Warrior Tactical Attack not auto-detected
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Mushroomstamp
- Posts: 210
- Joined: Wed Oct 27, 2010 11:34 am
Warrior Tactical Attack not auto-detected
I started a new Warrior and am using "levelupSkills1To10();". I'm getting the "We learned skill 'WARRIOR_BLAHBLAH' and will use it" message for everything so far except Tactical Attack. Bot is also upgrading all other skills, but skipping over Tactical Attack. What can I do to get it to recognize Tactical Attack? Also... bot is trying to use Thunder, which requires a 1-H weapon, even though I'm using a 2-H sword... how do I change that, other than manually adding the skill to my profile, (only skill currently in profile is Slash).
Re: Warrior Tactical Attack not auto-detected
Not all skills are auto detected. Only a short-list of skills are hard wired into the bot to be auto added. Tactical Attack is not one of them, probably because it had a weapon requirement so wouldn't work if the user uses a 1 handed weapon. Slash, on the otherhand, works with any weapon.
If you want to use Tactical Attack you will have to add it to your profile.
If you want to use Tactical Attack you will have to add it to your profile.
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Re: Warrior Tactical Attack not auto-detected
A while back I made a userfunction to use the skills I wanted instead of having to worry about editing the existing functions or remembering to add it to each profile.
I don't take any credit for the code of course it is pretty much copy pasted from the default but I just add skills that I want in there.
so have in your profile's onlevelup
and have a userfunction with this code in it.
I don't take any credit for the code of course it is pretty much copy pasted from the default but I just add skills that I want in there.
so have in your profile's onlevelup
Code: Select all
myskillup();Code: Select all
function myskillup(_loadonly)
-- level up the skill by using an internal leveling table
-- load the skills for using into the profile skill table
-- e.g. 4 = third skill tab, 2 = second skill on the tab
-- CAUTION: addressing a invalid skill will crash the RoM client
local skillLevelupMap = {
[CLASS_WARRIOR] = { [1] = { aslevel = 1, skillname="WARRIOR_SLASH" },
[2] = { aslevel = 2, skillname="WARRIOR_OPEN_FLANK" },
[3] = { aslevel = 2, skillname="WARRIOR_PROBING_ATTACK" },
[4] = { aslevel = 4, skillname="WARRIOR_TACTICAL_ATTACK" },
[5] = { aslevel = 4, skillname="WARRIOR_ENRAGED" }, },
[CLASS_SCOUT] = { [1] = { aslevel = 1, skillname="SCOUT_SHOT" },
[2] = { aslevel = 2, skillname="SCOUT_WIND_ARROWS" },
[3] = { aslevel = 4, skillname="SCOUT_VAMPIRE_ARROWS" },},
[CLASS_ROGUE] = { [1] = { aslevel = 1, skillname="ROGUE_SHADOWSTAB" },
[2] = { aslevel = 2, skillname="ROGUE_LOW_BLOW" },
[3] = { aslevel = 6, skillname="ROGUE_WOUND_ATTACK" }, },
[CLASS_MAGE] = { [1] = { aslevel = 1, skillname="MAGE_FLAME" },
[2] = { aslevel = 4, skillname="MAGE_FIREBALL" }, },
[CLASS_PRIEST] = { [1] = { aslevel = 1, skillname="PRIEST_RISING_TIDE" },
[2] = { aslevel = 1, skillname="PRIEST_URGENT_HEAL" },
[3] = { aslevel = 4, skillname="PRIEST_REGENERATE" }, },
[CLASS_KNIGHT] = { [1] = { aslevel = 1, skillname="KNIGHT_PUNISHMENT" },
[2] = { aslevel = 1, skillname="KNIGHT_HOLY_STRIKE" },
[3] = { aslevel = 1, skillname="KNIGHT_MANA_RETURN" }, },
[CLASS_WARDEN] = { [1] = { aslevel = 1, skillname="WARDEN_CHARGED_CHOP" },
[2] = { aslevel = 1, skillname="WARDEN_ENERGY_ABSORB" },
[3] = { aslevel = 2, skillname="WARDEN_THORNY_VINE" },
[4] = { aslevel = 4, skillname="WARDEN_BRIAR_SHIELD" },
[5] = { aslevel = 8, skillname="WARDEN_POWER_OF_THE_WOOD_SPIRIT" } },
[CLASS_DRUID] = { [1] = { aslevel = 1, skillname="DRUID_RECOVER" },
[2] = { aslevel = 1, skillname="DRUID_EARTH_ARROW" },
[3] = { aslevel = 2, skillname="DRUID_BRIAR_ENTWINEMENT" },
[4] = { aslevel = 6, skillname="DRUID_RESTORE_LIFE" } },
};
local leveluptable = skillLevelupMap[player.Class1];
for i,v in pairs(leveluptable) do
if (_loadonly ~= "loadonly") then
-- levelup the skill ingame
-- TODO: maxlevel skills vs. new skill with only one level
if( player.Level == v.aslevel ) then -- maxlevel the new skill
levelupSkill(v.skillname, v.aslevel);
elseif( player.Level == 2 and
v.aslevel == 1) then -- 2x aft level 2
levelupSkill(v.skillname, 2);
elseif( player.Level > v.aslevel ) then -- levelup 1 level
levelupSkill(v.skillname);
end
end;
-- sort the skill table
local skillSort = function(tab1, tab2)
if( tab2.priority < tab1.priority ) then
return true;
end;
return false;
end
table.sort(settings.profile.skills, skillSort);
end
-- special skill for SCOUT / not usable, just level it
if(_loadonly ~= "loadonly") then
if(player.Class1 == CLASS_SCOUT and
player.Level == 6 ) then
levelupSkill("SCOUT_RANGED_WEAPON_MASTERY", 6)
elseif(player.Class1 == CLASS_SCOUT and
player.Level > 6 ) then
levelupSkill("SCOUT_RANGED_WEAPON_MASTERY")
end
end
end
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wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
-
Mushroomstamp
- Posts: 210
- Joined: Wed Oct 27, 2010 11:34 am
Re: Warrior Tactical Attack not auto-detected
Awesome... thanks y'all. 