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Re: Fissure of Oblivion Grinder Framework
Posted: Mon Mar 20, 2017 4:55 am
by clouds12
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.
Re: Fissure of Oblivion Grinder Framework
Posted: Tue Mar 21, 2017 7:01 pm
by nucular
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
Re: Fissure of Oblivion Grinder Framework
Posted: Tue Mar 21, 2017 7:10 pm
by clouds12
Thanks Nuc, will give it a try now. Not sure if I told you, but you rock.
Re: Fissure of Oblivion Grinder Framework
Posted: Tue Mar 21, 2017 7:46 pm
by clouds12
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
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 4:52 am
by creatine
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?
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 6:54 am
by creatine
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
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 6:57 am
by creatine
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

Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 7:05 am
by nucular
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.
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 8:54 am
by clouds12
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 "
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 24, 2017 11:21 am
by creatine
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