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Fissure of Oblivion Grinder Framework
Posted: Sat Mar 04, 2017 5:19 am
by creatine
so ive made a few lines to the normal routine of all of my classes in AS that enables me to use grinder in fissure of oblivion. but for some reason, what works in 5.0 doesnt work anymore after 5.1. im referring to the skills from archdaeva of wind that is electro bolts. it just doesnt launch anymore. can someone help me with this?
everything else works but electro bolts just doesnt want to launch.
Code: Select all
-- Avatar of Wind
-- Buff 1: Storm Surge
-- if Helper:CheckAvailable( "Storm Surge" ) and Player:GetState():GetState( Helper:CheckName( "Storm Surge" )) == nil then
-- Helper:CheckExecute( "Storm Surge" );
-- end
-- Fierce Gale
if Helper:CheckAvailable( "Fierce Gale" ) then
Helper:CheckExecute( "Fierce Gale" );
end
-- Field of Lightning
if Helper:CheckAvailable( "Field of Lightning" ) and Range <= 19 then
Helper:CheckExecute( "Field of Lightning" );
end
-- Electro Bolts
if Helper:CheckAvailable( "Electro Bolts" ) then
Helper:CheckExecute( "Electro Bolts" );
end
Re: Fissure of Oblivion Grinder Framework
Posted: Mon Mar 06, 2017 6:44 pm
by clouds12
This is what I use for Fissure, its not perfect but works for my needs.
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 )
-- Wind
if Entity:GetName() == "Special Forces Commander Gegares" and Helper:CheckAvailable( "Fierce Gale" ) then
Helper:CheckExecute( "Fierce Gale" );
return false;
end
if Helper:CheckAvailable( "Field of Lightning" ) then
Helper:CheckExecute( "Field of Lightning" );
return false;
end
if Helper:CheckAvailable( "Electro Bolts" ) then
Helper:CheckExecute( "Electro Bolts" );
return false;
end
-- Fire
if Helper:CheckAvailable( "Rush of Flames" ) then
Helper:CheckExecute( "Rush of Flames" );
elseif Helper:CheckAvailable( "Fan of Flames" ) then
Helper:CheckExecute( "Fan of Flames" );
elseif Helper:CheckAvailable( "Inferno's Embrace" ) then
Helper:CheckExecute( "Inferno's Embrace" );
return false;
end
-- Water
if Helper:CheckAvailable( "Icewind Gale" ) then
Helper:CheckExecute( "Icewind Gale" );
return false;
end
if Helper:CheckAvailable( "Ice Spike" ) then
Helper:CheckExecute( "Ice Spike" );
return false;
end
if Helper:CheckAvailable( "Wave of Bitter Cold" ) then
Helper:CheckExecute( "Wave of Bitter Cold" );
return false;
end
if Helper:CheckAvailable( "Healing Rain" ) and Player:GetHealth() < 85 then
Helper:CheckExecute( "Healing Rain" );
return false;
end
-- Earth
if Helper:CheckAvailable( "Powerful leap" ) then
Helper:CheckExecute( "Powerful leap" );
elseif Helper:CheckAvailable( "Roar of the Earth" ) then
Helper:CheckExecute( "Roar of the Earth" );
elseif Helper:CheckAvailable( "Ground Smash" ) then
Helper:CheckExecute( "Ground Smash" );
return false;
end
end
Re: Fissure of Oblivion Grinder Framework
Posted: Wed Mar 08, 2017 6:34 am
by creatine
clouds12 wrote: ↑Mon Mar 06, 2017 6:44 pm
This is what I use for Fissure, its not perfect but works for my needs.
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 )
-- Wind
if Entity:GetName() == "Special Forces Commander Gegares" and Helper:CheckAvailable( "Fierce Gale" ) then
Helper:CheckExecute( "Fierce Gale" );
return false;
end
if Helper:CheckAvailable( "Field of Lightning" ) then
Helper:CheckExecute( "Field of Lightning" );
return false;
end
if Helper:CheckAvailable( "Electro Bolts" ) then
Helper:CheckExecute( "Electro Bolts" );
return false;
end
-- Fire
if Helper:CheckAvailable( "Rush of Flames" ) then
Helper:CheckExecute( "Rush of Flames" );
elseif Helper:CheckAvailable( "Fan of Flames" ) then
Helper:CheckExecute( "Fan of Flames" );
elseif Helper:CheckAvailable( "Inferno's Embrace" ) then
Helper:CheckExecute( "Inferno's Embrace" );
return false;
end
-- Water
if Helper:CheckAvailable( "Icewind Gale" ) then
Helper:CheckExecute( "Icewind Gale" );
return false;
end
if Helper:CheckAvailable( "Ice Spike" ) then
Helper:CheckExecute( "Ice Spike" );
return false;
end
if Helper:CheckAvailable( "Wave of Bitter Cold" ) then
Helper:CheckExecute( "Wave of Bitter Cold" );
return false;
end
if Helper:CheckAvailable( "Healing Rain" ) and Player:GetHealth() < 85 then
Helper:CheckExecute( "Healing Rain" );
return false;
end
-- Earth
if Helper:CheckAvailable( "Powerful leap" ) then
Helper:CheckExecute( "Powerful leap" );
elseif Helper:CheckAvailable( "Roar of the Earth" ) then
Helper:CheckExecute( "Roar of the Earth" );
elseif Helper:CheckAvailable( "Ground Smash" ) then
Helper:CheckExecute( "Ground Smash" );
return false;
end
end
tyvm clouds! I will give it a try and let you know the results, tho tbh im seeing quite a lot of similarities as to my own script other than the return false additions.
