1. Robisz drugi skrypt, w którym w looterze zaznaczasz opcję: i uzupełniasz skrypt:
local normalny = "nazwaskryptu"
local DROPitem = "nazwaskryptudrop"
----------------------------
local MainLoaded = true
Module.New('Settings switcher', function(mod)
if Self.Cap() < 200 then
if MainLoaded then
loadSettings(DROPitem, 'Looter')
MainLoaded = false
end
elseif not MainLoaded then
loadSettings(normalny, 'Looter')
MainLoaded = true
end
end)
2. Skrypt na ring:
local Ring_RingID = 3049 -- id ring
local MonsterList = {"Earth Elemental", "Mummy", "Ghost"}
local MonsterCount = 2 -- How many monsters until you equip the special ring?
local MonsterRange = 2 -- Range of the monsters until you equip the special ring?
Module.New("RingEquip", function(module)
local mob = Self.GetTargets(MonsterRange)
local mobCount = 0
for i = 1, #mob do
if table.contains(MonsterList, mob[i]:Name()) then
mobCount = mobCount + 1
end
end
if (mobCount >= MonsterCount and Self.Ring().id ~= Item.GetRingActiveID(Ring_RingID) and Self.ItemCount(Ring_RingID) > 0) then
Self.Equip(Ring_RingID, "ring")
elseif (mobCount < MonsterCount and Self.Ring().id == Item.GetRingActiveID(Ring_RingID)) then
Self.Dequip("ring", MainBackpack)
end
module:Delay(1000, 1100)
end)
Możesz jaśniej? Chodzi Ci o zwykły skrypt do skillowania na monkach? Łap, % sobie zmień:
local trainer = "Monk"
local lastTarget = 0
Module.New("BattleModule", function(module)
--let's find a target
if Self.TargetID() < 1 then
for i = CREATURES_LOW, CREATURES_HIGH do
local creature = Creature.GetFromIndex(i)
if creature:isValid() and creature:ID() ~= Self.ID() then
if creature:isOnScreen() and creature:isVisible() and creature:isAlive() and
creature:isReachable() then
local name = creature:Name()
if creature:DistanceFromSelf() <= 1 then
if name == trainer then --target found
if creature:HealthPercent() >= 50 then
if lastTarget > 0 and Creature(lastTarget):isAlive() then
if creature:ID() == lastTarget then
creature:Attack()
break
end
else
creature:Attack()
lastTarget = creature:ID()
break
end
end
end
end
end
end
end
else --is attacking
local target = Creature(Self.TargetID())
if target:isOnScreen() and target:isVisible() and target:isAlive() and target:isReachable() then
if target:HealthPercent() <= 30 then
Self.StopAttack()
else
if not target:isTarget() then
target:Attack()
end
end
end
end
module:Delay(1000)
end)
Polecam przeglądać parę postów do tyłu, skrypt na mlvl tam jest.
-- [[ SETTINGS START ]]
local MinMana = 5 -- Amount to buy new potions
local MaxMana = 10 -- Amount to buy up to
local MinCash = 1100 -- Stops is below x gps
local ManaName = "mana potion" -- Name of your mana potion
-- [[ SETTINGS END ]]
function Self.ManaPercent()
local x = math.ceil(math.abs(Self.Mana() / (Self.MaxMana() * 0.01)))
return x
end
function BuyItems(item, count)
wait(900, 1200)
if (Self.ItemCount(item) < count) then
Self.ShopBuyItem(item, (count-Self.ItemCount(item)))
wait(200, 500)
end
end
Module.New('ManaTrain', function(module)
if (Self.ItemCount(Item.GetID(ManaName)) <= MinMana) and (Self.Money() >= MinCash) then
Self.SayToNpc({"hi", "trade"}, 65)
BuyItems(Item.GetID(ManaName), MaxMana)
wait(500)
Self.SayToNpc("bye")
end
module:Delay(1500)
end)