What's new

- Skrypt Zam?wienia na Waypointy Qunka :)!

Status
Not open for further replies.

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Witajcie
Za?o?y?em temat z zam?wieniami na waypointy do bot TibiaBot NG.
Zam?wienia sk?adacie wed?ug wzoru !

Code:
[B]Waypoint:[/B] Gdzie ma zosta? wykonany WPT.
[B]Depositer:[/B] Czy WPT. ma posiada? Depositera.
[B]Skrypty:[/B]Dodatkowe skrypty kt?re chcieliby?cie ?ebym wam doda?
[B]Inne:[/B] Inne twoje uwagi

- Nie pro?cie tutaj o Skrypty jest od tego temat - Zam?wienia na Skrypty Qunka ! :)
- Maksymalnie w kolejce mo?e by? 3 zam?wie?, nast?pne b?d? ignorowane.]​
Pozdrawiam
Quniek
Notka moderatorska:
Przyklejam i zatwierdzam.//Archimonde
 

jull

User
Joined
Oct 25, 2009
Messages
26
Reaction score
1
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: bog raidery najlepiej edron
Depositer: tak zeby sellal paladynki gdy ma ich okolo 25
Skrypty:----
Inne: jak najszybciej!:]
 

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: bog raidery najlepiej edron
Depositer: tak zeby sellal paladynki gdy ma ich okolo 25
Skrypty:----
Inne: jak najszybciej!:]
Masz narazie sam WPT.
Depositera dodam ci potem bo teraz zabardzo nie moge.​

Pozdrawiam
Quniek
 

VeriCris

Active User
Joined
Oct 22, 2008
Messages
50
Reaction score
1
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: Dwarf soldiery, oboj?tnie kt?ra kopalnia.
Depositer: Nie.
Skrypty: Uciekanie przed nimi (napisa?em ju? w temacie o skryptach)
Inne: Zale?y na czasie ;)
 

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: Dwarf soldiery, oboj?tnie kt?ra kopalnia.
Depositer: Nie.
Skrypty: Uciekanie przed nimi (napisa?em ju? w temacie o skryptach)
Inne: Zale?y na czasie ;)
Tak wi?c​


Do dyspozycji daje ci 2 WPT :)
A teraz Skrypt​

Skrypt jest d?ugi. Wiec bedzie na 2 posty!.

