Orion scripts

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    Спасибо Игроку Sova за проделанную работу:

    C++:
    //#include helpers.oajs
    // Health potion will be used at this threshold
    POTION_HEAL = 60;

    types = {
    healingPotion: {
    type: 0x0F0E,
    color: 0x0031,
    cooldown: 5000,
    }
    }

    displayTimerSize = [200, 10]
    abilities = {
    "Defence": {
    "command": ".Defence1",
    "cooldown": 120,
    "duration": 100,
    "position": [1250, 650]
    },
    "SpeedAttack": {
    "command": ".Combat1",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 600],
    },
    "SpeedCast": {
    "command": ".Combat2",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 550],
    },
    "MaxDPS": {
    "command": ".Combat3",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 500],
    },
    "MaxDex": {
    "command": ".Magic1",
    "cooldown": 100,
    "duration": 15,
    "position": [1250, 450],
    },
    "NPCPain": {
    "command": ".Magic2",
    "cooldown": 140,
    "duration": 80,
    "position": [1250, 400],
    },
    "Chuma": {
    "command": ".Magic3",
    "cooldown": 140,
    "duration": 80,
    "position": [1250, 350],
    },
    "Chain": {
    "command": ".InfChain",
    "cooldown": 40,
    "duration": 0,
    "position": [1250, 300],
    }
    }

    // Kill existing processes and spawn new ones
    function Autostart() {
    functions = [
    "AutoHealSelf",
    "panicHeal",
    "exp_counter",
    ]

    functions.forEach(function (script) {
    Orion.Terminate(script);
    Orion.Exec(script);
    })
    }
    //
    function attack() {
    target = Orion.TargetSystemSerial();
    overheadPrint("Attacking!", "OK", target)
    Orion.Attack(Orion.TargetSystemSerial());
    }

    function panicHeal() {
    while (true) {
    if (!Player.Dead()) {
    // If we have some potions - proceed
    potionCount = Orion.Count(types.healingPotion.type, types.healingPotion.color)
    if (potionCount > 0) {
    if (Player.Hits() < (Player.MaxHits() - (Player.MaxHits() / 100 * POTION_HEAL))) {
    // Warn if 10 or less potions were found
    if (potionCount <= 10) {
    overheadPrint("There is !! " + potionCount + " !! heal potions left", "WARNING")
    }
    // Use potion
    overheadPrint("Should use healpot!", "INFO")
    potion = Orion.FindType(types.healingPotion.type, types.healingPotion.color);
    if (potion.length > 0) {
    Orion.UseType(types.healingPotion.type, types.healingPotion.color);
    overheadPrint("Used healpot!", "OK")
    Orion.Wait(types.healingPotion.cooldown);
    }
    }
    } else {
    // if no potions are present - let's wait, maybe we can get some from loot
    if (Orion.Count(types.healingPotion.type, types.healingPotion.color) < 1) {
    overheadPrint("No more potions left, waiting for 1 more minute", "ERROR")
    for (i = 0; i <= 60; i++) {
    Orion.Print("Waiting for potion...");
    Orion.Wait(1000);
    }
    }
    }
    }
    Orion.Wait(100);
    }
    }
    // Autoheal
    function AutoHealSelf() {
    while (true) {
    if (!Player.Dead()) {
    while (Player.Hits() < (Player.MaxHits() - 10)) {
    if (Orion.Count(0x0E21) > 0) {
    Orion.BandageSelf();
    Orion.Wait(500);
    Orion.WaitJournal("Вылечено|interrupted|Не удалось|Вы положили", Orion.Now(), Orion.Now() + 10000);
    Orion.Wait(1000);
    }
    else
    Orion.Print('33', ' No more bandage left ! ');
    Orion.Wait(500);
    }
    Orion.Wait(500);
    }
    Orion.Wait(500);
    }
    }

    // Attack NewTargetSystem target
    function AttackNextMob() {
    var _target = Orion.TargetSystemSerial();
    var _name = Orion.FindObject(_target).Name()
    if (_target && _name && _name != "Bear spirit") {
    Orion.WarMode(true);
    Orion.CharPrint(self, 1153, ">>" + _name);
    Orion.Wait(200);
    Orion.Attack(_target);
    }

