1

Тема: Казнь

Недавно купил себе топорчик и експериментирую )
вот настройка приема Казнь

SPOILER Show

if(EnemiesCount<10)
if((top.Battle.oBattle.oEnemySlot.nMaxHP >1000 && top.Battle.oBattle.oEnemySlot.nHP > 300) || (top.Battle.oBattle.oEnemySlot.nMaxHP = 100 && top.Battle.oBattle.oEnemySlot.nHP < 22 && top.Battle.oBattle.oEnemySlot.nHP > 8))
if(typeof(top.Battle.oBattle.oMySlot.arrEffects["hit_execute"]) != "object")
_name = "hit_execute";

добавил учет количества противников, вдрук комуто важно )

Отредактировано Tudorake (2013-05-28 11:12:34)

2

Re: Казнь

А мог бы скинуть  приёмчики твои на топора глянуть?Интересно просто логика боя на боте.

Вранье.Вранье.Вранье.Правда.(с)Rand

3

Re: Казнь

Mr Blanco пишет:

А мог бы скинуть  приёмчики твои на топора глянуть?Интересно просто логика боя на боте.

Я тоже просил.... Молчит (

4

Re: Казнь

Пожалуйста, не молчал а не заходил посмотреть если ктото написал.

Вот Топор+Щит

SPOILER Show

<?xml version="1.0" encoding="windows-1251"?>
<Methods>
  <Priem1>
if(window.dfghj &amp;&amp; (dfghj == top.Battle.oBattle.oMySlot.nHP))
{
_name = "multi_rollback";

}

if(window.rftyh &amp;&amp; (rftyh-top.Battle.oBattle.oMySlot.nHP)&gt;=100) // количество урона, больше которого отменять
{
dfghj = top.Battle.oBattle.oMySlot.nHP;
_name = "multi_rollback";

}

rftyh = top.Battle.oBattle.oMySlot.nHP;
</Priem1>
  <Priem2>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 10)
_name = "spirit_survive";
</Priem2>
  <Priem3>_name = "novice_hp";
</Priem3>
  <Priem4>
if((typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_water_poison08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_water_cloud08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggvod"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_fire_flamming08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggair"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggyad"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_air_mark"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggspeed"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggvras"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_effect"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_disease"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_ability"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_dark_souleat"]) == "object"))
_name="hp_cleance";
</Priem4>
  <Priem5>
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 5)
_name = "hp_enrage";
</Priem5>
  <Priem6>
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 5)
_name = "hp_defence";
</Priem6>
  <Priem7>
if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 30 || parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 23 )
if(window.dfghj &amp;&amp; dfghj != top.Battle.oBattle.oMySlot.nHP)
_name = "hp_regen";
}
else
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 8)
_name = "hp_regen";
</Priem7>
  <Priem8>if(Lovka &gt; 24 || Inta &gt; 24)
_name = "parry_supreme";
</Priem8>
  <Priem9>if(((top.Battle.oBattle.oEnemySlot.nMaxHP &gt;200 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 50) || (top.Battle.oBattle.oEnemySlot.nMaxHP = 100 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 3)
)  ||     (    parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 7 &amp;&amp; (top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || Lovka &gt; 79 || Intell &gt; 24)))
_name = "block_aftershock";</Priem9>
  <Priem10>
_name = "block_path";
</Priem10>
  <Priem11>if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 60)

_name = "parry_secondlife";
</Priem11>
  <Priem12>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 75 )
{if(Intell &gt; 15 ||  top.Battle.oBattle.sEnemyLogin.indexOf("Хаоса") &gt; -1 ||  top.Battle.oBattle.sEnemyLogin.indexOf("Шипoкрыл") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Валентайский") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Епископ") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Служитель") &gt; -1)
if(top.Battle.oBattle.arrRes["block"].innerHTML &gt; 3)
if(typeof(top.Battle.oBattle.oMySlot.arrEffects["block_magicshield"]) != "object" &amp;&amp; typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object")
_name = "block_magicshield";}</Priem12>
  <Priem13>if(top.Battle.oBattle.arrRes["hit"].innerHTML &lt; 2 &amp;&amp; parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 8 &amp;&amp;typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object" )
_name = "block_fullshield";
</Priem13>
  <Priem14>if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 2)
_name = "blood_gainattack";
</Priem14>
  <Priem15>
if(EnemiesCount&lt;10)

