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Thread: [TRK - Scripts] Free & Cheap|100% AFK|Personal Support|Take your requests

  1. #51

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    Any script for Coryms in LB?

  2. #52
    Senior Member Trykon's Avatar
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    No, I don't have any, but actually I can write it. For EK it will be coming, any other profesion?
    All my full afk scripts are accessible at:
    My thread
    My store
    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  3. #53

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    Quote Originally Posted by Trykon View Post
    No, I don't have any, but actually I can write it. For EK it will be coming, any other profesion?
    i need an water elemental that will shoot thunder with 2+ waters

  4. #54
    Senior Member Trykon's Avatar
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    Quote Originally Posted by qazertfv View Post
    i need an water elemental that will shoot thunder with 2+ waters
    water ele's are free on official thread, I am not making scripts that are accessible for free
    I could if they were bugged, but Official Scripts are on of the best
    Also xenobot is not good with runes, so I avoid making scripts using runes as much as possible
    All my full afk scripts are accessible at:
    My thread
    My store
    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  5. #55
    Senior Member Trykon's Avatar
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    My newest idea is to make creature product seller - don't let resellers/traders gain all the money on you
    I will make it to go on all places that does not require access quests and on some places that require, but with possibility to turn it off, also only the places I have access to
    All my full afk scripts are accessible at:
    My thread
    My store
    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  6. #56
    skraz's Avatar
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    Quote Originally Posted by Trykon View Post
    Also xenobot is not good with runes, so I avoid making scripts using runes as much as possible
    Never tried this (old)script but if you're into coding you might be able to use it as an outline to rewrite/edit/update most of the lines so that it functions better than the bot's rune shooter.


    Code:
    -- Attack magic including area runes.
    -- By Tururu. V1.00
     
    -- CONFIGURATION
    -- Monsters for each attack
    local SpellMonsters={"Lizard Dragon Priest","Lizard High Guard","Lizard Legionnaire","Lizard Zaogun","Killer Caiman","Eternal Guardians","Death Blob","Mutated Bat","Mutated Tiger"}
    local AreaRuneMonsters={"Lizard Dragon Priest","Lizard High Guard","Lizard Legionnaire","Lizard Zaogun","Killer Caiman","Eternal Guardians","Death Blob","Mutated Bat","Mutated Tiger"}
    local UltimateMonsters={"Demon Skeleton"}
    -- Number of monsters for area rune and ultimate attack
    local AreaRuneMin=3
    local UltimateMin=5
    -- Spells and runes to use
    local SpellAttack = "exori Frigo"
    local SpellRange = 3
    local SpellMana = 20
    local AreaRuneID = 3161 -- 3202 Thunderstorm
    local UltimateAttack = "exori vis"
    local UltimateMana = 20
     
    local MaxRadius=3 --For search of suitable tiles to shoot runes, a radius around the center of gravity
    -- END OF CONFIGURATION
     
    local InsideAreaRune={
    {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
    {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
    {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
    {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}
    local ScoreAreaRune={
    {2,2,2,1,0,0,0,0,0,0,0,0,0,0,0},
    {2,2,2,1,0,0,0,0,0,0,0,0,0,0,0},
    {2,2,1,0,0,0,0,0,0,0,0,0,0,0,0},
    {1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
    {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}}
     
    local AreaRuneN
    local UltimateN
     
    local RuneExhaust=0
     
    local tx=0
    local ty=0
    local tz=0
    local selfx
    local selfy
     
     
    function TrySpell()  --A function to use the default spell attack
        if(Self.CanCastSpell(SpellAttack))then
            --Get current target creature. Targeting handled by xenobot
            local target = Creature.GetByID(Self.TargetID())
     
            if(target:isValid() and target:isMonster())then
                if(target:isOnScreen(false) and target:isVisible() and target:isAlive())then
                    for n in pairs(SpellMonsters) do
                        if(SpellMonsters[n]==target:Name()) then
                            if(target:DistanceFromSelf() <= SpellRange) then
                                Self.Cast(SpellAttack,SpellMana)
                            end
                            break
                        end
                    end
                end
            end
        end
    end
     
    while(true) do
        --Get all creatures in my floor, alive, which are monsters
        local tbl = {} 
        for i = CREATURES_LOW, CREATURES_HIGH do
            local creature = Creature.GetFromIndex(i)
            if(creature:isValid() and creature:isMonster())then
                if(creature:isOnScreen(false) and creature:isVisible() and creature:isAlive())then
                    table.insert(tbl, creature)
                end
            end
        end
     
