Ejemplo n.º 1
0
 def __init__(self):
     # Base script informations
     self.name = "Gunslinger"
     self.author = "ROPlus"
     # Init skills
     self.ThunderShell = Skill(1501)
     self.HellfireSalvo = Skill(1502)
     self.ConcussionBomb = Skill(1503)
     self.OblivionBomb = Skill(1504)
     self.Grenade = Skill(1516)
Ejemplo n.º 2
0
 def __init__(self):
     # Base script informations
     self.name = "Swordmage"
     self.author = "ROPlus"
     # Init skills
     self.NimbusReign = Skill(1244)
     self.LightningOrb = Skill(1202)
     self.SearingWake = Skill(1204)
     self.AngelFire = Skill(1203)
     self.LambentBolt = Skill(1201)
Ejemplo n.º 3
0
 def __init__(self):
     # Base script informations
     self.name = "SpiritShaper"
     self.author = "ROPlus"
     # Init skills
     self.MionideBells = Skill(1401)
     self.SpectralMagpie = Skill(1402)
     self.FireflyHex = Skill(1406)
     self.EssenceOfSpring = Skill(1411)
Ejemplo n.º 4
0
 def __init__(self):
     # Base script informations
     self.name = "Blademaster"
     self.author = "ROPlus"
     # Init skills
     self.QuickSlash = Skill(1301)
     self.MercilessStrike = Skill(1304)
     self.JuggernautSweep = Skill(1313)
     self.MartialInstinctSecret = Skill(1303)
Ejemplo n.º 5
0
 def __init__(self):
     # Base script informations
     self.name = "Occultist"
     self.author = "ROPlus"
     # Init skills
     self.HellfireClaw = Skill(1602)
     self.CreepingPain = Skill(1603)
     self.DemonsRancor = Skill(1615)
     self.GraspingSpirits = Skill(1604)
Ejemplo n.º 6
0
 def __init__(self):
     # Base script informations
     self.name = "Vanguard"
     self.author = "ROPlus"
     # Init skills
     self.HeroicStrike = Skill(1101)
     self.TornadoSweep = Skill(1104)
     self.BrokenArray = Skill(1105)
     self.ConquerorSweep = Skill(1103)
Ejemplo n.º 7
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "Occultist"
        self.author = "ROPlus"
        # Init skills
        self.HellfireClaw = Skill(1602)
        self.CreepingPain = Skill(1603)
        self.DemonsRancor = Skill(1615)
        self.GraspingSpirits = Skill(1604)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 25:
                    nav.moveToPathFind((target.position.x, target.position.y,
                                        target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.DemonsRancor.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.DemonsRancor.isUsable():
                self.DemonsRancor.cast(target)
                return

            if self.CreepingPain.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.CreepingPain.isUsable():
                self.CreepingPain.cast(target)
                return

            if self.HellfireClaw.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.HellfireClaw.isUsable():
                self.HellfireClaw.cast(target)
                return
Ejemplo n.º 8
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "Vanguard"
        self.author = "ROPlus"
        # Init skills
        self.HeroicStrike = Skill(1101)
        self.TornadoSweep = Skill(1104)
        self.BrokenArray = Skill(1105)
        self.ConquerorSweep = Skill(1103)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 3:
                    nav.moveToPathFind((target.position.x, target.position.y,
                                        target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.ConquerorSweep.isKnown() and p.position.distTo(
                    target.position) <= 3.0 and self.ConquerorSweep.isUsable():
                self.ConquerorSweep.cast(target)
                return

            if self.TornadoSweep.isKnown() and p.position.distTo(
                    target.position) <= 3.0 and self.TornadoSweep.isUsable():
                self.TornadoSweep.cast(target)
                return

            if self.HeroicStrike.isKnown() and p.position.distTo(
                    target.position) <= 3.0 and self.HeroicStrike.isUsable():
                self.HeroicStrike.cast(target)
                return
Ejemplo n.º 9
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "Gunslinger"
        self.author = "ROPlus"
        # Init skills
        self.ThunderShell = Skill(1501)
        self.HellfireSalvo = Skill(1502)
        self.ConcussionBomb = Skill(1503)
        self.OblivionBomb = Skill(1504)
        self.Grenade = Skill(1516)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 20:
                    nav.moveToPathFind((target.position.x, target.position.y,
                                        target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.HellfireSalvo.isKnown() and self.HellfireSalvo.isUsable():
                self.HellfireSalvo.cast(target)
                return

            if self.Grenade.isKnown() and self.Grenade.isUsable():
                self.Grenade.cast(target)
                return

            if self.OblivionBomb.isKnown() and self.OblivionBomb.isUsable():
                self.OblivionBomb.cast(target)
                return

