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  1. #121
    Avatar Wizygran
    Data rejestracji
    2009
    Posty
    394
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    Domyślny

    Ten pod thais?
    Ściągasz wpt czyli Settings, wklejasz, odpalasz, otwierasz bp, i puszczasz targeting, a potem walker, nawet jak stoisz w depo to ruszy bo umie znaleźć ten odpowiedni wpt.
    Bez depositera, ale w tym wypadku zbędny :P

  2. #122

    Data rejestracji
    2013
    Posty
    54
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    Cytuj Squero napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    Ma może ktoś z Was wpt na waspy i beary w ab a takze chickeny i wolfy w thais? Na oficjalnym forum niestety nie znalazlem;/
    czy już nikt nie potrfi myśleć?
    wszystko musi być ful afka/
    nawet na 10 lvl ...
    wejdz w cave bota zrób wpt ustaw heal i loting i ci zbiera...

    Cytuj Squero napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    Eloszka, jak zmienic skrypt bo nie umiem;/ Zmienilem w notatniku i zapisalem to juz nie moglem go otworzyc;/
    ściągnij notepad++ ,co to znaczy zmienić skrypt ( zmienić inny na inny ,zmienić kod w skrypcje, odpalić 2 naraz ???) co zmieniłeś ?
    tu nikt nie jest wróżbitą
    daj ten kod ( skrypt) i napisz co chcesz , co zmieniłeś i co chwiałeś osiągnąć wprowadzając zmianę

    Cytuj Taviik napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    ma ktos jakies full afki dla 200+ na ots? wszystkie na otsy mi nie dzialaja niestety :(
    z tego co widziałem same płate ale za gold też możesz kupic w cc :D
    Ostatnio zmieniony przez vegeta454 : 11-11-2013, 20:43

  3. #123
    Avatar baddie
    Data rejestracji
    2008
    Położenie
    Katowice
    Posty
    224
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    17

    Domyślny

    Tak ten thais paw collector, idzie ale w pewnym momencie staje i nic nie pomaga ; /


    @edit
    staje po całym okrążeniu przy wejściu do thais od strony fibuli ;/
    Ostatnio zmieniony przez baddie : 11-11-2013, 22:07
    Cytuj Minsafo napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    Cytuj Serllo napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    Dla mnie to jest głupie. Czasami napisze przekleństwo nieświadomie (tak z przyzwyczajenia)
    Zatem nie ma dla Ciebie miejsca na torgu.

  4. Reklama
  5. #124
    Avatar Wizygran
    Data rejestracji
    2009
    Posty
    394
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    17

    Domyślny

    Kiedy dokładnie staje, napisz dokładnie?
    Może zamiast zwykłego shovela masz light shovel?

  6. #125
    Avatar Qeemiz
    Data rejestracji
    2012
    Posty
    191
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    Domyślny

    Jak ustawić, żeby otwierał mi 3 bp takie same, bo to rook. Main, loot, gold, bo proboje i nie otwiera mi ;x
    Showupowicz [323]: som jakies fajne niunie do 55kg?

  7. #126

    Data rejestracji
    2013
    Posty
    54
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    Frogee.lua


    Kod :
    --[[
    Forgee library v 1.1.0
    To use these functions paste: dofile("Forgee.lua")
    at the top of your script.
     
    Forum thread: http://forums.xenobot.net/showthread.php?2392-Lua-functions-by-Forgee
    Facebook: http://facebook.com/forgee.xenobot
    ]]
     
    ----------------------------------------------------------------------------
    ------------------------------ Self Class ----------------------------------
    ----------------------------------------------------------------------------
     
    -- getMonstersAround(4, "Frost Dragon", "Frost Dragon Hatchling")
    function getMonstersAround(radius, ...)
            local t = {...}
            local monsters = {}
            for i = CREATURES_LOW, CREATURES_HIGH do
                    local creature = Creature.GetFromIndex(i) -- Let's find us a creature //TODO: Find a way to read additional info correctly (hp, speed, outfit etc).
                    if (creature:isValid()) and creature:ID() ~= Self.ID() then -- Make sure it's valid and don't count ourselves.
                            if (creature:isOnScreen() and creature:isVisible() and creature:isAlive()) then -- We want to see the creature.
                                    if not creature:isPlayer() then -- And it must not be a player, aren't we picky?
                                            local name = creature:Name()
                                            if (creature:DistanceFromSelf() <= radius) then -- Is the creature close enough to be considered?
                                                    if (#t > 0 and table.contains(t, name)) or (#t == 0) then -- If we have a monster list, we look for our creature there.
                                                            table.insert(monsters, creature)
                                                    end
                                            end
                                    end
                            end
                    end
            end
            return monsters
    end
    --[[
    Example use for exori: (Note: Added exori() function to library.)
     
