This script without static field

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well heres the script
// Javascript 1.5
// Diablo II Hackit 0.57 Scripter
//====================================================================
// Pindleskin bot script designed for a frost/orb-nova sorceress
// Author: Smoke
// Edited by Psyman

//*********************************************************
// Configuration: Change what you don't want!
//*********************************************************

// Array of immunities to skip, they are listed further below
skiptheseimmunites = new Array("Lightning Enhanced");

// Show immunities
var immunitesshow = true;
//*********************************************************
// NO NEED TO GO BEYOND THIS POINT!!!
//*********************************************************


immunites = new Array();
immunites[5]= "Extra Strong";
immunites[6]="Extra Fast";
immunites[7]="Cursed";
immunites[8]="Magic Resistant";
immunites[9]="Fire Enhanced";
immunites[16]="Champion";
immunites[17]="Lightning Enhanced";
immunites[18]="Cold Enhanced";
//immunites[22]="Cold Immune"; //This isn't right :( Can also be Poison it seems...
immunites[23]="Magic Immune";
immunites[24]="Thief";
immunites[25]="Mana Burn";
immunites[26]="Teleportation";
immunites[27]="Spectral Hit";
immunites[28]="Stone Skin";
immunites[29]="Multishot";
immunites[30]="Aura Enchanted";
immunites[36]="Ghostly";
immunites[37]="Fanatic";
immunites[38]="Possessed";
immunites[39]="Berserker";

var StoneSkin = false;

pindleID = new Array(2);
var Pindledied = false;
var exitnow = false;
pindlex = new Array(2);
pindley = new Array(2);


//*********************************************************
// Main Function: Start the Pindleskin run!
//*********************************************************
function JSMain()
{
Print("ÿc4Pindleskin bot script by Smoke");
Print("ÿc4Orb/Nova Enhancements by Psy");
Print("ÿc4Immune Enhancements by Cigamit");

// Check to make sure that this is a sorceress
if(Player.Class != 1)
{
Print("You must be a sorceress to use this script!");
return;
}
Command("pickit disable");
Print("The Pindleskin run is starting!");
if(PindleRun())
{

Disconnect();
return;
}

Print("The Pindleskin run failed!");
Sleep(5000);
Disconnect();

}

//*********************************************************
// Event Handler Functions
//*********************************************************
function HealthEventFunc(health)
{
// If we drop below 300 HP, leave game immediately!
// do not pass go... do not collect 200 dollars!
if(health < 300)
{
Sleep(200);
Disconnect();
return;
}
}

//*********************************************************
// Helper functions for Moving around and talking with NPCs
//*********************************************************

function GetCharClass()
{
var cclass = Player.Class;
if (cclass == 0) return "Amazon";
if (cclass == 1) return "Sorceress";
if (cclass == 2) return "Necromancer";
if (cclass == 3) return "Paladin";
if (cclass == 4) return "Barbarian";
if (cclass == 5) return "Druid";
if (cclass == 6) return "Assassin";
}

function Move(x, y)
{
notThere = true;

origloc = Player.Location;
while(notThere)
{
Player.Run(x, y);
Sleep(100);
while(Player.IsRunning || Player.IsWalking) Sleep(100);

loc = Player.Location;

// Now lets see if we reached our destination
if(Math.abs(loc.x - x) < 4 && Math.abs(loc.y - y) < 4) return;

if(!(loc.x == origloc.x && loc.y == origloc.y))
{
// We received a new player location...
origloc = loc;

if(Math.abs(loc.x - x) < 2) x++;
if(Math.abs(loc.y - y) < 2) y++;
}
}
}

var TeleportSucceeded = false;

function TeleMove(x, y)
{
// If this is not a sorc... then walk as normal...
if(Player.Class != 1)
{
Move(x, y);
return;
}

Player.SetRightSkill("Teleport", 1);
Sleep(400);

TeleportSucceeded = false;
SetEventHandler("onRecvPacket", "RecvPacketParser");

while(!TeleportSucceeded)
{
Player.UseRightSkill(x, y);
Sleep(200);
}

}

function RecvPacketParser()
{
// When a teleport succeeds... it is followed by a '15' packet to indicate
// a position update.
if(arguments[0] == 21)
{
// Set our flag...
TeleportSucceeded = true;
// Reset the event handler
SetEventHandler("onRecvPacket", "");
}
}



function TalkToMalah()
{
Print("Talking to Malah");

EntityList = Entity.GetEntities("Malah");
for(i = 0; i < EntityList.length; i++)
{
malah = EntityList;
if(malah.Class == Entity.Monster)
{
malah.Approach();
Sleep(100);
while(Player.IsRunning || Player.IsWalking)
{
Sleep(100);
}

malah.Interact();
Sleep(2000);
malah.Cancel();
}
}
}

function TalkToLarzuk()
{
Print("Talking to Larzuk");

