Fissure of Oblivion Grinder Framework

clouds12
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Re: Fissure of Oblivion Grinder Framework

Post by clouds12 » Mon Mar 20, 2017 4:55 am

Yeah, I tried to figure it out but I can't for the life of me to get any scripts to work good in there. I tried many different things but I'm not as good as some of these people are. If I get something to work I'll be sure to post it for you.

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nucular
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Re: Fissure of Oblivion Grinder Framework

Post by nucular » Tue Mar 21, 2017 7:01 pm

Water Mode is not working, but others should work fine.

Code: Select all

local Wind_Skills = 
	{
		"Lightning Magnetic Field",
		"Wind Blast",
		"Lightning Strike"
	};

local Water_Skills = 
	{
		"Icy Cold Wave",
		"Frosty Consierd",
		"Ice Pick",
		"Healing Rain"
	};

local Fire_Skills = 
	{
		"Red Cleave",
		"Scorching Attack",
		"Flare Charge",
		"Wild Flame Dance",
	};
	
local Earth_Skills = 
	{
		"Mighty Leap",
		"Stonefist",
		"Floor Smash Strik",
		"Roar of Earth"
	};

function _ExecuteSkillFromList(Entity, Skills)

	for k, Skill  in ipairs(Skills) do
		if string.find(Skill, "Ice Pick") ~=nil and Entity:GetState():GetState( Helper:CheckName( "Statue Level 3" ) ) == nil then
			return false;
		end

		if Helper:CheckAvailable( Skill, true ) then
			Helper:CheckExecute( Skill, Entity );
			return false;
		end
	end
	return true;
end

function Attack( Entity )
	local EntityState = Player:GetState();

	if EntityState:GetState ( "Transformation: Incarnation of Wind" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Wind_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Incarnation of Fire" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Fire_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Incarnation of Earth" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Earth_Skills)) then
			return false;
		end
	end

	if EntityState:GetState ( "Transformation: Incarnation of Water" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Water_Skills)) then
			return false;
		end
	end
	
	return false;
	
end

function Heal( BeforeForce )


	return true;
	
end

clouds12
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Re: Fissure of Oblivion Grinder Framework

Post by clouds12 » Tue Mar 21, 2017 7:10 pm

Thanks Nuc, will give it a try now. Not sure if I told you, but you rock.

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Re: Fissure of Oblivion Grinder Framework

Post by clouds12 » Tue Mar 21, 2017 7:46 pm

Ok think I have all the skills changed for NA..

Code: Select all

local Wind_Skills = 
	{
		"Fierce Gale",
		"Field of Lightning",
		"Electro Bolts"
	};

local Water_Skills = 
	{
		"Wave of Bitter Cold",
		"Icewind Gale",
		"Ice Spike",
		"Healing Rain"
	};

local Fire_Skills = 
	{
		"Rush of Flames",
		"Fan of Flames",
		"Inferno's Embrace",
		"Horrific Blaze",
	};
	
local Earth_Skills = 
	{
		"Powerful Leap",
		"Rock Punch",
		"Ground Smash",
		"Roar of the Earth"
	};

function _ExecuteSkillFromList(Entity, Skills)

	for k, Skill  in ipairs(Skills) do
		if string.find(Skill, "Ice Spikee") ~=nil and Entity:GetState():GetState( Helper:CheckName( "Statue Level 3" )) == nil then
			return false;
		end

		if Helper:CheckAvailable( Skill, true ) then
			Helper:CheckExecute( Skill, Entity );
			return false;
		end
	end
	return true;
end

function Attack( Entity )
	local EntityState = Player:GetState();

	if EntityState:GetState ( "Transformation: Avatar of Wind" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Wind_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Fire" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Fire_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Earth" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Earth_Skills)) then
			return false;
		end
	end

	if EntityState:GetState ( "Transformation: Avatar of Water" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Water_Skills)) then
			return false;
		end
	end
	
	return false;
	
end

function Heal( BeforeForce )


	return true;
	
end


Everything is working great, Water skills are working pretty good not perfect but still good

Thanks again Nucular

creatine
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Re: Fissure of Oblivion Grinder Framework

Post by creatine » Fri Mar 24, 2017 4:52 am

oh i havent noticed this. im gonna see how this works. this will be convenient in this weekend triple exp event. thanks!
-----------------------------------------------
edit: ok i dunno how u guys do it, but this one is just as buggy as everything else that i tried. im out of idea on how to fix it.
only some skills triggers when i try to use it. maybe im doing it wrong or something. ill try it again later.

should i include the parts tat u wrote into my class grinder framework or should i create another grinder framework with just these inside it to use in fissure alone.

should i tick auto chain or auto react to use this?

creatine
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Re: Fissure of Oblivion Grinder Framework

Post by creatine » Fri Mar 24, 2017 6:54 am

ok is it supposed to look like this? im quite sure theres a major flaw in this somewhere lol

Code: Select all

--[[

	--------------------------------------------------
	Copyright (C) 2016 Clouds12

    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.
	--------------------------------------------------
	
