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Post by Sikat on May 20, 2017 15:41:17 GMT
Not possible at the moment, sorry. I *could* make it possible but it will have to scroll through the list multiple times.
Then again I don't know how to let people use dualcast without cluttering up the interface. It's already not newbie friendly as it is I think.
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drekx
New Member
Posts: 31
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Post by drekx on May 21, 2017 4:57:50 GMT
What about if you have it read from a text file which skills to use, that way you don't have to worry about the interface and you can put up a sample of the text file that newbies can use as reference?
Edit: Also something to note, don't update Memu as newer version seems to cause an issue with the script. Upgraded last night and I can't seem to run the script for more than 20ish loops before it gives an error in the results page.
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Post by fantasticsphere on May 21, 2017 14:44:03 GMT
Can you add a custom skill for "Alterna"? I can't find that on the list
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Post by fantasticsphere on May 21, 2017 14:52:31 GMT
Can you add a Generic skill that simply match any ability with given MP cost for each unit slot?
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Post by Sikat on May 22, 2017 0:46:17 GMT
drekx Sure I can. However, what I'm thinking right now is just to add a checkbox "dualcast" so it will try to dualcast whatever you have selected. fantasticsphere Alterna huh...yeah sure. Also, I'll add some conditional skill matches, namely match ALL with certain MP and match any attack with at least x MP.
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Post by Sikat on May 30, 2017 16:18:59 GMT
Alterna added, as well as Any Attack and Any AoE Attack. Please do be warned that multi hit attacks like Barrage also counts as AoE.
Couldn't add just Any because of the headache it will create if it selects certain skills like Raise.
Dualcast is harder than I thought, so it will be pushed down to later.
Arena mode is released as well, it's completely automatic besides lagx and depart count. The reason I couldn't implement custom actions is that sometimes the enemy team moves first and if they land something that disables your character, the script will break. It will now try to find AoE attacks at least 32MP, then 16MP, then just use any attack with at least 80% of highest MP attack skills. Heals won't be used at all.
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drekx
New Member
Posts: 31
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Post by drekx on May 31, 2017 23:12:22 GMT
Thanks for all the hard work Sikat.
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Post by Sikat on Jun 1, 2017 16:59:49 GMT
There's a bug with companion skills.....more like a stupid typo Will be fixed in the next version.
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Post by Sikat on Jun 2, 2017 16:00:10 GMT
Fix posted, and oh my god we have ourselves our first DAMAGE RACE trial.
Wow, just wow. sigh.
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Post by Sikat on Jun 4, 2017 16:44:10 GMT
Fixed arena related issues, and I will be away for a while, soo...yeah. I'll miss some Titan raids, oh well.
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Post by Sikat on Jun 4, 2017 17:43:37 GMT
I don't know, I posted a "fix" again for arena. Z17a.
There's a lingering bug that I can't pinpoint the source yet.
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Post by ruehri on Jun 9, 2017 3:03:44 GMT
Thanks a lot Sikat for the wonderful script. It is working flawlessly for me at the moment!
One question for explorations: Is it possible to add in some more sophisticated combat here as well? When it comes to longer explorations, I find my team too weak to get through the whole exploration without wiping. Ideal would be some functionality where my healer would heal based on low HP and cure negative status like poison, blind...
Would that be possible or already too difficult to implement?
Thanks a lot in advance!
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Post by Sikat on Jun 14, 2017 0:25:21 GMT
Hello, I'm back, well, almost. I need to set up my laptop here first.
Anyway for your question, yes it can be done at the cost of significantly longer time (estimate 3x or more) to finish an exploration because we have to battle manually each time. I can't read low HP/status effects reliably enough for it to work otherwise.
Then again, your units will run out of MP if they try to use skills everytime, aaaand we will be having problems with that.
I'd recommend putting Cat's Bell on your exploration units and/or use a unit with healing LB.
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Post by fantasticsphere on Jun 26, 2017 3:43:24 GMT
A new fantastic mine location for Dark & Light Megacrysts is now available via Ruggles Underground Pass - Exploration. This fills in the gap that Fire Shrine doesn't fill right now as far as the Ruler Ring goes, which has excessive demand for Dark & Light Megacrysts. Can you add support for rapid farming of all collection nodes for Ruggles Underground Pass - Exploration? This particular map is very map and quick to finish allows fast dash for the most part, and only drops Dark, Light, and Water Megacrysts.
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Post by fantasticsphere on Jun 26, 2017 9:30:15 GMT
For custom battles, can you add the option to use potion as an action? I am trying to figure out a way to automate the farming for the Item Whiz trophies :-)
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