level up the weapon ability

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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spyfromsiochain
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Re: level up the weapon ability

#21 Post by spyfromsiochain » Sun Aug 18, 2013 10:28 am

Hello, I used this waypoint on egg in TB (xeggs.xml) done by pman, looks like its working well, but they are lv 68 so not a solution anymore, the next best mob is medrim thundra (Kentiaru Defense Tower lv 75/76), how can I see the ID of the mob?

I think the only thing I need to change is:

"local egg = player:findNearestNameOrId(106062)"?

Ty
I look at those fans with no blades and it amazes me everytime, how can they push air without using blades lol - lisa (pro sentence :D)

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rock5
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Re: level up the weapon ability

#22 Post by rock5 » Sun Aug 18, 2013 10:55 am

You don't need to use the number. You can use the name. You usually use the number if you want to make it multilingual. If you want to use the number you can use "rom/getid" in micromacro.
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spyfromsiochain
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Re: level up the weapon ability

#23 Post by spyfromsiochain » Mon Aug 19, 2013 8:32 am

Well, continuing this post, ID of kentiaru defense tower:

local egg = player:findNearestNameOrId("106770")

Now, implementing "fervent attack" skill of rogue and playing lute would be nice, can it be done?

btw ty for fast reply rock5 :D
I look at those fans with no blades and it amazes me everytime, how can they push air without using blades lol - lisa (pro sentence :D)

wps
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Re: level up the weapon ability

#24 Post by wps » Mon Aug 19, 2013 8:49 am

spyfromsiochain wrote:Well, continuing this post, ID of kentiaru defense tower:

local egg = player:findNearestNameOrId("106770")

Now, implementing "fervent attack" skill of rogue and playing lute would be nice, can it be done?

btw ty for fast reply rock5 :D
player:cast("");

spyfromsiochain
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Re: level up the weapon ability

#25 Post by spyfromsiochain » Mon Aug 19, 2013 10:07 am

wps wrote:
spyfromsiochain wrote:Well, continuing this post, ID of kentiaru defense tower:

local egg = player:findNearestNameOrId("106770")

Now, implementing "fervent attack" skill of rogue and playing lute would be nice, can it be done?

btw ty for fast reply rock5 :D
player:cast("");
player:cast("") can u be a bit more specific? where to implement that in the code, and what:

player:cast("Fervent Attack")?
player:cast("Magic Lute (3 Days)")?
I look at those fans with no blades and it amazes me everytime, how can they push air without using blades lol - lisa (pro sentence :D)

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Ego95
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Re: level up the weapon ability

#26 Post by Ego95 » Mon Aug 19, 2013 3:33 pm

player:cast("Fervent Attack")?
player:cast("Magic Lute (3 Days)")?
it should be

Code: Select all

player:cast("ROGUE_FERVENT_ATTACK")
but the skill has to be in your profile. For the lute I believe theres a command like

Code: Select all

inventory:useItem("Magic Lute (3 Days)")
AlterEgo95

wps
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Re: level up the weapon ability

#27 Post by wps » Tue Aug 20, 2013 7:11 am

AlterEgo95 wrote:
player:cast("Fervent Attack")?
player:cast("Magic Lute (3 Days)")?
it should be

Code: Select all

player:cast("ROGUE_FERVENT_ATTACK")
but the skill has to be in your profile. For the lute I believe theres a command like

Code: Select all

inventory:useItem("Magic Lute (3 Days)")
AlterEgo95
Yeah, I just don't have rogue profile at that moment.

inventory:useItem() can accept id or name

spyfromsiochain
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Re: level up the weapon ability

#28 Post by spyfromsiochain » Tue Aug 20, 2013 3:56 pm

Fervent att and lute working now, ty.

