faster looting, a lot of bodies
faster looting, a lot of bodies
Hello
I'm trying to decrease rest time between looting when have a lot of lootable bodies, did anyone know how to do this
i tried to modify classes/player.lua file but i didn't found nothing
thanks in advance
I'm trying to decrease rest time between looting when have a lot of lootable bodies, did anyone know how to do this
i tried to modify classes/player.lua file but i didn't found nothing
thanks in advance
Re: faster looting, a lot of bodies
I can't see anything. Maybe it's just taking as long as it takes. I'm assuming it's stopping longer than you'd like at some point. If you tell me exactly when that is, I'll have another look.
Have you considered using pet perfume?
Have you considered using pet perfume?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints type="TRAVEL">
<onload>
function waitforaggro(waittime)
printf("\nWaiting for aggro...\n\n");
waittime = waittime or 60
local starttime = os.time();
local combatstate;
repeat
yrest(100);
combatstate = RoMScript("GetPlayerCombatState();");
until (os.time() - starttime >= waittime or combatstate == true)
if combatstate == true then
printf("...Done\n\n");
else
player:update();
printf("...something goes wrong, check player position at (%d, %d)\t", player.X, player.Z)
end
end
changeProfileSkill("MAGE_PURGATORY_FIRE", "AutoUse", true);
changeProfileOption("COMBAT_DISTANCE", 50);
changeProfileOption("MAX_TARGET_DIST", 50);
changeProfileOption("LOOT_IN_COMBAT", false);
changeProfileOption("LOOT_DISTANCE", 250);
</onload>
<!-- # 1 -->
<waypoint x="-38165" z="-9273" y="1061" type="RUN">
player:update();
waitForLoadingScreen(10);
</waypoint>
<!-- # 2 -->
<waypoint x="1929" z="1085" y="47">
keyboardPress(settings.hotkeys.JUMP.key);
yrest(2000);
player:cast("DRUID_SAVAGE_BLESSING");
useGoodie("luck");
printf("\a");
</waypoint>
<!-- # 3 -->
<waypoint x="2043" z="1361" y="47">
waitforaggro(10); --takes aggro and collect few mobs on another waypoints #4, #5, #6, #7, and #8
</waypoint>
<!-- # 4 --><waypoint x="2040" z="1402" y="47"> </waypoint>
<!-- # 5 --><waypoint x="2017" z="1606" y="47">
</waypoint>
<!-- # 6 --><waypoint x="2166" z="1722" y="47">
</waypoint>
<!-- # 7 --><waypoint x="2156" z="1533" y="47">
</waypoint>
<!-- # 8 -->
<waypoint x="2368" z="1622" y="47">
</waypoint>
<!-- # 9 -->
<waypoint x="2532" z="1621" y="47" type="RUN"> -- now kill mobs with pugatory fire and takes drop, here i'm trying to decrease time between looting
</waypoint>
Re: faster looting, a lot of bodies
Do you have Lootomatic looting all or leaving some stuff unlooted?
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________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
loots all, but drops itmes of small value
Re: faster looting, a lot of bodies
So does it stop longer than you'd like at some point. If you tell me exactly when that is, I'll have another look.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
So, when he earns the mobs, killing all, and then collecting drop.
It looks like I'm doing it by hand until the collection ..
for example, when manually press the mouse a few times character gathers drop very quickly, but when does it bot, the time between harvest is long
Sorry for my English, I hope you understand me
Regards
It looks like I'm doing it by hand until the collection ..
for example, when manually press the mouse a few times character gathers drop very quickly, but when does it bot, the time between harvest is long
Sorry for my English, I hope you understand me
Regards
Re: faster looting, a lot of bodies
it would be useful for you to use teleport when looting. it makes it faster or so it seems. the char spends time to stand up from the looted mob.
HOW to do that is a nother question and i don't know the answer. maybe the big guys can answer this.
HOW to do that is a nother question and i don't know the answer. maybe the big guys can answer this.
