Yo, Please Rede This

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Arkhon

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This is the part of the pwnsetting.d2l that deals with sorc attacks/precasts etc. Mine's setup for a nova/orb/static sorc with TS, Energy Shield and Shiver precasts....


/* ææææææææææææææææææææææææææææ
Sorceress Variables
ææææææææææææææææææææææææææææ */








function Sorcvariables() {
/* ææææææææææææææææææææææææææææ
Sorceress Variables
ææææææææææææææææææææææææææææ */

// Precastable defensive spells
//====================================================================
// prelist.push("skill") Select the precasts you want here. Remove // to turn them on

prelist.push("Energy Shield");
//prelist.push("Frozen Armor");
prelist.push("Shiver Armor");
//prelist.push("Chilling Armor");
prelist.push("Thunder Storm");


// Attack configuration
//====================================================================
// timedfirst=true/false If set true, will cast your first listed timed spell before casting static field
// Recommended with Frozen Orb or Blizzard, spells which freeze and slow Pindle
// statictimes=x This is the number of times you want static field to be cast
// If set to 0, it will not be cast.
// spelllist.push"xxxxx" The first attack in the list will be used first
// spelllist.push("Hydra"); To use a new skill, remove the comments, like nova and orb are setup
// //Put comments like the one at the start of this line in front of spells to disclude them
//
// You can use any number of timed and untimed spells. The script will alternate between them in the order
// that you list them, in a pattern of first timed, first untimed, second timed, second untimed, etc...
// So you can list any number of spells but the order in which you list them will determine which timed
// spell goes off in what order, and likewise for untimed spells. For instance, if you list Frozen Orb,
// Meteor, Blizzard and Nova, the script will cast Frozen Orb, Nova, Meteor, Nova, Blizzard, Nova etc...
//
// untimedrepeat=x This is the number of times to cast each untimed spell when only using untimed spells
// maxattacks=xx This is the maximum number of attack sequences used to attack Pindleskin
// If he is still alive after this many attacks, the game will abort
// teledistance=x This is the coordinates of the last teleport before attacking Pindleskin
// teledistance=0 puts you a good ways away. The higher you make this number,
// the closer you will teleport to Pindleskin.
// Only 0-10 would be an advisable number to use here, higher than 10 makes ya REAL close.
// SwitchOnKill/true/false Set this to true to switch to the weapon with the greatest magic find upon killing Pindle
// SwitchHP=xx This is the amount of Pindle's hp out of 128 that is remaining.
// StallKill=true/false Set this to true to let your merc get the last hit
// StallHP=xx This is the amount of hp of 128 that you will stall for pindle to die on
// MercSkipPhys=true/false Set this to true along with StallKill and you won't stall if pindle is immune to phys

timedfirst=true;
statictimes=3;

spelllist.push("Frozen Orb");
spelllist.push("Nova");
//spelllist.push("Hydra");
//spelllist.push("Meteor");
//spelllist.push("Charged Bolt");
//spelllist.push("Frozen Orb");
//spelllist.push("Fire Ball");
//spelllist.push("Fire Wall");
//spelllist.push("Glacial Spike");
//spelllist.push("Blizzard");
//spelllist.push("Chain Lightning");
untimedrepeat=1;
maxattacks=40;
teledistance=4;
SwitchOnKill=false;
SwitchHP=40;
StallKill=false;
StallHP=40;
MercSkipPhys=true;
 
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