Results 1 to 5 of 5

Thread: looking change weapon if trapped for GHOST

  1. #1
    Normal User
    Join Date
    Mar 2012
    Posts
    21
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quoted
    0 Post(s)
    Reputation
    10
    Rep Power
    5

    looking change weapon if trapped for GHOST

    looking change weapon if trapped for GHOST

    thanks

  2. #2
    iBot User
    Join Date
    Sep 2012
    Posts
    27
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Quoted
    6 Post(s)
    Reputation
    10
    Rep Power
    5
    xD

    Code:
    --[[
        Name: Change Weapon
        Version: v1.0.0
        Status: Works
        Author: Sayild
    ]]--
            
    local MONSTERS = {'ghost', 'pirate ghost'}
    local AMMOUNT_TO_EQ = 1 
    local STRONG_WEAPON = 'fire axe'
    local WEAK_WEAPON = 'stonecutter axe'
    
    -- Dont Edit Below
    
    local S = itemid(STRONG_WEAPON)
    local W = itemid(WEAK_WEAPON)
    
    if maround(8, unpack(MONSTERS)) >= AMMOUNT_TO_EQ then
            moveitems(STRONG_WEAPON, "all", "weapon", 1)
            wait(1000)
            setattackmode("offensive")
    else
        moveitems(WEAK_WEAPON, "all", "weapon", 1)
        wait(1000)
        setattackmode("offensive")
    end

  3. #3
    Premium User Daniloco's Avatar
    Join Date
    Jun 2012
    Location
    Chile
    Posts
    74
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quoted
    4 Post(s)
    Reputation
    33
    Rep Power
    5
    Quote Originally Posted by orsonpratt View Post
    xD

    Code:
    --[[
        Name: Change Weapon
        Version: v1.0.0
        Status: Works
        Author: Sayild
    ]]--
            
    local MONSTERS = {'ghost', 'pirate ghost'}
    local AMMOUNT_TO_EQ = 1 
    local STRONG_WEAPON = 'fire axe'
    local WEAK_WEAPON = 'stonecutter axe'
    
    -- Dont Edit Below
    
    local S = itemid(STRONG_WEAPON)
    local W = itemid(WEAK_WEAPON)
    
    if maround(8, unpack(MONSTERS)) >= AMMOUNT_TO_EQ then
            moveitems(STRONG_WEAPON, "all", "weapon", 1)
            wait(1000)
            setattackmode("offensive")
    else
        moveitems(WEAK_WEAPON, "all", "weapon", 1)
        wait(1000)
        setattackmode("offensive")
    end
    good testing

  4. #4
    Normal User
    Join Date
    Mar 2012
    Posts
    21
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quoted
    0 Post(s)
    Reputation
    10
    Rep Power
    5
    Quote Originally Posted by orsonpratt View Post
    xD

    Code:
    --[[
        Name: Change Weapon
        Version: v1.0.0
        Status: Works
        Author: Sayild
    ]]--
            
    local MONSTERS = {'ghost', 'pirate ghost'}
    local AMMOUNT_TO_EQ = 1 
    local STRONG_WEAPON = 'fire axe'
    local WEAK_WEAPON = 'stonecutter axe'
    
    -- Dont Edit Below
    
    local S = itemid(STRONG_WEAPON)
    local W = itemid(WEAK_WEAPON)
    
    if maround(8, unpack(MONSTERS)) >= AMMOUNT_TO_EQ then
            moveitems(STRONG_WEAPON, "all", "weapon", 1)
            wait(1000)
            setattackmode("offensive")
    else
        moveitems(WEAK_WEAPON, "all", "weapon", 1)
        wait(1000)
        setattackmode("offensive")
    end

    is possible change weapon on setup?

  5. #5
    Normal User
    Join Date
    Jun 2012
    Location
    Sweden
    Posts
    1,671
    Mentioned
    18 Post(s)
    Tagged
    1 Thread(s)
    Quoted
    8 Post(s)
    Reputation
    132
    Rep Power
    9
    Yes it is.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •