10-24-2013, 01:48 PM
(10-24-2013, 12:34 PM)ymko Wrote:(10-24-2013, 12:06 PM)R3P0 Wrote:It's random ;((10-24-2013, 11:24 AM)ymko Wrote: If you know coding this is how it chooses a skill type:
Code:if(not CraftingTool.FirstUse and stepsToFinish ~= 1) then
return CraftingTool.actionType["0"] --Craft
elseif(durability == 10 and playerCP > 91 and useDurability == "1") then
return CraftingTool.actionType["2"] --Durability
elseif(durability == stepsToFinish * 10) then
return CraftingTool.actionType["0"] --Craft
elseif(durability > 10 and (description == "Excellent" or description == "Good") and useQuality == "1" and playerCP > 17) then
return CraftingTool.actionType["1"] --Quality
elseif(NeedToRecastBuffs() and useBuff == "1") then
return CraftingTool.actionType["3"] --Buffs
else
if(durability > 10 and useQuality == "1" and qualitymax - quality ~= 0 and playerCP > 17) then
return CraftingTool.actionType["1"] --Quality
else
return CraftingTool.actionType["0"] --Craft
end
end
Ymko I wonder if there's a way to figure out that the next step will be the "Excellent" option if so the step before it pop great Strides and then on excellent pop Advanced Touch or something. I know in 1.0 there was a bot that could read that stuff obviously no longer active but if it could be done before provided SE didn't change to much of the code it should work now.
Is there anyway to check on your end or would the bot itself have to check it as it was in the memory before. I am unsure which location but it was there. I know its possible that the devs have changed the code, fact is they would be stupid to not but I have to check as the advantage would be so astronomical its ridiculous. I apologize if i am hammering a dead horse here but I have no idea what has been checked or not checked.