*update: your script has same problem as mine. It doesnt launch electro bolts when using avatar of wind.
*update: when using avatar of flames, only the skill Rush of flames will activate. the other 3 skill doesnt activate once.
*update: when using avatar of earth, only the skills Ground Smash and Roar of the earth will be activated. the other first 2 skills, didnt.
*update: avatar of water, only icewind gale and wave of bitter cold activates. the other 2 skills didnt work.
so can you try again on your AS and see if everything is still still in order? or maybe theres something wrong with my skill.na file or settings, that it doesnt launch properly?
Re: Fissure of Oblivion Grinder Framework
Posted: Wed Mar 08, 2017 9:40 am
by 0x00
I will fix this script. Someone tell me where to go in game please and I will rewrite it
Re: Fissure of Oblivion Grinder Framework
Posted: Thu Mar 09, 2017 2:53 am
by FarAwaY
0x00 wrote: ↑Wed Mar 08, 2017 9:40 am
I will fix this script. Someone tell me where to go in game please and I will rewrite it
Nosra then Fly to Saphora Forest and Enter the instance

Re: Fissure of Oblivion Grinder Framework
Posted: Thu Mar 09, 2017 3:27 pm
by clouds12
creatine wrote: ↑Wed Mar 08, 2017 6:34 am
clouds12 wrote: ↑Mon Mar 06, 2017 6:44 pm
This is what I use for Fissure, its not perfect but works for my needs.
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 )
-- Wind
if Entity:GetName() == "Special Forces Commander Gegares" and Helper:CheckAvailable( "Fierce Gale" ) then
Helper:CheckExecute( "Fierce Gale" );
return false;
end
if Helper:CheckAvailable( "Field of Lightning" ) then
Helper:CheckExecute( "Field of Lightning" );
return false;
end
if Helper:CheckAvailable( "Electro Bolts" ) then
Helper:CheckExecute( "Electro Bolts" );
return false;
end
-- Fire
if Helper:CheckAvailable( "Rush of Flames" ) then
Helper:CheckExecute( "Rush of Flames" );
elseif Helper:CheckAvailable( "Fan of Flames" ) then
Helper:CheckExecute( "Fan of Flames" );
elseif Helper:CheckAvailable( "Inferno's Embrace" ) then
Helper:CheckExecute( "Inferno's Embrace" );
return false;
end
-- Water
if Helper:CheckAvailable( "Icewind Gale" ) then
Helper:CheckExecute( "Icewind Gale" );
return false;
end
if Helper:CheckAvailable( "Ice Spike" ) then
Helper:CheckExecute( "Ice Spike" );
return false;
end
if Helper:CheckAvailable( "Wave of Bitter Cold" ) then
Helper:CheckExecute( "Wave of Bitter Cold" );
return false;
end
if Helper:CheckAvailable( "Healing Rain" ) and Player:GetHealth() < 85 then
Helper:CheckExecute( "Healing Rain" );
return false;
end
-- Earth
if Helper:CheckAvailable( "Powerful leap" ) then
Helper:CheckExecute( "Powerful leap" );
elseif Helper:CheckAvailable( "Roar of the Earth" ) then
Helper:CheckExecute( "Roar of the Earth" );
elseif Helper:CheckAvailable( "Ground Smash" ) then
Helper:CheckExecute( "Ground Smash" );
return false;
end
end
tyvm clouds! I will give it a try and let you know the results, tho tbh im seeing quite a lot of similarities as to my own script other than the return false additions.
*update: your script has same problem as mine. It doesnt launch electro bolts when using avatar of wind.
*update: when using avatar of flames, only the skill Rush of flames will activate. the other 3 skill doesnt activate once.
*update: when using avatar of earth, only the skills Ground Smash and Roar of the earth will be activated. the other first 2 skills, didnt.
*update: avatar of water, only icewind gale and wave of bitter cold activates. the other 2 skills didnt work.
so can you try again on your AS and see if everything is still still in order? or maybe theres something wrong with my skill.na file or settings, that it doesnt launch properly?
Not sure why its not working for you, for me all the skills in the script work great except the heal skill in the Avatar of Water.
Been pretty busy but will try and look at it later or tomorrow.
I am still using the "Old AS" not the new one. That might be the issue, either way I'll try and look into it.