    dofile("Forgee.lua")
    local radius = 1 -- Radius to consider
    local min = 2 -- Minimum number of monsters to hit.
    local spell = "exori" -- Spell to cast.
    local mana = 120 -- Minimum mana to cast spell.
    local monsters = {"Frost Dragon", "Frost Dragon Hatchling"}
    function exori()
            local m = getMonstersAround(radius, unpack(monsters))
            if #m >= min then
                    Self.Cast(spell, mana)
                    wait(1100, 1800)
            end
    end
     
    while (true) do
            exori()
    end
    ]]
     
    -- getPlayersAround(7, "DarkstaR", "Syntax")
    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 -- If we have a white list, we look for the player there.
                                                            table.insert(players, creature)
                                                    end
                                            end
                                    end
                            end
                    end
            end
            return players
    end
    --[[
    Usage:
    We can find all info the bot can get about a creature.
    If you enter names after the radius it will work as a "whitelist".
     
    players = getPlayersAround(8, "DarkstaR", "Syntax")
    if #players > 0 then
            for i = #players do
                    creature = players[i]
                    if creature:HealthPercent() < 60 then
                            ~do something
                    end
            end
    end
    ]]
     
    -- Same as getPlayersAround, but gets players from other floors too.
    -- xrayPlayersAround(6)
    function xrayPlayersAround(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:isVisible() and creature:isAlive() then
                                    if creature:isPlayer() then
                                            local name = creature:Name()
                                            local selfpos = Self.Position()
                                            local creaturepos = creature:Position()
                                            local distance = math.max(math.abs(selfpos.x - creaturepos.x), math.abs(selfpos.y - creaturepos.y))
                                            if (distance <= radius) then
                                                    if not table.contains(t, name) then
                                                            table.insert(players, creature)
                                                    end
                                            end
                                    end
                            end
                    end
            end
            return players
    end
     
     
    function monstersAround(radius, ...) -- Count monsters around. monstersAround(5, "Frost Dragon") will count only Frost Dragons within a 5 sqm radius.
            if getMonstersAround(radius, ...) then
                    return #getMonstersAround(radius, ...)
            else
                    return 0
            end
    end
     
    function playersAround(radius, ...) -- Count players around. Names are excluded from the count.
            if getPlayersAround(radius, ...) then
                    return #getPlayersAround(radius, ...)
            else
                    return 0
            end
    end
     
     
    -- Can be used for any circular aoe spell such as UE, Divine Caldera, etc.
    -- exori(1, 3, "exori", 120, false, "Frost Dragon", "Frost Dragon Hatchling")
    function exori(radius, num, spell, mana, hitPlayers, ...)
            local monsters = {...}
            if monstersAround(radius, unpack(monsters)) >= num then
                    if not hitPlayers then
                            if playersAround(radius + 2) == 0 then
                                    Self.Cast(spell, mana)
                            end
                    else
                            Self.Cast(spell, mana)
                    end
                    wait(1100, 1800)
            end
            wait(200,500)
    end
    --[[Example Script ] --
    dofile("Forgee.lua")
    local radius = 1 -- Radius to consider
    local num = 2 -- Minimum number of monsters to hit.
    local spell = "exori" -- Spell to cast.
    local mana = 120 -- Minimum mana to cast spell.
    local monsters = {"Frost Dragon", "Frost Dragon Hatchling"}
    local hitPlayers = false -- false will not cast the spell if there are players in the affected nearby (radius+1). true will execute regardless of other players, only recommended for Optional pvp.
     
    while (true) do
            exori(radius, num, spell, mana, hitPlayers, monsters) -- All waiting is handled by the function.
    end
    ]]
     
    Self.GetMonstersAround = getMonstersAround
    Self.MonstersAround = monstersAround
    Self.GetPlayersAround = getPlayersAround
    Self.PlayersAround = playersAround
    Self.Exori = exori
     
