Page 2 of 2
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 1:55 am
by rock5
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.

Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 8:20 am
by pman
rogue/scout
Code: Select all
<!-- Rogue skills -->
<skill name="ROGUE_SHADOWSTAB" id="490306" energy="20" range="50" type="damage" target="enemy" />
<skill name="ROGUE_THROW" id="490309" consumable="1" range="150" cooldown="4" type="damage" target="enemy" />
<skill name="ROGUE_BLIND_STAB" id="490317" energy="20" range="50" cooldown="10" type="damage" target="enemy" />
<!-- TODO: ROGUE_BLIND_STAB must be in front of target -->
<skill name="ROGUE_SHADOW_STEP" id="490344" energy="20" range="100" cooldown="20" type="damage" target="enemy" />
<skill name="ROGUE_ASSASSINS_RAGE" id="490506" type="buff" cooldown="300" target="self" inbattle="true" />
<skill name="ROGUE_LOW_BLOW" id="490323" energy="25" range="50" type="damage" target="enemy" />
<skill name="ROGUE_WOUND_ATTACK" id="490313" energy="35" range="50" cooldown="6" type="damage" target="enemy" />
<skill name="ROGUE_BLIND_SPOT" id="490311" energy="25" range="50" cooldown="6" type="damage" target="enemy" />
<!-- TODO: ROGUE_BLIND_SPOT must have dagger equiped and be behind target -->
<skill name="ROGUE_NUMBING_DAGGER" id="490347" consumable="1" range="150" casttime="1" type="damage" buffname="501494" target="enemy" />
<!-- TODO: ROGUE_NUMBING_DAGGER sleeps the target for 30secs, target awakens when attacked -->
<skill name="ROGUE_POISON" id="490329" consumable="1" casttime="1" type="buff" buffname="500715" target="self" />
<skill name="ROGUE_HIDE" id="490312" type="buff" buffname="500675" target="self" inbattle="false" />
<skill name="ROGUE_PREMEDITATION" id="490507" energy="20" type="buff" target="enemy" inbattle="false" />
<!-- TODO: ROGUE_PREMEDITATION only useful shortly before starting a fight, hence we use target=enemy even it is a self buff -->
<skill name="ROGUE_SNEAK_ATTACK" id="490337" energy="30" range="50" type="damage" target="enemy" inbattle="false" />
<!-- TODO: ROGUE_SNEAK_ATTACK Can only use when behind the target -->
<skill name="ROGUE_VANISH" id="490354" cooldown="600" type="buff" target="self" />
<skill name="ROGUE_SPRINT" id="490341" range="100" cooldown="300" type="buff" target="self" />
<skill name="ROGUE_EVASION" id="490355" cooldown="120" type="buff" target="self" />
<skill name="ROGUE_COMBO_THROW" id="490338" consumable="1" range="150" cooldown="4" type="damage" target="enemy" />
<skill name="ROGUE_SHADOW_PRISON" id="490346" energy="50" range="180" type="damage" buffname="500735" target="enemy" />
<skill name="ROGUE_INFORMER" id="490350" cooldown="300" type="buff" target="self" />
<skill name="ROGUE_FERVENT_ATTACK" id="490333" cooldown="300" type="buff" target="self" />
<!-- Elite -->
<!-- ROGUE/SCOUT -->
<skill name="ROGUE_ENERGY_THIEF" id="491528" concentration="20" cooldown="120" type="buff" target="self" />
<skill name="ROGUE_COMBAT_MASTER" id="491525" concentration="30" type="buff" buffname="501921" target="self" />
<skill name="ROGUE_SUBSTITUTE" id="492626" concentration="30" cooldown="60" type="buff" target="self" />
<skill name="ROGUE_TONGUE_POISON" id="492922" range="120" consumable="1" casttime="1" cooldown="30" type="damage" target="enemy" />
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 9:10 am
by rock5
Neato, thanks. Do you play as a rogue? Have you tried the throw skills? Are they viable now?
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 11:18 am
by pman
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.
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 11:23 am
by rock5
I was asking if they are good skills now. The throw skills now do main hand dps damage. So if you have a real good weapon they might do decent damage.
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 11:37 am
by pman
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...
Re: why bot stops running when combat distance is reached?
Posted: Sat Aug 11, 2012 8:35 pm
by rock5
So maybe for other r/x they might be useful. Anyway thanks.
Re: why bot stops running when combat distance is reached?
Posted: Sun Aug 12, 2012 7:38 am
by rock5
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*
Re: why bot stops running when combat distance is reached?
Posted: Sun Aug 12, 2012 11:36 am
by rock5
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?