    }

    // Summon bear + overhead timer
    function summon_bear() {
    Orion.Say(".newbear")
    if (!Orion.DisplayTimerExists(1)) {
    Orion.AddDisplayTimer(1, 650 * 1000, 'custom', 'LineBar', 'Bear', 700, 350);
    Orion.DisplayTimerSetSize(1, 200, 10);
    }
    }

    function use_ability(name) {
    colorGreen = "#4dff00ff"
    colorRed = "#fc0320ff"

    if (!abilities.hasOwnProperty(name)) {
    Orion.Print("Ability >> " + name + " << not found");
    return;
    }

    ability = abilities[name];
    Orion.Say(ability["command"]);

    if (!Orion.DisplayTimerExists(name)) {

    Orion.CancelTarget();
    Orion.CancelWaitTarget();

    Orion.AddDisplayTimer(
    name,
    ability["cooldown"] * 1000,
    'custom',
    'LineBar',
    '>> ' + name + ' <<',
    ability["position"][0],
    ability["position"][1],
    'any',
    colorGreen
    );
    if (!ability.hasOwnProperty("duration")) {
    ability["duration"] = ability["cooldown"];
    }

    durationPercents = Math.round((100 * ability["duration"]) / ability["cooldown"])

    Orion.Print("Duration percents: " + durationPercents);
    Orion.DisplayTimerSetColorStage(name, 100 - durationPercents, 'any', colorRed);
    Orion.DisplayTimerSetSize(name, displayTimerSize[0], displayTimerSize[1]);
    }

    }


    // Loot from container
    function loot_from_container(container_serial) {
    _loot_bag = 0x00000;
    _loot = [
    // General
    0x0EED, // Gold
    0x0F3F, // Arrows
    0x1BFB, // Bolts
    0x0F0E, // heal
    // Gems
    0x0F11, // Sapphire
    0x0F25, // Piece of Amber
    0x0F10, // Emerald
    0x0F18, // Tourmaline
    0x0F13, // Rubie
    0x0F0F, // Star Sapphire
    0x0F26, // Diamond
    0x0F15, // Citrine
    0x0F16, // Amethyst
    // Misc
    0x0E34, // Eledars contract
    //0x2258, // Recipe
    0x14EB, // Map
    0x14ED, // Ashas book
    // Cutting
    0x1BD1, // Feather
    //0x0F8E, // Dragon Scale
    ];
    if (!Orion.FindObject(_loot_bag))
    _loot_bag = backpack;
    // ###################
    Orion.UseObject(container_serial);
    Orion.Wait(300);
    _loot.forEach(function (_item) {
    var _found_items = Orion.FindType(_item, 0xFFFF, container_serial);
    if (_found_items.length) {
    _found_items.forEach(function (_loot_item) {
    Orion.MoveItem(_loot_item, 0, _loot_bag);
    Orion.Wait(600);
    });
    }
    });
    }


    function loot() {
    _bags = [
    0x0E75, // Backpack
    ];
    _bladed = [
    0x1401, // Kryss
    0x0F51, // Dagger
    ];
    var _counter = 0;
    var _to_cut = 0;
    var _corpses = Orion.FindType(0x2006, 0xFFFF, ground);
    if (_corpses.length) {
    var _dagger = Orion.FindType(0x0F51, 0xFFFF, backpack);
    if (Orion.ObjAtLayer(1))
    _weapon = Orion.ObjAtLayer(1)
    else
    _weapon = Orion.ObjAtLayer(2)

    _bladed.forEach(function (_type) {
    if (_type == _weapon.Graphic()) {
    Orion.Print("Bladed item equipped");
    _dagger = _weapon.Serial();
    }
    });
    _corpses.forEach(function (_corpse) {
    _counter++;
    Orion.Print("Corpse " + _counter + "/" + _corpses.length);
    if (_dagger.length && _to_cut == 1) {
    Orion.UseObject(_dagger);
    Orion.Wait(200);
    Orion.TargetObject(_corpse);
    Orion.Wait(650);

    }
    loot_from_container(_corpse);
    Orion.Wait(300);
    _bags.forEach(function (_bag) {
    var _bags_in_corpse = Orion.FindType(_bag, 0xFFFF, _corpse)
    if (_bags_in_corpse.length) {
    _bags_in_corpse.forEach(function (_bag_in_corpse) {
    loot_from_container(_bag_in_corpse);
    Orion.Wait(300);
    });
    }
    });
    });
    if (_weapon)
    Orion.Equip(_weapon.Serial());
    }
    }

    function craft() {
    while (!Player.Dead()) {
    Orion.Say(".makelastitem");
    Orion.Wait(4000);
    }
    }