EntityList = Entity.GetEntities("Larzuk");
for(i = 0; i < EntityList.length; i++)
{
larzuk = EntityList;

if(larzuk.Class == Entity.Monster)
{
larzuk.Approach();
Sleep(100);
while(Player.IsRunning || Player.IsWalking)
{
Sleep(100);
}

larzuk.Interact();
Sleep(2000);

larzuk.Cancel();
Sleep(600);
}
}
}

function TalkToQualKehk()
{
Print("Talking to Qual-Kehk");

EntityList = Entity.GetEntities("Qual-Kehk");
for(i = 0; i < EntityList.length; i++)
{
qualkehk = EntityList;

if(qualkehk.Class == Entity.Monster)
{
qualkehk.Approach();
Sleep(100);
while(Player.IsRunning || Player.IsWalking)
{
Sleep(100);
}

qualkehk.Interact();
Sleep(1000);

Print("Resurrecting Merc");
qualkehk.ResurrectMerc();
Sleep(1000);

qualkehk.Cancel();
Sleep(400);
}
}
}


function GoThroughPortal()
{
Print("Going through Portal");

EntityList = Entity.GetEntities("Permanent town portal");
for(i = 0; i < EntityList.length; i++)
{
// Here, we will keep trying to go through the portal until we succeed
// The way we can tell that we succeeded is because the portal entity is removed
// and replaced by a new portal entity to return back to town

portal = EntityList;

while(portal.Class == Entity.Object && portal.Valid)
{
portal.Approach();
Sleep(100);
while(Player.IsRunning || Player.IsWalking)
{
Sleep(100);
}
portal.Interact();
Sleep(1000);
}
}
}

function IsPortal()
{
EntityList = Entity.GetEntities("Permanent town portal");
for(i = 0; i < EntityList.length; i++)
{
portal = EntityList;

if(portal.Class == Entity.Object && portal.Valid)
{
return true;
}
}
return false;
}

//*********************************************************
// Core Pindleskin Run Script
//*********************************************************
function PindleRun()
{
Print("Walking to Malah");

Move(5085, 5028);
Move(5075, 5028);

TalkToMalah();
Move(5085, 5028);

if(Math.random() > 0.75)
{
Print("Walking to Larzuk");
Move(5075, 5028);
Move(5085, 5028);
Move(5102, 5024);
Move(5105, 5042);
Move(5113, 5041);
Move(5129, 5042);

// HACK!!!
// Repair module auto repairs... must add functionality
TalkToLarzuk();

Print("Walking to Portal");
Move(5135, 5052);
Move(5135, 5080);
Move(5135, 5118);
Move(5120, 5122);
} else {
Print("Walking to Portal");
Move(5074, 5030);
Move(5074, 5047);
Move(5078, 5059);
Move(5078, 5079);

if(Merc.IsDead)
{
Print("ÿc3Merc is dead, resurrecting...");
TalkToQualKehk();

Move(5078, 5079);
}
Move(5083, 5089);
Move(5086, 5114);
Move(5101, 5121);
Move(5120, 5122);
}


Print("Setting up Health Event");
SetEventHandler("onHealth", "HealthEventFunc");

if(!IsPortal())
{
Command("say $$8Pindleskin Portal Nonexistant!");
return false;
}

GoThroughPortal();

Print("Casting defensive spells");
Player.SetRightSkill("Energy Shield", 10);
Sleep(300);
Player.SetRightSkill("Thunder Storm", 30);
Sleep(300);
Player.UseRightSkill(10059, 13290);
Sleep(300);

Print("Teleporting to pindleskin");

TeleMove(10059, 13290);
Sleep(200);
TeleMove(10059, 13275);
Sleep(200);
TeleMove(10057, 13245);
Sleep(200);

TeleMove(10057, 13238);

var notset = true;

Print("Frozen Orb");
Player.SetRightSkill("Frozen Orb", 24);
Sleep(200);
Player.UseRightSkill(10057, 13223);
Sleep(700);

if (exitnow){
Print("ÿc1BAD Immunities Detected - Leaving Game");
Sleep(700);
return true;
} else {
Print("Static Field");

Player.SetRightSkill("Static Field", 25);
Sleep(200);
for(i = 0; i < 10; i++)
{
Player.UseRightSkill(10057, 13238);
Sleep(200);
}

Print("Frozen Orb");


Player.SetRightSkill("Frozen Orb", 24);
Sleep(200);
for(i = 0; i < 8; i++)
{
Player.UseRightSkill(10057, 13223);
Sleep(1300);
}

