So ich habe mich jetzt damit mal befasst und habe einen möglichst einfachen Weg gefunden Countess mit einer FB/FO Sorc zu killen.
Vorraussetzung ist ein Merc...
Code:
/**
* This file was modified by [Only registered and activated users can see links. Click Here To Register...]
* Check the programming section for updates and further scripts
* Last Update: 02/27/2011
*/
function NTMain()
{
Include("libs/common/NTCommon.ntl");
NTC_IncludeLibs();
NTC_IncludeConfig("NTBot/char_configs");
NT_LoadConfig();
NTSI_LoadNIPFiles("NTBot/item_configs");
MWC_Initialize();
var _countess, _mapType;
if(!NTTM_CheckAct(me.act, true))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTTM_CheckAct, 20, me.act, true);
return;
}
NTTMGR_TownManager();
if(!NTTM_TownMove("waypoint"))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTTM_TownMove, 28, "waypoint");
return;
}
if(!NTM_TakeWaypoint(6))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_TakeWaypoint, 34, 6);
return;
}
NTP_DoPrecast(true);
for(var i = 0; i < 6; i++)
{
if(!NTM_MoveToStair(me.areaid, 20 + i))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveToStair, 44, me.areaid, 20 + i);
return;
}
if(!NTM_TakeStair(20 + i))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_TakeWaypoint, 50, 20 + i);
return;
}
}
NTA_ClearPosition(10, true, 2, false, true);
if(me.y > 11060 && me.y <= 11078) // Countess northwest
{
_mapType = 0;
if(!NTM_MoveTo(me.areaid, 12544, 11066))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 63, me.areaid, 12544, 11066);
return;
}
}
else // Countess northeast
{
_mapType = 1;
if(!NTM_MoveTo(me.areaid, 12570, 11057))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 73, me.areaid, 12570, 11057);
return;
}
}
_countess = NTC_FindUnit(NTC_UNIT_MONSTER, GetLocaleString(2875), 10);
if(!_countess)
{
NTC_SendMsgToScript("MWBotGame.ntj", NTC_FindUnit, 80, NTC_UNIT_MONSTER, GetLocaleString(2875), 10);
return;
}
if(me.y > 11060 && me.y <= 11078)
{
if(_countess.y <= 11054)
NTM_MoveTo(me.areaid, 12537, 11042);
if(_countess.y > 11056 && _countess.y <= 11070)
{
if(_countess.x < 12533)
NTM_MoveTo(me.areaid, 12518, 11057);
else
NTM_MoveTo(me.areaid, 12548, 11057);
}
if(_countess.y > 11070 && _countess.y <= 11085)
{
if(_countess.x < 12533)
NTM_MoveTo(me.areaid, 12518, 11083);
else
NTM_MoveTo(me.areaid, 12548, 11083);
}
if(_countess.y > 11086)
NTM_MoveTo(me.areaid, 12542, 11098);
}
else
{
if(_countess.x <= 12550)
{
NTM_MoveTo(me.areaid, 12562, 11057);
NTM_MoveTo(me.areaid, 12548, 11043);
}
if(_countess.x > 12550 && _countess.x <= 12561)
{
if(_countess.y < 11027)
NTM_MoveTo(me.areaid, 12577, 11043);
else
{
NTM_MoveTo(me.areaid, 12565, 11043);
NTM_MoveTo(me.areaid, 12577, 11025);
}
}
if(_countess.x > 12561 && _countess.x <= 12579)
{
if(_countess.y < 11027)
NTM_MoveTo(me.areaid, 12555, 11043);
else
{
NTM_MoveTo(me.areaid, 12565, 11043);
NTM_MoveTo(me.areaid, 12555, 11025);
}
}
if(_countess.x > 12579)
{
NTM_MoveTo(me.areaid, 12578, 11057);
NTM_MoveTo(me.areaid, 12582, 11043);
}
}
[COLOR="Red"] if(NTConfig_ClearPosition)
NTA_ClearPosition(30, true, 2, false, true);[/COLOR]
if(!NTA_KillMonster(GetLocaleString(2875)))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTA_KillMonster, 149, GetLocaleString(2875));
return;
}
if(NTConfig_ClearPosition)
NTA_ClearPosition(30, true, 2, false, true);
NTSI_PickItems();
if(MWConfig_ClearCountessRoomsSpectype > 0)
{
if(_mapType == 0)
{
// Clear right room
if(!NTM_MoveTo(me.areaid, 12609, 11021))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 165, me.areaid, 12609, 11021);
return;
}
NTA_ClearPosition(25, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
// Clear left room
if(!NTM_MoveTo(me.areaid, 12609, 11117))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 174, me.areaid, 12609, 11117);
return;
}
NTA_ClearPosition(25, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
// Clear center room
if(!NTM_MoveTo(me.areaid, 12591, 11070))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 188, me.areaid, 12591, 11070);
return;
}
NTA_ClearPosition(35, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
}
else
{
// Clear right room
if(!NTM_MoveTo(me.areaid, 12614, 11104))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 194, me.areaid, 12614, 11104);
return;
}
NTA_ClearPosition(25, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
// Clear left room
if(!NTM_MoveTo(me.areaid, 12523, 11104))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 203, me.areaid, 12523, 11104);
return;
}
NTA_ClearPosition(25, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
// Clear center room
if(!NTM_MoveTo(me.areaid, 12569, 11090))
{
NTC_SendMsgToScript("MWBotGame.ntj", NTM_MoveTo, 212, me.areaid, 12569, 11090);
return;
}
NTA_ClearPosition(35, true, 0, true, true, MWConfig_ClearCountessRoomsSpectype);
}
}
NTC_SendMsgToScript("MWBotGame.ntj", "SCRIPT_END");
}
Der Effekt ist einfach, dass ihr erst alle Monster drumherum killt und danach der Merc ganz entspannt Countess killt ohne das ihr von jemand anderes angegriffen werdet. Vielleicht hilft das euch bei mir gehts 1A