]]--

--- 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( Entity, Range, Stunned )

local Wind_Skills = 
	{
		"Fierce Gale",
		"Field of Lightning",
		"Electro Bolts"
	};

local Water_Skills = 
	{
		"Wave of Bitter Cold",
		"Icewind Gale",
		"Ice Spike",
		"Healing Rain"
	};

local Fire_Skills = 
	{
		"Rush of Flames",
		"Fan of Flames",
		"Inferno's Embrace",
		"Horrific Blaze",
	};
	
local Earth_Skills = 
	{
		"Powerful Leap",
		"Rock Punch",
		"Ground Smash",
		"Roar of the Earth"
	};

function _ExecuteSkillFromList(Entity, Skills)

	for k, Skill  in ipairs(Skills) do
		if string.find(Skill, "Ice Spikee") ~=nil and Entity:GetState():GetState( Helper:CheckName( "Statue Level 3" )) == nil then
			return false;
		end

		if Helper:CheckAvailable( Skill, true ) then
			Helper:CheckExecute( Skill, Entity );
			return false;
		end
	end
	return true;
end

function Attack( Entity )
	local EntityState = Player:GetState();

	if EntityState:GetState ( "Transformation: Avatar of Wind" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Wind_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Fire" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Fire_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Earth" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Earth_Skills)) then
			return false;
		end
	end

	if EntityState:GetState ( "Transformation: Avatar of Water" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Water_Skills)) then
			return false;
		end
	end
	
	return false;
	
end

function Heal( BeforeForce )


	return true;
	
end

end

creatine
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Re: Fissure of Oblivion Grinder Framework

Post by creatine » Fri Mar 24, 2017 6:57 am

nucular wrote:
Tue Mar 21, 2017 7:01 pm
Water Mode is not working, but others should work fine.

Code: Select all

local Wind_Skills = 
	{
		"Lightning Magnetic Field",
		"Wind Blast",
		"Lightning Strike"
	};

local Water_Skills = 
	{
		"Icy Cold Wave",
		"Frosty Consierd",
		"Ice Pick",
		"Healing Rain"
	};

local Fire_Skills = 
	{
		"Red Cleave",
		"Scorching Attack",
		"Flare Charge",
		"Wild Flame Dance",
	};
	
local Earth_Skills = 
	{
		"Mighty Leap",
		"Stonefist",
		"Floor Smash Strik",
		"Roar of Earth"
	};

function _ExecuteSkillFromList(Entity, Skills)

	for k, Skill  in ipairs(Skills) do
		if string.find(Skill, "Ice Pick") ~=nil and Entity:GetState():GetState( Helper:CheckName( "Statue Level 3" ) ) == nil then
			return false;
		end

		if Helper:CheckAvailable( Skill, true ) then
			Helper:CheckExecute( Skill, Entity );
			return false;
		end
	end
	return true;
end

function Attack( Entity )
	local EntityState = Player:GetState();

	if EntityState:GetState ( "Transformation: Incarnation of Wind" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Wind_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Incarnation of Fire" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Fire_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Incarnation of Earth" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Earth_Skills)) then
			return false;
		end
	end

	if EntityState:GetState ( "Transformation: Incarnation of Water" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Water_Skills)) then
			return false;
		end
	end
	
	return false;
	
end

function Heal( BeforeForce )


	return true;
	
end
can u give me a step by step guide to use this? sorry for being so noob :?

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nucular
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Re: Fissure of Oblivion Grinder Framework

Post by nucular » Fri Mar 24, 2017 7:05 am

Add these lua lines as <Replacewithplayername>.lua file inside OfficialGrinderFramework/Players/ .
It act's as a class script / player script.

A dude i know made this script is only for the fatties which give exp, nothing else.

clouds12
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Re: Fissure of Oblivion Grinder Framework

Post by clouds12 » Fri Mar 24, 2017 8:54 am

everything works great for me, I have a separate folder for Fissure I just copied

Code: Select all

local Wind_Skills = 
	{
		"Fierce Gale",
		"Field of Lightning",
		"Electro Bolts"
	};

local Water_Skills = 
	{
		"Wave of Bitter Cold",
		"Icewind Gale",
		"Ice Spike",
		"Healing Rain"
	};

local Fire_Skills = 
	{
		"Fan of Flames",
		"Rush of Flames",
		"Inferno's Embrace",
		"Horrific Blaze",
	};
	
local Earth_Skills = 
	{
		"Powerful Leap",
		"Rock Punch",
		"Ground Smash",
		"Roar of the Earth"
	};
function _ExecuteSkillFromList(Entity, Skills)

	for k, Skill  in ipairs(Skills) do
		if string.find(Skill, "Ice Spikee") ~=nil and Entity:GetState():GetState( Helper:CheckName( "Statue Level 3" )) == nil then
			return false;
		end

		if Helper:CheckAvailable( Skill, true ) then
			Helper:CheckExecute( Skill, Entity );
			return false;
		end
	end
	return true;
end

function Attack( Entity )
	local EntityState = Player:GetState();

	if EntityState:GetState ( "Transformation: Avatar of Wind" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Wind_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Fire" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Fire_Skills)) then
			return false;
		end
	end
	
	if EntityState:GetState ( "Transformation: Avatar of Earth" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Earth_Skills)) then
			return false;
		end
	end

	if EntityState:GetState ( "Transformation: Avatar of Water" ) ~= nil then
		if(not self:_ExecuteSkillFromList(Entity, Water_Skills)) then
			return false;
		end
	end
	
	return false;
	
end

function Heal( BeforeForce )


	return true;
	
end
into each class folder. I guess your EU so just copy the one with your skill names just as it is in the post don't add that stuff to the top of it. When you open your .Lua file it should only show this code nothing else and it should work fine.

BIG PART .... Make sure you are using the most up to date file " AionScript Release 17.03.2017 "

creatine
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Re: Fissure of Oblivion Grinder Framework

Post by creatine » Fri Mar 24, 2017 11:21 am

no I play on aion NA. so will the skill works if i use it on mobs other than the fatties?
because the way I see it, only like 2/4 skills are launched for each transformation. thats what got me so pissed off lol

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