Auto Fight?
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Auto Fight doesnt seem to be working with the new version. |
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The way I set it up, you have to define the monsters in the code. If you don't, it won't fight them. I had defined some monsters as I was going through, but I haven't defined them all. I'd like to make it just ask you for the info when you choose to fight them or if you click some "auto-fight" button or checkbox. |
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BTW: there has been a default fight setting in the code for a version or two. |
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If autofight doesn't work in the current version, let me know. It's controlled by easy-to-use buttons. At least I think they're easy to use. |
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I'm quite nobbish when it comes to scripting. But is there a way I can define the script to use only 1 type of attack or 1 type of healing item or 1 type of energy item when I put it on auto mode? |
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Yeah, but you'd have to do it in code. Assuming that what you want to do is a good idea, you can just comment out all of the auto-attack lines and put in one line that uses your attack. Same with heal/energy. You need to get the Job IDs for the things you're wanting to do. The code is commented, so you can just open it and do a search for auto-attack. Maybe it'll find you what you need. If you can't figure it out, let me know and I'll try to help. |
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Around line 1944 near "// perform auto-fight
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ok, only got time after this week to start figuring it out. Thanks. Will let you know if I have problems. |
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Hum... Well in previous version Auto-play worked like a charm. But now it dosent. I need to click attack, then it runs the attack normally. I got this script only for that thing. I got tired of this game just for the tiresome grindings, just to get 100 stuff from 1 mob. But no it's gone. Well all the other stuff is nice. But not really to any use for me yet. |
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Well the script compains about that my health is to low to run this job. And it is not. |
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Change the defaults. It assumes you want to be 100% health before you attack. Search for |
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Change |
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Thanks. U'r a saver :) |
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And if you want it to do something special just for one specific monster, you can do what you want too. Just use the commented-out examples below where you found the |
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2 Mods I made to the AttackUp / DefenseUp code. Basically only use it if the baddie can hurt you (has energy) & is tough (check attack/defense as appropriate). if (autoDefUpEnabled && !GM_getValue('attack/hasDefUp') && attribs.energy >= 25 && attribs.monsterEnergy >= 800 && attribs.monsterAttack >= attribs.defense * 0.5)
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This code does work
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Galro, I am spending a good deal of time looking at the code and the feature above looks great. One observation about the code written by our game god is this:
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In the autoattack section, you could replace the standard code w/ this:
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So, around line 1811 you'd just insert the lines we are viewing, or does this "autofight" button open yet another routine? As I search the code for comments about the use of lightening, I find none except those I made in hob 549. |
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Curiosity arose so I input the script as described and attempted its use. The results were not desirable. In this test I went to Oakwood Forest Dungeon 4 and attacked the Forest Elemental (id 1320) What happened was that only the basic attack was deployed. The creature has a 280 health and 280 energy. During the attack the script reported I was attacking monster ID 20 I believe. I had to stop the script and kill the beast with lightening. So, either I have code inserted elsewhere that supersedes this addition, or something is amis. It also reported it did not know what attrib.monsterHealth was. |
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Definitely sounds like there's a demand for lesser attacks on lesser creatures and some way to automatically detect that the creature is weak enough for lower attacks. Sounds challenging. |
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I am considering just creating code for each specific creature based on experience. The latest of which is:
These more sensitive jobs to resource use are important when farming for Viri's List |
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Careful with the push there. It will get pushed even if the job doesn't match. You'll probably want that in the auto-attack code. Something like this: (put it somewhere near line 1994)
You'd probably want other code to test for that, though. Maybe I should make a variable for the jobReq items that will let you specify a list of permitted attacks/heals/etc and then the auto-attack logic can just pick from that. Does that sound like a good or a bad idea? |
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Dusty, thanks for the advice and wisdom. Curiously I am unable to understand how or where you get the attribute numbers for a item, for example I want to modify the code for the Black Elixer use, but am unable to identify this, where do I seek it? |
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I did a view on the HTML text that was displayed and found it my friends. I suggest these modifications to the code:
Lines 2015/2021 add 1586 and the appropriate comma if needed |