    --[ Container functions ]--
    --[[
    Since we now can close a container instead of using hotkeys, cascaded backpacks no longer has to be the same colour. Yay!
    You can close specific backpacks by entering the index, id or name of backpacks to close.
    ]]
    function closeBackpacks(...)
            local backpacks = {...}
            local indexes = Container.GetIndexes()
            if #backpacks > 0 then
                    for i = #backpacks, 1, -1 do
                            if type(backpacks[i]) == "string" then
                                    tmpBP = Container.GetByName(backpacks[i])
                            elseif backpacks[i] < 18 then
                                    tmpBP = Container.GetFromIndex(backpacks[i])
                            else
                                    tmpBP = Container.GetByName(Item.GetName(backpacks[i]))
                            end
                            tmpBP:Close()
                            wait(200, 500)
                    end
            else
                    Self.CloseContainers()
            end
    end
     
    --[[
    openBackpacks() -- Will open the bp in your backpack slot.
    openBackpacks({9602, 0}) -- Will open an orange bp (9602) inside a your main (first open) backpack.
    openBackpacks(9602, {8860, 1}) -- Will first open an orage bp inside the first container/main bp if open. If Main bp is not open it will open that first. Then opens a Brocade Backpack in the second open container ().
    ]]
    function openBackpacks(...)
            local backpacks = {...} -- List of backpacks to open.
        local open = Container.GetIndexes() -- List of already open backpacks.
        local main = Container.GetFirst() -- First open container is assumed to be main backpack (will be 0 if no container is open).
        local toOpen = #backpacks -- Number of backpacks we need to open (used to check success).
            local defaultOpen = {} -- A place to store the backpacks to open by container:OpenChildren(), if any.
            local bps = {} -- A place to store the backpacks to open by container:UseItem(), if any. Why not always use :OpenChildren()? This way I can open bps by their relative position instead of id, so you don't have to worry about colours anymore.
        if main:ID() == 0 then -- If no backpack is open, we need to open main.
                    if backpacks[1] ~= Self.Backpack().id then
                            toOpen = toOpen + 1
                    end
                    repeat -- Open main backpack.
                            wait(200, 600)
                    until Self.UseItemFromEquipment("backpack") > 0
                    wait(500)
                    main = Container.GetFirst()
        end
            for i = 1, #backpacks do
                    if type(backpacks[i]) == "table" then
                            if backpacks[i][1] > 16 then
                                    if backpacks[i][2] ~= main:Index() then
                                            main = Container.GetFromIndex(backpacks[i][2])
                                            for spot = 0, main:ItemCount()-1 do
                                                    local item = main:GetItemData(spot)
                                                    if Item.isContainer(item.id) then
                                                            table.insert(bps, spot)
                                                    end
                                            end
                                            main:UseItem(bps[backpacks[i][1]])
                                            wait(500, 900)
                                    end
                            elseif backpacks[i][1] ~= main:ID() then
                                    main = Container.GetFromIndex(backpacks[i][2])
                                    main:OpenChildren(backpacks[i][1])
                                    wait(500, 900)
                            end
                    elseif backpacks[i] < 16 then
                            if i == 1 then
                                    for spot = 0, main:ItemCount()-1 do
                                            local item = main:GetItemData(spot)
                                            if Item.isContainer(item.id) then
                                                    table.insert(bps, spot)
                                            end
                                    end
                                    for _, num in ipairs(backpacks) do
                                            main:UseItem(bps[num])
                                            wait(500, 900)
                                    end
                                    break
                            end
                    elseif backpacks[i] ~= main:ID() then
                            table.insert(defaultOpen, backpacks[i])
                    end
            end
            if #defaultOpen > 0 then
                    main:OpenChildren(unpack(defaultOpen))
            end
            wait(400)
            if #open + toOpen == #Container.GetIndexes() then
                    return true
            end
            return false
    end
     
    --[[
    Returns a table containing the ids of opened backpacks in order.
    open = getOpenBackpacks()
    open[1] -> first backpack
    open[2] -> second backpack, etc.
    ]]
    function getOpenBackpacks()
            local indexes = Container.GetIndexes() -- Find index for all open backpacks
            local open = {} -- Create a place to store our open backpacks
            for i = 1, #indexes do -- Search all open backpacks
                    tmpBP = Container.GetFromIndex(indexes[i])
                    table.insert(open, tmpBP:ID()) -- Store this backpack
            end
            return open -- Return found backpacks
    end
     
