PvP and PvE assist scripts.

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smaion40
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PvP and PvE assist scripts.

Post by smaion40 » Fri May 26, 2017 9:13 pm

Hello guys, back then when AS was released there were some scripts that helped you in PvP, lets say, enemy Spiritmaster is casting "Fear Shriek" then your character inmediately used Dodge/Magical Resist skills to counter it, also it could use skills in sequence and all the chains, so you only had to target and press a hotkey and it started attacking, same for PvE.

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!. :D

lalakis
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Re: PvP and PvE assist scripts.

Post by lalakis » Fri May 26, 2017 9:24 pm

i hope this can help you! you just press F

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

User avatar
smaion40
Posts: 83
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Re: PvP and PvE assist scripts.

Post by smaion40 » Fri May 26, 2017 10:41 pm

Thank you lalakis!, I'll test it and see how it goes :D.
lalakis wrote:
Fri May 26, 2017 9:24 pm
i hope this can help you! you just press F

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

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