    function exp_counter() {
    // Вы получили {int} единиц опыта
    var _started = new Date().getTime();
    var _total_exp = 0;
    while (true) {
    if (Orion.InJournal("MakeReset")) {
    _started = new Date().getTime();
    _total_exp = 0;
    Orion.ClearJournal("MakeReset");
    Orion.Print("Опыт сброшен");
    }
    var _message = Orion.WaitJournal("Вы получили", Orion.Now(), Orion.Now() + 10000);
    if (_message) {
    var _message_text = _message.Text();
    var _exp_match = /Вы получили (\d+)/.exec(_message_text);
    if (_exp_match && _exp_match.length)
    _total_exp += parseInt(_exp_match[1]);

    var _minutes = ((new Date().getTime() - _started) / 1000) / 60;
    var _exp_per_minute = (_total_exp / _minutes).toFixed(2);
    Orion.Print("Минут -> " + _minutes.toFixed(0));
    Orion.Print("0x0035", "Опыта в минуту: +" + _exp_per_minute + ", всего: +" + _total_exp);
    }

    Orion.Wait(200);
    }
    }



    function unload_maps() {
    var _maps = Orion.FindType(0x14EB);
    Orion.Print(_maps);
    if (_maps.length) {
    _maps.forEach(function (_item) {
    Orion.Print(_item);
    var _map = Orion.FindObject(_item);
    Orion.Print(_map);
    Orion.Print(_map.Properties());
    });
    }
    }

    function train_bowcraft() {
    while (!Player.Dead()) {
    var _on_ground = Orion.FindType(0x1BDD, 0xFFFF, 'ground');
    if (_on_ground.length) {
    Orion.MoveItem(_on_ground, 1, 'backpack');
    Orion.Wait(200);
    }
    Orion.Say(".makelastitem");
    Orion.Wait(4000);
    var _shafts = Orion.FindType(0x1BD4);
    Orion.Print(_shafts);
    if (_shafts) {
    Orion.MoveItem(_shafts, 0, 0x40038482);
    Orion.Wait(500);
    }
    }
    }

    function BH() {
    Orion.Boxhack(0x40038482);
    }
    C++:
    //#include helpers.oajs
    // Health potion will be used at this threshold
    POTION_HEAL = 60;

    types = {
    healingPotion: {
    type: 0x0F0E,
    color: 0x0031,
    cooldown: 5000,
    }
    }

    lootLists = [
    "loot",
    "gems",
    "reagents",
    "use"
    ]
    useList = "use"
    loot_bag = 'backpack'

    displayTimerSize = [200, 10]
    abilities = {
    // Warrior
    "absorb": {
    "command": ".Brave3",
    "cooldown": 260,
    "duration": 35,
    "position": [700, 350]
    },
    "strength": {
    "command": ".Brave1",
    "cooldown": 130,
    "duration": 65,
    "position": [700, 300],
    },
    "hpboost": {
    "command": ".Brave4",
    "cooldown": 70,
    "duration": 30,
    "position": [700, 250],
    },
    "reflection": {
    "command": ".Brave5",
    "cooldown": 70,
    "duration": 8,
    "position": [700, 200],
    },
    "chains": {
    "command": ".infchain",
    "cooldown": 50,
    "duration": 0,
    "position": [500, 200],
    },
    "attackspeed": {
    "command": ".Attack2",
    "cooldown": 90,
    "duration": 30,
    "position": [500, 350],
    },
    "damage": {
    "command": ".Attack1",
    "cooldown": 90,
    "duration": 20,
    "position": [500, 300],
    },
    "roar": {
    "command": ".Roar",
    "cooldown": 55,
    "duration": 0,
    "position": [500, 250],
    },
    // Paladin
    "Defence": {
    "command": ".Defence1",
    "cooldown": 120,
    "duration": 100,
    "position": [1250, 650]
    },
    "SpeedAttack": {
    "command": ".Combat1",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 600],
    },
    "SpeedCast": {
    "command": ".Combat2",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 550],
    },
    "MaxDPS": {
    "command": ".Combat3",
    "cooldown": 240,
    "duration": 120,
    "position": [1250, 500],
    },
    "MaxDex": {
    "command": ".Magic1",
    "cooldown": 100,
    "duration": 15,
    "position": [1250, 450],
    },
    "NPCPain": {
    "command": ".Magic2",
    "cooldown": 140,
    "duration": 80,
    "position": [1250, 400],
    },
    "Chuma": {
    "command": ".Magic3",
    "cooldown": 140,
    "duration": 80,
    "position": [1250, 350],
    },
    "Chain": {
    "command": ".InfChain",
    "cooldown": 40,
    "duration": 0,
    "position": [1250, 300],
    }
    }