Code:
const
RampsID = [1950, 1952, 1954, 1956, 385, 1947, 434, 414, 604, 7020]
Wanted='[B]X[/B]';// < Potwory ktore ma bic
Wanted2='[B]X[/B]';// < Potwory ktore ma bic
AttackAt = 100;//will chase out of fire range when creatures health is at or below this amount
              //set to 100 to always keep distance
function GetCreatureByID(ID: integer): TCreature;
var
  x: integer;
  Finished: boolean;
begin
  Result := nil;
  for x := 0 to Creatures.Count - 1 do
  begin
    if x >= Creatures.Count then Break;
    if Creatures.Creature[x].ID = ID then
    begin
      Result := Creatures.Creature[x];
      Exit;
    end;
  end;
end;
function GetTileFromXYZ(X, Y, Z: integer): TTile;
begin
  Result := nil;
  if abs((Self.X - 7) - X) > 14 then Exit;
  if abs((Self.Y - 5) - Y) > 11 then Exit;
  if Self.Z <> Z then Exit;
  Result := Screen.Tile[abs((Self.X - 7) - X), abs((Self.Y - 5) - Y)];
end; 
function TileIsWalkable(X, Y, Z: integer): boolean;
var Tile: TTile;
begin
  Result := True;
  Tile := GetTileFromXYZ(X, Y, Z);
  If (Tile <> nil) and (Tile.Count <> 0) then
    for Z := 0 to Tile.Count - 1 do
    begin
      if Tile.Item[Z].Properties.Hole then Result := False;
      else if Tile.Item[Z].Properties.Stairs then Result := False;
      else if not Tile.Item[Z].Properties.Walkable then Result := False;
      else
      begin
      for x := low(RampsID) to high(RampsID) do
       begin
        if Tile.Item[Z].ID = RampsID[x] then Result := False;
       end;
      end; 
    end;
end;
Function MoveFromRange: boolean;
  begin
  Result := True; 
  Creature := GetCreatureByID(Self.Attacking);
      if Creature <> nil then
      //north
      if ((Creature.X-self.X = 2) and (Creature.Y-self.Y = 2)) or
         ((Creature.X-self.X = 2) and (Creature.Y-self.Y = 3)) or
         ((Creature.X-self.X = 3) and (Creature.Y-self.Y = 2)) or
         ((Creature.X-self.X = 3) and (Creature.Y-self.Y = 3)) or
      //southwest
         ((Creature.X-self.X = 2) and (Creature.Y-self.Y = -2)) or
         ((Creature.X-self.X = 2) and (Creature.Y-self.Y = -3)) or
         ((Creature.X-self.X = 3) and (Creature.Y-self.Y = -2)) or
         ((Creature.X-self.X = 3) and (Creature.Y-self.Y = -3)) or
      //northeast
         ((Creature.X-self.X = -2) and (Creature.Y-self.Y = 2)) or
         ((Creature.X-self.X = -2) and (Creature.Y-self.Y = 3)) or
         ((Creature.X-self.X = -3) and (Creature.Y-self.Y = 2)) or
         ((Creature.X-self.X = -3) and (Creature.Y-self.Y = 3)) or
      //southeast
         ((Creature.X-self.X = -2) and (Creature.Y-self.Y = -2)) or
         ((Creature.X-self.X = -2) and (Creature.Y-self.Y = -3)) or
         ((Creature.X-self.X = -3) and (Creature.Y-self.Y = -2)) or
         ((Creature.X-self.X = -3) and (Creature.Y-self.Y = -3)) then
      Result := False;
      end;
begin
  while not Terminated do
  begin
    UpdateWorld;
    if Self.Attacking <> 0 then
    begin
      Creature := GetCreatureByID(Self.Attacking);
      if Terminated=True then exit;
      if (Creature <> nil) and (MoveFromRange) then
      if (Creature.Health<=AttackAt) then
      if (Creature.Name=Wanted) or (Creature.Name=Wanted2) then
//// Add more monsters here in the same format if you want to run from them
//// make sure to add them also to the constant list at the top
      begin
      //Northwest of Creature
       if (Creature.X > Self.X) and (Creature.Y > Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 2, Creature.Z)=true) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 3, Creature.Z)=true) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 2, Creature.Z)=true) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 3, Creature.Z)=true) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 3, Creature.Z);
           end;
           end;         
      //Southwest of Creature
      if  (Creature.X > Self.X) and (Creature.Y < Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 3, Creature.Z);
           end;
           end;
           //Northeast of Creature
           if (Creature.X < Self.X) and (Creature.Y > Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 3, Creature.Z);
           end;
           end;
           //Southeast of Creature
           if (Creature.X < Self.X) and (Creature.Y < Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 3, Creature.Z);
           end;
           end;
           //North of Creature           
           if (Creature.X = Self.X) and (Creature.Y > Self.Y) then                 
           begin
           Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 2, Creature.Z)) then
 
Last edited:

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

W
Code:
wanted, wanted2
wpisz potwory przed ktorymi ma uciekac.

Ten skrypt doklej do tamtego
Code:
begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 3, Creature.Z);
           end;
           end;
           //East of Creature
           if (Creature.X < Self.X) and (Creature.Y = Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y -1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y -1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y -1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 3, Creature.Z);
           end;
           end;
           //South of Creature
           if (Creature.X = Self.X) and (Creature.Y < Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Creature.X - 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 1, Self.Y, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 1, Self.Y, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 1, Self.Y, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 1, Self.Y, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X + 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X + 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X + 3, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 3, Creature.Z);
           end;
           end;
           //West of Creature
           if (Creature.X > Self.X) and (Creature.Y = Self.Y) then
           begin
           Tile:=GetTileFromXYZ(Self.X, Creature.Y - 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y - 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y - 1, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Self.X, Creature.Y + 1, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Self.X, Creature.Y + 1, Creature.Z)) then
           begin
           Self.MoveTo(Self.X, Creature.Y + 1, Creature.Z);
           end;   
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y + 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y + 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y + 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 2, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 2, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 2, Creature.Y - 3, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 2, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 2, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 2, Creature.Z);
           end;
           Tile:=GetTileFromXYZ(Creature.X - 3, Creature.Y - 3, Creature.Z);
           if (Tile<>nil) and (TileIsWalkable(Creature.X - 3, Creature.Y - 3, Creature.Z)) then
           begin
           Self.MoveTo(Creature.X - 3, Creature.Y - 3, Creature.Z);
           end;
           end;
        end;
      //Diagonal if higher than Attackat health and 1sqm away
      Creature := GetCreatureByID(Self.Attacking);
      if Terminated=True then exit;
      if (Creature <> nil) and (MoveFromRange) then
      if (Creature.Health>AttackAt) then
      if (Creature.Name=Wanted) or (Creature.Name=Wanted2) then 
//// Add more monsters here in the same format if you want to be diagonal from them
//// make sure to add them also to the constant list at the top.
      if (abs(Creature.X-self.X) <= 1) and (abs(Creature.Y-self.Y) <= 1) then
      begin
        if (Self.X<>Creature.X) and (Self.Y=Creature.Y) then   
            begin   
            Tile:=GetTileFromXYZ(Self.x,Self.y-1,self.z);   
            if Tile<>nil then   
            if TileIsWalkable(Self.x,Self.y-1,self.z) then   
               begin   
               Self.MoveUp;   
               Moved:=true;   
               end;   
            If (Moved=False) then   
               begin   
               Tile:=GetTileFromXYZ(Self.x,Self.y+1,self.z);   
               if Tile<>nil then   
               if TileIsWalkable(Self.x,Self.y+1,self.z) then   
               Self.MoveDown;   
               end;   
            end;   
            Moved:=false;   
            if (Self.X=Creature.X) and (Self.Y<>Creature.Y) then   
            begin   
            Tile:=GetTileFromXYZ(Self.x-1,Self.y,self.z);   
            if Tile<>nil then   
            if TileIsWalkable(Self.x-1,Self.y,self.z) then   
               begin   
               Self.MoveLeft;   
               Moved:=true;   
               end;   
            If (Moved=False) then   
               begin   
               Tile:=GetTileFromXYZ(Self.x+1,Self.y,self.z);
               if Tile<>nil then   
               if TileIsWalkable(Self.x+1,Self.y,self.z) then   
               Self.MoveRight;   
               end;   
            end;
       end;
    end;
    sleep(500);
  end;
  end;
 
