargetLevel = 0
--- Perform the attack routine on the selected target.
--
-- @param Entity Contains the entity we have targeted.
-- @param double Contains the distance to the target
-- @param bool Indicates whether or not the target is stunned.
-- @return bool
function Attack( arg_target, arg_range, arg_stunned )
------------------------
--- M U L T I C A S T---
------------------------
-- Check if a multicast level has been set.
if MulticastLevel ~= 0 then
-- Initialize the skill identifier.
local Id = Player:GetSkillId()
-- Check if the skill identifier is set.
if Id ~= 0 then
-- Check if the previous identifier is invalid.
if MulticastId == 0 then
-- Set the previous identifier.
MulticastId = Id
-- Otherwise check if the identifier has increased.
elseif Id > MulticastId then
-- Increment the multicast level.
MulticastLevel = MulticastLevel + 1
-- Set the previous identifier.
MulticastId = Id
-- Check if the desired multicast level has been achieved.
if MulticastLevel == MulticastTargetLevel then
-- End with the Fiery Descadent ability.
self:Do(MulticastName)
-- Set the cooldown for the multicast skill.
MulticastCooldown[MulticastName] = Time() + MulticastReuse
-- Reset the multicast level.
MulticastLevel = 0
end
end
-- Prevent other responsibilities.
return false;
end
end
local Position = Player:GetPosition();
-- Check if Fiery Descant is ready for multicast and the target is not yet pissed.
if arg_target:GetHealth() >= 0 and Position:DistanceToPosition( arg_target:GetPosition()) <= 8 and self:Multicast("Idium Fist", 3, arg_target) then
-- Prevent other responsibilities.
return false;
end
--Food Checks / Scrolls;
if Settings.CritFood or true then
self:CheckCritFood();
end
if Settings.AttackFood or true then
self:CheckAttackFood();
end
if Settings.NaturalHeal or true then
self:CheckNaturalHeal();
end
if Settings.AttackScroll or true then
self:CheckAttackScroll();
end
if Settings.RunScroll or true then
self:CheckRunScroll();
end
if arg_target:IsDead() then
self.m_target = nil
end
-- If we haven't started attacking this entity yet...do pre-attack buffs, then attack buffs, then the actual pull
if (self.m_target ~= arg_target:GetID()) and (not arg_target:IsDead()) then
--Write ("Starting new pull.");
-- If starting a new pull then not doing a chain (even though sometimes Aion will let you finish a chain on a different mob...we will ignore that glitch)
self:_reset_chain_variables();
-- If we are doing a pre-attack buff, then return false to indicate nothing more can be done until next tick
if not self:_do_skills(m_pre_attack_buffs, Player) then
return false;
end
-- If we are doing a mid-attack buff (pre-attack only happens once, but during attack can happen pre-pull or mid attack), then return false to indicate nothing more can be done this tick.
if not self:_do_skills(m_attack_buffs, Player) then
return false;
end
-- If we actually manage to execute a pull attack, then return false to indicate nothing more can be done this tick.
if not self:_do_skills( m_pull_skills, arg_target, arg_range, arg_stunned ) then
self.m_target = arg_target:GetID();
return false;
end
-- Else we HAVE started attacking this entity already so do full attack routine
elseif (not arg_target:IsDead()) then
--Write ("Continuing after pull.");
-- If we're doing a chain and the chain has timed out (too long between chain skills) then reset to not doing a chain and move on.
if ( m_doing_chain_skills ) and ( Time() > m_chain_timeout_time ) then
--Write("Chain '" .. m_chain_start_skill .. "' timed out so resetting variables.");
self:_reset_chain_variables();
end
if ( m_doing_chain_skills ) then
-- Conditionals override everything...should be critical skills...
--Write("In middle of chain skill, checking conditional skills.");
if not self:_do_skills( m_conditional_skills, arg_target, arg_range, arg_stunned ) then
return false;
else
--Write("In middle of chain skill, checking chain skills.");
-- Check to see if we do any chain skills, and return false to indicate nothing more can be done until next tick.
if not self:_do_skills( m_chain_skills, arg_target, arg_range, arg_stunned ) then
return false;
end
end
else
-- Check to see if we do any conditional skills (entity stunned, player stunned, etc etc skills), and return false to indicate nothing more can be done until next tick.
if not self:_do_skills( m_conditional_skills, arg_target, arg_range, arg_stunned ) then
return false;
-- Check to see if we do any chain skills, and return false to indicate nothing more can be done until next tick.
elseif not self:_do_skills( m_chain_skills, arg_target, arg_range, arg_stunned ) then
return false;
-- Check if need to do any mid-attack buffs, and return false to indicate nothing more can be done until next tick if we perform a buff
elseif not self:_do_skills(m_attack_buffs, Player) then
return false;
-- Check to see if we do any normal attack skills, and return false to indicate nothing more can be done until next tick.
elseif not self:_do_skills( l_attack_skills, arg_target, arg_range, arg_stunned ) then
return false;
end
end
end
-- Indicate nothing done so other actions can potentially be taken this tick.
return true;
end
-- Perform an ability without condition checking.
--
function Do(Name)
-- Find the ability with the specified name.
local Ability = AbilityList:GetAbility(Name)
-- Check if the ability is valid.
if Ability ~= nil then
-- Input the command to do the ability.
PlayerInput:Console("/Skill " .. Ability:GetName())
end
end
--
-- Begin a multicast ability.
--
function Multicast(Name, TargetLevel)
-- Initialize the ability.
local Ability = AbilityList:GetAbility(Name)
-- Check if the ability is available.
if Ability ~= nil then
-- Check if the multicast ability is not available.
if MulticastCooldown[Ability:GetName()] ~= nil and MulticastCooldown[Ability:GetName()] >= Time() then
-- Return false.
return false;
-- Otherwise execute the multicast ability.
elseif Helper:CheckExecute(Ability:GetName()) then
-- Initialize the multicast identifier.
MulticastId = 0
-- Initialize the multicast level.
MulticastLevel = 1
-- Initialize the multicast name.
MulticastName = Ability:GetName()
-- Initialize the multicast reuse.
MulticastReuse = Ability:GetReuse()
-- Initialize the multicast target level.
MulticastTargetLevel = TargetLevel
-- Return true.
return true
end
end
-- Return false.
return false
end
--- Perform the required pause checks.
--
-- @return bool
function Pause()
if not self:_do_skills( m_pre_attack_buffs, Player ) then
return false;
end
-- Nothing was executed, continue with other functions.
return true;
end
-- Handle any tasks which should happen when the current target is killed
function TargetDied(arg_target)
m_target = nil;
-- Nothing was executed, continue with other functions.
return true;
end
---------------Bufovani-------------
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