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 10, 2017 4:24 am
by creatine
clouds12 wrote: ↑Thu Mar 09, 2017 3:27 pm
creatine wrote: ↑Wed Mar 08, 2017 6:34 am
clouds12 wrote: ↑Mon Mar 06, 2017 6:44 pm
This is what I use for Fissure, its not perfect but works for my needs.
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 )
-- Wind
if Entity:GetName() == "Special Forces Commander Gegares" and Helper:CheckAvailable( "Fierce Gale" ) then
Helper:CheckExecute( "Fierce Gale" );
return false;
end
if Helper:CheckAvailable( "Field of Lightning" ) then
Helper:CheckExecute( "Field of Lightning" );
return false;
end
if Helper:CheckAvailable( "Electro Bolts" ) then
Helper:CheckExecute( "Electro Bolts" );
return false;
end
-- Fire
if Helper:CheckAvailable( "Rush of Flames" ) then
Helper:CheckExecute( "Rush of Flames" );
elseif Helper:CheckAvailable( "Fan of Flames" ) then
Helper:CheckExecute( "Fan of Flames" );
elseif Helper:CheckAvailable( "Inferno's Embrace" ) then
Helper:CheckExecute( "Inferno's Embrace" );
return false;
end
-- Water
if Helper:CheckAvailable( "Icewind Gale" ) then
Helper:CheckExecute( "Icewind Gale" );
return false;
end
if Helper:CheckAvailable( "Ice Spike" ) then
Helper:CheckExecute( "Ice Spike" );
return false;
end
if Helper:CheckAvailable( "Wave of Bitter Cold" ) then
Helper:CheckExecute( "Wave of Bitter Cold" );
return false;
end
if Helper:CheckAvailable( "Healing Rain" ) and Player:GetHealth() < 85 then
Helper:CheckExecute( "Healing Rain" );
return false;
end
-- Earth
if Helper:CheckAvailable( "Powerful leap" ) then
Helper:CheckExecute( "Powerful leap" );
elseif Helper:CheckAvailable( "Roar of the Earth" ) then
Helper:CheckExecute( "Roar of the Earth" );
elseif Helper:CheckAvailable( "Ground Smash" ) then
Helper:CheckExecute( "Ground Smash" );
return false;
end
end
tyvm clouds! I will give it a try and let you know the results, tho tbh im seeing quite a lot of similarities as to my own script other than the return false additions.
*update: your script has same problem as mine. It doesnt launch electro bolts when using avatar of wind.
*update: when using avatar of flames, only the skill Rush of flames will activate. the other 3 skill doesnt activate once.
*update: when using avatar of earth, only the skills Ground Smash and Roar of the earth will be activated. the other first 2 skills, didnt.
*update: avatar of water, only icewind gale and wave of bitter cold activates. the other 2 skills didnt work.
so can you try again on your AS and see if everything is still still in order? or maybe theres something wrong with my skill.na file or settings, that it doesnt launch properly?
Not sure why its not working for you, for me all the skills in the script work great except the heal skill in the Avatar of Water.
Been pretty busy but will try and look at it later or tomorrow.
I am still using the "Old AS" not the new one. That might be the issue, either way I'll try and look into it.
you might be onto something there, but yeah. im mostly using old AS myself, and the new AS seems to have a efw design flaws, especially autochain and autoreact. theyre just not as efficient as the old one. yeah ill try it again on the old AS, it might work better.
now that u mentioned it, i used your scripts on the new AS and not on the old AS. ill try it on the old AS and see if it works. will keep u posted.
how do u use charging skills tho? is it working? should i turn auto chain and react off?
Re: Fissure of Oblivion Grinder Framework
Posted: Fri Mar 10, 2017 10:11 pm
by nucular
Fissure of Oblivion is a special case as the new high daeva skill's behave different then "normal" skills.
Cooldown's are managed differently and don't work correctly with the implementation.
About Wind Form, try it like that and make sure you have "self.AllowInsaneCpuConsumption = true;" set to true inside Settings.lua for faster spamming.
Code: Select all
if Player:GetState():GetState ( "Transformation: Incarnation of Wind" ) ~= nil then
.... other wind skills ...
if Helper:CheckAvailable( "Electro Bolts", true ) then
Helper:CheckExecute( "Electro Bolts", Entity );
return false;
end
end
Re: Fissure of Oblivion Grinder Framework
Posted: Sat Mar 18, 2017 5:32 pm
by clouds12
Any of you guys figure out a working script for Fissure yet? Since 5.3 I came over to the new AS and I just can't figure it out like I had it using the old one.
Any help would be appreciated.
Re: Fissure of Oblivion Grinder Framework
Posted: Mon Mar 20, 2017 4:11 am
by creatine
clouds12 wrote: ↑Sat Mar 18, 2017 5:32 pm
Any of you guys figure out a working script for Fissure yet? Since 5.3 I came over to the new AS and I just can't figure it out like I had it using the old one.
Any help would be appreciated.
same. my fissure script is broken after 5.3 update too. at least 50% of the skill isnt triggered.