Last edited:

Zoltar

Active User
Joined
Apr 5, 2008
Messages
64
Reaction score
8
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: Gobliny Femor Hills.
Depositer: Tak, ma posiada? depositera, kt?ry b?dzie wk?ada? kas? do banku w carlin i small stony do dp. Je?eli nie da rady do carlin, to mo?e te? by? ab.
Skrypty: Je?eli da?oby rad?, to prosi?bym o skrypt na uciekanie przed pk na dywan i potem wracanie na resp. A i skoro robisz je sam, to mo?e uda Ci si? zrobi? refillera health potk?w i wywalanie pustych viali.
Inne: Dobrze by by?o gdyby to wszystko dzia?a?o, gdy? na forum tego bota waypointy s? przestarza?e.
 
Last edited:

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: Gobliny Femor Hills.
Depositer: Tak, ma posiada? depositera, kt?ry b?dzie wk?ada? kas? do banku w carlin i small stony do dp. Je?eli nie da rady do carlin, to mo?e te? by? ab.
Skrypty: Je?eli da?oby rad?, to prosi?bym o skrypt na uciekanie przed pk na dywan i potem wracanie na resp. A i skoro robisz je sam, to mo?e uda Ci si? zrobi? refillera health potk?w i wywalanie pustych viali.
Inne: Dobrze by by?o gdyby to wszystko dzia?a?o, gdy? na forum tego bota waypointy s? przestarza?e.


 

karolkowal

New User
Joined
Dec 25, 2010
Messages
6
Reaction score
0
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint:Wyrm Darashia
Depositer:nie
 

adrian9090

User
Joined
Apr 8, 2008
Messages
34
Reaction score
0
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint roty thais

Depositer nie
 

Adininjax

User
Joined
Nov 29, 2009
Messages
20
Reaction score
0
Odp: Zam?wienia na Waypointy Qunka :)!

Prosi? bym o Waypointy do Ab trolle ale tylko pietro 0 i -1.Chce same Wpt bez zadnych scrypt?w.
 

superkrzys

New User
Joined
Jan 12, 2011
Messages
9
Reaction score
0
Odp: Zam?wienia na Waypointy Qunka :)!

Waypoint: Amazonki,Valikire,Witch nad Carlin wie?a.
Depositer: Nie
Skrypty:Nie potrzebne
Inne: ?eby biega? od g?ry do do?u :)
 

Quniek

Active User
Joined
Aug 25, 2010
Messages
61
Reaction score
4
Age
30
Odp: Zam?wienia na Waypointy Qunka :)!

Prosz? o zamkni?cie tego tematu. Nie moge dawa? skrypt?w poniewa? od pewnego czasu nie mam sprawnego komputera ;-( i jeszcze przez jakis czas nie b?d? go mia?.

Notka moderatorska:
As u wish - Mer
 
Last edited by a moderator:
Status
Not open for further replies.
Top