    --[[
    resetBackpacks(reset)
    If reset is specified it will reset the number of backpacks specified. resetBackpacks(1) will reset the last opened backpack, resetBackpacks(2) the last 2 etc.
    Empty argument resets all open backpacks.
    Checks if all backpacks were reopened correctly. If not it will start over up to 3 times. If it failed after 3 tries it returns false (true if it succeeds).
    ]]
    function resetBackpacks(reset)
        setWalkerEnabled(false)
        local open = {} -- Create a table to hold backpack list
            local close = {}
        local indexes = Container.GetIndexes() -- Get ids of open backpacks.
        if reset then
            if reset > 0 and reset < #indexes then
                            for i = (#indexes-reset)+1, #indexes do
                                    table.insert(open, indexes[i])
                end
            else
                            for i = 2, #indexes do -- If 'reset' is above the number of open backpacks we should reset all.
                                    table.insert(open, indexes[i])
                            end
            end
        else
            for i = 2, #indexes do -- If 'reset' is nil (empty argument) we should reset all backpacks.
                            table.insert(open, indexes[i])
                    end
        end
        local tries = 3 -- Give the script 3 tries to achieve a successful reset.
        repeat
            if reset then
                            if reset > 0 and reset < #indexes then
                                    closeBackpacks(unpack(open)) -- Close selected backpacks
                            else
                                    Self.CloseContainers() -- Close all backpacks.
                            end
            else
                Self.CloseContainers() -- Close all backpacks
            end
            wait(600, 800) -- wait a little while
            local reopen = openBackpacks(unpack(open)) -- I store the return from openBackpacks, true if successfull, false otherwise
            if tries == 0 then -- Check how many tries the function has left
                print("BackpackReset failed!") -- Tell the user that reset has failed
                return false
            end
            tries = tries - 1 -- One try has been spent
                    wait(100,200)
        until reopen -- If reopen is true it means all backpacks were opened successfully and function is done
        setWalkerEnabled(true)
        return true
    end
     
    Self.SellItemsDownTo = function(item, count)
            return Self.ShopSellItem(Self.ShopGetItemSaleCount(item) - count)
    end
     
    Self.BuyItemsUpTo = Self.ShopBuyItemsUpTo
    Self.ShopSellItemsDownTo = Self.SellItemsDownTo
     
    ----------------------------------------------------
    -----------[ Working with ground items ]------------
    ----------------------------------------------------
     
    -- openDoor(direction[, key])
    -- also accepts position as a table, openDoor({x, y, z}) or as normal x, y, z
    function openDoor(x, y, z, keyid)
            if not x then -- assumes doorpos is 1sqm ahead in the direction the char is facing
                    pos = Self.LookPos(1)
            elseif type(x) == "table" then
                    pos = {x = x[1], x = x[2], z = x[3]}
                    keyid = y
            elseif x < 50 then
                    pos = getPositionFromDirection(Self.Position(), x, 1)
                    keyid = y
            else
                    pos = {x = x, y = y, z = z}
            end
            local door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
            if table.contains(CLOSED_DOORS, door.id) then -- door is closed
                    local tries = 0
                    if keyid then
                            local spot = getSpotByID(keyid)
                            if spot then
                                    repeat
                                            if tries >= 3 then
                                                    print("OpenDoor: Failed to open door!")
                                                    return false
                                            end
                                            Container:UseItemWithGround(spot, pos.x, pos.y, pos.z)
                                            wait(500, 800)
                                            door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
                                            tries = tries + 1
                                    until table.contains(OPENED_DOORS, door.id)
                            else
                                    print("OpenDoor: Could not find key %s.", keyid)
                                    return false
                            end
                    else
                            repeat
                                    if tries >= 3 then
                                            print("OpenDoor: Failed to open door!  Is it locked?")
                                            return false
                                    end
                                    Self.UseItemFromGround(pos.x, pos.y, pos.z)
                                    wait(500, 800)
                                    door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
                                    tries = tries + 1
                            until table.contains(OPENED_DOORS, door.id)
                    end
            end
            return true
    end
     
