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  1. #11
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    Quote Originally Posted by Heronas View Post
    elseif $timems >= strongExhaustTime and strongStrike then
    caststrongstrike(1000)
    Isn't this the same as:

    elseif cancastspell(strongstrike) then
    cast(strongstrike)

    Also, does anyone know if there is an equivalent for runes? Something like if canshoot(" ")? Or maybe I will try using your exhasutTime xD

  2. #12
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    @Heronas maybe good idea would be to make shooter for paladins also ? Exevo Mas San + GFB/AVA + Exori San/Con - i remaked this code for RP and its working very nice :P

    just in my opinion ;-)
    Regards

  3. #13
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    could you add an option to use ultimates strikes?
    @Heronas

  4. #14
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    Quote Originally Posted by Dworak View Post
    @Heronas maybe good idea would be to make shooter for paladins also ? Exevo Mas San + GFB/AVA + Exori San/Con - i remaked this code for RP and its working very nice :P

    just in my opinion ;-)
    Regards
    Dworak, could you share it with us? =)

    Thanks!

  5. #15
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    @Jesseh, try this one it was working good for me, but not sure if this version is shooting Exori San, don't remember will test it at monday

    -- Advanced Shooter
    -- Version 1.0.0 - By Heronas
    -- Credits for playercheck go to Leonardo
    init start
    -- Set monsters to consider when using spells/area runes
    local creatureNames = {
    'Fury',
    'Nightmare',
    'Spectre';
    }


    -- Spells such as beams/waves/UEs and even knight/paladin spells can be set here
    -- Example: {name = "exevo vis hur", amount = 3, monsters = {'Hydra'}},
    -- name = spell name or words, amount = monster amount, monsters = monsters to consider
    local spells = {
    {name = "exevo mas san", amount = tonumber(getuseroption('San Amount'))},
    {name = "exevo vis hur", amount = 123},
    {name = "exevo vis hur", amount = 122, monsters = {'Frost Dragon'}},
    {name = "exevo gran vis lux", amount = 122},
    }


    -- Area runes such as thunderstorms can be set here
    -- Example: {name = "thunderstorm rune", amount = 3, monsters = {'Crystal Spider'}},
    -- name = rune name, amount = monster amount, monsters = monsters to consider
    local areaRunes = {
    {name = "avalanche rune", amount = tonumber(getuseroption('Ava Amount'))}
    }


    -- Target runes such as SDs can be set here, for now only supports 1 targetrune
    -- Example: {name = "sudden death rune", amount = 3, monsters = {'Demon'}},
    -- name = rune name, amount = monster amount, monsters = monsters to consider
    local targetRunes = {
    {name = "sudden death rune", amount = 3, monsters = {'Frost Dragon'}},
    }


    -- Check for players, taken from Leonardo's scripts
    local players = {
    consider = getuseroption('Safe San'),
    distance = 20,
    safeList = {"Bubble", "Eternal Oblivion"},
    floorDifference = 1
    }


    -- Set to true to use strong strikes
    local strongStrike = false


    -- DON'T EDIT BELOW THIS LINE IF YOU DON'T KNOW WHAT YOU'RE DOING --
    --------------------------------------------------------------------


    -- Directions to check
    local shootDir = {'n', 'w', 's', 'e'}


    -- Initial values for loop iteration
    local quitLoop = 0
    local exhaustTime = 0
    local strongExhaustTime = cooldown("exori san")
    local countTries = 0
    local areaCountLow = 10
    local spellCountLow = 10


    for i,j in pairs(spells) do
    if spellCountLow > spells[i].amount then
    spellCountLow = spells[i].amount
    end
    spells[i].monsters = spells[i].monsters or creatureNames
    end


    for i,j in pairs(areaRunes) do
    if areaCountLow > areaRunes[i].amount then
    areaCountLow = areaRunes[i].amount
    end
    areaRunes[i].monsters = areaRunes[i].monsters or creatureNames
    end


    for i,j in pairs(targetRunes) do
    targetRunes[i].monsters = targetRunes[i].monsters or creatureNames
    end


    init end


    auto(50, 100)
    quitLoop = 0


    -- Reset exhaust time if a new projectile is fired from your position to your target's position
    if $lastprojectile.tox == $attacked.posx and $lastprojectile.toy == $attacked.posy and $lastprojectile.fromx == $posx and $lastprojectile.fromy == $posy then
    exhaustTime = $timems
    end


