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Re: level up the weapon ability

Posted: Sun Aug 18, 2013 10:28 am
by spyfromsiochain
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

Re: level up the weapon ability

Posted: Sun Aug 18, 2013 10:55 am
by rock5
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.

Re: level up the weapon ability

Posted: Mon Aug 19, 2013 8:32 am
by spyfromsiochain
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

Re: level up the weapon ability

Posted: Mon Aug 19, 2013 8:49 am
by wps
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("");

Re: level up the weapon ability

Posted: Mon Aug 19, 2013 10:07 am
by spyfromsiochain
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)")?

Re: level up the weapon ability

Posted: Mon Aug 19, 2013 3:33 pm
by Ego95
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

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

Re: level up the weapon ability

Posted: Tue Aug 20, 2013 7:11 am
by wps
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

Re: level up the weapon ability

Posted: Tue Aug 20, 2013 3:56 pm
by spyfromsiochain
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 290 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" />

Re: level up the weapon ability

Posted: Wed Aug 21, 2013 7:08 am
by Ego95
You could add Fire Training or Attack, Soldiers :D

Re: level up the weapon ability

Posted: Sun Aug 25, 2013 12:03 pm
by Ivan
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.

Re: level up the weapon ability

Posted: Sun Sep 29, 2013 5:05 pm
by Aron
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?

Re: level up the weapon ability

Posted: Sun Sep 29, 2013 11:26 pm
by rock5
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.

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		<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.

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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

Re: level up the weapon ability

Posted: Mon Sep 30, 2013 3:54 pm
by Aron
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.

Re: level up the weapon ability

Posted: Mon Oct 21, 2013 5:40 pm
by Romplayer
Where are the frog eggs in TB I looked in TB but I couldn't find them?

Re: level up the weapon ability

Posted: Mon Oct 21, 2013 7:18 pm
by Bill D Cat
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.

Re: level up the weapon ability

Posted: Wed Oct 30, 2013 3:13 am
by kuripot
HOW ABOUT THE BOW AND CROSSBOW

Re: level up the weapon ability

Posted: Wed Oct 30, 2013 5:41 am
by spyfromsiochain
kuripot wrote:HOW ABOUT THE BOW AND CROSSBOW
I don't believe u loose dura leveling a x/bow?!

Re: level up the weapon ability

Posted: Wed Oct 30, 2013 10:26 am
by kuripot
i mean how how to spam SHOT. cos Attack() use Dagger not xbow

Re: level up the weapon ability

Posted: Wed Oct 30, 2013 10:29 am
by rock5
How about Autoshot?

Re: level up the weapon ability

Posted: Wed Oct 30, 2013 10:36 am
by kuripot
what category i can use for bow xbow not mainhand and not offhand

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	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