in functions.lua where you saw that bit is where the skills table is made, there is no actual file with a table anywhere it is like a virtual table.
Any skills mentioned for your class in that code will be enabled and therefore used, they will use the default settings though for when to heal which is set in skills.lua in database folder.
edit:: it sounds more to me like you are trying to get the bot to use skills at it's own convenience as it levels up. If that is the case then there is a better way.
Set all the skills you want to use in your profile, including any skills from secondary class, regardless of their lvl.
Code: Select all
-- 1 warrior
-- 2 scout
-- 3 rogue
-- 4 mage
-- 5 priest
-- 6 knight
-- 7 warden
-- 8 druid
-- minxx = value ( 1-8 ) // player.Class number to identify class, listed above
-- minlvl = value ( 1-62 ) // required level before you can use skill
-- primxx = value ( 1 or 2 )// (Used by all classes = 1) or (class only skill = 2)
-- armor = value ( 1-3 ) // (1 = cloth, 2 = leather, 3 = mail) values for lvl 1
skillsdb = {
["WARRIOR_PROBING_ATTACK"] = {minlvl=2, minxx=1, primxx=2, id=491133, armor =2 },
["WARRIOR_SLASH"] = {minlvl=1, minxx=1, primxx=1, id=490053, armor =2 },
["WARRIOR_ENRAGED"] = {minlvl=4, minxx=1, primxx=1, id=490492, armor =2 },
["WARRIOR_OPEN_FLANK"] = {minlvl=2, minxx=1, primxx=2, id=491136, armor =2 },
["SCOUT_AUTOSHOT"] = {minlvl=1, minxx=2, primxx=2, id=492589, armor =2 },
["SCOUT_WIND_ARROWS"] = {minlvl=2, minxx=2, primxx=2, id=491128, armor =2 },
["SCOUT_VAMPIRE_ARROWS"] = {minlvl=4, minxx=2, primxx=1, id=491292, armor =2 },
["SCOUT_SHOT"] = {minlvl=1, minxx=2, primxx=1, id=490423, armor =2 },
["ROGUE_SHADOWSTAB"] = {minlvl=1, minxx=3, primxx=1, id=490306, armor =2 },
["ROGUE_LOW_BLOW"] = {minlvl=2, minxx=3, primxx=2, id=490323, armor =2 },
["ROGUE_ASSASSINS_RAGE"] = {minlvl=1, minxx=3, primxx=2, id=490506, armor =2 },
["ROGUE_WOUND_ATTACK"] = {minlvl=6, minxx=3, primxx=2, id=490313, armor =2 },
["MAGE_FLAME"] = {minlvl=1, minxx=4, primxx=2, id=491150, armor =1 },
["MAGE_ELEMENTAL_CATALYST"] = {minlvl=1, minxx=4, primxx=2, id=490238, armor =1 },
["MAGE_FIREBALL"] = {minlvl=4, minxx=4, primxx=1, id=490204, armor =1 },
["MAGE_LIGHTNING"] = {minlvl=8, minxx=4, primxx=1, id=490212, armor =1 },
["PRIEST_RISING_TIDE"] = {minlvl=1, minxx=5, primxx=1, id=490256, armor =1 },
["PRIEST_URGENT_HEAL"] = {minlvl=1, minxx=5, primxx=1, id=491147, armor =1 },
["PRIEST_REGENERATE"] = {minlvl=1, minxx=5, primxx=1, id=490269, armor =1 },
["PRIEST_HOLY_AURA"] = {minlvl=8, minxx=5, primxx=1, id=490300, armor =1 },
["KNIGHT_HOLY_SEAL"] = {minlvl=2, minxx=6, primxx=2, id=491368, armor =3 },
["KNIGHT_MANA_RETURN"] = {minlvl=2, minxx=6, primxx=2, id=491446, armor =3 },
["KNIGHT_HOLY_STRIKE"] = {minlvl=1, minxx=6, primxx=1, id=490496, armor =3 },
["KNIGHT_PUNISHMENT"] = {minlvl=1, minxx=6, primxx=1, id=490164, armor =3 },
}
function setactionbar()
for k,v in pairs(settings.profile.skills) do
skilldata = skillsdb[v.Name]
setActionKeyToId(settings.profile.skills[k].hotkey - 48, skilldata.id)
end
end
You would only need the name and id for it to work, the rest is stuff I use in some other functions.
And it will add the skills to your actionbar, the icons themselves wont appear as each button is pressed but the skills are deffinately there regardless of your lvl and skill lvl requirement.
I use this in my 1-10/10 any human class setup. Was a pet project I did ages ago lol