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Thread: antylure system?

  1. #1
    l4z's Avatar
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    antylure system?

    How is it working? Could some1 help me how can I set in this in bot?
    for example when 3 monster on screen he is going to stairs?

  2. #2
    Moderator shadowart's Avatar
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    You need to write it in lua. Something like this:
    lua code:

    local monsters =
    {
    ["demon"] = true,
    ["dragon lord"] = true,
    }

    local function countMonsters()
    local count = 0
    for n, c in Creature.iMonsters() do
    if monsters[n:lower()] then
    count = count + 1
    end
    end
    return count
    end

    local leaveLabel = "AntiLureStairs"
    Module("Anti-lure", function(self)
    if countMonsters() >= 3 then
    Targeting.StartIgnoring()
    Walker.Goto(leaveLabel)
    self:Stop()
    else
    self:Delay(1000)
    end
    end, false)

    Of course the monsters table needs to be modified to contain the relevant monsters, the leave label has to be changed to something that actually exists in the xbst, the module has to be started when you enter the cave and you have to make sure that the leaveLabel always is reachable whenever the module is running.

  3. #3
    l4z's Avatar
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    Thanks a lot!

  4. #4
    l4z's Avatar
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    Quote Originally Posted by shadowart View Post
    You need to write it in lua. Something like this:
    lua code:

    local monsters =
    {
    ["demon"] = true,
    ["dragon lord"] = true,
    }

    local function countMonsters()
    local count = 0
    for n, c in Creature.iMonsters() do
    if monsters[n:lower()] then
    count = count + 1
    end
    end
    return count
    end

    local leaveLabel = "AntiLureStairs"
    Module("Anti-lure", function(self)
    if countMonsters() >= 3 then
    Targeting.StartIgnoring()
    Walker.Goto(leaveLabel)
    self:Stop()
    else
    self:Delay(1000)
    end
    end, false)

    Of course the monsters table needs to be modified to contain the relevant monsters, the leave label has to be changed to something that actually exists in the xbst, the module has to be started when you enter the cave and you have to make sure that the leaveLabel always is reachable whenever the module is running.

    Hello, mate so I changed the monster names.
    lua code:

    local monsters =
    {
    ["Silencer"] = true,
    ["Retching horror"] = true,
    ["Choking fear"] = true,
    }

    local function countMonsters()
    local count = 0
    for n, c in Creature.iMonsters() do
    if monsters[n:lower()] then
    count = count + 1
    end
    end
    return count
    end

    local leaveLabel = "AntiLureStairs"
    Module("Anti-lure", function(self)
    if countMonsters() >= 3 then
    Targeting.StartIgnoring()
    Walker.Goto(leaveLabel)
    self:Stop()
    else
    self:Delay(1000)
    end
    end, false)


    I add in xbst
    lua code:

    <item text="leaveLabel" tag="255"/>
    <item text="AntiLureStairs" tag="255"/>
    <item text="Node (33559, 32370, 7)" tag="0"/>
    <item text="Stand (33539, 32369, 7)" tag="1"/>



    And when monster are on screen the bot is still exping. Can you help me more?
    Also I was trying to change l to "L" Walker.Goto(LeaveLabel) cuz I have big L in xbst
    <item text="Leave:" tag="255"/>

    Okey so I understand I should add in xbls
    <item text="AntiLureStairs" tag="255"/>
    <item text="Node (33559, 32370, 7)" tag="0"/>
    <item text="Stand (33539, 32369, 7)" tag="1"/>

    but it doesnt work anyway ;\


    So after all this script is working for me:
    lua code:


    local antyLure = {
    leaveLabel = "leaveRespawn",
    maxMonsters = 2,
    monsterList = { "Demon", "Some Other Monster"} -- optional (jus comment whole line if you want to track all monsters)

    }

    -- --[[ DO NOT EDIT ANYTHING BELOW THIS LINE ]]--

    function countMonstersOnScreen(monsterList)
    local count = 0
    for name, obj in Creature.iMonsters() do
    if (monsterList and table.contains(monsterList, name:lower()) or true) then
    count = count + 1
    end
    end
    return count
    end

    Module.New("anty-lure", function()
    if (not IS_LURED) then
    if (countMonstersOnScreen(antyLure.monsterList) > antyLure.maxMonsters) then
    IS_LURED = true
    Targeting.StartIgnoring()
    Walker.Goto(antyLure.leaveLabel)
    end
    end

    if (Self.isInPz() and IS_LURED) then
    Targeting.StopIgnoring()
    IS_LURED = false
    end
    end)


    So this script which I add is working dunno your @shadowart doesnt work for me.
    But bad think is that bot is not atacking anymore but he is going on next waypoints not jumping to label leave.. :|
    Any solution?
    Last edited by l4z; 02-10-2016 at 10:49 PM.

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