    // Kill existing processes and spawn new ones
    function Autostart() {
    functions = [
    "AutoHealSelf",
    "panicHeal",
    "exp_counter",
    ]

    functions.forEach(function (script) {
    Orion.Terminate(script);
    Orion.Exec(script);
    })
    }
    //
    function attack() {
    target = Orion.TargetSystemSerial();
    overheadPrint("Attacking!", "OK", target)
    Orion.Attack(Orion.TargetSystemSerial());
    }

    function panicHeal() {
    while (true) {
    if (!Player.Dead()) {
    // If we have some potions - proceed
    potionCount = Orion.Count(types.healingPotion.type, types.healingPotion.color)
    if (potionCount > 0) {
    if (Player.Hits() < (Player.MaxHits() - (Player.MaxHits() / 100 * POTION_HEAL))) {
    // Warn if 10 or less potions were found
    if (potionCount <= 10) {
    overheadPrint("There is !! " + potionCount + " !! heal potions left", "WARNING")
    }
    // Use potion
    overheadPrint("Should use healpot!", "INFO")
    potion = Orion.FindType(types.healingPotion.type, types.healingPotion.color);
    if (potion.length > 0) {
    Orion.UseType(types.healingPotion.type, types.healingPotion.color);
    overheadPrint("Used healpot!", "OK")
    Orion.Wait(types.healingPotion.cooldown);
    }
    }
    } else {
    // if no potions are present - let's wait, maybe we can get some from loot
    if (Orion.Count(types.healingPotion.type, types.healingPotion.color) < 1) {
    overheadPrint("No more potions left, waiting for 1 more minute", "ERROR")
    for (i = 0; i <= 60; i++) {
    Orion.Print("Waiting for potion...");
    Orion.Wait(1000);
    }
    }
    }
    }
    Orion.Wait(100);
    }
    }
    // Autoheal
    function AutoHealSelf() {
    while (true) {
    if (!Player.Dead()) {
    while (Player.Hits() < (Player.MaxHits() - 10)) {
    if (Orion.Count(0x0E21) > 0) {
    Orion.BandageSelf();
    Orion.Wait(500);
    Orion.WaitJournal("Вылечено|interrupted|Не удалось|Вы положили", Orion.Now(), Orion.Now() + 10000);
    Orion.Wait(1000);
    }
    else
    Orion.Print('33', ' No more bandage left ! ');
    Orion.Wait(500);
    }
    Orion.Wait(500);
    }
    Orion.Wait(500);
    }
    }

    // Attack NewTargetSystem target
    function AttackNextMob() {
    var _target = Orion.TargetSystemSerial();
    var _name = Orion.FindObject(_target).Name()
    if (_target && _name && _name != "Bear spirit") {
    Orion.WarMode(true);
    Orion.CharPrint(self, 1153, ">>" + _name);
    Orion.Wait(200);
    Orion.Attack(_target);
    }

    }

    // Summon bear + overhead timer
    function summon_bear() {
    Orion.Say(".newbear")
    if (!Orion.DisplayTimerExists(1)) {
    Orion.AddDisplayTimer(1, 650 * 1000, 'custom', 'LineBar', 'Bear', 700, 350);
    Orion.DisplayTimerSetSize(1, 200, 10);
    }
    }

    function use_ability(name) {
    colorGreen = "#4dff00ff"
    colorRed = "#fc0320ff"

    if (!abilities.hasOwnProperty(name)) {
    Orion.Print("Ability >> " + name + " << not found");
    return;
    }

    ability = abilities[name];
    Orion.Say(ability["command"]);

    if (!Orion.DisplayTimerExists(name)) {

    Orion.CancelTarget();
    Orion.CancelWaitTarget();

    Orion.AddDisplayTimer(
    name,
    ability["cooldown"] * 1000,
    'custom',
    'LineBar',
    '>> ' + name + ' <<',
    ability["position"][0],
    ability["position"][1],
    'any',
    colorGreen
    );
    if (!ability.hasOwnProperty("duration")) {
    ability["duration"] = ability["cooldown"];
    }

    durationPercents = Math.round((100 * ability["duration"]) / ability["cooldown"])

    Orion.Print("Duration percents: " + durationPercents);
    Orion.DisplayTimerSetColorStage(name, 100 - durationPercents, 'any', colorRed);
    Orion.DisplayTimerSetSize(name, displayTimerSize[0], displayTimerSize[1]);
    }

