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Resonator Script (EU English client)
Posted: Thu Apr 20, 2017 6:05 pm
by cooco
Code: Select all
function OnLoad()
Settings = Include( "OfficialGrinderFramework/Settings.lua" );
Helper = Include( "OfficialGrinderFramework/HelperFunction.lua" );
Settings:Initialize();
Class = Include( "OfficialGrinderFramework/Classes/" .. Player:GetClass():ToString() .. ".lua" );
end
function OnFrame()
-- Check if we are currently moving, when we are, we cannot do this.
if not Player:IsMoving() and not Player:IsResting() then
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( true ) then
return false;
end
-- Check the force members and see if we have to do anything.
if Class.Force ~= nil and not Class:Force() then
return false;
end
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( false ) then
return false;
end
end
-- Initialize the variable that we need to hold the target entity.
local Entity = EntityList:GetEntity( Player:GetTargetID());
-- Check if the entity is valid and if it is alive.
if Entity ~= nil and not Entity:IsDead() and not Entity:IsFriendly() then
Class:Attack(Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), false);
else
for ID, Entity in DictionaryIterator( EntityList:GetList()) do
-- Check if the entiy is valid.
if Entity ~= nil then
-- Check entity name
if ResonatorMobCheck( Entity) == true then
-- Check distance
if Entity:GetPosition():DistanceToPosition( Player:GetPosition()) <= 20 then
Player:SetTarget(Entity);
Class:Attack(Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), false);
end
end
end
end
end
end
-- "Id Resonator", "Elite Siege Cannon of the Hyperion Defence"
function ResonatorMobCheck(Entity)
if Entity ~= nil and not Entity:IsDead() then
if Entity:GetName()=="Elite Siege Cannon of the Hyperion Defence" or Entity:GetName()=="Id Resonator" then
local EntityState = Entity:GetState();
if EntityState:GetState( "Id Aetheric Field" ) == nil then
--Write("unita list".. Entity:GetName());
return true;
end
end
end
return false;
end
function Attack ( Entity, Range, Stunned)
return Class:Attack ( Entity, Range, Stunned);
end
function Heal (CombatEnabled)
return Class:Heal(CombatEnabled);
end
function Pause()
return Class:Pause()
end
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 11:46 am
by robertgigant
to what this script
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 2:07 pm
by cooco
robertgigant wrote: ↑Sat Sep 02, 2017 11:46 am
to what this script
Script for this
https://www.youtube.com/watch?v=Ydv0VlJ6dKA
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 6:43 pm
by Quirunerk
i will try it thanks
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 7:11 pm
by Quirunerk
can we do solo ?
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 9:25 pm
by cooco
Quirunerk wrote: ↑Sat Sep 02, 2017 7:11 pm
can we do solo ?
Solo instance? Nope Katalamize/IS is a 12 player instance.
Take care this script work in Aion EU with client language english.
Re: Resonator Script (EU English client)
Posted: Sat Sep 02, 2017 9:32 pm
by Quirunerk
i know but can we do solo with 1 lvl account ? And are u getting crash too ? Can nucular make hack for 64 bit ?
Re: Resonator Script (EU English client)
Posted: Sun Sep 03, 2017 1:27 am
by cooco
don't understand what are you asking. sorry my english

Re: Resonator Script (EU English client)
Posted: Thu Oct 05, 2017 5:32 am
by 0x00
cooco wrote: ↑Sun Sep 03, 2017 1:27 am
don't understand what are you asking. sorry my english
Forget what he's asking! I have a few questions
I noticed you do not call the OnRun() function in the OnFrame() - I tested it, it's better and more efficient. Why did you do this? I'm asking because it's a good solution!
and as for input - why don't you add this? To allow an on /off feature keybind?
