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MuleFactory


It is currently Tue May 21, 2013 9:15 am


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 Post subject: Eldritch walk script - done
PostPosted: Mon May 28, 2012 6:45 am 
 
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Joined: Mon May 28, 2012 6:16 am
I looked for a script like this and was not able to find one, so I had to make my own. Before I tried this I had no idea how to make a script. I still don't, but I looked at other scripts long enough to figure out a little bit and made some changes to the regular Eldritch script which let my hammerdin walk Eldritch with a VERY high rate of success. Hopefully it works for you. I have only tested this in single player btw. Also, this does not include Shenk or Dac Farren, only Eldritch. Oh, and this is probably what a lot of you would call "sloppy code." :)


function NTMain()
{
   Include("libs/common/NTCommon.ntl");
   NTC_IncludeLibs();
   NTC_IncludeConfig("NTBot/char_configs");

   NT_LoadConfig();
   NTSI_LoadNIPFiles("NTBot/item_configs");

   NTA_Initialize();

   if(!NTTM_CheckAct()){
      NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_CheckAct()");
      return;
   }
   NTTMGR_TownManager();
   if(!NTTM_TownMove("waypoint")){
      NTC_SendMsgToScript("NTBotGame.ntj", "NTTM_TownMove()");
      return;
   }
   if(!NTM_TakeWaypoint(111)){
      NTC_SendMsgToScript("NTBotGame.ntj", "NTM_TakeWaypoint()");
      return;
   }
   NTP_DoPrecast(true);
   if(!NTM_MoveTo(me.areaid, 3743, 5085)){
      NTC_SendMsgToScript("NTBotGame.ntj", "NTM_MoveTo()");
      return;

   }
   if(!NTConfig_ClearPosition){
      NTA_ClearPosition(20, true);
   }
   if(NTConfig_OpenChest){
      var _chest;
      _chest = NTC_GetSpecialChest();
      if(_chest)
         NTC_OpenChest(_chest);
   }
   NTSI_PickItems();
   if(NTConfig_OpenChestsInArea && NTU_DontOpenAreas()){
      OpenChestsInArea();   
   }
   NTC_SendMsgToScript("NTBotGame.ntj", "SCRIPT_END");
}

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