level up the weapon ability

Runes of Magic/Radiant Arcana (http://www.runesofmagic.com)
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spyfromsiochain
Posts: 84
Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#41 Post by spyfromsiochain » Wed Oct 30, 2013 11:00 am

Buy a bunch of arrows, get to the mob and press "autoshot", it will spend the arrows and level the 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
Posts: 493
Joined: Mon Nov 07, 2011 9:14 pm

Re: level up the weapon ability

#42 Post by kuripot » Wed Oct 30, 2013 11:17 am

i use

Code: Select all

up_weapon_tower76.xml
waypoint. and use the skill shot.autoshot,comboshot. but my problem is after 1 skill my character loose the target and start tergetting again and use the skill.. it wasting time..

kuripot
Posts: 493
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Re: level up the weapon ability

#43 Post by kuripot » Wed Oct 30, 2013 10:34 pm

i created a simple waypoint for scout..bow xbow leveling
Attachments
kentiaru.xml
xbow,bow leveling
(644 Bytes) Downloaded 175 times

kuripot
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Re: level up the weapon ability

#44 Post by kuripot » Wed Oct 30, 2013 10:39 pm

if anyone can modify it to make it better i highly appreciate it

kuripot
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Re: level up the weapon ability

#45 Post by kuripot » Thu Oct 31, 2013 5:30 am

how can i make it faster to cast. i use this

Code: Select all

	while true do
		local tower = player:findNearestNameOrId(106770)
		if tower and 200 > distance(tower.X, tower.Z, player.X, player.Z) then
			player:target(tower.Address)
			player:cast("SCOUT_COMBO_SHOT");
			player:cast("SCOUT_SNIPE");
			player:cast("SCOUT_SHOT");
			player:cast("SCOUT_AUTOSHOT");
			player:cast("SCOUT_PIERCING_ARROW");
			player:cast("SCOUT_REFLECTED_SHOT");
			player:cast("SCOUT_SNIPE");
		end
	end
i dont know if it can help if i put some rest.. cos i notice that only "player:cast("SCOUT_COMBO_SHOT");", "player:cast("SCOUT_SNIPE");" will be casted
i dont know how many rest i can put every 1 sec casting speed every skill

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rock5
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Re: level up the weapon ability

#46 Post by rock5 » Thu Oct 31, 2013 5:56 am

I believe if you are manually executing the cast commands like that you have to add yrests where necessary to give them time to finish casting. So any skills that take time to cast will have to have a yrest long enough for the skill to cast. But even instant skills need to wait for the global cooldown so even they would need about 1s yrest. Just experiment with the yrests until you get it just right.
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Dirt Devil
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Re: level up the weapon ability

#47 Post by Dirt Devil » Sun Feb 16, 2014 11:48 am

I have a problem with this scripts. I level up my weapons before at the eggs and want to switch to this tower. I change the ID of this mob but this script dont work. After that i try the scripts which postet before and no one of them work :?
I start my script and micromacro show only "Lösche Ziel" ~ like "delete target". I dont know where is the problem, maybe someone know what to do :cry:


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spyfromsiochain
Posts: 84
Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#48 Post by spyfromsiochain » Fri Mar 21, 2014 10:01 pm

rock5 wrote: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

and for fire training?

I dont have soldiers yet.

dont we have to add the skill fire training and soldiers attack to skills database?

regards
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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lisa
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Re: level up the weapon ability

#49 Post by lisa » Fri Mar 21, 2014 10:35 pm

spyfromsiochain wrote:dont we have to add the skill fire training and soldiers attack to skills database?
they are in the skills database already.

ALL_FIRE_TRAINING
ALL_SOLDIERS_ATTACK
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spyfromsiochain
Posts: 84
Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#50 Post by spyfromsiochain » Sat Mar 22, 2014 5:43 am

Code: Select all

if egg and 50 > distance(egg.X, egg.Z, player.X, player.Z) then
			player:target(egg.Address)
			inventory:useItem("Magic Lute (3 Days)")
			player:cast("ALL_FIRE_TRAINING");
			Attack()
			yrest(30000)
Got it lisa, I didnt check skills database sorry.
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)

ZZZZZ
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Re: level up the weapon ability

#51 Post by ZZZZZ » Sat Mar 22, 2014 8:51 am

Basically pulled bits from here and there and added in skills to cast yada yada. Doesn't work perfectly, still a lot of skills that could be added.

Can be used at the Merdin towers, TB eggs or any opponent siege gate. Made some changes to scout stuff etc and havnt been able to see if it works... tell me if it doesn't.
xeggs.xml
Fixed a typo and found some more errors :/
(10.12 KiB) Downloaded 177 times
Last edited by ZZZZZ on Sat Mar 22, 2014 9:38 pm, edited 2 times in total.

spyfromsiochain
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Re: level up the weapon ability

#52 Post by spyfromsiochain » Sat Mar 22, 2014 4:57 pm

ZZZZZ wrote:Basically pulled bits from here and there and added in skills to cast yada yada. Doesn't work perfectly, still a lot of skills that could be added.

