htcevoshift89
06-01-2014, 09:24 AM
You should definitely put an "Ignore Guild members" - ' In the Alarm feature ' ..
also maybe there's a script that will not attack monsters that a guild member is already attacking??? I'm not sure if there is one...
Example -- When it's cave botting it will not attack monsters that is on the screen, ONLESS the monster itself is attacking me...
Say there's a guild member in player screen it will Ignore the Monsters not attacking me..
neoseagull
06-01-2014, 06:58 PM
You should definitely put an "Ignore Guild members" - ' In the Alarm feature ' ..
also maybe there's a script that will not attack monsters that a guild member is already attacking??? I'm not sure if there is one...
Example -- When it's cave botting it will not attack monsters that is on the screen, ONLESS the monster itself is attacking me...
Say there's a guild member in player screen it will Ignore the Monsters not attacking me..
I don't have one that ignores monsters specifically for guild members but this one ignores mobs that anyone else is attacking:
-- __ __ ______ _ __
-- / / __ __ / /__ ___ / ____/(_)_____ / /_ ___ _____
-- / / / / / // //_// _ \ / /_ / // ___// __ \ / _ \ / ___/
-- / /___/ /_/ // ,< / __// __/ / /(__ )/ / / // __// /
--/_____/\__,_//_/|_| \___//_/ /_//____//_/ /_/ \___//_/
-- ANTI KS
function getMonstersAround(radius, ...)
local t = {...}
local monsters = {}
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()) then
if not creature:isPlayer() then
local name = creature:Name()
if (creature:DistanceFromSelf() <= radius) then
if (#t > 0 and table.contains(t, name)) or (#t == 0) then
table.insert(monsters, creature)
end
end
end
end
end
end
return monsters
end
function monstersAround(radius, ...)
if getMonstersAround(radius, ...) then
return #getMonstersAround(radius, ...)
else
return 0
end
end
function getPlayersAround(radius, ...)
local t = {...}
local players = {}
if (radius == 0) then
radius = 8
end
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()) then
if creature:isPlayer() then
local name = creature:Name()
if (creature:DistanceFromSelf() <= radius) then
if (not table.contains(t, name)) then
table.insert(players, creature)
end
end
end
end
end
end
return players
end
function playersAround(radius, ...)
if getPlayersAround(radius, ...) then
return #getPlayersAround(radius, ...)
else
return 0
end
end
while (true) do
if monstersAround(5) < 1 then
setTargetingEnabled(false)
else
if (playersAround(7) == 0) or (Self.TargetID() ~= 0) or ((monstersAround(1) > 0) and (playersAround(4) == 0)) then
setTargetingEnabled(true)
wait(100)
else
setTargetingEnabled(false)
wait(100)
end
end
end
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