if((top.Battle.oBattle.oEnemySlot.nMaxHP &gt;1000 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &gt; 400 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 21) || (top.Battle.oBattle.oEnemySlot.nMaxHP = 100 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 21 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &gt; 15))
if(typeof(top.Battle.oBattle.oMySlot.arrEffects["hit_execute"]) != "object")
_name = "hit_execute";
</Priem15>
  <Priem16>if( typeof(top.Battle.oBattle.oMySlot.arrEffects["block_magicshield"]) == "object" ||  top.Battle.oBattle.sEnemyLogin.indexOf("Хаоса") &gt; -1 ||  top.Battle.oBattle.sEnemyLogin.indexOf("Шипoкрыл") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Валентайский") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Епископ") &gt; -1)
_name = "";
else
{if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &lt; 23)
{if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 75 )
{if( parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 6 &amp;&amp; typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object")
{ if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/) || top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Слизь") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Живучий") &gt; -1)
_name = "block_revenge";
else
_name = "multi_agressiveshield";    }}
else
_name = "";}
else
{ if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/) || top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Слизь") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Живучий") &gt; -1)
_name = "block_revenge";
else
_name = "multi_agressiveshield";    }}
else
_name = "multi_agressiveshield";}</Priem16>
  <Priem17>
if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_hiddendodge"]) == "object")
_name = "hit_luck";
else if
(typeof(top.Battle.oBattle.oMySlot.arrEffects["counter_bladedance"]) == "object")
_name = "hit_luck";
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 22)
_name = "hit_luck";
else
_name = "";}
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 7)
_name = "hit_luck";</Priem17>
  <Priem18>
  </Priem18>
  <Priem19>if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt;5)
{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwdblaxe";}</Priem19>
  <Priem20>if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_hiddendodge"]) == "object" || typeof (top.Battle.oBattle.oMySlot.arrEffects["multi_hiddenpower"]) == "object" )

{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else if
(typeof(top.Battle.oBattle.oMySlot.arrEffects["counter_bladedance"]) == "object")


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 22)


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else
_name = "";
}
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 6)


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}</Priem20>
  <Priem21>
if(parseInt(top.Battle.oBattle.arrRes["spirit"].innerHTML) &gt; 5)
{if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/axe[\d]+.gif/))
        _name = "spirit_12_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/))
        _name = "spirit_11_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/crossbow[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/hammer[\d]+.gif/))
        _name = "spirit_13_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/sword[\d]+.gif/))
        _name = "spirit_14_prot_100";}
</Priem21>
  <Priem22>
if(SoratnikiCount&gt;=(EnemiesCount+3))
_name = "pet_unleash";
</Priem22>
  <Priem23>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 3)
_name = "hp_laststrike";
</Priem23>
  <Priem24>
rftyh = top.Battle.oBattle.oMySlot.nHP;
</Priem24>
</Methods>

А вот Два Топора

SPOILER Show

<?xml version="1.0" encoding="windows-1251"?>
<Methods>
  <Priem1>
if(window.dfghj &amp;&amp; (dfghj == top.Battle.oBattle.oMySlot.nHP))
{
_name = "multi_rollback";

}

if(window.rftyh &amp;&amp; (rftyh-top.Battle.oBattle.oMySlot.nHP)&gt;=100) // количество урона, больше которого отменять
{
dfghj = top.Battle.oBattle.oMySlot.nHP;
_name = "multi_rollback";

}

rftyh = top.Battle.oBattle.oMySlot.nHP;
</Priem1>
  <Priem2>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 10)
_name = "spirit_survive";
</Priem2>
  <Priem3>
if(top.Battle.oBattle.arrMethods["multi_rollback"].oMethod.bEnable)
{if(window.dfghj &amp;&amp; dfghj != top.Battle.oBattle.oMySlot.nHP)
_name = "novice_hp";
}
else
_name = "novice_hp";
</Priem3>
  <Priem4>
if((typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_water_poison08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_water_cloud08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggvod"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_fire_flamming08"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggair"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggyad"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_air_mark"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggspeed"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["ggvras"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_effect"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_disease"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["standart_ability"]) == "object") || (typeof(top.Battle.oBattle.oMySlot.arrEffects["wis_dark_souleat"]) == "object"))
_name="hp_cleance";
</Priem4>
  <Priem5>
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 5)
_name = "hp_enrage";
</Priem5>
  <Priem6>
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 5)
_name = "hp_defence";
</Priem6>
  <Priem7>
if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 30 || parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 23 )
if(window.dfghj &amp;&amp; dfghj != top.Battle.oBattle.oMySlot.nHP)
_name = "hp_regen";
}
else
if(parseInt(top.Battle.oBattle.arrRes["hp"].innerHTML) &gt; 8)
_name = "hp_regen";
</Priem7>
  <Priem8>if(Lovka &gt; 24 || Inta &gt; 24)
_name = "parry_supreme";
</Priem8>
  <Priem9>
if(
(
(top.Battle.oBattle.oEnemySlot.nMaxHP &gt;200 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 50) || (top.Battle.oBattle.oEnemySlot.nMaxHP = 100 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 3)
)  ||     (    parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 7 &amp;&amp; (top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || Lovka &gt; 99 || Intell &gt; 24)
)
)
_name = "block_aftershock";
</Priem9>
  <Priem10>
_name = "block_path";
</Priem10>
  <Priem11>if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 50)