Re: faster looting, a lot of bodies
I've actually been thinking of adding teleport to loot in my ks script. A limitation I'm seeing is if I kill stuff too quickly my pet can end up looting too quickly (with Magi Perfume) and fill up the ItemQueue fster then it can empty which results in lost items. So the only solution is to loot some bodies myself. The faster I kill stuff the more bodies I have to loot myself. The more bodies I have to loot myself, the more time wasted looting. So I'm hoping teleporting to to loot will help.
On the subject of bending over to loot, it's possible if you are flying it might not bend over to loot so might be faster.
On the subject of bending over to loot, it's possible if you are flying it might not bend over to loot so might be faster.
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- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
fly() helped a little, I think that fly() + teleport() should work perfectly, but I do not know how to implement the teleport() function to the lootall().
I'll try to create the loot() from the combination fly() + teleport() + lootall() but I'm afraid that my knowledge may not be enough
thank you very much for your answers
EDIT:
several changes and the fly() function added to the code lootall().
modified part of the code file "player.lua"
you still need to add an option to profile
and turn it on of course.
I'll try to create the loot() from the combination fly() + teleport() + lootall() but I'm afraid that my knowledge may not be enough
thank you very much for your answers
EDIT:
several changes and the fly() function added to the code lootall().
modified part of the code file "player.lua"
Code: Select all
function CPlayer:lootAll()
if( settings.profile.options.FLYLOOT == true ) then fly(); end;
if( settings.profile.options.LOOT ~= true ) then
if( settings.profile.options.DEBUG_LOOT) then
cprintf(cli.yellow, "[DEBUG] don't loot all reason: settings.profile.options.LOOT ~= true\n");
end;
return
end
if( settings.profile.options.LOOT_ALL ~= true ) then
if( settings.profile.options.DEBUG_LOOT) then
cprintf(cli.yellow, "[DEBUG] don't loot all reason: settings.profile.options.LOOT_ALL ~= true\n");
end;
return
end
-- Warn user if they still have 'lootbodies()' userfunction installed.
if type(lootBodies) == "function" then
cprintf(cli.yellow,"The userfunction 'lootBodies()' is obsolete and might interfere with the bots 'lootAll()' function. Please delete the 'addon_lootbodies.lua' file from the 'userfunctions' folder.\n")
end
while true do
-- Check if inventory is full. We don't loot if inventory is full.
if inventory:itemTotalCount(0) == 0 then
if( settings.profile.options.DEBUG_LOOT) then
cprintf(cli.yellow, "[DEBUG] don't loot all reason: inventory is full\n");
end;
return
end
self:update()
if( self.Battling and
self:findEnemy(true,nil,evalTargetDefault)) then
break
end
local Lootable = self:findEnemy(false, nil, evalTargetLootable)
if Lootable == nil then
break
end
self:target(Lootable)
self:update()
if self.TargetPtr ~= 0 then -- Target's still there.
self:loot()
if self:findEnemy(true, nil, evalTargetDefault) then
-- not looting because of aggro
return
end
yrest(50)
Lootable:update();
if Lootable.Lootable == true then
-- Failed to loot. Add to ignore list
lootIgnoreListPos = lootIgnoreListPos + 1
if lootIgnoreListPos > settings.profile.options.LOOT_IGNORE_LIST_SIZE then lootIgnoreListPos = 1 end
lootIgnoreList[lootIgnoreListPos] = Lootable.Address
end
end
end
if( settings.profile.options.FLYLOOT == true ) then flyoff(); end;
end
Code: Select all
<!-- Loot settings -->
<option name="FLYLOOT" value="false" /> <!-- Makes a loot faster, without animation. Use carefully -->
Re: faster looting, a lot of bodies
For my ks script I was just going to teleport to my last kill as part of onLeaveCombat because the bot does onLeaveCombat before looting and I don't need to loot all. But for a complete solution like what you want you probably have to put a teleport in the loot function. It should be pretty easy. Just before it loots it needs to teleport first. The part that actually loots is the "Attack()" command in the looten() function in player.lua. So just before the "Attack()" on line 1721 of player.lua try adding this.
