das integrierte attacksystem is nich der hit
er soll so vorgehn
fast cs run:
monster mit schwachesicht verfluchen + boss killen und alle seals öffnen
dann tele in die mitte und altern auf dia fluchen und bonespirit casten..
normal cs run:
monster mit schwache sicht verfluchen bis die ersten leichen liegen
dann verstärkter schaden und ce
nachdem alle seals offen sind
dann tele in die mitte und altern auf dia fluchen und bonespirit casten..
Code:
//------------------------------------------------------------------------------ // Attack Configuration //------------------------------------------------------------------------------ // Specify your attack skills below. NOTE: Constants for all skill ids can be found in "scripts\libs\common\MWSkills.ntl". NTConfig_AttackSkill[0] = -1; // This skill is used once whenever attacking a new target. Set to 0 to deactivate. NTConfig_AttackSkill[1] = MWS_AMPLIFY_DAMAGE; // This is the default curse which is used against most monsters. Set to 0 to deactivate. NTConfig_AttackSkill[2] = MWS_DECREPIFY; // This curse is used against vicious monsters. Set to 0 to deactivate. NTConfig_AttackSkill[3] = MWS_CORPSE_EXPLOSION; // This slot is used for either Corpse or Poison Explosion. Set to 0 to deactivate. NTConfig_AttackSkill[4] = MWS_BONE_SPIRIT; // Skill to be used against bosses. NTConfig_AttackSkill[5] = -1; // Untimed Skill to be used against bosses. NTConfig_AttackSkill[6] = MWS_BONE_SPEAR; // Skill to be used against other monsters. NTConfig_AttackSkill[7] = -1; // Untimed Skill to be used against other monsters. // Whether or not to get close to the target and let the minions do their job. MWConfig_ApproachTarget = false; // Specify the maximum number of Skeletons you would like to raise. MWConfig_SkeletonMinionCount = 0; // Specify the maximum number of Skeletal Mages you would like to raise. MWConfig_MageMinionCount = 0; // Specify the maximum number of Revives you would like to raise. MWConfig_ReviveMinionCount = 0; // Set to true if you want to clear area after killing boss. NOTE: This only affects a few botscripts. NTConfig_ClearPosition = true; // Set to true to clear area when killing a boss and the position is crowded by monsters. NOTE: Setting this to true may cause NTA_KillMonster() to fail way more often. MWConfig_ClearBossPosition = false; // This is the number of attacks to be performed before the the character tries to move to another position. Set to 0 not to reposition. MWConfig_AttacksBeforeRepositioning = 20; // Define a time limit for your attacks for each type of monster. MWConfig_AttackTimeLimit[0] = 20; // Maximum time in seconds to attack a normal monster MWConfig_AttackTimeLimit[1] = 120; // Maximum time in seconds to attack a super unique monster MWConfig_AttackTimeLimit[2] = 30; // Maximum time in seconds to attack a champion MWConfig_AttackTimeLimit[3] = 120; // Maximum time in seconds to attack a bosse MWConfig_AttackTimeLimit[4] = 30; // Maximum time in seconds to attack a minion // Define when a monster is considered immune by entering the index of one or more of your attack skills. As an example: [1, 3] means that a monster is considered immune if it is immune to both NTConfig_AttackSkill[1] and NTConfig_AttackSkill[3], whatever those may be. MWConfig_CheckImmunitySkills = [4]; // Select the behaviour of your character when encountering a monsters that is considered immune referring to the definition above. // 0: Don't do anything. (D2NT default) // 1: Get close to the monster. // 2: Skip the monster. // 3: Attack the monster using NTConfig_AttackSkill[8] and NTConfig_AttackSkill[9] NTConfig_BehaviourOnImmuneMonster = 3; NTConfig_AttackSkill[8] = MWS_DECREPIFY; // Skill to be used against user defined immunes. NTConfig_AttackSkill[9] = MWS_CORPSE_EXPLOSION; // Untimed Skill to be used against user defined immunes.






