Heres the script:
_____________________________________________
IF
ActionListEmpty()
OR(4)
See(NearestEnemyOfType([0.0.0.LONG_BOW]))
See(NearestEnemyOfType([0.0.0.CLERIC_ALL]))
See(NearestEnemyOfType([0.0.0.DRUID_ALL]))
See(NearestEnemyOfType([0.0.0.BARD_ALL]))
!Range(LastSeenBy(Myself),10)
THEN
RESPONSE #100
EquipRanged()
AttackReevaluate(LastSeenBy(Myself),30)
END
IF
ActionListEmpty()
OR(4)
See(NearestEnemyOfType([0.0.0.LONG_BOW]))
See(NearestEnemyOfType([0.0.0.CLERIC_ALL]))
See(NearestEnemyOfType([0.0.0.DRUID_ALL]))
See(NearestEnemyOfType([0.0.0.BARD_ALL]))
THEN
RESPONSE #100
EquipMostDamagingMelee()
AttackReevaluate(LastSeenBy(Myself),30)
END
IF
ActionListEmpty()
Help([PC])
THEN
RESPONSE #100
AttackReevaluate(LastAttackerOf(LastHelp(Myself)),60)
END
IF
ActionListEmpty()
See(NearestEnemyOf(Myself))
!Range(NearestEnemyOf(Myself),10)
THEN
RESPONSE #100
EquipRanged()
AttackReevaluate(NearestEnemyOf(Myself),30)
END
IF
ActionListEmpty()
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
EquipMostDamagingMelee()
AttackReevaluate(NearestEnemyOf(Myself),30)
END
_____________________________________________
The problem is in this line right here:
AttackReevaluate(LastSeenBy(Myself),30)
The last seen by sometimes changes from an enemy to an ally during combat thus causing your friendly fire. I can update this script so this no longer happens and send it to you if you want.Email me if you want this done it would take about 20 seconds.
AstroBouncer@Aol.com