Usually if the distance to the loot is more than 115 it will do multiple teleports. If you get any pull backs you might have to modify the pause time between teleports and/or the teleport distance with the following 2 functions
Code: Select all
if settings.profile.options.FLYLOOT == true then teleport(target.X,target.Z,target.Y) end
- teleport_SetStepSize(val)
teleport_SetStepPause(val)
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
I struggled with this a few days, now it works ok
Thanks again.
i've attached the whole file "player.lua"
regards
Thanks again.
i've attached the whole file "player.lua"
regards
- Attachments
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- player.rar
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- Posts: 446
- Joined: Wed Aug 03, 2011 7:37 pm
Re: faster looting, a lot of bodies
hmm....does the game onlyt queue up to 20 items in the ItemQueue rock??? if so, I'll need to modify my code
Re: faster looting, a lot of bodies
The queue only holds 20. I think anything received, after the queue is full, is lost.BillDoorNZ wrote:hmm....does the game onlyt queue up to 20 items in the ItemQueue rock??? if so, I'll need to modify my code
If you haven't already discovered it there is a niffty little addon that shows the number of items in the item queue called itemqueuecount.
http://rom.curseforge.com/addons/itemqueuecount/
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
rock5, if this works, could you commit it into the bot, so we would not have to hack it?
thanks
thanks
Re: faster looting, a lot of bodies
The problem is, it uses teleport, a userfunction. So I can't commit it without commiting teleport with it and I'd rather keep hacks out of the main bot files.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
ah that makes logic
then i will merge when updating. it usually makes me run a ks instead of 15 minutes, in 10 minutes, making my profits bigger ^_^
i see that it does not teleport. i figured if i would put telefollow like this, it would teleport also.
i will test it right now, if it does not work, or someone knows a better solution, please help me out. thx
then i will merge when updating. it usually makes me run a ks instead of 15 minutes, in 10 minutes, making my profits bigger ^_^
i see that it does not teleport. i figured if i would put telefollow like this, it would teleport also.
Code: Select all
if self.TargetPtr ~= 0 then -- Target's still there.
telefollow(5) -- this is the code i added
self:loot()
if self:findEnemy(true, nil, evalTargetDefault) then
-- not looting because of aggro
return
end
yrest(50)
Lootable:update();
if Lootable.Lootable == true then
-- Failed to loot. Add to ignore list
lootIgnoreListPos = lootIgnoreListPos + 1
if lootIgnoreListPos > settings.profile.options.LOOT_IGNORE_LIST_SIZE then lootIgnoreListPos = 1 end
lootIgnoreList[lootIgnoreListPos] = Lootable.Address
end
end
Re: faster looting, a lot of bodies
I just had another idea. How about teleporting when moving into range of mobs? I'm testing it now.
- Please consider making a small donation to me to support my continued contributions to the bot and this forum. Thank you. Donate
- I check all posts before reading PMs. So if you want a fast reply, don't PM me but post a topic instead. PM me for private or personal topics only.
- How to: copy and paste in micromacro
________________________
Quote:- “They say hard work never hurt anybody, but I figure, why take the chance.”
- Ronald Reagan
Re: faster looting, a lot of bodies
that is a super idea but until then, i simply turned on fly mode inside ks )
also made a userfunction to kill all mobs in a small area before looting. those poison frogs are pesky.
also made a userfunction to kill all mobs in a small area before looting. those poison frogs are pesky.
Re: faster looting, a lot of bodies
now there's another problem.
character after looting target waiting for disappear and then moves to the next.
Previously, character didn't wait for the end of the animation
Any ideas why this is happening?
character after looting target waiting for disappear and then moves to the next.
Previously, character didn't wait for the end of the animation
Any ideas why this is happening?
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