    -- Same usage as openDoor
    function closeDoor(x, y, z, keyid)
            if not x then -- assumes doorpos is 1sqm ahead in the direction the char is facing
                    pos = Self.LookPos(1)
            elseif type(x) == "table" then
                    pos = {x = x[1], x = x[2], z = x[3]}
                    keyid = y
            elseif x < 50 then
                    pos = getPositionFromDirection(Self.Position(), x, 1)
                    keyid = y
            else
                    pos = {x = x, y = y, z = z}
            end
            local door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
            if table.contains(OPENED_DOORS, door.id) then -- door is open
                    if keyid then
                            spot = getSpotByID(keyid)
                            repeat
                                    Container:UseItemWithGround(spot, pos.x, pos.y, pos.z)
                                    wait(500, 800)
                                    door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
                            until table.contains(CLOSED_DOORS, door.id)
                    else
                            repeat
                                    Self.UseItemFromGround(pos.x, pos.y, pos.z)
                                    wait(500, 800)
                                    door = Map.GetTopUseItem(pos.x, pos.y, pos.z)
                            until table.contains(CLOSED_DOORS, door.id)
                    end
            end
            return true
    end
     
    function skinCreature(tool, range, ...)
            if type(tool) == "string" then
                    tool = Item.GetID(tool)
            end
            if Self.ItemCount(tool) == 0 then
                    print("Could not find %s in any open container.", Item.GetName(tool))
                    return false
            end
            local bodies = {...}
            for i = 1, #bodies do
                    local pos = Map.FindUseItem(bodies[i])
                    if pos ~= 0 then
                            if Self.DistanceFromPosition(pos.x, pos.y, pos.z) <= range then
                                    setWalkerEnabled(false)
                                    setLooterEnabled(false)
                                    while getDistanceBetween(Self.Position(), pos) > 1 do
                                            Self.UseItemWithGround(tool, pos.x, pos.y, pos.z)
                                            wait(1500, 2500)
                                    end
                                    setWalkerEnabled(true)
                                    setLooterEnabled(true)
                                    return 1
                            end
                    end
            end
            return 0
    end
     
    Self.Skin = function (range, ...)
            return skinCreature(5908, range, ...)
    end
     
    Self.Stake = function (range, ...)
            return skinCreature(5942, range, ...)
    end
     
    Self.Fish = function (range, ...)
            return skinCreature(3483, range, ...)
    end
     
    Self.Target = function ()
            return Creature.GetByID(Self.TargetID())
    end
     
    Self.AutoFish = function (miss)
            local function findWater()
                    local FISH_POS = {}
                    local EMPTY_POS = {}
                    local WATER_FISH = {4597, 4598, 4599, 4601, 4602}
                    local WATER_EMPTY = {4603, 4604, 4605, 4606, 4607, 4608, 4609, 4610, 4611, 4612, 4613}
                    for x = -7, 7 do
                            for y = -5, 5 do
                                    tile = Map.GetTopUseItem(Self.Position().x + x, Self.Position().y + y, Self.Position().z)
                                    if table.contains(WATER_FISH, tile.id) then
                                            table.insert(FISH_POS, {x = Self.Position().x + x, y = Self.Position().y + y, z = Self.Position().z})
                                    elseif table.contains(WATER_EMPTY, tile.id) then
                                            table.insert(EMPTY_POS, {x = Self.Position().x + x, y = Self.Position().y + y, z = Self.Position().z})
                                    end
                            end
                    end
                    return FISH_POS, EMPTY_POS
            end
           
            if Self.ItemCount(3492) > 0 then
                    local oldCount = Self.ItemCount(3492)
                    if not pos or pos.x ~= Self.Position().x or pos.y ~= Self.Position().y then
                            fish, empty = findWater()
                            pos = Self.Position()
                    end
                    if miss and type(miss) ~= 'boolean' then
                            print("AutoFish: Invalid agument. Valid arguments are 'true' or 'false'.")
                            return false
                    end
                    if miss then
                            for i = 1, #empty do
                                    table.insert(fish, empty[i])
                            end
                    end
                    if #fish > 0 then
                            local spot = math.random(1, #fish)
                            local tile = Map.GetTopUseItem(fish[spot].x, fish[spot].y, fish[spot].z)
                            Self.UseItemWithGround(Item.GetID("Fishing rod"), fish[spot].x, fish[spot].y, fish[spot].z)
                            sleep(500)
                            if Self.ItemCount(3492) < oldCount then
                                    result = 2
                            else
                                    result = 1
                            end
                    end
                    wait(500, 800)
            end
            return result or 0
    end
     