        --Calculate number of creatures to use area rune/ultimate spell
        local MonsterX = {}
        local MonsterY = {}
        local AverageX=0
        local AverageY=0
        AreaRuneN=0
        UltimateN=0
        if(table.getn(tbl)>=AreaRuneMin) then
            for _, cid in ipairs(tbl) do
                for n in pairs(AreaRuneMonsters) do
                    if(AreaRuneMonsters[n]==cid:Name()) then
                        AreaRuneN=AreaRuneN+1
                        MonsterX[AreaRuneN]= cid:Position().x
                        MonsterY[AreaRuneN]= cid:Position().y
                        AverageX=AverageX+MonsterX[AreaRuneN]
                        AverageY=AverageY+MonsterY[AreaRuneN]
                        break
                    end
                end
                for n in pairs(UltimateMonsters) do
                    if(UltimateMonsters[n]==cid:Name()) then
                        UltimateN=UltimateN+1
                        break
                    end
                end
            end
        end
         
         
        if(UltimateN>=UltimateMin and Self.CanCastSpell(UltimateAttack))then --Many creatures on screen, cast ultimate spell
            Self.Cast(UltimateAttack,UltimateMana)
            wait(600)
        elseif(AreaRuneN>=AreaRuneMin and RuneExhaust<=0 and Self.ItemCount(AreaRuneID)>0) then --Enough creatures to shoot runes, search suitable tile to shoot area rune
            AverageX=math.floor(AverageX/AreaRuneN) -- Center of gravity of the creatures included in the area rune list. A good starting point to search
            AverageY=math.floor(AverageY/AreaRuneN)
            local SuitableTileFound=false
            local SuitableX
            local SuitableY
            local OnTileN=0
            local OnTileScore=0
            local MaxScore=0
            local MaxOnTile=0
            tz=Self.Position().z
            selfx=Self.Position().x
            selfy=Self.Position().y
            for tx=AverageX-MaxRadius,AverageX+MaxRadius do
                if(math.abs(tx-selfx)<=7) then   --Dont want to check tiles outside of the screen
                    for ty=AverageY-MaxRadius,AverageY+MaxRadius do
                        if(math.abs(ty-selfy)<=5) then   --Dont want to check tiles outside of the screen
                            if( Map.IsTileWalkable(tx,ty,tz))then   --Can shoot only if walkable
                                OnTileN=0
                                OnTileScore=0
                                for i= 1, AreaRuneN do
                                    --Checking whether the monster is inside the rune by checking against the array with the drawing of the area. Adding 1 to the indexes because lua starts in i=1
                                    --Same for scores. Give more points to the inside of the area, to try to catch moving monsters.
                                    if(InsideAreaRune[math.abs(ty-MonsterY[i])+1][math.abs(tx-MonsterX[i])+1]==1)then  
                                        OnTileN=OnTileN+1
                                        OnTileScore=OnTileScore+ScoreAreaRune[math.abs(ty-MonsterY[i])+1][math.abs(tx-MonsterX[i])+1]
                                    end
                                end
     
                                if(OnTileN>=AreaRuneMin) then --Check that the position we just checked covers enough monsters to be worth a rune shot
                                    SuitableTileFound=true
                                    if(OnTileScore>MaxScore)then --Keep in memory the position with the best score
                                        SuitableX=tx
                                        SuitableY=ty
                                        MaxScore=OnTileScore
                                        MaxOnTile=OnTileN
                                    end
                                end
                            end
                        end
                    end
                end
            end
             
