Please, can somebody upload these scripts again or tell if there's a way to activate that fuction with the current AS version?. Thank you!.

Code: Select all
-------------------------------------------------------------
-- AttackSequence 1.2 --
-------------------------------------------------------------
-- --
-- This script uses OfficialGrinderFramework --
-- so keep in mind the settings you have there. --
-- --
-- --
-- AionScript (c) 2011, Script By JotaC --
-- --
-------------------------------------------------------------
function OnLoad()
-- Settings
-- Below, where you have "F" inside quotes put key code you want for attack sequence.
-- Check the key codes here (Member Name): http://msdn.microsoft.com/en-us/library/system.windows.input.key.aspx
Register( "KeyHandle", "F" );
-- CheckTarget, it will go back to the target who was being attacked if the scripts target a friendly character (for example as cleric for healing a party member).
-- You can disable it (change to false) if you want just want the attack sequence to perform faster and spend less cpu.
allowCheckTarget = true;
-- End Settings
Settings = Include( "OfficialGrinderFramework/Settings.lua" );
Helper = Include( "OfficialGrinderFramework/HelperFunction.lua" );
if Settings == nil or Helper == nil or Settings.Initialize == nil then
Write( "Unable to find/load the framework settings/helper functions!" );
Close();
return false;
end
Settings:Initialize();
Controller = Include( "OfficialGrinderFramework/Players/" .. Player:GetName() .. ".lua" );
if Controller == nil then
Controller = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" );
else
Class = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" );
end
lastMob = nil;
end
function OnRun()
local EntityState = Player:GetState();
local Entity = EntityList[Player:GetTargetID()];
-- Kill it!
if _AttackStarted ~= nil then
if Entity == nil or Entity:IsDead() or Player:IsDead() then
_AttackStarted = nil;
return false;
end
local EntityState = Entity:GetState();
if allowCheckTarget and (Entity:IsHostile() or Entity:IsMonster()) and lastMob ~= Entity then
lastMob = Entity;
end
-- Healing sequence for classes who use it
if Controller.Heal ~= nil and not Controller:Heal( true ) then
return false;
end
if Controller.Force ~= nil and not Controller:Force() then
return false;
end
if Controller.Heal ~= nil and not Controller:Heal( false ) then
return false;
end
cT(Entity, lastMob);
if Controller.Attack ~= nil then
local Stunned = false;
for ID, StateIndex in DictionaryIterator( Entity:GetState():GetList()) do
if StateIndex ~= nil and StateIndex:IsStun() then
Stunned = true;
end
end
Controller:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned, true );
end
end
end
function cT(Entity, lastMob)
if allowCheckTarget and Entity ~= nil and lastMob ~= nil then
if not Entity:IsMonster() and not Entity:IsDead() and Entity:IsFriendly() then
if lastMob ~= Entity and not lastMob:IsDead() then
Player:SetTarget(lastMob);
-- Just in case Aion's a bitch
Player:SetTarget(lastMob);
end
end
end
end
function KeyHandle()
if _AttackStarted == true then
_AttackStarted = nil;
else
_AttackStarted = true;
end
end
lalakis wrote: ↑Fri May 26, 2017 9:24 pmi hope this can help you! you just press FCode: Select all
------------------------------------------------------------- -- AttackSequence 1.2 -- ------------------------------------------------------------- -- -- -- This script uses OfficialGrinderFramework -- -- so keep in mind the settings you have there. -- -- -- -- -- -- AionScript (c) 2011, Script By JotaC -- -- -- ------------------------------------------------------------- function OnLoad() -- Settings -- Below, where you have "F" inside quotes put key code you want for attack sequence. -- Check the key codes here (Member Name): http://msdn.microsoft.com/en-us/library/system.windows.input.key.aspx Register( "KeyHandle", "F" ); -- CheckTarget, it will go back to the target who was being attacked if the scripts target a friendly character (for example as cleric for healing a party member). -- You can disable it (change to false) if you want just want the attack sequence to perform faster and spend less cpu. allowCheckTarget = true; -- End Settings Settings = Include( "OfficialGrinderFramework/Settings.lua" ); Helper = Include( "OfficialGrinderFramework/HelperFunction.lua" ); if Settings == nil or Helper == nil or Settings.Initialize == nil then Write( "Unable to find/load the framework settings/helper functions!" ); Close(); return false; end Settings:Initialize(); Controller = Include( "OfficialGrinderFramework/Players/" .. Player:GetName() .. ".lua" ); if Controller == nil then Controller = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" ); else Class = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" ); end lastMob = nil; end function OnRun() local EntityState = Player:GetState(); local Entity = EntityList[Player:GetTargetID()]; -- Kill it! if _AttackStarted ~= nil then if Entity == nil or Entity:IsDead() or Player:IsDead() then _AttackStarted = nil; return false; end local EntityState = Entity:GetState(); if allowCheckTarget and (Entity:IsHostile() or Entity:IsMonster()) and lastMob ~= Entity then lastMob = Entity; end -- Healing sequence for classes who use it if Controller.Heal ~= nil and not Controller:Heal( true ) then return false; end if Controller.Force ~= nil and not Controller:Force() then return false; end if Controller.Heal ~= nil and not Controller:Heal( false ) then return false; end cT(Entity, lastMob); if Controller.Attack ~= nil then local Stunned = false; for ID, StateIndex in DictionaryIterator( Entity:GetState():GetList()) do if StateIndex ~= nil and StateIndex:IsStun() then Stunned = true; end end Controller:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned, true ); end end end function cT(Entity, lastMob) if allowCheckTarget and Entity ~= nil and lastMob ~= nil then if not Entity:IsMonster() and not Entity:IsDead() and Entity:IsFriendly() then if lastMob ~= Entity and not lastMob:IsDead() then Player:SetTarget(lastMob); -- Just in case Aion's a bitch Player:SetTarget(lastMob); end end end end function KeyHandle() if _AttackStarted == true then _AttackStarted = nil; else _AttackStarted = true; end end
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