Author Topic: Sampire Helper  (Read 37103 times)

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Offline Kandie

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Re: Sampire Helper
« Reply #15 on: July 19, 2023, 04:27:37 PM »
consecrate weapon    Divine fury    and would be nice if it used rose of trinsic when needed and be able to turn any of these off when not needed.

Offline DieselKush420

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Re: Sampire Helper
« Reply #16 on: July 28, 2023, 01:04:59 PM »
consecrate weapon    Divine fury    and would be nice if it used rose of trinsic when needed and be able to turn any of these off when not needed.
evade confidence onslaught primary and secondary ability enemy of one would be good too if u can set. It for spawn boss somehow

Offline COOPEREBC

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Re: Sampire Helper
« Reply #17 on: August 19, 2023, 05:04:08 PM »
I would like to try it out.

Been messing around with scripts today, be good to see one that is more polished than anything I have.

Offline Bukowski

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Re: Sampire Helper
« Reply #18 on: December 21, 2023, 07:42:14 PM »
How do I download the script?

Offline Crisis

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Re: Sampire Helper
« Reply #19 on: December 22, 2023, 10:28:07 AM »
How do I download the script?


The better of a job you do the first time, the quicker you are accepted and can enjoy the benefits of the site.

Offline STOTTS

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Re: Sampire Helper
« Reply #20 on: March 24, 2024, 01:31:14 AM »
Anyway to make this script auto attack things? so I can run around a spawn and let it do its thing? Ive tried but my super super limited scripting knowledge let me down

Offline deathwillow

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Re: Sampire Helper
« Reply #21 on: April 03, 2024, 02:29:18 PM »
Looking through the code, the slayer wep swap will never work... Is there a way to do this pragmatically?  or would you have to manually create a Mob Graphics -> Slayer Type mapping somewhere?

Offline sundaymood216

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Re: Sampire Helper
« Reply #22 on: April 06, 2024, 08:31:48 PM »
I will check it out

Offline Mustang58lx

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Re: Sampire Helper
« Reply #23 on: April 28, 2024, 02:34:17 PM »
Heh there actually should have been a cast function in there. You are the first person to point out it's missing/broken. I'll add it in if I ever do an update. Right now there seems to be no interest, so no reason too. Your fix should work fine, may need to add a slight delay after Orion.Cast since my cast function adds the delays based on fcr, etc.
Thank you for your answer. You are right, must be delay because script activate Whirwind attack very fast. And also tried to activate this attack with busido abilities but it no possible.  So modification in progress. If you can give me some advices i will be appreciate. Thank you in advance.

Code: [Select]
function cast(spell, target){
    var fcr = (6 - Player.FCR()) / 4 * 1000 + 250;
        Orion.CancelWaitTarget();
        if(Orion.HaveTarget())
            Orion.CancelTarget();
        if(Player.Frozen())
            return;

        if(target)
            Orion.CastTarget(spell, target);
        else
            Orion.Cast(spell);
       
        Orion.Wait(500);
        while(Player.Frozen() && !Player.Paralyzed())
            Orion.Wait(10);

        Orion.Wait(fcr);
}

Adding that to the script should solve a lot of issues. If you find anymore, feel free to post them here. Seems more people are getting interested, i may do an update to make sure everything is tweaked correctly and add some other features i have handy if it keeps up :)


Did Altric update his script with the newest changes posted in this thread? Because when I run it I get errors. So I'm guessing the casting code needs to added. Do I need to change the items JackWalters mention about using Orion.Cast and the numbers instead of how Altiric has it?

Where exactly should the above cast code be added to Altiric's originally script he posted? I added it after the function equipSlayer(graphic){ and before function loadTags(graphic){
Code: [Select]
function equipSlayer(graphic){
    var tags = loadTags(graphic);
    if(!tags.slayer) return;
    var weapon = Orion.FindTypeEx('0x0F4B', any, backpack).filter(function(weap){
        return Orion.Contains(weap.Properties(), tags.slayer +" Slayer");
    })[0];
    if(!weapon) return;
    Orion.SetTimer('weaponSwap');
    Orion.Print(color.purple.norm, tags.slayer +" slayer equipped");
    Orion.Wait('moveitemdelay');
    Orion.Equip(weapon.Serial());
}

function cast(spell, target){
    var fcr = (6 - Player.FCR()) / 4 * 1000 + 250;
        Orion.CancelWaitTarget();
        if(Orion.HaveTarget())
            Orion.CancelTarget();
        if(Player.Frozen())
            return;

        if(target)
            Orion.CastTarget(spell, target);
        else
            Orion.Cast(spell);
       
        Orion.Wait(500);
        while(Player.Frozen() && !Player.Paralyzed())
            Orion.Wait(10);

        Orion.Wait(fcr);
}

function loadTags(graphic){
    var tags = Orion.GetFindList('mobTypes').Items()
        .filter(function(type){
            return type.Graphic() == graphic;
        }).map(function(tag){
            var comments = tag.Comment().split('|');
            return {
                name    : comments[0] ? comments[0].toString() : "missing",
                slayer  : comments[1] ? comments[1].toString() : false,
                ignore  : comments[2] ? Boolean(comments[1]) : false
            }
    });
    return tags || false;
}


When I run this script it runs over to players pets and even players in different forms such as Wraith and tries to honor them. How do I get it to ignore player's pets and players in different forms? Those pets and players turn green to me.

When I use the hokey for the attack function there are times I get the following error message
Line 114 ReferenceError: Can't find variable: ability


For the new Shrouded Sails event it it isn't attacking the pirates in the Void Pool either. How do I resolve that?
« Last Edit: April 28, 2024, 04:12:15 PM by Mustang58lx »

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