    }


    // Loot from container
    function loot_from_container(container_serial) {
    loot = []
    Orion.UseObject(container_serial);
    Orion.Wait(300);

    lootLists.forEach(function (lootList) {
    // Orion.Print(" Found -> " + Orion.FindList(lootList, container_serial))
    // Orion.Print("Added " + lootList);
    Array.prototype.push.apply(loot, Orion.FindList(lootList, container_serial));
    })

    Orion.Print(loot)
    loot.forEach(function (item) {
    Orion.MoveItem(item, 0, loot_bag);
    Orion.Wait(600);
    });
    }


    function loot() {
    _bags = [
    0x0E75, // Backpack
    ];
    var _counter = 0;
    var _corpses = Orion.FindType(0x2006, 0xFFFF, ground);
    if (_corpses.length) {
    _corpses.forEach(function (_corpse) {
    _counter++;
    Orion.Print("Corpse " + _counter + "/" + _corpses.length);
    loot_from_container(_corpse);
    Orion.Wait(300);
    _bags.forEach(function (_bag) {
    var _bags_in_corpse = Orion.FindType(_bag, 0xFFFF, _corpse)
    if (_bags_in_corpse.length) {
    _bags_in_corpse.forEach(function (_bag_in_corpse) {
    loot_from_container(_bag_in_corpse);
    Orion.Wait(300);
    });
    }
    });
    });

    toUse = Orion.FindList(useList, 'backpack');
    if (toUse.length) {
    Orion.Print("Found " + toUse.length + " items to use");
    toUse.forEach(function (item) {
    Orion.UseObject(item);
    Orion.Wait(1000)
    });
    }
    }
    }

    function craft() {
    while (!Player.Dead()) {
    Orion.Say(".makelastitem");
    Orion.Wait(4000);
    }
    }


    function exp_counter() {
    // Вы получили {int} единиц опыта
    var _started = new Date().getTime();
    var _total_exp = 0;
    while (true) {
    if (Orion.InJournal("MakeReset")) {
    _started = new Date().getTime();
    _total_exp = 0;
    Orion.ClearJournal("MakeReset");
    Orion.Print("Опыт сброшен");
    }
    var _message = Orion.WaitJournal("Вы получили", Orion.Now(), Orion.Now() + 10000);
    if (_message) {
    var _message_text = _message.Text();
    var _exp_match = /Вы получили (\d+)/.exec(_message_text);
    if (_exp_match && _exp_match.length)
    _total_exp += parseInt(_exp_match[1]);

    var _minutes = ((new Date().getTime() - _started) / 1000) / 60;
    var _exp_per_minute = (_total_exp / _minutes).toFixed(2);
    Orion.Print("Минут -> " + _minutes.toFixed(0));
    Orion.Print("0x0035", "Опыта в минуту: +" + _exp_per_minute + ", всего: +" + _total_exp);
    }

    Orion.Wait(200);
    }
    }



    function unload_maps() {
    var _maps = Orion.FindType(0x14EB);
    Orion.Print(_maps);
    if (_maps.length) {
    _maps.forEach(function (_item) {
    Orion.Print(_item);
    var _map = Orion.FindObject(_item);
    Orion.Print(_map);
    Orion.Print(_map.Properties());
    });
    }
    }

    function train_bowcraft() {
    while (!Player.Dead()) {
    var _on_ground = Orion.FindType(0x1BDD, 0xFFFF, 'ground');
    if (_on_ground.length) {
    Orion.MoveItem(_on_ground, 1, 'backpack');
    Orion.Wait(200);
    }
    Orion.Say(".makelastitem");
    Orion.Wait(4000);
    var _shafts = Orion.FindType(0x1BD4);
    Orion.Print(_shafts);
    if (_shafts) {
    Orion.MoveItem(_shafts, 0, 0x40038482);
    Orion.Wait(500);
    }
    }
    }

    function BH() {
    Orion.Boxhack(0x40038482);
    }
    C++:
    // Output levels
    output = {
    "ERROR": {
    "prefix": "P >",
    "color": 0x008A,
    },
    "INFO": {
    "prefix": "I >",
    "color": 0x0003,
    },
    "OK": {
    "prefix": "O >",
    "color": 0x0044,
    },
    "WARNING": {
    "prefix": "W >",
    "color": 0x0085,
    }
    }

    // Prints pased message above target/player/whatever
    // If target is undefined, prints above player
    // If level if undefined, INFO will be used
    function overheadPrint(message, level, target) {
    if (!target) {
    target = Player.Serial();
    }

    if (!level || !output[level]) {
    level = "INFO";
    }

    Orion.CharPrint(target, output[level]["color"], output[level]["prefix"] + " " + message);
    }