    if $timems >= exhaustTime then
    if not players.consider or paroundfloorignore(players.distance, players.floorDifference, unpack(players.safeList)) == 0 then
    -- Spells
    if maround(8) >= spellCountLow and spells[1] ~= nil and getuseroption('Use Mas San') then
    for i,_ in pairs(spells) do
    if cancast(spells[i].name) then
    for j,_ in pairs(shootDir) do
    if maroundspell(spells[i].name, unpack(spells[i].monsters)) >= spells[i].amount then
    cast(spells[i].name)
    quitLoop = 1
    end
    end
    end
    end
    end

    -- Area Runes
    if maround(8) >= areaCountLow and areaRunes[1] ~= nil and quitLoop ~= 1 and getuseroption('Use Ava') then
    for i,_ in pairs(areaRunes) do
    runeArea = getarearunetile(false, unpack(areaRunes[i].monsters))
    if runeArea.amount >= areaRunes[i].amount and itemcount(areaRunes[i].name) ~= 0 then
    countTries = 0
    pausewalking(500)
    useitemon(areaRunes[i].name, 0, runeArea.tile)
    pausewalking(0)
    countTries = 1
    if $lastprojectile.time <= exhaustTime then
    countTries = 2
    end
    quitLoop = 1
    end
    end
    end
    end


    -- Targetrunes and strikes
    if $attacked.id ~=0 and quitLoop == 0 then
    if maround(7, unpack(targetRunes[1].monsters)) >= targetRunes[1].amount then
    useoncreature(targetRunes[1].name, $target)
    elseif $timems >= strongExhaustTime and strongStrike then
    caststrongstrike(1000)
    strongExhaustTime = $timems + 5000
    else
    caststrike(1000)
    end
    end


    -- Add exhaust time, takes into account if you missfire an area rune
    exhaustTime = $timems + 1000 - countTries*500
    end

  6. #16
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    Hey guys I'll look at the script this weekend, I don't have an awful lot of time lately.
    I personally think this could use an update to make it work better, I'll see what I can do.
    @Jesseh

    I'll make another one for paladins, shouldn't be too much work. The only thing is that I don't have a paladin which I can test with but it'll be ok.
    @Dracker

    I'll add it in the updated version, hopefully this weekend but don't pin me on it.

  7. #17
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    tyvm!

  8. #18
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    When I use this script, and it uses exori flam or any other spell, it changes direction constantly...

    It's like the character is dancing.. Is there no way to change this? I think it's a bit obvious that you're botting every time you cast "Exori flam" and your character dances...

    local shootDir = {'n', 'w', 's', 'e'}

  9. #19
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    -- Advanced Shooter
    -- Version 1.0.0 - By Heronas
    -- Credits for playercheck go to Leonardo
    init start
    -- Set monsters to consider when using spells/area runes
    local creatureNames = {
    'Dragon',
    'Dragon Hatchling ',
    'Spectre';
    }


    -- Spells such as beams/waves/UEs and even knight/paladin spells can be set here
    -- Example: {name = "exevo vis hur", amount = 3, monsters = {'Hydra'}},
    -- name = spell name or words, amount = monster amount, monsters = monsters to consider
    local spells = {

    {name = "exevo vis hur", amount = 123},
    {name = "exevo vis hur", amount = 122, monsters = {'Frost Dragon'}},
    {name = "exevo gran vis lux", amount = 122},
    }


    -- Area runes such as thunderstorms can be set here
    -- Example: {name = "thunderstorm rune", amount = 3, monsters = {'Crystal Spider'}},
    -- name = rune name, amount = monster amount, monsters = monsters to consider
    local areaRunes = {
    {name = "avalanche rune", amount = 3, monsters = {'Dragon'}},
    }


    -- Target runes such as SDs can be set here, for now only supports 1 targetrune
    -- Example: {name = "sudden death rune", amount = 3, monsters = {'Demon'}},
    -- name = rune name, amount = monster amount, monsters = monsters to consider
    local targetRunes = {
    {name = "sudden death rune", amount = 3, monsters = {'Frost Dragon'}},
    }


