after compiling don't know if i get extras but here what i got
181 spell shapes
From what I understood from the original post is that when you compile the lists it will sort
out any dupes and such. So it should be good.
Thanks for the share.
after compiling don't know if i get extras but here what i got
181 spell shapes
In the RB window, do you see that it's taking screenshots for "unknown" spells when a telegraphed attack is being cast?using the official quest profiles to level my character, and then i saw this.
Level 17 so far, ive yet to see it dodge any enemy spell casts![]()
Has it taken screenshots of unsupported spells? What does it say in the RB window when you see a telegraphed attack being cast?i installed Zekken as described but it hasn't dodged a single AE.. am i doin something wrong?
<?xml version="1.0"?>
<ArrayOfXSpellShape xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" />
My spellshapes file that I have been adding to for a LONG time has vanished from the directory. I could cry.
My spellshapes file that I have been adding to for a LONG time has vanished from the directory. I could cry.
<XSpellShape>
<Id>119</Id>
[B]<Flags>NotTelegraphed</Flags>[/B]
</XSpellShape>
There is a database file I add spells to as I come across them in my SVN. If you'd like, paste it into your "Spell Shapes" folder (you will have more than 1 database file, but it will be merged in the next step). Once you have your old and new .xml files in that folder, open the plugin options in RebornBuddy and click the "Compile" button to merge them. I believe my database file is up to 283 spells.This plugin is really useful, cut my death/repair rate in half with fate grinding. Thanks!
Added to my SVN. Thanks!Thanks, here are two that I found that are not on your database.
I will add it just in case, but as for the specific delay for this spell, it would likely need to be hard-coded into RB and that would require a Zekken update/replacement if simply adding it to the database isn't sufficient. Added to my SVN.Skill #628 (100-tonze swing) cannot be effectively avoided by this plugin.
Screenshots of it are useless because the attack choreography is invisible, so it wouldn't help posting them. But the attack acts just like a very large/wide circle AOE attack, so just setting it up as such in the database would work EXCEPT this attack has cast time of about 4 seconds. So the bot will run back far from range, stand there for 1 second, and run back in... but since the cast time is about 4 seconds, your characters ends up walking back into the AOE. And it is a big deal because it's a 1-shot kill, it's impossible to survive. You get hit and you die, that's it.
I think the easiest way to handle this attack is to set up a 4 second delay for this specific attack. So:
Log shows 100-tonze swing being casted
You run out of range
You stay out of range for 4 seconds, maybe 5 to be safe.
Then you walk back in as normal
No idea how to implement that myself though, but just throwing this info out there.
I don't think latency would be an issue for me, on speedtest.net I have 9ms and 40mb/s down. I am on wifi though, through ethernet I would have even faster ping/mbs, but 9ms and 40mb/s should be more than enough for an MMO.