             
            if(SuitableTileFound)then --We found a place to shoot
                local AreaRunesLeft=Self.ItemCount(AreaRuneID)
                print("Found X:"..SuitableX.." Y:"..SuitableY.." to hit "..MaxOnTile.." monsters with score "..MaxScore..". Runes: "..AreaRunesLeft)
                delayWalker(400)
                Self.UseItemWithGround(AreaRuneID,SuitableX,SuitableY,Self.Position().z)
                wait(600)
                if(Self.ItemCount(AreaRuneID)<AreaRunesLeft)then --The exhaust for runes is 2 seconds. We already waited 600 ms, wait 1400 more if we are positive in this check that we shot a rune.
                    print("Exhausted")
                    RuneExhaust=1400
                end
            else
                TrySpell()
            end
        else -- Default situation, use normal spells
            TrySpell()
        end
     
        if(RuneExhaust>0)then
            RuneExhaust=RuneExhaust-200
        end
         
        wait(200)
    end

  7. #57
    Senior Member Trykon's Avatar
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    Thanks will look into it
    All my full afk scripts are accessible at:
    My thread
    My store
    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  8. #58
    Moderator shadowart's Avatar
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    Quote Originally Posted by skraz View Post
    Never tried this (old)script but if you're into coding you might be able to use it as an outline to rewrite/edit/update most of the lines so that it functions better than the bot's rune shooter.
    The bot's shooter is actually really good. However, to minimize the risk of detection the bot imposes a limit on how many things you may be doing at one time. One common example of this is that the bot won't use runes while its looting bodies (or at least wont use them as often as possible). However, these restrictions are imposed on lua scripts as well.

    The second most common cause of poor rune useage is that runes go on cooldown when you drink a potion. This may in turn prompt the bot to use a strike spell instead, causing it to suffer an even greater cooldown before it may try to use a rune again. This can be worked around by using a mana refilling lua script and lowering the percentage at which the bot drinks potions in the standard healer. For higher leveled scripts its also a good idea to remove strike spells from the magic shooter (keep them as "if stuck" spells).

  9. #59
    Senior Member Trykon's Avatar
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    Quote Originally Posted by shadowart View Post
    The bot's shooter is actually really good. However, to minimize the risk of detection the bot imposes a limit on how many things you may be doing at one time. One common example of this is that the bot won't use runes while its looting bodies (or at least wont use them as often as possible). However, these restrictions are imposed on lua scripts as well.

    The second most common cause of poor rune useage is that runes go on cooldown when you drink a potion. This may in turn prompt the bot to use a strike spell instead, causing it to suffer an even greater cooldown before it may try to use a rune again. This can be worked around by using a mana refilling lua script and lowering the percentage at which the bot drinks potions in the standard healer. For higher leveled scripts its also a good idea to remove strike spells from the magic shooter (keep them as "if stuck" spells).
    the most disturbing thing in rune shooting is that bot does not stop to shoot rune, cuz you cant use it while running (like pots), so it will spamm you a lot of "using one of xxx runes..." and will shoot exori vis instead, cuz you are running away from monster (also usually missing normal attack from wand)
    targeting by built in magic shooter is good, very good I would say (it misses only when monsters are moving fast and are not grouped in one place)
    All my full afk scripts are accessible at:
    My thread
    My store
    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  10. #60
    Moderator shadowart's Avatar
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    Quote Originally Posted by Trykon View Post
    the most disturbing thing in rune shooting is that bot does not stop to shoot rune, cuz you cant use it while running (like pots), so it will spamm you a lot of "using one of xxx runes..." and will shoot exori vis instead, cuz you are running away from monster (also usually missing normal attack from wand)
    targeting by built in magic shooter is good, very good I would say (it misses only when monsters are moving fast and are not grouped in one place)
    Are you using elastic targeting? Cause that will cause it to prioritize running more. Personally I've never had any issues with shooting while running though, even while using elastic targeting. You can always try removing the strike spell though. The best solution would ofc be if the bot had an "against AT MOST x creatures" setting in the shooter, that is a definitely a weakness which a custom script could overcome.

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