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Thread: Lure monsters, kill then continue luring

  1. #1

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    Lure monsters, kill then continue luring

    Hi everyone, I'm using lure mode with 1 knight + druid.

    I'm making the knight lure the monsters to the sqm I need, then my druid kills the monsters.

    My problem, is that the knight lure the monster up to the sqm I want, but keeps walking after that. I wanted him to lure the monster to the sqm, and only when all the monsters were dead did it continue.

    It is possible?

    Thanks

  2. #2
    Senior Member Trykon's Avatar
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    Yes. It is 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.

  3. #3

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    Quote Originally Posted by Trykon View Post
    Yes. It is possible.
    Could you explain to me how I can do it?

  4. #4
    Senior Member Trykon's Avatar
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    Quote Originally Posted by jrzaghetto View Post
    Could you explain to me how I can do it?
    Well in walker you set label on which you need to stop walker until all monster are dead, that's it
    All my full afk scripts are accessible at:
    My thread
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    My project
    Looking for RL Tibia testers - RP and EK scripts for FREE. Link to info.

  5. #5

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    Quote Originally Posted by Trykon View Post
    Well in walker you set label on which you need to stop walker until all monster are dead, that's it
    You did not help me, but I was testing and I managed to work what I wanted.

    If someone wants to:

    First, create a lua:

    Code:
    registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel")
    
    function onWalkerSelectLabel(labelName)
    	if (labelName == "killMonsters") then
    	local MonsterAmount = 0
    	for name, _ in Creature.iMonsters() do
    	MonsterAmount = MonsterAmount + 1
    	end
    	if MonsterAmount >= 1 then
    	wait(10000)
    	else
    	wait(100)
    	end
    end
    Second, create a lure system.

    Call the label.
    that's it

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    Oscagi's Avatar
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    Quote Originally Posted by jrzaghetto View Post
    You did not help me, but I was testing and I managed to work what I wanted.

    If someone wants to:

    First, create a lua:

    Code:
    registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel")
    
    function onWalkerSelectLabel(labelName)
    	if (labelName == "killMonsters") then
    	local MonsterAmount = 0
    	for name, _ in Creature.iMonsters() do
    	MonsterAmount = MonsterAmount + 1
    	end
    	if MonsterAmount >= 1 then
    	wait(10000)
    	else
    	wait(100)
    	end
    end
    Second, create a lure system.

    Call the label.
    that's it
    why dont make a fuction??

    Code:
    local Spawn = false
    -- This is for just lure when you are on the spawn.
    function onWalkerSelectLabel(labelName)
    	if (labelName == "Enter_Huntzone") then
    		Spawn = true
    	elseif (labelName == "Exit_Huntzone") then
    		Spawn = false
    	end
    end
    
    
    local MaxMonsters = 10 
    local function LureMonsters( ... )
    	local MonsterAmount = 0
    	for name, _ in Creature.iMonsters() do
    		MonsterAmount = MonsterAmount +1
    	end
    	if MonsterAmount => MaxMonsters and Spawn then
    		Walker.Stop()
    		Targeting.Start() -- Only if u disable before.
    	else
    		if MonsterAmount == 0 and Spawn then
    			Walker.Start()
    			Targeting.Stop() -- If you want lure without kill
    		end
    	end
    end
    --  I forget something bcs I take a long time without scripting.
    -- Make a module and execute the function.
    --PD: add a delay somewhere for wait monsters.


    REMEMBER TO SAY THANKS.

  7. #7
    Senior Member Trykon's Avatar
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    Quote Originally Posted by jrzaghetto View Post
    You did not help me, but I was testing and I managed to work what I wanted.

    If someone wants to:

    First, create a lua:

    Code:
    registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel")
    
    function onWalkerSelectLabel(labelName)
    	if (labelName == "killMonsters") then
    	local MonsterAmount = 0
    	for name, _ in Creature.iMonsters() do
    	MonsterAmount = MonsterAmount + 1
    	end
    	if MonsterAmount >= 1 then
    	wait(10000)
    	else
    	wait(100)
    	end
    end
    Second, create a lure system.

    Call the label.
    that's it
    I gave general advice. I don't really want to teach how to script. If someone knows how to script he will do it with simple advice, if not then I have more things to do than to teach half of the forum lua scripting.
    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. #8
    Oscagi's Avatar
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    Quote Originally Posted by Trykon View Post
    I gave general advice. I don't really want to teach how to script. If someone knows how to script he will do it with simple advice, if not then I have more things to do than to teach half of the forum lua scripting.
    Chill dude.


    REMEMBER TO SAY THANKS.

  9. #9
    Senior Member Trykon's Avatar
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    Quote Originally Posted by Oscagi View Post
    Chill dude.
    I am chilled. Just explaining myself...
    If someone is asking how to do something I think myself that he needs advice or guidance not complete answer. Otherwise he would ask for ready code.
    But yeah I would make it a function like you said. And then just run it on label, or activate and deactivate luring module on label.
    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. #10
    XenoBot Developer DarkstaR's Avatar
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    Stop using scripts - this is built in. Use the lure waypoints. SLure begins luring (not attacking). ELure ends luring (starts attacking again).

    There's also a dynamic lure feature which isn't tied to waypoints.


    For the knight, you set targeting up to "do nothing" but still target each creature. He will stand there only auto attacking until the druid has finished killing,

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