    Self.ReachDepot = function (tries)
            local tries = tries or 3
            setWalkerEnabled(false)
            local DepotIDs = {3497, 3498, 3499, 3500}
            local DepotPos = {}
            for i = 1, #DepotIDs do
                    local dps = Map.GetUseItems(DepotIDs[i])
                    for j = 1, #dps do
                            table.insert(DepotPos, dps[j])
                    end
            end
            local function gotoDepot()
                    local pos = Self.Position()
                    print("Depots found: " .. tostring(#DepotPos))
                    for i = 1, #DepotPos do
                            location = DepotPos[i]
                            Self.UseItemFromGround(location.x, location.y, location.z)
                            wait(1000, 2000)
                            if Self.DistanceFromPosition(pos.x, pos.y, pos.z) >= 1 then
                                    wait(5000, 6000)
                                    if Self.DistanceFromPosition(location.x, location.y, location.z) == 1 then
                                            setWalkerEnabled(true)
                                            return true
                                    end
                            else
                                    print("Something is blocking the path. Trying next depot.")
                            end
                    end
                    return false
            end
           
            repeat
                    reachedDP = gotoDepot()
                    if reachedDP then
                            return true
                    end
                    tries = tries - 1
                    sleep(100)
                    print("Attempt to reach depot was unsuccessfull. " .. tries .. " tries left.")
            until tries <= 0
     
            return false
    end
     
    Map.FindUseItem = function (id)
            if type(id) == "string" then
                    id = Item.GetID(id)
            end
            local pos = Self.Position()
            for x = -7, 7 do
                    for y = -5, 5 do
                            if Map.GetTopUseItem(pos.x + x, pos.y + y, pos.z).id == id then
                                    itemPos = {x = pos.x + x, y = pos.y + y, z = pos.z}
                                    return itemPos
                            end
                    end
            end
            return 0
    end
     
    Map.FindMoveItem = function (id)
            if type(id) == "string" then
                    id = Item.GetID(id)
            end
            local pos = Self.Position()
            for x = -7, 7 do
                    for y = -5, 5 do
                            if Map.GetTopMoveItem(pos.x + x, pos.y + y, pos.z).id == id then
                                    itemPos = {x = pos.x + x, y = pos.y + y, z = pos.z}
                                    return itemPos
                            end
                    end
            end
            return 0
    end
     
    Map.GetUseItems = function (id)
        if type(id) == "string" then
            id = Item.GetID(id)
        end
        local pos = Self.Position()
            local store = {}
        for x = -7, 7 do
            for y = -5, 5 do
                if Map.GetTopUseItem(pos.x + x, pos.y + y, pos.z).id == id then
                    itemPos = {x = pos.x + x, y = pos.y + y, z = pos.z}
                                    table.insert(store, itemPos)
                end
            end
        end
        return store
    end
     
    Map.GetMoveItems = function (id)
        if type(id) == "string" then
            id = Item.GetID(id)
        end
        local pos = Self.Position()
            local store = {}
        for x = -7, 7 do
            for y = -5, 5 do
                if Map.GetTopMoveItem(pos.x + x, pos.y + y, pos.z).id == id then
                    itemPos = {x = pos.x + x, y = pos.y + y, z = pos.z}
                                    table.insert(store, itemPos)
                end
            end
        end
        return store
    end
     
    ----------------------------------------------------
    -------------------[ Item Tools ]-------------------
    ----------------------------------------------------
     
    -- getSpotByID(id[, container]) Container name/index is optional.
    function getSpotByID(id, container)
            if container then
                    if type(container) == "string" then
                            cont = Container.GetByName(container)
                    elseif type(container) == "number" then
                            cont = Container.GetFromIndex(container)
                    end
            else
                    cont = Container.GetFirst()
            end
            while cont:isOpen() do
                    for spot = 0, cont:ItemCount() do
                            local item = cont:GetItemData(spot)
                            if item.id == id then
                                    return spot, cont
                            end
                    end
                    if container then
                            --print("GetSpotByID: Item of id " .. id .. " could not be found in " .. cont:Name() .. ".")
                            return false
                    else
                            cont = cont:GetNext()
                    end
            end
            --print("GetSpotByID: Item of id " .. id .. " could not be found in any open container.")
            return false
    end
     
