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Content update, accuracy fixes and cleanup |
Content update, accuracy fixes and cleanup |
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==Break System== | ==Break System== | ||
< | <div style="display:flex; gap:16px; align-items:flex-start; flex-wrap:wrap; margin-bottom:8px;"> | ||
<div style="flex:1; min-width:240px;">AIO's break system simulates natural human patterns through customisable pauses.</div> | |||
<div>[[File:Aiobreaks.png|250px]]</div> | |||
</div> | |||
===Micro Breaks=== | ===Micro Breaks=== | ||
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==Skill Priority== | ==Skill Priority== | ||
Priority controls how often a skill is picked when the script rolls its next task. There are three modes. | |||
<div style="display: grid; grid-template-columns: repeat(auto-fit, minmax( | <div style="display:grid; grid-template-columns:repeat(auto-fit, minmax(280px, 1fr)); gap:16px; margin:18px 0; text-align:center;"> | ||
<div> | |||
[[File:DynamicPrio.png|300px|class=notpageimage|]] | |||
<div style="color:#4CAF50; font-weight:bold;">Dynamic Priority</div> | |||
</div> | |||
<div> | |||
[[File:AIOPrio.png|300px|class=notpageimage|]] | |||
<div style="color:#FF9800; font-weight:bold;">High Priority</div> | |||
</div> | |||
<div> | |||
[[File:LowPrio.png|300px|class=notpageimage|]] | |||
<div style="color:#E91E63; font-weight:bold;">Low Priority</div> | |||
</div> | |||
</div> | </div> | ||
===Priority Settings Explained=== | |||
== | |||
<div style="display: grid; grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)); gap: | <div style="display:grid; grid-template-columns:repeat(auto-fit, minmax(250px, 1fr)); gap:16px; margin:16px 0;"> | ||
<div class="gs-card" style="border-left:4px solid #4CAF50;"> | |||
'Dynamic Priority' | |||
Adjusts automatically based on: | |||
* Account combat level | |||
* Current wealth | |||
* Skill requirements | |||
* Game state (quest completions, etc.) | |||
</div> | </div> | ||
<div class="gs-card" style="border-left:4px solid #FF9800;"> | |||
'High Priority (300-1000)' | |||
Maximises training chance: | |||
* Priority cap at 1000 | |||
* Best for critical skills and questing | |||
* Overrides dynamic calculations | |||
* Requires manual adjustment | |||
</div> | </div> | ||
<div class="gs-card" style="border-left:4px solid #E91E63;"> | |||
'Low Priority (1-100)' | |||
Reduced but still possible: | Reduced but still possible: | ||
* Minimum 1% base chance | |||
* Affected by other skills' availability | |||
* Good for background training | |||
* Never completely disabled | |||
</div> | </div> | ||
</div> | </div> | ||
<div style=" | <div class="gs-card" style="border-left:4px solid #9C27B0;"> | ||
'Important notes' | |||
If you want manual priority, set it for every skill, including quests and minigames. If you leave one at -1 (dynamic) it can roll 999 and get picked first, since rolling is random and weighted. | |||
To make Farming runs, birdhouses and quests the priority, set those to 999 and every other skill to 1. | |||
Rolling is weighted, so a low-priority skill can still occasionally be picked even when others are set much higher. It is just very unlikely. Set every skill manually for the tightest control over what gets trained. | |||
</div> | </div> | ||
<div class="gs-card" style="border-left:4px solid #4CAF50;"> | |||
'Tip:' Use dynamic priority for general training, and manual priorities for specific goal-oriented sessions. | |||
</div> | </div> | ||
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=== Task Requirements === | === Task Requirements === | ||
{| class="wikitable | {| class="wikitable" | ||
! colspan="2" | | ! colspan="2" | Task Requirement Overview | ||
|- | |- | ||
| colspan="2" style="text-align: center; font-size: 90%; padding: 8px;" | | | colspan="2" style="text-align: center; font-size: 90%; padding: 8px;" | | ||