Can be used at the Merdin towers, TB eggs or any opponent siege gate. Made some changes to scout stuff etc and havnt been able to see if it works... tell me if it doesn't.
The attachment xeggs.xml is no longer available
Looks good, it returns at least one error, I only edit the type of wpn and number of weapons (check screenshot)

regards
Attachments
error.JPG
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)

ZZZZZ
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Re: level up the weapon ability

#53 Post by ZZZZZ » Sat Mar 22, 2014 10:22 pm

Added a check for scouts Auto Shot before uploading and it had a typo in it which caused it to error :/ Fixed it now.

spyfromsiochain
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Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#54 Post by spyfromsiochain » Sun Mar 23, 2014 5:03 am

Well I gave it a first try, looks nice now, gz ZZZZZ, this waypoint should probably go to a new post more easy to find.

I whould just add:

"if" in gate of castle, use battle cry if in bag (item from farm in sw) 30% more speed att.

And that's it.

Regards
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)

ZZZZZ
Posts: 513
Joined: Sun Oct 21, 2012 1:42 am

Re: level up the weapon ability

#55 Post by ZZZZZ » Sun Mar 23, 2014 7:58 am

Way ahead of you skyfromsoichain ;D

This is already in it:

Code: Select all

			if zoneid == 402 and inventory:findItem(206688) then -- Battle Time
				local BattleTime = inventory:findItem(206688)
				if BattleTime ~= nil then
					local maxCD, CurrentCD = RoMScript("GetBagItemCooldown(".. (BattleTime.SlotNumber - 60) ..")")
					if CurrentCD == 0 then
						BattleTime:use()
					end
				end
			end
~~ justed realised that it doesnt even need the 'if BattleTime ~= nil then' in there at all....oh well xD

spyfromsiochain
Posts: 84
Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#56 Post by spyfromsiochain » Sun Mar 23, 2014 8:24 am

ZZZZZ wrote:Way ahead of you skyfromsoichain ;D

This is already in it:

Code: Select all

			if zoneid == 402 and inventory:findItem(206688) then -- Battle Time
				local BattleTime = inventory:findItem(206688)
				if BattleTime ~= nil then
					local maxCD, CurrentCD = RoMScript("GetBagItemCooldown(".. (BattleTime.SlotNumber - 60) ..")")
					if CurrentCD == 0 then
						BattleTime:use()
					end
				end
			end
~~ justed realised that it doesnt even need the 'if BattleTime ~= nil then' in there at all....oh well xD
I was reading the full code now, and I logged to delete the post meh :/

The only thing I don't see is the strong stimulant and the frenzy potion, but since they are consumables makes sense to not have by default. Still the frenzy pot is very cheap. What can I do to add it?

Frenzy Potion = id 206889
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)

spyfromsiochain
Posts: 84
Joined: Sun Aug 18, 2013 9:57 am

Re: level up the weapon ability

#57 Post by spyfromsiochain » Sun Mar 23, 2014 8:37 am

Code: Select all

if inventory:findItem(206889) then -- frenzy pot
			local Frenzypot = inventory:findItem(206889)
				if Frenzypot ~= nil then
					local maxCD, CurrentCD = RoMScript("GetBagItemCooldown(".. (Frenzypot.SlotNumber - 60) ..")")
					if CurrentCD == 0 then
						Frenzypot:use()
					end
				end
			end
Seem to work :D

regards
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)

legoson
Posts: 18
Joined: Tue Jul 02, 2013 6:54 pm

Re: level up the weapon ability

#58 Post by legoson » Tue Apr 01, 2014 6:07 am

hello, thanks for making this. works well. but im getting and error when using fire training. i added it to my profile and in the waypoint file. but I get a dead loop when i use fire training, it won't try to use frenzy or lute and wont show any of the information that it shows on a repeat basis when i remove fire training, and ideas what im doing wrong? I copied lisa's exact fire training line.

EDIT: Added the fire training back in. It now casts it. but Says it failed to cast. shows all the info, but continues to try and cast it even though its on cd. not sure why. lute and frenzy cast fine.

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lisa
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Re: level up the weapon ability

#59 Post by lisa » Tue Apr 01, 2014 7:06 am

legoson wrote:EDIT: Added the fire training back in. It now casts it. but Says it failed to cast. shows all the info, but continues to try and cast it even though its on cd. not sure why. lute and frenzy cast fine.
Generally means the ID has changed for the buff.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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