    Item.GetSpotByID = getSpotByID
     
    -------------------------------------------------------------
    -----------------------[ War tools ]-------------------------
    -------------------------------------------------------------
    -- [NOT TESTED] --
    function warEnemies(range)
            p = getPlayersAround(range)
            enemies = {}
            for i = 1, #p do
                    if p[i]:isWarEnemy() then
                            table.insert(enemies, p[i])
                    end
            end
            return #enemies
    end
     
    function warAllies(range)
            p = getPlayersAround(range)
            allies = {}
            for i = 1, #p do
                    if p[i]:isWarAlly() then
                            table.insert(allies, p[i])
                    end
            end
            return #allies
    end
     
    function getWarAllies(range)
            p = getPlayersAround(range)
            allies = {}
            for i = 1, #p do
                    if p[i]:isWarAlly() then
                            table.insert(allies, p[i])
                    end
            end
            if #allies > 0 then
                    return allies
            else
                    return false
            end
    end
     
    function getWarEnemies(range)
            p = getPlayersAround(range)
            enemies = {}
            for i = 1, #p do
                    local player = p[i]
                    if player:isWarEnemy() then
                            table.insert(enemies, player)
                    end
            end
            if #enemies > 0 then
                    return enemies
            else
                    return false
            end
    end
     
    Self.WarEnemies = warEnemies
    Self.WarAllies = warAllies
    Self.GetWarEnemies = getWarEnemies
    Self.GetWarAllies = getWarAllies

  8. Reklama
  9. #127
    Avatar Wizygran
    Data rejestracji
    2009
    Posty
    394
    Siła reputacji
    17

    Domyślny

    Jak u Was po banach?
    U mnie 0 na 6 kont :D

  10. #128

    Data rejestracji
    2013
    Posty
    54
    Siła reputacji
    12

    Domyślny

    umnie 0 na 1

  11. #129
    Avatar Astiliapl
    Data rejestracji
    2012
    Położenie
    Polska B
    Wiek
    30
    Posty
    955
    Siła reputacji
    13

    Domyślny

    0 na 3 :)

  12. Reklama
  13. #130
    Avatar KokoDzambo
    Data rejestracji
    2009
    Położenie
    La Rochelle
    Wiek
    32
    Posty
    1,066
    Siła reputacji
    17

    Domyślny

    0 na 1
    u brata to samo

  14. #131
    Avatar Vobisek
    Data rejestracji
    2006
    Położenie
    Birmingham/Olsztyn
    Wiek
    33
    Posty
    453
    Siła reputacji
    19

    Domyślny

    Ma ktos moze skrypt zeby bot kupowal mi mp u npc w edron i trenowal mlv?

  15. #132

    Data rejestracji
    2013
    Posty
    189
    Siła reputacji
    13

    Domyślny

    0 na 1 tez :P


    ej jak zrobic zeby wystopowac calego bota jednym kliknieciem/komenda or tym podobne? chodzi mi o to , boce se na fibuli, wbija jakis lvl i sie pyta czy bot, i nagle chce wszystko wystopowac zamiast klikac : target,looter,walker,scripter itp??
    Ostatnio zmieniony przez Cyphes : 13-11-2013, 17:13

  16. Reklama
  17. #133
    Avatar KokoDzambo
    Data rejestracji
    2009
    Położenie
    La Rochelle
    Wiek
    32
    Posty
    1,066
    Siła reputacji
    17

    Domyślny

    Cytuj Cyphes napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    0 na 1 tez :P


    ej jak zrobic zeby wystopowac calego bota jednym kliknieciem/komenda or tym podobne? chodzi mi o to , boce se na fibuli, wbija jakis lvl i sie pyta czy bot, i nagle chce wszystko wystopowac zamiast klikac : target,looter,walker,scripter itp??
    widze, ze kolega zbanowany ale ja dołączam sie do pytania
    mam lapka, jezeli robi to roznice jakas

  18. #134
    Avatar bojo
    Data rejestracji
    2010
    Położenie
    thais
    Posty
    770
    Siła reputacji
    16

    Domyślny

    Pause break na klawiaturze

  19. #135
    Avatar KokoDzambo
    Data rejestracji
    2009
    Położenie
    La Rochelle
    Wiek
    32
    Posty
    1,066
    Siła reputacji
    17

    Domyślny

    Cytuj bojo napisał Pokaż post
    Cytat został ukryty, ponieważ ignorujesz tego użytkownika. Pokaż cytat.
    Pause break na klawiaturze
    nie posiadam

  20. Reklama
Reklama

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