Print("Nova");

Player.SetRightSkill("Nova", 34);
Sleep(700);
for(j = 0; j < 6; j++)
{
Player.UseRightSkill(10052, 13223);
Sleep(400);
}
}

Command("pickit enable");
TeleMove(10058, 13225);
Print("Leaving Game");
Sleep(3500);

return true;
}

function RecvPacketEvent() {
if (arguments[0] == 86){
if (arguments[19] == 241 && arguments[20] == 255){
pindleID[0] = arguments[1];
pindleID[1] = arguments[2];
pindlex[0] = arguments[7];
pindlex[1] = arguments[8];
pindley[0] = arguments[9];
pindley[1] = arguments[10];
if (immunitesshow)
Print("ÿc4Pindle is immune to:");
for (i = 37; arguments > 0; i++) {
if (immunites[arguments] != undefined) {
if (immunitesshow)
Print("ÿc4 + " + immunites[arguments]);
if (immunites[arguments] == "Stone Skin")
StoneSkin = true;
for (j = 0; j < skiptheseimmunites.length; j++){
if (immunites[arguments] == skiptheseimmunites[j])
exitnow = true;
}
}
}
}
}
if (arguments[0] == 105 && arguments[5] == 8 && pindleexit){
if (arguments[1] == pindleID[0] && arguments[2] == pindleID[1]){
Print("Pindle died!!");
Pindledied = true;
}
}
return;
}


and i would like configure this so i dont throw static field.. can some one help me?:confused:
 

gormna

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is that SH-Demon script????? and why are you missing the first part of the script??????? the part with Attack Sequence.. its simple just go in there and take static field OUT of the sequence.
 
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yeah its that script that you thought it was.. plz can you post your version of this scripts without satic field plz coz i did try to remove it but it didnt work
 

gormna

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//*******************************************************
// ATTACK CONFIGURATION
//*******************************************************

// Faster Cast Rate Variable - Enter in the total amount of faster cast you have
var FASTER_CAST = 50;

// IAS you have on your equipment/weapon. Used for chain lightning/lightning sorcs. If you don't use these spells,
// this variable will be ignored.
var IAS = 0;

// Base weapon speed. Used for lightning/chain lightning sorcs only. Enter in the corresponding choice:
// Some commonly used weapons are listed to make the selection easier. If you use a weapon with a larger base speed than
// 10, get a new weapon.
// 0: Base 10 weapon - Occulus, Tal Rashas Orb, Jared's Stone/Swirling Crystal/Dimensional Shard
// 1: Base 0 weapon - Smoked Sphere/Clasped Orb/Cloudy Sphere/Sparkling Ball/Demon Heart/Vortex Orb
// 2: Base -10 weapon - Eagle Orb/Sacred Globe/Glowing Orb/Crystalline Globe/Heavenly Stone/Eldritch Orb
// 3: Base -20 weapon - Wizardspike
// 4: Base -30 weapon - Cutlass/Silence Phase Blades/Lightsabre
// 5: Base -40 weapon - Repeating Crossbow
// 6: Base -60 weapon - Chu-ko-nu
var WEAPON_SPEED = 10;

// LAG_DELAY is a set amount added to the casting time of all your attacks. Probably shouldn't go below 100. Raise this
// variable if you see your attacks being skipped (like casting only one nova when you expect two)
var LAG_DELAY = 100;

// Attack sequence
// attack_sequence is the attack sequence you want to kill Pindle.
// repeat_from is a variable used to determine which part of the sequence you want to repeat
// For example, if it was set to 2, it would repeat the sequence of attacks listed after the second attack.
//
// Example: If I wanted to attack with a FO, static 3 times, then FO, nova twice, FO, nova twice, etc...I would do this:
// var attack_sequence = new Array("Frozen Orb", 1, "Static Field", 3, "Frozen Orb", 1, "Nova", 2);
// var repeat_from = 2;
//
// Note: You may need to set attacks of which you are doing more than one of (like static and nova in the example above) to
// one higher than the number you want to do. For example, if I wanted 2 novas, you may need to set it like this:
// Array("Nova", 3);

var attack_sequence = new Array("Static", 1, "Frozen Orb", 1, "Meteor", 1, "Frozen Orb", 1);
var repeat_from = 2;



ur missing this.. and this is how you change ur attack..you would just Delete Static from it.
 

Seks

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Bahhh, scripts with static are by far the most effective. Lowering a monsters HP to 1/4 in like 2 seconds is a big time saver.
 

gormna

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and you shouldn't put that anywhere in your script that should be IN htere already... unless u have different script.
 

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