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Thread: auto stealth ring

  1. #1
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    auto stealth ring

    gostaria que puxa-se stealth ring quando tiver x corym na tela.


    vlw

  2. #2
    Normal User blakw's Avatar
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    Lua Code:
     
    --Ring Name:
    local RING_NAME = ("sword ring")
     
    --Equipped Ring ID: --[[ sword ring: 3094, axe ring: 3095, club ring: 3096, prismatic ring: 16264 ]]--
    local EQUIPPED_ID = 3094 
     
    --Monsters to consider:
    local MONSTERS = {"Demon", "Orc"}
     
    if table.find(MONSTERS, target.name) and ring ~= EQUIPPED_ID and itemcount(RING_NAME) > 0 
    then
        moveitems(RING_NAME, "all", "ring", 1)
    elseif not table.find(MONSTERS, target.name) and ring == EQUIPPED_ID 
    then
        moveitems(RING_NAME, "ring", "all", 1)
    end


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  3. #3
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    Quote Originally Posted by blakw View Post
    Lua Code:
     
    --Ring Name:
    local RING_NAME = ("sword ring")
     
    --Equipped Ring ID: --[[ sword ring: 3094, axe ring: 3095, club ring: 3096, prismatic ring: 16264 ]]--
    local EQUIPPED_ID = 3094 
     
    --Monsters to consider:
    local MONSTERS = {"Demon", "Orc"}
     
    if table.find(MONSTERS, target.name) and ring ~= EQUIPPED_ID and itemcount(RING_NAME) > 0 
    then
        moveitems(RING_NAME, "all", "ring", 1)
    elseif not table.find(MONSTERS, target.name) and ring == EQUIPPED_ID 
    then
        moveitems(RING_NAME, "ring", "all", 1)
    end
    Certo mais onde coloca a quantidade de monstros, pelo que entendi so especifica a quantidade de rings

    Vlw +rep

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    Code:
    MonsterCount = 10 ----- número de monstros a partir do qual efectua a action (mete isso no seu setup)
    ---------------------------------------------------
    
    --Ring Name:
    local RING_NAME = ("Stealth Ring")
     
    --Equipped Ring ID: --[[ sword ring: 3094, axe ring: 3095, club ring: 3096, prismatic ring: 16264 ]]--
    local EQUIPPED_ID = 3086 
     
    --Monsters to consider:
    local MONSTERS = {"Corym Charlatan", "Corym Skirmisher", "Corym Vanguard"}
     
    if maround(7, unpack(MONSTERS)) >= MonsterCount and ring ~= EQUIPPED_ID and itemcount(RING_NAME) > 0 
    then
        moveitems(RING_NAME, "all", "ring", 1)
    elseif maround(7, unpack(MONSTERS)) < MonsterCount and ring == EQUIPPED_ID 
    then
        moveitems(RING_NAME, "ring", "all", 1)
    end
    Modifiquei o código do Blakw pro caso que você pediu. testa e ve se funciona

  5. #5
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    Quote Originally Posted by mi2bru View Post
    Code:
    MonsterCount = 10 ----- número de monstros a partir do qual efectua a action (mete isso no seu setup)
    ---------------------------------------------------
    
    --Ring Name:
    local RING_NAME = ("Stealth Ring")
     
    --Equipped Ring ID: --[[ sword ring: 3094, axe ring: 3095, club ring: 3096, prismatic ring: 16264 ]]--
    local EQUIPPED_ID = 3086 
     
    --Monsters to consider:
    local MONSTERS = {"Corym Charlatan", "Corym Skirmisher", "Corym Vanguard"}
     
    if maround(7, unpack(MONSTERS)) >= MonsterCount and ring ~= EQUIPPED_ID and itemcount(RING_NAME) > 0 
    then
        moveitems(RING_NAME, "all", "ring", 1)
    elseif maround(7, unpack(MONSTERS)) < MonsterCount and ring == EQUIPPED_ID 
    then
        moveitems(RING_NAME, "ring", "all", 1)
    end
    Modifiquei o código do Blakw pro caso que você pediu. testa e ve se funciona

    valeu brother vo testar

  6. #6
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    é o seguinte, ele está colocando o ring com menos bixos que especificado, e não tira mais o ring, tem como faze um concerto ai ?

  7. #7
    Moderator Furieri's Avatar
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    Quote Originally Posted by kpetta View Post
    é o seguinte, ele está colocando o ring com menos bixos que especificado, e não tira mais o ring, tem como faze um concerto ai ?
    @kpetta segue o código certo:
    Lua Code:
    MonsterCount = 5 ----- número de monstros a partir do qual efectua a action (mete isso no seu setup)
    ---------------------------------------------------
     
    --Ring Name:
    local RING_NAME = ("Stealth Ring")
     
    --Equipped Ring ID: --[[ sword ring: 3094, axe ring: 3095, club ring: 3096, prismatic ring: 16264 ]]--
    local EQUIPPED_ID = 3086 
     
    --Monsters to consider:
    local MONSTERS = {"Corym Charlatan", "Corym Skirmisher", "Corym Vanguard"}
     
    if maround(7, MONSTERS) >= MonsterCount and ring ~= EQUIPPED_ID and itemcount(RING_NAME) > 0 
    then
        moveitems(RING_NAME, "all", "ring", 1)
    elseif maround(7, MONSTERS) < MonsterCount and ring == EQUIPPED_ID 
    then
        moveitems(RING_NAME, "ring", "all", 1)
    end

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