Dont know what should I add more, soldier?

well I will atch the Kentiaru tower version of the file I have for now:
wpnlvmedrin.xml
(3.61 KiB) Downloaded 201 times
In the profile u use (default.xml for example) u need to add in Rogue skills:

<skill name="ROGUE_FERVENT_ATTACK" hotkey="MACRO" priority="100" />
I look at those fans with no blades and it amazes me everytime, how can they push air without using blades lol - lisa (pro sentence :D)

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Ego95
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Re: level up the weapon ability

#29 Post by Ego95 » Wed Aug 21, 2013 7:08 am

You could add Fire Training or Attack, Soldiers :D

Ivan
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Re: level up the weapon ability

#30 Post by Ivan » Sun Aug 25, 2013 12:03 pm

Hello,

I also submit my version of this WP. Basically I took the pman version and added different weapon type support in each hand and independent weapon repair.

Thanks to all the contributors.
Attachments
up_weapon_tower76.xml
(5.09 KiB) Downloaded 195 times

Aron
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Re: level up the weapon ability

#31 Post by Aron » Sun Sep 29, 2013 5:05 pm

how do I add soldiers attack to be used with lute and fervent attack?
where do i place the player:cast("") code, under what section in profiles?

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rock5
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Re: level up the weapon ability

#32 Post by rock5 » Sun Sep 29, 2013 11:26 pm

I don't think these levelupskill waypoints use any 'skills', they only 'attack' with white damage. So adding any skills to the profile wont work. So you would have to add it to the waypoint file. Still, to cast it you will have to add it in your profile skills, eg.

Code: Select all

		<skill name="ALL_SOLDIERS_ATTACK" 		hotkey="MACRO" priority="120" />
Then in the waypoint file in the "while" loop and something like this. Getting the cooldown will be tricky.

Code: Select all

if not player:hasBuff(506062) then
    for k,v in pairs(settings.profile.skills) do
        if v.Name == "ALL_SOLDIERS_ATTACK" then
            if v:getRemainingCooldown == 0 then
                player:cast("ALL_SOLDIERS_ATTACK")
            end
            break
        end
    end
end
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Aron
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Re: level up the weapon ability

#33 Post by Aron » Mon Sep 30, 2013 3:54 pm

thx rock5, adding the code to the while loop didnt work, but just by placing the usage of the skill in waypoint and profiles made the trick. I dont care much about that cooldown, its now using it whole the time when its off cooldown and when its active. I'm just checking the mm to see the amount of time left for level up.

Romplayer
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Re: level up the weapon ability

#34 Post by Romplayer » Mon Oct 21, 2013 5:40 pm

Where are the frog eggs in TB I looked in TB but I couldn't find them?

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Bill D Cat
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Re: level up the weapon ability

#35 Post by Bill D Cat » Mon Oct 21, 2013 7:18 pm

I'm not at home right now, so this may be a little vague. Go to the first village after you leave Sardo and enter the zone. The eggs are in the water just to the north east of the village. If you leave the village by the main entrance, jump off the bridge and head right, you'll find them pretty close by.

kuripot
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Re: level up the weapon ability

#36 Post by kuripot » Wed Oct 30, 2013 3:13 am

HOW ABOUT THE BOW AND CROSSBOW

spyfromsiochain
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Re: level up the weapon ability

#37 Post by spyfromsiochain » Wed Oct 30, 2013 5:41 am

kuripot wrote:HOW ABOUT THE BOW AND CROSSBOW
I don't believe u loose dura leveling a x/bow?!
I look at those fans with no blades and it amazes me everytime, how can they push air without using blades lol - lisa (pro sentence :D)

kuripot
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Re: level up the weapon ability

#38 Post by kuripot » Wed Oct 30, 2013 10:26 am

i mean how how to spam SHOT. cos Attack() use Dagger not xbow

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rock5
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Re: level up the weapon ability

#39 Post by rock5 » Wed Oct 30, 2013 10:29 am

How about Autoshot?
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kuripot
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Re: level up the weapon ability

#40 Post by kuripot » Wed Oct 30, 2013 10:36 am

what category i can use for bow xbow not mainhand and not offhand

Code: Select all

	local weapons = 2;
	local weapon1type = "BLADE"; -- main hand: AXE, AXE2H, BLADE, BLUDGEON, CLAYMORE, DAGGER, HAMMER, POLEARM, STAFF, WAND
	local weapon2type = "BLADE"; -- off-hand: AXE, AXE2H, BLADE, BLUDGEON, CLAYMORE, DAGGER, HAMMER, POLEARM, STAFF, WAND

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