pman wrote:then tried to add a skill with a casttime, didn't work
I tested it with Lasso as I was using a low level scout and didn't have any higher level casttime skills. It worked fine with Lasso.
pman wrote:then i found out, that the skills in skills.xml are not really up2date, so here are the fixed skills for scout
Thanks a lot for that. There were massive changes to skills in 5.0.1. Too much for one person to update. So they were never updated. Now we just need others to post updates for other classes.
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normally i dont use throw skill with scout sec (can not equip bow and stones), so i removed the bow, equiped stones, with rangedpull and combatdist 150 and the combatdiststop at 50 it seems to work perfectly. while running he throws the stone, then he uses the melee attacks.
ah ok, yeah, they can do good dmg now, but the problem is, most rogues uses scout as sec class, because the dmg output in endgame instances is much better. so i would not use them, except for farming (if i weren't a rogue/scout). the only cool thrown skill in my point of view is Numbing Dagger, because of the stun effect, but the stun ends when the mob gets dmg, so with a good tank this skill is useless too..
vampire arrow for example is much much better then for example combo throw, more dmg, more range, and a really sick dot...
Ok, I think this is it. I've been working to get the 'moving forward' code to work with sequence based casting, not only priority casting. In doing so I moved the go/stop code into the skill.lua file. It works perfectly now, even with mixed casttime skills and instants. I've been testing with starting with Lasso then finishing with instants. It always stops to cast Lasso. Lasso always casts successfully then it move forward while casting instants.
So now there are 2 files to try But I'm pretty sure this is what I'm going to commit. *cross my fingers*
In regards to the PVP change, I'm always cautious about changing things from the way it works but I had an idea. What if I make it so that pvp="true" makes it attack red players like it would now, pvp="false" makes it ignore players attacking it and no setting or pvp="" makes it only fight back if attacked? How does that sound?
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