Automatic Skill Level Detection

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xlr82xs
Developers
Developers
Posts: 51
Joined: 04 Sep 2013, 19:54
Noob?: No

Re: Automatic Skill Level Detection

#31 Post by xlr82xs »

Sorry, I've been caught up programming for my actual job, and switching back to perl at night has been getting to me.

Expect a major update and maybe even some documentation in the next week or so.

With regards to the checks, they are actually all still possible. I've added new functionality, but I haven't removed old functionality related to MonsterDB, so you can still test if a monster is (for example) a plant to decide if you should cast on it or not.

franibaflo
Human
Human
Posts: 35
Joined: 06 May 2012, 10:11
Noob?: Yes

Re: Automatic Skill Level Detection

#32 Post by franibaflo »

How's it going? Any updates? Great project btw. :D

rocknroll
Been there done that!
Been there done that!
Posts: 118
Joined: 19 Sep 2011, 07:30
Noob?: Yes

Re: Automatic Skill Level Detection

#33 Post by rocknroll »

some servers maybe different about formula, like iRO to kRO.
but nice project btw :)
Sorry, my english is very bad !

goldseeker
Noob
Noob
Posts: 13
Joined: 03 Jul 2008, 22:06
Noob?: No

Re: Automatic Skill Level Detection

#34 Post by goldseeker »

I know this project is kind of stalled, but I will report a bug anyway:

The plugin doesn't recognize the generic skill name MG_FIREBOLT.

BTW Awesome pluggin

Edit: I am having some problems with attackCheckLOS 1. The bot stays there doing nothing for several seconds.

koodpzok
Human
Human
Posts: 26
Joined: 21 Jul 2009, 13:27
Noob?: No

Re: Automatic Skill Level Detection

#35 Post by koodpzok »

hey Why cant I load this plugin ?
Hi everyone dont scold me plz

W0lvez
Noob
Noob
Posts: 5
Joined: 08 Nov 2017, 13:11
Noob?: No

Re: Automatic Skill Level Detection

#36 Post by W0lvez »

Why not just use the lowest skill level to kill the monster the set
max use to 1. If the monster still alive use a level 1 CB or FB without amplification. It's impossible to figure out the exact formula which is impossible because the damage are not always the same.

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