    -- Check for players, taken from Leonardo's scripts
    local players = {
    consider = getuseroption('Safe San'),
    distance = 20,
    safeList = {"Bubble", "Eternal Oblivion"},
    floorDifference = 1
    }


    -- Set to true to use strong strikes
    local strongStrike = false


    -- DON'T EDIT BELOW THIS LINE IF YOU DON'T KNOW WHAT YOU'RE DOING --
    --------------------------------------------------------------------


    -- Directions to check
    local shootDir = {'n', 'w', 's', 'e'}


    -- Initial values for loop iteration
    local quitLoop = 0
    local exhaustTime = 0
    local strongExhaustTime = cooldown("exori san")
    local countTries = 0
    local areaCountLow = 10
    local spellCountLow = 10


    for i,j in pairs(spells) do
    if spellCountLow > spells[i].amount then
    spellCountLow = spells[i].amount
    end
    spells[i].monsters = spells[i].monsters or creatureNames
    end


    for i,j in pairs(areaRunes) do
    if areaCountLow > areaRunes[i].amount then
    areaCountLow = areaRunes[i].amount
    end
    areaRunes[i].monsters = areaRunes[i].monsters or creatureNames
    end


    for i,j in pairs(targetRunes) do
    targetRunes[i].monsters = targetRunes[i].monsters or creatureNames
    end


    init end


    auto(50, 100)
    quitLoop = 0


    -- Reset exhaust time if a new projectile is fired from your position to your target's position
    if $lastprojectile.tox == $attacked.posx and $lastprojectile.toy == $attacked.posy and $lastprojectile.fromx == $posx and $lastprojectile.fromy == $posy then
    exhaustTime = $timems
    end


    if $timems >= exhaustTime then
    if not players.consider or paroundfloorignore(players.distance, players.floorDifference, unpack(players.safeList)) == 0 then
    -- Spells
    if maround(8) >= spellCountLow and spells[1] ~= nil and getuseroption('Use Mas San') then
    for i,_ in pairs(spells) do
    if cancast(spells[i].name) then
    for j,_ in pairs(shootDir) do
    if maroundspell(spells[i].name, unpack(spells[i].monsters)) >= spells[i].amount then
    cast(spells[i].name)
    quitLoop = 1
    end
    end
    end
    end
    end

    -- Area Runes
    if maround(8) >= areaCountLow and areaRunes[1] ~= nil and quitLoop ~= 1 and getuseroption('Use Ava') then
    for i,_ in pairs(areaRunes) do
    runeArea = getarearunetile(false, unpack(areaRunes[i].monsters))
    if runeArea.amount >= areaRunes[i].amount and itemcount(areaRunes[i].name) ~= 0 then
    countTries = 0
    pausewalking(500)
    useitemon(areaRunes[i].name, 0, runeArea.tile)
    pausewalking(0)
    countTries = 1
    if $lastprojectile.time <= exhaustTime then
    countTries = 2
    end
    quitLoop = 1
    end
    end
    end
    end


    -- Targetrunes and strikes
    if $attacked.id ~=0 and quitLoop == 0 then
    if maround(7, unpack(targetRunes[1].monsters)) >= targetRunes[1].amount then
    useoncreature(targetRunes[1].name, $target)
    elseif $timems >= strongExhaustTime and strongStrike then
    caststrongstrike(1000)
    strongExhaustTime = $timems + 5000
    else
    caststrike(1000)
    end
    end


    -- Add exhaust time, takes into account if you missfire an area rune
    exhaustTime = $timems + 1000 - countTries*500
    end

    I need to use Avalanche at Dragon , Dragon Hatchling when it's 3-4 monster . I change yours and doesn't work

    This is my target

    target.jpg

  10. #20
    Free User Borges's Avatar
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    Quote Originally Posted by mgula View Post
    I need to use Avalanche at Dragon , Dragon Hatchling when it's 3-4 monster . I change yours and doesn't work

    This is my target

    target.jpg
    try this:
    auto(200, 400)
    local pos = getarearunetile(false, "Dragon", "Dragon Hatchling")
    if pos.amount >= 3 then
    pausewalking(500)
    useitemon("Avalanche Rune", 0, pos.tile) waitping(1, 2)
    pausewalking(0)
    end


    documentation
    Helped you? REP+

 

 

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