scout / warden elite

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lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

scout / warden elite

#1 Post by lisa »

I am trying to work out if there is a way to detect when snipe is a 1 second cast time.

hiden peril looks like this
You attack your target using the forest for cover, inflicting 70% ranged weapon DPS on the target. There is a chance of reducing the casting time of Snipe to 1 second, the next time you cast it.
So it has a chance of making snipe 1 second. I have been testing this for a little bit now and their is no "buff" and the tooltip stays at 4 seconds but there must be a way to detect if when you go to use the skill it will be 1 sec or 4 sec.

Anyone have any ideas?

I couldn't find any functions that tell you cast time of a skill.
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rock5
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Re: scout / warden elite

#2 Post by rock5 »

At one point Voidmain was working at getting skills info from memory but he never finished it. Getting the actual skill casting time from memory would have worked. It would have been cool as any skill attribute that changed because of another skill or passive would get picked up.

I don't see a command to get a skills cast time either but I think I know how you could do it. If you set the skill cast time to 1 second then in your onSkillCast section of your profile do something like;

Code: Select all

if arg1.Name == "SCOUT_SNIPE" then 
    while player.Casting do
        yrest(100)
        player:update()
    end
end
See if that works.
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lisa
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Re: scout / warden elite

#3 Post by lisa »

Had no affect, for soloing this isn't an issue as snipe is interupted when you get hit but obviously when partying you don't get hit.

Pretty sure I'm going to need to be able to check the cast time of a skill either as it starts to cast or before hand.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
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lisa
Posts: 8332
Joined: Tue Nov 09, 2010 11:46 pm
Location: Australia

Re: scout / warden elite

#4 Post by lisa »

I thought it was weird there was nothing in game to say when the cast time is reduced. I just noticed a buff called Hidden Peril which indicates snipe is a 1 sec cast. Now I'll just add in a precastskill check for the buff when using snipe.

I must have been tired last night to not see it ;)

Code I use looks like this

Code: Select all

	<onPreSkillCast><![CDATA[
		if( arg1.Name == "SCOUT_SNIPE" ) then
			if player:getBuff("504588") then
			return true
			else
			return false
			end
		end

	]]></onPreSkillCast>
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
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rock5
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Re: scout / warden elite

#5 Post by rock5 »

It's good to see you found the buff. I see you only want to cast Snipe when the buff is on. I thought you just didn't want to wait 4 seconds if the buff is on. That's what my code should do. It would cast Snipe either way but wait only 1 second if the buff is on and 4 seconds if the buff is off.

Anyway... I would have used hasBuff. It's essentially the same but reads better I think. :)
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lisa
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Re: scout / warden elite

#6 Post by lisa »

k i changed it to hasbuff, works just as well =)

Yeah snipe is normally a 4 second cast time which is bad really but with the hidden peril buff it is onlt 1 second which is basically instant as there is a 1 sec global cooldown. Now that this is working well I upgraded snipe to 20, cost a mere 8500 TP and snipe now does 400% weapon damage + 300 damage.
So basically it is doing double the damage of shoot even though shoot is upgraded to 40 +

Hidden peril only procs once a minute but that means every minute I do a basically instant skill that deals lots of damage and it only cost me 8500 tp at this stage, which is around 1 quest at lvl 50.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual
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