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Problem with ranged attack

Posted: Sun Jul 25, 2010 2:12 pm
by Starrider
hello, I want to use the Knight_Charge Skill. So I set <option name="COMBAT_RANGED_PULL"> true, ann added this

Code: Select all

<skill name="KNIGHT_CHARGE" hotkey="VK_EQUAL" priority="105" pullonly="true" cooldown="30" />
Also with COMBAT_TYPE value="melee" or clear doesnt it work.

Everytime I got the message that there is no ranged skill specified in the profile, so ranged pull is turned off.

What make I wrong?

Edit i also didn't found any translation for the Knight Charge Skill called in german "Ansturm"
Its the skill with the bull symbol...

Re: Problem with ranged attack

Posted: Sun Jul 25, 2010 7:27 pm
by Administrator
In database/skills.xml, you'll have to change the type to "damage" instead of "charge." I'm actually not sure why it was set that way.

Re: Problem with ranged attack

Posted: Sun Jul 25, 2010 7:34 pm
by Starrider
also there is no translation in the skills local in german its Ansturm how is it called correctly in th en version?

Re: Problem with ranged attack

Posted: Sun Jul 25, 2010 8:23 pm
by raff
http://romdata.getbuffed.com/?s=490184

in german:
http://romdata.buffed.de/?s=490184

you can always change the language on this site

Re: Problem with ranged attack

Posted: Mon Jul 26, 2010 1:21 pm
by Starrider
an other problem with this skill:

The bot tried to attack the mob with charge, the MM says, that the bot tries to decoy the mob.
Because Charge is an skill where the Char runs to the mob, the bot will break up the attack because it makes no damage/ doesnt cast the skill, when the mob distance is more than the 120.

So how can I tell the bot that if the Mob distance is over 120 he should walk a little bit end then starts the pull and that he doesn't breack up.

A second problem (I wont open an extra Topic) is that when I use a big distance scan (<option name="MAX_TARGET_DIST" value="400" />) that there are some problems with the check for ANTI_KS.
When the mob has to take a long way to the mob over a distance for example of 350 and another player attacks now during the bot walks to the mob and I am at the distance for example of 250, the bot doesn't stop walking and searching for another target. He still keeps on walking to the selected mob. Sometimes the mobs lives, because the Player hasn't killed it yet or the mob is dead. In the case the mob still lives, my knight attacks one time an break up, because of Anti_KS or if the mob is dead it waits a second at the killed mob and breakes up.

What I like to wish is that the bot breakes up immiteadly when the mob got aggro from another player and search a new target.

SO these two things I wanted to let you know XD

Re: Problem with ranged attack

Posted: Mon Jul 26, 2010 5:45 pm
by Administrator
You shouldn't be using 400 for your MAX_TARGET_DISTANCE. That's way too big.

Re: Problem with ranged attack

Posted: Mon Jul 26, 2010 5:57 pm
by Starrider
yes but I need this big distance because many other players are there so its not possible to run strictly on its route, with 400 the bot can react more dynamic and if a new Mob has been found it will leave the normal WP-route kill the mob and return.

Re: Problem with ranged attack

Posted: Mon Jul 26, 2010 8:15 pm
by Administrator
The bug you described is a bug with the game. There's nothing the bot can do about it.

Re: Problem with ranged attack

Posted: Fri Jul 30, 2010 6:57 am
by Starrider
ok if this is caused by the game, is there any posibillity to make a check when the bot reaches a special distance, for example at distance of 80 checks for other players about Anti-KS and search new target? Maybe work with preskillcast, and what for variables/functions needed?

Re: Problem with ranged attack

Posted: Fri Jul 30, 2010 12:33 pm
by Administrator
Again, it's a bug with the game. There is nothing for the bot to check because the game is bugged.

Re: Problem with ranged attack

Posted: Fri Jul 30, 2010 1:22 pm
by Starrider
and how got the bot the information for Anti_KS value true/false?