OnLoad():
Code: Select all
-- Settings
-- Check the key codes here (Member Name): http://msdn.microsoft.com/en-us/library/system.windows.input.key.aspx
Register( "AttackHandle", "Oem8" );
OnFrame():
Code: Select all
if _AttackStarted ~= nil then
-- Check if Buffmanager is enabled TODO
-- Check if we are currently moving, when we are, we cannot do this.
if not Player:IsMoving() and not Player:IsResting() then
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( true ) then
return false;
end
-- Check the force members and see if we have to do anything.
if Class.Force ~= nil and not Class:Force() then
return false;
end
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( false ) then
return false;
end
end
-- Initialize the variable that we need to hold the target entity.
local Entity = EntityList:GetEntity( Player:GetTargetID());
if Entity == nil or Player:IsDead() then
return false;
elseif Entity:IsDead() or Entity:IsFriendly() then
return false;
elseif not Entity:IsGatherable() and not Entity:IsFriendly() and not Entity:IsDead() then
return Class:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned, true );
end
end
end
function AttackHandle(): - (add it at the bottom!)
Code: Select all
if _AttackStarted ~= nil then
_AttackStarted = nil;
Write("Auto-Attack Mode: DISABLED!");
else
_AttackStarted = true;
Write("0verkill Mode: ENABLED!");
end
end
Re: Resonator Script (EU English client)
Posted: Thu Oct 05, 2017 3:24 pm
by cooco
0x00 wrote: ↑Thu Oct 05, 2017 5:32 am
I noticed you do not call the OnRun() function in the OnFrame() - I tested it, it's better and more efficient. Why did you do this? I'm asking because it's a good solution!
and as for input - why don't you add this? To allow an on /off feature keybind?
OnLoad():
Code: Select all
-- Settings
-- Check the key codes here (Member Name): http://msdn.microsoft.com/en-us/library/system.windows.input.key.aspx
Register( "AttackHandle", "Oem8" );
OnFrame():
Code: Select all
if _AttackStarted ~= nil then
-- Check if Buffmanager is enabled TODO
-- Check if we are currently moving, when we are, we cannot do this.
if not Player:IsMoving() and not Player:IsResting() then
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( true ) then
return false;
end
-- Check the force members and see if we have to do anything.
if Class.Force ~= nil and not Class:Force() then
return false;
end
-- Check if we need to perform kind of healing routine.
if Class.Heal ~= nil and not Class:Heal( false ) then
return false;
end
end
-- Initialize the variable that we need to hold the target entity.
local Entity = EntityList:GetEntity( Player:GetTargetID());
if Entity == nil or Player:IsDead() then
return false;
elseif Entity:IsDead() or Entity:IsFriendly() then
return false;
elseif not Entity:IsGatherable() and not Entity:IsFriendly() and not Entity:IsDead() then
return Class:Attack( Entity, Entity:GetPosition():DistanceToPosition( Player:GetPosition()), Stunned, true );
end
end
end
function AttackHandle(): - (add it at the bottom!)
Code: Select all
if _AttackStarted ~= nil then
_AttackStarted = nil;
Write("Auto-Attack Mode: DISABLED!");
else
_AttackStarted = true;
Write("0verkill Mode: ENABLED!");
end
end
To be honest i writed this script with very very low LUA knowledge (like not xD) this script was a mix of copy/paste.
About OnFrame/OnRune question. I write this simply script to understand some difference between OnFrame and OnRune
Code: Select all
time=Time();
time2=Time();
function OnFrame()
local t= Time();
Write("OnFrame: "..t-time2);
time2 = t;
end
function OnRun()
local t= Time();
Write("OnRun: "..t-time);
time = t;
end
This is the result
Code: Select all
Clearing the console window...
- OnFrame: 12
- OnRun: 78
- OnFrame: 68
- OnFrame: 56
- OnFrame: 63
- OnFrame: 60
- OnFrame: 63
- OnRun: 310
- OnFrame: 67
- OnFrame: 56
- OnFrame: 65
- OnFrame: 60
- OnFrame: 63
- OnRun: 310
- OnFrame: 66
- OnFrame: 58
- OnFrame: 60
- OnFrame: 63
- OnFrame: 62
- OnRun: 314
- OnFrame: 71
- OnFrame: 57
- OnFrame: 59
- OnFrame: 62
- OnFrame: 61
- OnRun: 306
- OnFrame: 67
- OnFrame: 58
- OnFrame: 63
- OnFrame: 62
- OnFrame: 61
- OnRun: 314
So i think OnFrame was better for this IS/Kata script (just need quikly update entity and skill, not need something else).
About "Register key" i notice a strange behaviour (probably my mistake). If i open same scritp in two client RegisterKey work only in one client not both
