Le script pour la ww se situe en dessous de la trap
Assassin script pour trap.
[D2NT] Assassin Script (Trapper) par RdJ
Etape 1 :Dans le "NTAttack.ntl" copiez ceci à la case qui lui correspond :
function NTA_AssassinAttackPatternInt()
{
var _maxindex, _maxskill;
var _avgskilllevel = new Array();
_avgskilllevel[0] = me.GetSkill(271, false);
_maxindex = -1;
_maxskill = 0;
for(var i = 0 ; i < _avgskilllevel.length ; i++)
{
if(_avgskilllevel[i] > _maxskill)
{
_maxindex = i;
_maxskill = _avgskilllevel[i];
}
}
switch(_maxindex)
{
case 0: // Lightning Sentry + Fire Blast + Physical Hammer
NTConfig_AttackSkill[1] = 271;
NTConfig_AttackSkill[3] = 251;
NTConfig_AttackSkill[5] = 253;
break;
}
return (NTConfig_AttackSkill[1] && NTConfig_AttackSkill[3]);
}
function NTA_AssassinAttackInt(target, firstorder)
{
var _primaryindex;
if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe&0x04, NTConfig_CheckMercSafe&0x04))
{
if(!NTTMGR_VisitTown())
return 0;
}
if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100)
{
if(GetDistance(me, target) > _NTA_SkillRange[15] || !CheckCollision(me, target, 10))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[0], 4);
if(_pos)
NTM_MoveTo(target.areaid, _pos[0], _pos[10], 0);
}
if(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
return 2;
return 3;
}
_primaryindex = (target.spectype&0x0A) ? 1 : 3;
if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) < 100)
{
if((_NTA_SkillRange[_primaryindex] < 4 || NTConfig_AttackSkill[_primaryindex] == 271) && !CheckCollision(target.areaid, target.x, target.y, 1))
return 1;
if(!NTA_AssassinCastSkillInt(_primaryindex, target))
return 2;
return 3;
}
if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[5]) < 100)
{
if((_NTA_SkillRange[5] < 4 || NTConfig_AttackSkill[5] == 271) && !CheckCollision(target.areaid, target.x, target.y, 1))
return 1;
if(!NTA_AssassinCastSkillInt(5, target))
return 2;
return 3;
}
return 1;
}
function NTA_AssassinCastSkillInt(index, target)
{
if(NTConfig_AttackSkill[index] == 271)
{
var _castx, _casty;
if(GetDistance(me, target) > _NTA_SkillRange[300] || !CheckCollision(me, target, 5))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 5);
if(_pos)
NTM_MoveTo(target.areaid, _pos[1], _pos[5], 0);
}
_castx = target.x > me.x ? target.x+3 : target.x-3;
_casty = target.y > me.y ? target.y+3 : target.y-3;
return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], _castx, _casty);
}
if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 4);
if(_pos)
NTM_MoveTo(target.areaid, _pos[1], _pos[5], 0);
}
return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
}
Sauvegardez.
Etape 2 :Dans votre "char_config", copiez un script de sorcière, et renommé-le de la sorte :
NTConfig_Assassin_ChArNaMe.ntl (case sensitive)
N'oubliez pas de "//" devant statique de la sorcière.
Placez-les skills, enjoy.
D2NT - Assassin WW + venom cast
Script assa Ww par fog_nemrod (et ça vient de gms ^^)
NON COMPATIBLE AVEC LE SCRIPT ASSA TRAP
Etape 1
Dans le NTAttack.ntl, modifiez la partie de l'assassin par celle-ci :
function NTA_AssassinAttackPatternInt()
{
var _maxindex, _maxskill;
var _avgskilllevel = new Array();
_avgskilllevel[0] = me.GetSkill(151, false);
_maxindex = -1;
_maxskill = 0;
for(var i = 0 ; i < _avgskilllevel.length ; i++)
{
if(_avgskilllevel[i] > _maxskill)
{
_maxindex = i;
_maxskill = _avgskilllevel[i];
}
}
switch(_maxindex)
{
case 0: // Whirlwind
NTConfig_AttackSkill[1] = 151;
NTConfig_AttackSkill[3] = 151;
NTConfig_AttackSkill[5] = 151;
break;
}
return (NTConfig_AttackSkill[1] && NTConfig_AttackSkill[3]);
}
function NTA_AssassinAttackInt(target, firstorder)
{
var _primaryindex;
if(NTTMGR_CheckCurse(NTConfig_CheckSelfSafe&0x10, NTConfig_CheckMercSafe&0x10))
{
if(!NTTMGR_VisitTown())
return 0;
}
if(firstorder && NTConfig_AttackSkill[0] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[0]) < 100)
{
if(GetDistance(me, target) > _NTA_SkillRange[0] || !CheckCollision(me, target, 4))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[0], 4);
if(_pos)
NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
}
if(!NTC_CastSkill(NTConfig_AttackSkill[0], _NTA_SkillHand[0], target))
return 2;
return 3;
}
_primaryindex = (target.spectype&0x0A) ? 1 : 3;
if(NTA_GetResistance(target, _NTA_SkillDamage[_primaryindex]) < 100)
{
if((_NTA_SkillRange[_primaryindex] < 4 || NTConfig_AttackSkill[_primaryindex] == 151) && !CheckCollision(target.areaid, target.x, target.y, 1))
return 1;
if(!NTA_AssassinCastSkillInt(_primaryindex, target))
return 2;
return 3;
}
if(NTConfig_AttackSkill[5] > 0 && NTA_GetResistance(target, _NTA_SkillDamage[5]) < 100)
{
if((_NTA_SkillRange[5] < 4 || NTConfig_AttackSkill[5] == 151) && !CheckCollision(target.areaid, target.x, target.y, 1))
return 1;
if(!NTA_AssassinCastSkillInt(5, target))
return 2;
return 3;
}
return 1;
}
function NTA_AssassinCastSkillInt(index, target)
{
if(NTConfig_AttackSkill[index] == 151)
{
var _castx, _casty;
if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 5))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 5);
if(_pos)
NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
}
_castx = target.x > me.x ? target.x+3 : target.x-3;
_casty = target.y > me.y ? target.y+3 : target.y-3;
return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], _castx, _casty);
}
if(GetDistance(me, target) > _NTA_SkillRange[index] || !CheckCollision(me, target, 4))
{
var _pos = me.GetOptimalAttackPos(target.areaid, target.x, target.y, _NTA_SkillRange[index], 4);
if(_pos)
NTM_MoveTo(target.areaid, _pos[0], _pos[1], 0);
}
return NTC_CastSkill(NTConfig_AttackSkill[index], _NTA_SkillHand[index], target);
}
Etape 2 Dans le fichier de configuration de votre assez, remplacez la config attaque par la suivante :
//------------------------------------------------------------------------------
// Attack configuration
//------------------------------------------------------------------------------
NTConfig_AttackSkill[0] = 278; // First skill. Set to 0 if you won't
NTConfig_AttackSkill[1] = 151; // Primary skill to boss.
NTConfig_AttackSkill[2] = 0; // Reserved
NTConfig_AttackSkill[3] = 151; // Primary skill to others.
NTConfig_AttackSkill[4] = 0; // Reserved
NTConfig_AttackSkill[5] = 151; // Secondary skill in case monster is immune to primary skill. Set to 0 if you won't
NTConfig_AttackSkill[6] = 0; // Reserved
NTConfig_ClearPosition = true; // Set to true if you want to clear area after killing boss.