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Thread: Preferência de exoris

  1. #1
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    Preferência de exoris

    Bem, eu upo em vengoth castle, queria saber se tinha como por preferência de dar exori/exori gran ao inves de ico/hur

    pq quando lura os bixos ao invés de dar o exori gran ele da exori ico/hur primeiro

  2. #2
    Normal User flygt's Avatar
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    configure ou troca sua action de exori
    de qualquer forma segue outra action caso queira trocar basta configurar a seu gosto essa

    Code:
    -- [[ INIT START ]] -- 
        local CONFIG = { 
            CREATURES = {"Sea Serpent", "Young Sea Serpent"}, 
             
            PLAYERS = { 
                ENABLED = true, 
                DISTANCE = 14, 
                FLOOR_DIFFERENCE = 1, 
                SAFE_LIST = {"Bubble", "Eternal Oblivion"}, 
            }, 
             
            SPELLS = { 
                --{NAME = "groundshaker", AMOUNT = 6}, 
                {NAME = "fierce berserk", AMOUNT = 4}, 
                {NAME = "berserk", AMOUNT = 3}, 
                {NAME = "front sweep", AMOUNT = 2}, 
                --{NAME = "annihilation", HP_PC = 45}, 
                {NAME = "brutal strike", HP_PC = 10}, 
                {NAME = "whirlwind throw", HP_PC = 10}, 
            }, 
        } 
    
        -- [[ DO NOT CHANGE ANYTHING BELOW THIS LINE. ]] -- 
    
        SPELLS_CONFIG = SPELLS_CONFIG or {} 
        LAST_FLOOR = LAST_FLOOR or Self.PositionZ() 
        ATTACK_EXHAUST = ATTACK_EXHAUST or 0 
         
        table.lower(CONFIG.CREATURES) 
         
        local RESET_SPELLS_CONFIG = #CONFIG.SPELLS ~= #SPELLS_CONFIG 
         
        if (not RESET_SPELLS_CONFIG) then 
            for INDEX, SPELL_ENTRY in ipairs(CONFIG.SPELLS) do 
                if (SPELL_ENTRY.NAME ~= SPELLS_CONFIG[INDEX].NAME or ((SPELL_ENTRY.AMOUNT and SPELL_ENTRY.AMOUNT ~= SPELLS_CONFIG[INDEX].AMOUNT) or (SPELL_ENTRY.HP_PC and SPELL_ENTRY.HP_PC ~= SPELLS_CONFIG[INDEX].HP_PC))) then 
                    RESET_SPELLS_CONFIG = true 
                    break 
                end 
            end 
        end 
         
        if (RESET_SPELLS_CONFIG) then 
            SPELLS_CONFIG = {} 
             
            local CURRENT_INDEX = 1 
             
            while (#CONFIG.SPELLS >= CURRENT_INDEX) do 
                CONFIG.SPELLS[CURRENT_INDEX].INFO = Spell.GetByWordsOrName(CONFIG.SPELLS[CURRENT_INDEX].NAME) 
                 
                if (not CONFIG.SPELLS[CURRENT_INDEX].INFO:isValid()) then 
                    table.remove(CONFIG.SPELLS, CURRENT_INDEX) 
                else 
                    if (#CONFIG.SPELLS[CURRENT_INDEX].INFO:Condition() > 0 and table.find({"BIG_BEAM", "BIG_WAVE", "FRONT", "SMALL_BEAM", "SMALL_WAVE", "STRIKE"}, CONFIG.SPELLS[CURRENT_INDEX].INFO:Condition())) then 
                        CONFIG.SPELLS[CURRENT_INDEX].NEED_DIRECTION = true 
                    else 
                        CONFIG.SPELLS[CURRENT_INDEX].NEED_DIRECTION = false 
                    end 
                     
                    CURRENT_INDEX = CURRENT_INDEX + 1 
                end 
            end 
        end 
    -- [[ INIT END ]] -- 
    
    if (Self.PositionZ() ~= LAST_FLOOR) then 
        LAST_FLOOR, ATTACK_EXHAUST = Self.PositionZ(), System.TimeMilliseconds() + 2000 
        return 
    end 
    
    if (System.TimeMilliseconds() > ATTACK_EXHAUST) then 
        for _, SPELL_ENTRY in ipairs(CONFIG.SPELLS) do 
            if (SPELL_ENTRY.INFO:isAbleToCast(nil, false)) then 
                local ATTACKED = Creature.GetAttacked() 
                 
                if (SPELL_ENTRY.AMOUNT and (not CONFIG.PLAYERS.ENABLED or Self.PlayersAroundFloorIgnore(CONFIG.PLAYERS.DISTANCE, CONFIG.PLAYERS.FLOOR_DIFFERENCE, unpack(CONFIG.PLAYERS.SAFE_LIST)) == 0)) then 
                    local HIGHEST_AMOUNT, BEST_DIRECTION = 0, Self.LookDirection() 
                                 
                    if (SPELL_ENTRY.NEED_DIRECTION) then 
                        for DIRECTION, CREATURES_AMOUNT in pairs({[DIRECTION_NORTH] = 0, [DIRECTION_EAST] = 0, [DIRECTION_SOUTH] = 0, [DIRECTION_WEST] = 0}) do 
                            CREATURES_AMOUNT = Self.MonstersAroundSpell(SPELL_ENTRY.INFO:Condition(), DIRECTION, unpack(CONFIG.CREATURES)) 
                             
                            if (CREATURES_AMOUNT > HIGHEST_AMOUNT or (CREATURES_AMOUNT >= HIGHEST_AMOUNT and DIRECTION == Self.LookDirection())) then 
                                HIGHEST_AMOUNT, BEST_DIRECTION = CREATURES_AMOUNT, DIRECTION 
                            end 
                        end 
                    else 
                        HIGHEST_AMOUNT, BEST_DIRECTION = Self.MonstersAroundSpell(SPELL_ENTRY.INFO:Condition(), Self.LookDirection(), unpack(CONFIG.CREATURES)), Self.LookDirection() 
                    end 
                     
                    if (HIGHEST_AMOUNT >= SPELL_ENTRY.AMOUNT) then 
                        while (Self.LookDirection() ~= BEST_DIRECTION) do 
                            Self.Turn(BEST_DIRECTION) 
                            System.Wait(25, 75) 
                        end 
                         
                        if (SPELL_ENTRY.INFO:CastSpell()) then 
                            System.Wait(Self.CoolDown(SPELL_GROUP_ATTACK)) 
                        end 
                    end 
                elseif (SPELL_ENTRY.HP_PC and SPELL_ENTRY.INFO:isAbleToCast(ATTACKED, false) and table.find(CONFIG.CREATURES, ATTACKED:Name():lower()) and SPELL_ENTRY.HP_PC >= ATTACKED:HealthPercent()) then 
                    if (SPELL_ENTRY.INFO:CastSpell(ATTACKED)) then 
                        System.Wait(Self.CoolDown(SPELL_GROUP_ATTACK)) 
                    end 
                end 
            end 
        end 
    end

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