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  • How to lure Creatures

    Sunday, February 2, 2020 Posted by Gabriel Gomes
    How to lure Creatures - elfbot.net
    You'll have to look in both the cavebot tab, and the targeting tab, in order to lure monsters.

    In the Cavebot Tab, you'll have to place 'lure' nodes around the place, these will be the tile your character will try to lure the monsters. When everything is set up, your bot will try to lure the monsters to the LAST lure node your bot had passed. It won't try to go to the closest lure node, or the next lure node.

    In the Targeting Tab, you'll have to create add a new 'monster' and call it 'Category A'.
    After that you'll need to enter these settings into it:
    This should UE if there are 2, or more, monsters on your screen. It'll UE whether or not you're at your lure node.
    You can Edit the below to suit your needs, this is just an example.

    Name: Catergory A
    Count: 2+
    Settings #: 1
    Categories: <Blank>
    HP% Range: 0 - 100
    Monster Attacks: Don't Avoid
    Danger Level: 0
    Desired Stance: Lure Target
    Desired Action: Attack / Ewinter (or w/e spell/attack you want)
    Attack Mode: No Change
    Wear Ring: No Change

    For every monster you have in your targeting list you can leave all there info blank expect for this:
    Categories: A

    You could use a script to UE them, but this should UE without the need of a script.

    In-case you need more help, here's some text I found.

    Multiple creature counts

    To have targeting act differently for different amounts of a creature on the screen, you can change the 'Count' field for each monster entry. A count of 'Any' means that the entry is valid for any amount of monsters on the screen. A count of '1' means that the entry will be chosen if only one monster of that name is on the screen, and an entry with a count of '2+' for instance will be chosen if two or more of said monster is on screen.

    Note that the Targeting system scans the list from top to bottom and finds the first matching count for the creature you are (or rather will be) targeting (This goes for categories, explained below, as well). For example, if you have

    Mummy (Any count)
    Mummy >> 2

    The entry for 2 Mummies will never be reached because Mummy (Any count) is a valid match for any amount of Mummies, including 2. You would have needed to place Mummy >> 2 on top, and in case there is not 2 Mummies on screen, Targeting would pick the entry for Any amount of Mummies. The correct way for situating these two entries is:

    Mummy >> 2
    Mummy (Any count)

    Area effect spells

    Since version 4.1.8 of ElfBot NG, you are allowed to choose from a set of area effect spells to be used in your hunts. The bot does full calculations of creatures situating themselves in the effect area of the spell and if the desired count is satisfied, the spell will get cast. The bot will not cast the spell if other players are in spell range, unless the option 'Non-pvp mode' in Extras is checked.

    To use Area Effect Spells, simply make an Entry with the desired count and the entry will be chosen if as much enemies are in the area of effect of the spell.

    The Area effect spells are:

    Splash Missile Runes: Great Fireball, Avalanche, Thunderstorm, Stone Shower, Explosion

    The bot will calculate the best square and shoot an Explosion or Great Ball of chosen element if it can hit a desired number of monsters.

    Instant Radial Spells: Divine Caldera, Ground Shaker, Fierce Berserk, Rage Of The Skies, Wrath Of Nature, Hell's Core, Eternal Winter

    The bot will cast the selected spell if it can hit a desired number of monsters that are located in the area of the spell.

    Instant Directional Spells: Energy Beam, Great Energy Beam, Fire Wave, Ice Wave, Energy Wave, Terra Wave

    The bot will turn towards the direction where it can hit a desired amount of monsters and cast the directional spell. It is better not to use Serversided Chase for this type of spell because the bot will not be able to control the character as well (turning). Players with high latency might experience misses using this spell type.

    There is one restriction for creating entries with Area Effect spells: the entry with the Area Effect spell must have only 1 setting with hp% range from 0 to 100. Not respecting this rule may work for what you are trying to do, but it may also produce undefined results.

    Monster Categories

    Because of the addition of Area Effect Spells, it becomes practical to target different types of creatures simultaneously. For this reason, since version 4.1.8 it is also possible to group monsters under categories and target them together. For instance, it will become possible to shoot an Avalanche rune if any of the monster types that we designate are present in the area of effect of the spell in a count of 3 or more. (ie: Not just shooting an Avalance on 3 ghouls, but also to be able shoot it on a group of 1 ghoul, 1 crypt shambler, and 1 demon skeleton).

    To add a monster entry to one or more category, simply list the desired category names in the 'Categories' field for that monster. Each category name is made out of 1 letter/number symbol. For instance, entering '1dab3$' in the 'Categories' field for a monster will put him into the categories 1, d, a, b, 3 and $. This is simply to allow a certain monster to belong to multiple categories (you can think of it as one for each element and you wanting to shoot different kinds of runes). Category names are case sensitive, which means that 'g' and 'G' are different category names.

    To create a Targeting entry for a category of monsters, create an entry called 'Category n', where n is the 1-character name of the category for which you are creating settings for.

    For example, if you have the letter 'i' in Categories for all your monsters affected by Ice damage and have created an entry called 'Category i' with a count of 3+, hp% from 0-100 and the Avalanche rune as 'Desired Action', your character will shoot that rune if there is a square on which it will hit at least 3 of those monsters. Otherwise, it will kill them separately by using the regular settings as defined for each monster.

    If you have multiple entries (ie different counts: Mummy and Mummy << 1 on the screenshot) for the same monster, make sure that each of those has your desired categories listed. Also, you most likely (unless you know more than well what you are doing) are going to need to put the "Category ? >> ?" entry higher in the list than the monsters which are members of that category (just like in the screenshot), as explained in the "Multiple Counts" part of this tutorial.

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