PDA

View Full Version : problem in botting a priest


demetrio
8th January 2006, 13:52
wjy does my priest do have to walk first before attacking the enemy???
ex. i attack a hunter fly and once the hunter fly got near me (after he recieve my attack) my priest would walk away to the hunter fly before attacking it here is my config (below) can you tell me what is wrong with it...
thx....

attackAuto 2
attackAuto_party 1
attackAuto_onlyWhenSafe 0
attackAuto_followTarget 1
attackAuto_inLockOnly 1
attackDistance 5,4,3,2,1
attackMaxDistance 9
attackMaxRouteDistance 100
attackMaxRouteTime 4
attackMinPlayerDistance 2
attackMinPortalDistance 4
attackUseWeapon 0
attackNoGiveup 0
attackCanSnipe 0
attackCheckLOS 0

runFromTarget 1
runFromTarget_dist 5

lockMap gl_chyard
lockMap_x
lockMap_y
lockMap_randX
lockMap_randY

saveMap aldebaran
saveMap_warpToBuyOrSell 0

route_randomWalk 1
route_randomWalk_maxRouteTime 0
route_maxWarpFee
route_teleport 1
route_teleport_minDistance 150
route_teleport_maxTries 8
route_step 15

#
# attackSkillSlot [skill to use, lookup from tables/skills.txt or type 'skills' in console] {
# lvl [number]
# dist [number]
# maxCastTime [number, in seconds]
# minCastTime [number, in seconds]
# hp [range, in %]
# sp [range, in %]
# onAction [activate the skill only on current AI action, eg attack, move]
# whenStatusActive [activate the skill only when the listed status/state/ailments/look active]
# whenStatusInactive [oposite to the above, lookup from tables/skills*.txt, coma separated]
# whenFollowing [flag]
# spirit [range, number of sprit ball]
# aggressives [range, number of monster attacking]
# stopWhenHit [flag]
# inLockOnly [flag]
# notWhileSitting [flag]
# notInTown [flag]
# timeout [number, in seconds before the skills can be activated again. A small timeout is always good to counter lag]
# disabled [flag, to disable this block temporary]
# monsters [list of monster to use this skill with, coma separated]
# notMonsters [list of monster not to use this skill with, coma separated]
# maxUses 0 [number]
# target_whenStatusActive [activate the skill only when the monster have the listed status/state/ailments/look active]
# target_whenStatusInactive [oposite to the above, lookup from tables/skills*.txt, coma separated]
# inInventory_name [activate skill only if you have a certain item in inventory]
# inInventory_qty [range, specify how many items you must have in order to activate this skill]
# }
#
# notes:
# range supports the following operators: - .. > >= < <=, eg: 20-50, 20..50, > 10, < 80
# eg: hp <-- don't care
# eg: sp > 10 <-- only when we have more then 10% sp left

attackSkillSlot Heal {
lvl 10
dist 5,4,3,2,1
maxCastTime 0.5
minCastTime 0
hp
sp > 10
onAction
whenStatusActive
whenStatusInactive
whenFollowing
spirit
aggressives
previousDamage
stopWhenHit 0
inLockOnly 1
notInTown 0
timeout 0
disabled 0
monsters Zombie Prisoner,Skel Prisoner,Wraith,Wraith Death,Zombie,Ghoul,Evil Druid
notMonsters
maxUses 0
target_whenStatusActive
target_whenStatusInactive
inInventory_name
inInventory_qty
}

attackSkillSlot Holy Light {
lvl 1
dist 5,4,3,2,1
maxCastTime 4
minCastTime 0
hp
sp > 10
onAction
whenStatusActive
whenStatusInactive
whenFollowing
spirit
aggressives
previousDamage
stopWhenHit 0
inLockOnly 1
notInTown 0
timeout 0
disabled 0
monsters Brilight,Hunter Fly,Rideword,Mimic
notMonsters
maxUses 0
target_whenStatusActive
target_whenStatusInactive
inInventory_name
inInventory_qty
}

CrashOverride23
8th January 2006, 17:45
runFromTarget 1 <<< change this to "0" if you dont want to runFromTarget
runFromTarget_dist 5

that is why you always run from your target.

ciao!~