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d003232
- Posts: 1252
- Joined: Wed Jun 03, 2009 4:27 pm
#1
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by d003232 » Fri Jun 19, 2009 10:28 am
Just tested today the new harvest bot option. Thats really great! Great work. It works without problems ... running and harvesting. Fine.
I did a little patch for me, because I start in the beginning area and only want to harvest and not to fight mobs. Think thats the same if you harvest as a High-Level Char in a small level area. You don't want to fight all the mobs. I added a profile option:
Code: Select all
<option name="HARVEST_ONLY" value="true" />
and added three lines in the player.lua before 'if( canTarget and (not ignoreCycleTargets) and (not self.Battling) ) then' in line 552
Code: Select all
if( settings.profile.options.HARVEST_ONLY == true ) then -- <<< ADD THIS
canTarget = false; -- <<< ADD THIS
end; -- <<< ADD THIS
if( canTarget and (not ignoreCycleTargets) and (not self.Battling) ) then
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3cmSailorfuku
- Posts: 354
- Joined: Mon Jan 21, 2008 6:25 pm
#2
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by 3cmSailorfuku » Fri Jun 19, 2009 10:49 am
Read.
Waypoint scripting specifics:
You are able to customize your waypoints a bit more by editing them by hand. This allows you to set per-waypoint instructions and scripts.
- type
- This allows you to set the type of waypoint this is. Currently, only the following types are accepted:
- NORMAL : A normal waypoint; attack anything in the way.
TRAVEL : Walk directly to the waypoint; do not target and attack unless provoked.
Example: <waypoint x="1234" z="5678" type="TRAVEL"></waypoint>
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d003232
- Posts: 1252
- Joined: Wed Jun 03, 2009 4:27 pm
#3
Post
by d003232 » Fri Jun 19, 2009 10:58 am
3cmSailorfuku wrote:Read.
Yes, you are right, thats a option.
I think, it depends from the level of my char, if I could run around without fighting the mobs. Thats the reason, that I dont want to define it in the waypoints.
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3cmSailorfuku
- Posts: 354
- Joined: Mon Jan 21, 2008 6:25 pm
#4
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by 3cmSailorfuku » Fri Jun 19, 2009 11:04 am
d003232 wrote:3cmSailorfuku wrote:Read.
Yes, you are right, thats a option.
I think, it depends from the level of my char, if I could run around without fighting the mobs. Thats the reason, that I dont want to define it in the waypoints.
Your reason would imply that you can't run around freely, which contradicts the meaning of the thread.
A global toggle sure is nice, but I think it should be kept inside the waypoint so it doesn't fuck around with your actual gathering waypoints and fighting waypoints or both combined. There might be Waypoints where harvesting & fighting is required on different sections, so it might be a generally bad idea to confuse people with this when they only change the waypoint and not the toggle in the profile. Wouldn't it be better to include this into a waypoint?
eg <waypoint mode="TRAVEL"> that counts for all the next loaded waypoints until different.
Code: Select all
<waypoints>
<waypoint mode="TRAVEL">
<!-- # 1 --><waypoint x="-915" z="-9876">player:harvest();</waypoint> -- TRAVEL
<!-- # 2 --><waypoint x="-1022" z="-9725">player:harvest();</waypoint> -- TRAVEL
<waypoint mode="NORMAL">
<!-- # 3 --><waypoint x="-1106" z="-9695"></waypoint> -- FIGHT
<!-- # 4 --><waypoint x="-1479" z="-9846"></waypoint> -- FIGHT
</waypoints>
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Administrator
- Site Admin
- Posts: 5307
- Joined: Sat Jan 05, 2008 4:21 pm
#5
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by Administrator » Fri Jun 19, 2009 7:17 pm
When the next updates to waypoints come, I plan to add a single toggle to the outer-limit tag for waypoint scripts. This means, you set it once in the waypoint script and forget about it. It would look like this:
Code: Select all
<waypoints type="TRAVEL">
<waypoint ...>
</waypoint>
<waypoint ...>
</waypoint>
</waypoints>
All waypoints inside that script would inherit the 'travel' type from their parent, meaning that they would all travel directly to waypoints without targetting and attacking.
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wallofchaos
- Posts: 7
- Joined: Sun May 31, 2009 9:55 am
#6
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by wallofchaos » Thu Jun 25, 2009 7:40 am
Nice d003232. Thanks for the code. This is perfect for the noob non agro zones.
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