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Update sorceress_leveling.go #685

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2 changes: 1 addition & 1 deletion internal/character/paladin_leveling.go
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ type PaladinLeveling struct {
}

func (s PaladinLeveling) CheckKeyBindings() []skill.ID {
requireKeybindings := []skill.ID{skill.TomeOfTownPortal}
requireKeybindings := []skill.ID{}
missingKeybindings := []skill.ID{}

for _, cskill := range requireKeybindings {
Expand Down
45 changes: 25 additions & 20 deletions internal/character/sorceress_leveling.go
Original file line number Diff line number Diff line change
Expand Up @@ -28,7 +28,7 @@ const (
)

func (s SorceressLeveling) CheckKeyBindings() []skill.ID {
requireKeybindings := []skill.ID{skill.TomeOfTownPortal}
requireKeybindings := []skill.ID{}
missingKeybindings := []skill.ID{}

for _, cskill := range requireKeybindings {
Expand Down Expand Up @@ -88,9 +88,9 @@ func (s SorceressLeveling) KillMonsterSequence(
} else if _, found := s.Data.KeyBindings.KeyBindingForSkill(skill.FireBall); found {
s.Logger.Debug("Using FireBall")
step.SecondaryAttack(skill.FireBall, id, 4, step.Distance(SorceressLevelingMinDistance, SorceressLevelingMaxDistance))
} else if _, found := s.Data.KeyBindings.KeyBindingForSkill(skill.IceBolt); found {
s.Logger.Debug("Using IceBolt")
step.SecondaryAttack(skill.IceBolt, id, 4, step.Distance(SorceressLevelingMinDistance, SorceressLevelingMaxDistance))
} else if _, found := s.Data.KeyBindings.KeyBindingForSkill(skill.FireBolt); found {
s.Logger.Debug("Using FireBolt")
step.SecondaryAttack(skill.FireBolt, id, 4, step.Distance(SorceressLevelingMinDistance, SorceressLevelingMaxDistance))
} else {
s.Logger.Debug("No secondary skills available, using primary attack")
step.PrimaryAttack(id, 1, false, step.Distance(1, SorceressLevelingMeleeDistance))
Expand Down Expand Up @@ -174,8 +174,8 @@ func (s SorceressLeveling) SkillsToBind() (skill.ID, []skill.ID) {
skillBindings = append(skillBindings, skill.Meteor)
} else if s.Data.PlayerUnit.Skills[skill.FireBall].Level > 0 {
skillBindings = append(skillBindings, skill.FireBall)
} else if s.Data.PlayerUnit.Skills[skill.IceBolt].Level > 0 {
skillBindings = append(skillBindings, skill.IceBolt)
} else if s.Data.PlayerUnit.Skills[skill.FireBolt].Level > 0 {
skillBindings = append(skillBindings, skill.FireBolt)
}

mainSkill := skill.AttackSkill
Expand All @@ -193,11 +193,16 @@ func (s SorceressLeveling) StatPoints() map[stat.ID]int {
lvl, _ := s.Data.PlayerUnit.FindStat(stat.Level, 0)
statPoints := make(map[stat.ID]int)

if lvl.Value < 20 {
if lvl.Value < 9 {
statPoints[stat.Strength] = 15
statPoints[stat.Vitality] = 9999
} else if lvl.Value < 15 {
statPoints[stat.Energy] = 45
statPoints[stat.Strength] = 25
statPoints[stat.Vitality] = 9999
} else {
statPoints[stat.Energy] = 80
statPoints[stat.Strength] = 60
statPoints[stat.Energy] = 60
statPoints[stat.Strength] = 50
statPoints[stat.Vitality] = 9999
}

Expand All @@ -222,18 +227,18 @@ func (s SorceressLeveling) SkillPoints() []skill.ID {
skill.FireBolt,
skill.Telekinesis,
skill.FireBolt,
skill.FireBolt,
skill.FireBolt,
skill.FireBolt,
skill.IceBolt,
skill.IceBolt,
skill.IceBolt,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.Teleport,
skill.IceBolt,
skill.IceBolt,
skill.IceBolt,
skill.IceBolt,
skill.IceBolt,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.FireBall,
skill.FireBall,
}
} else {
skillPoints = []skill.ID{
Expand Down
3 changes: 2 additions & 1 deletion internal/character/sorceress_leveling_lightning.go
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@ type SorceressLevelingLightning struct {
}

func (s SorceressLevelingLightning) CheckKeyBindings() []skill.ID {
requireKeybindings := []skill.ID{skill.TomeOfTownPortal}
requireKeybindings := []skill.ID{}
missingKeybindings := []skill.ID{}

for _, cskill := range requireKeybindings {
Expand Down Expand Up @@ -211,6 +211,7 @@ func (s SorceressLevelingLightning) StatPoints() map[stat.ID]int {
statPoints := make(map[stat.ID]int)

if lvl.Value < 9 {
statPoints[stat.Strength] = 15
statPoints[stat.Vitality] = 9999
} else if lvl.Value < 15 {
statPoints[stat.Energy] = 45
Expand Down