_name = "parry_secondlife";
</Priem11>
  <Priem12>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 75 )
{if(Intell &gt; 15 ||  top.Battle.oBattle.sEnemyLogin.indexOf("Хаоса") &gt; -1 ||  top.Battle.oBattle.sEnemyLogin.indexOf("Шипокрыл") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Валентайский") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Епископ") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Служитель") &gt; -1)
if(top.Battle.oBattle.arrRes["block"].innerHTML &gt; 4)
if(typeof(top.Battle.oBattle.oMySlot.arrEffects["block_magicshield"]) != "object" &amp;&amp; typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object")
_name = "block_magicshield";}</Priem12>
  <Priem13>if(top.Battle.oBattle.arrRes["hit"].innerHTML &lt; 2 &amp;&amp; parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 8 &amp;&amp;typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object" )
_name = "block_fullshield";
</Priem13>
  <Priem14>if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 2)
_name = "blood_gainattack";
</Priem14>
  <Priem15>
if(EnemiesCount&lt;10)

if((top.Battle.oBattle.oEnemySlot.nMaxHP &gt;1000 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &gt; 400 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 21) || (top.Battle.oBattle.oEnemySlot.nMaxHP = 100 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &lt; 21 &amp;&amp; top.Battle.oBattle.oEnemySlot.nHP &gt; 15))
if(typeof(top.Battle.oBattle.oMySlot.arrEffects["hit_execute"]) != "object")
_name = "hit_execute";
</Priem15>
  <Priem16>if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_hiddendodge"]) == "object")
{if(EnemiesCount&gt;2)
_name = "hit_grinder";}
else if
(typeof(top.Battle.oBattle.oMySlot.arrEffects["counter_bladedance"]) == "object")
{if(EnemiesCount&gt;2)
_name = "hit_grinder";}
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 23)
{if(EnemiesCount&gt;2)
_name = "hit_grinder";}
else
_name = "";
}
else
{if(EnemiesCount&gt;2)
_name = "hit_grinder";}</Priem16>
  <Priem17>if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt;5)
{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwdblaxe";}</Priem17>
  <Priem18>if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_hiddendodge"]) == "object")
_name = "hit_empower";
else if
(typeof(top.Battle.oBattle.oMySlot.arrEffects["counter_bladedance"]) == "object")
_name = "hit_empower";
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 23)
_name = "hit_empower";
else
_name = "";
}
else
_name = "hit_empower";</Priem18>
  <Priem19>if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{if(typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_hiddendodge"]) == "object" || typeof (top.Battle.oBattle.oMySlot.arrEffects["multi_hiddenpower"]) == "object" )

{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else if
(typeof(top.Battle.oBattle.oMySlot.arrEffects["counter_bladedance"]) == "object")


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 22)


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}

else
_name = "";
}
else
if( top.Battle.oBattle.arrRes["hit"].innerHTML &gt; 6)


{_target = top.Battle.oBattle.sEnemyLogin; _name = "hit_throwaxe";}</Priem19>
  <Priem20>
if(parseInt(top.Battle.oBattle.arrRes["spirit"].innerHTML) &gt; 5)
{if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/axe[\d]+.gif/))
        _name = "spirit_12_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/))
        _name = "spirit_11_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/crossbow[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/hammer[\d]+.gif/))
        _name = "spirit_13_prot_100";
else if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/sword[\d]+.gif/))
        _name = "spirit_14_prot_100";}
</Priem20>
  <Priem21>if(top.Battle.oBattle.arrMethods["spirit_survive"].oMethod.bEnable)
{
if(parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &lt; 23)
{
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 75 )
{
if( parseInt(top.Battle.oBattle.arrRes["block"].innerHTML) &gt; 6 &amp;&amp; typeof(top.Battle.oBattle.oMySlot.arrEffects["multi_agressiveshield"]) != "object")
{
if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/) || top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Слизь") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Живучий") &gt; -1)
_name = "block_revenge";
else
_name = "multi_agressiveshield";
        }
}
else
_name = "";
}
else
{
if(top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/knife[\d]+.gif/) || top.Battle.oBattle.oEnemySlot.oLayer.innerHTML.match(/bow[\d]+.gif/) || top.Battle.oBattle.sEnemyLogin.indexOf("Кольчатый") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Слизь") &gt; -1 || top.Battle.oBattle.sEnemyLogin.indexOf("Живучий") &gt; -1)
_name = "block_revenge";
else
_name = "multi_agressiveshield";
        }
}
else
_name = "multi_agressiveshield";
</Priem21>
  <Priem22>
if(SoratnikiCount&gt;=(EnemiesCount+3))
_name = "pet_unleash";
</Priem22>
  <Priem23>
if((top.Battle.oBattle.oMySlot.nHP * 100 / top.Battle.oBattle.oMySlot.nMaxHP) &lt; 3)
_name = "hp_laststrike";
</Priem23>
  <Priem24>
rftyh = top.Battle.oBattle.oMySlot.nHP;
</Priem24>
</Methods>

Там может еще присутствовать еще и лишние приемы, но думаю разберетесь wink

5

Re: Казнь

не работает чето твой приемчик казнь