            if self.ConcussionBomb.isKnown() and self.ConcussionBomb.isUsable(
            ):
                self.ConcussionBomb.cast(target)
                return

            if self.ThunderShell.isKnown() and self.ThunderShell.isUsable():
                self.ThunderShell.cast(target)
                return
Ejemplo n.º 10
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "SpiritShaper"
        self.author = "ROPlus"
        # Init skills
        self.MionideBells = Skill(1401)
        self.SpectralMagpie = Skill(1402)
        self.FireflyHex = Skill(1406)
        self.EssenceOfSpring = Skill(1411)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 25:
                    nav.moveToPathFind((target.position.x, target.position.y,
                                        target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.FireflyHex.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.FireflyHex.isUsable():
                self.FireflyHex.cast(target)
                return

            if self.SpectralMagpie.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.SpectralMagpie.isUsable(
                    ):
                self.SpectralMagpie.cast(target)
                return

            if self.EssenceOfSpring.isKnown(
            ) and self.EssenceOfSpring.isUsable():
                self.EssenceOfSpring.cast(p)
                return

            if self.MionideBells.isKnown() and p.position.distTo(
                    target.position) <= 25.0 and self.MionideBells.isUsable():
                self.MionideBells.cast(target)
                return
Ejemplo n.º 11
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "Swordmage"
        self.author = "ROPlus"
        # Init skills
        self.NimbusReign = Skill(1244)
        self.LightningOrb = Skill(1202)
        self.SearingWake = Skill(1204)
        self.AngelFire = Skill(1203)
        self.LambentBolt = Skill(1201)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 20:
                    nav.moveToPathFind((target.position.x, target.position.y,
                                        target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.SearingWake.isKnown() and self.SearingWake.isUsable(
            ) and p.ammoNum >= 5:
                self.SearingWake.cast(target)
                return

            if self.LightningOrb.isKnown() and self.LightningOrb.isUsable():
                self.LightningOrb.cast(target)
                return

            if self.AngelFire.isKnown() and self.AngelFire.isUsable():
                self.AngelFire.cast(target)
                return

            if self.LambentBolt.isKnown() and self.LambentBolt.isUsable():
                self.LambentBolt.cast(target)
                return
Ejemplo n.º 12
0
class Combat(CombatBase):
    def __init__(self):
        # Base script informations
        self.name = "Blademaster"
        self.author = "ROPlus"
        # Init skills
        self.QuickSlash = Skill(1301)
        self.MercilessStrike = Skill(1304)
        self.JuggernautSweep = Skill(1313)
        self.Skypiercer = Skill(1315)
        self.ShadowBreaker = Skill(1316)
        self.Retribution = Skill(1345)
        self.MartialInstinctSecret = Skill(1303)

    # Called in loop during the combat
    def onCombat(self, target):
        p = BigWorld.player()
        if p and target:

            # Move close to target if needed
            if self.handleMove:
                tDistance = p.position.distTo(target.position)
                if tDistance > 5:
                    nav.moveToPathFind((target.position.x, target.position.y, target.position.z, p.mapID))
                    return
                else:
                    nav.stopMove()

            # If we are already using a skill, no need to go further...
            if p.isUseSkill():
                return

            # Face the target
            if self.handleMove:
                p.faceTo(target)

            if self.ShadowBreaker.isKnown() and p.position.distTo(target.position) <= 5.0 and self.ShadowBreaker.isUsable() and not self.ShadowBreaker.isOnCooldown():
                self.ShadowBreaker.cast(target)
                return

            if self.MartialInstinctSecret.isKnown() and p.position.distTo(target.position) <= 5.0 and self.MartialInstinctSecret.isUsable() and not self.MartialInstinctSecret.isOnCooldown() and not p.hasState(30804):
                self.MartialInstinctSecret.cast(target)
                return

            if self.MercilessStrike.isKnown() and p.position.distTo(target.position) <= 5.0 and self.MercilessStrike.isUsable() and self.Skypiercer.isOnCooldown():
                self.MercilessStrike.cast(target)
                return

            if self.Skypiercer.isKnown() and p.position.distTo(target.position) <= 5.0 and self.Skypiercer.isUsable():
                self.Skypiercer.cast(target)
                return

            if self.QuickSlash.isKnown() and p.position.distTo(target.position) <= 5.0 and self.QuickSlash.isUsable() and self.MercilessStrike.isOnCooldown() and self.JuggernautSweep.isOnCooldown() and self.MartialInstinctSecret.isOnCooldown() and self.ShadowBreaker.isOnCooldown():
                self.QuickSlash.cast(target)
                return

            if self.JuggernautSweep.isKnown() and p.position.distTo(target.position) <= 5.0 and self.JuggernautSweep.isUsable():
                self.JuggernautSweep.cast(target)
                return