Any Update?
Re: Any Update?
All fine. I just thought, nobody want the bot anymore...
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- Pro User
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Re: Any Update?
Rhui, I think it's just been long enough that most people haven't been checking in regularly. I assure you, if this gets back up and running, the people will come.
Re: Any Update?
Rhui,
I will be off this Wednesday and ill work on the burg and beorning skills and will post them. I've been away working on life and all it's glory.
I will be off this Wednesday and ill work on the burg and beorning skills and will post them. I've been away working on life and all it's glory.
Re: Any Update?
I have the burglar added to the class post. I'll work on the Beorning this weekend.
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- Pro User
- Posts: 158
- Joined: Fri Jan 09, 2009 9:05 am
- Supporter: 4
Re: Any Update?
Riddle me this, how are people able to write XML's if the bot isn't working? Are you writing XML's without testing? Was there a beta release I missed?
Re: Any Update?
The complete skill rotations are new. Skills will be autodetected
Re: Any Update?
Here a small teaser. I will build-in default rotations.....
Depends on spec trees....
internal override Specialization _setSpec()
{
uint spec = Player.GetPropertyValue((uint)EntityPropertyType.Trait_TraitTree_Class_SpecializationBranch) ?? 0;
switch (spec)
{
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_One:
this.StayWithin = 30f;
this.Spec = Specialization.Blue;
break;
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_Two:
this.StayWithin = 35f;
this.Spec = Specialization.Red;
break;
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_Three:
this.StayWithin = 30f;
this.Spec = Specialization.Yellow;
break;
default:
this.Spec = Specialization.None;
break;
}
return this.Spec;
}
so we are able now to detect which spec trees you are using
and can modify rotations.
you will be able to override this with your own rotations of course.
we will also change skills on mob type: swarm, normal, signature, etc...
Depends on spec trees....
internal override Specialization _setSpec()
{
uint spec = Player.GetPropertyValue((uint)EntityPropertyType.Trait_TraitTree_Class_SpecializationBranch) ?? 0;
switch (spec)
{
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_One:
this.StayWithin = 30f;
this.Spec = Specialization.Blue;
break;
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_Two:
this.StayWithin = 35f;
this.Spec = Specialization.Red;
break;
case (uint)PointBasedTraitTreeBranch.Class_Specialization_Hunter_Three:
this.StayWithin = 30f;
this.Spec = Specialization.Yellow;
break;
default:
this.Spec = Specialization.None;
break;
}
return this.Spec;
}
so we are able now to detect which spec trees you are using
and can modify rotations.
you will be able to override this with your own rotations of course.
we will also change skills on mob type: swarm, normal, signature, etc...
Re: Any Update?
very interesting - i look forward to see more , or test.
how are you going to tackle the harvesting of resources?
how are you going to tackle the harvesting of resources?
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Re: Any Update?
My oh my, it's coming back alive.
I think the approach to resources is probably based on UID of resources, and if tools are equipped, and since spec can be identified via Rhui's code, I'm sure hitting the keybind for what type of crafter the toon is can easily identify which UIDs are included in the harvest list.
If this pushes out into testing, I'd be happy to test it for both combat, resourcing, and skirming. I'd even go as far as building routes for skirms, and further into a simple skirm running addon.
Since a certain breed of MMO playing snake is no longer my friend.
I think the approach to resources is probably based on UID of resources, and if tools are equipped, and since spec can be identified via Rhui's code, I'm sure hitting the keybind for what type of crafter the toon is can easily identify which UIDs are included in the harvest list.
If this pushes out into testing, I'd be happy to test it for both combat, resourcing, and skirming. I'd even go as far as building routes for skirms, and further into a simple skirm running addon.
Since a certain breed of MMO playing snake is no longer my friend.
Re: Any Update?
Because of many code changes we will do a long public open test
Re: Any Update?
At the moment we only have the 32bit client working for injection. Still a couple of crashes. We working as hard as we can.
Harvesting is also autodetected, yes.
Harvesting is also autodetected, yes.
Re: Any Update?
Oh so it wont be compatible 64 bits -? I fear for the performance
Re: Any Update?
We working on the 64bit, but that will take 4-6 months, and i want to push out the public tests much much earlier
Re: Any Update?
Injection in 64bit is a bit more difficult, but we will be able to manage that
Re: Any Update?
It is super exciting Rhui. I will tackle a basic Lore Master Red Trait line later today.
I am limited with warden and beornings unfortunately.
When do you think you will have a beta version ?
I am limited with warden and beornings unfortunately.
When do you think you will have a beta version ?