Made a small update to the plugin that I think will prevent it from running back and forth between a mob it want to loot and the one it want to attack. It will not run to a mob to loot if it's in combat. But if it's in combat but the mob is in interaction range it will loot it. PHP: public override void Pulse() { if (Me.IsCasting || Lootables.Count() == 0 || Me.IsMoving) return; if (LootFrame.Instance != null && LootFrame.Instance.IsVisible) { LootFrame.Instance.LootAll(); return; } var lootTarget = Lootables.FirstOrDefault(); if (lootTarget.Distance > lootTarget.InteractRange && Me.Combat == false) { slog("Moving to loot {0}.", lootTarget.Name); Navigator.MoveTo(lootTarget.Location); } else { lootTarget.Interact(); return; } }
Hi, love the combat looter plugin. Been using it since the zuabros AQ profile and i appreciate the work you have done to keep it up and running smoothly. I do have a suggestion though. The plugin works great on low KPH / loot density environments. However in aoe scenarios with high KPH or mobs looted, it interferes with optimal kill rate and cc targeting slowing things down drastically. Is there any way for the plugin to be modified so that it loots under the condition that > X corpses are available to be looted? I have really shitty coding skills / no coding skills but it looks like: public override void Pulse() { if (Me.IsCasting || Lootables.Count() ==0 || Me.IsMoving) return; if (LootFrame.Instance != null && LootFrame.Instance.IsVisible) { LootFrame.Instance.LootAll(); return; Pulse = check conditions every so often? Under the condition that character is not casting or moving and that there is 1 or more corpses available to loot, then it will loot, else it will jump back into the loop right. So if i modify Lootables.Count() ==0 Lootables.Count() < 10 for example turn off loot mobs in hb user settings then will it loot only when there are greater than 10 mobs available to be looted? thank you for your time i really appreciate it
"Under the condition that character is not casting or moving and that there is 1 or more corpses available to loot,..." The || operator is an OR, so your condition should read "Exit under the condition that character is casting or moving or that there is no corpse available to loot." Not tested, but if you set it to i.e. > 10, this partial condition would possibly never arise between 2 pulses (who kills >10 mobs within a few milliseconds?). In this case you should set it to < 11 (not > 10), because it should exit and do nothing, if there are LESS than 11 (that's to say 10) corpses available. However, it's quite doubtful if this has anything to do with a slowing down. Testing 3 new conditions takes the same time as testing 3 old conditions. ^^ You may try to modify your code for testing, but be aware that an update overwrites your changes.
sorry, yeah should be <10 so that it will loot when there are 10 or greater corpses available to be looted assuming that lootables.count() is the amount of corpses that are lootable I've done some testing, one profile i created is a high kph profile >1000. The character is almost 100% in combat so i need an alternative to the regular looting scheme. Additionally regular looting scheme prioritizes pulling over looting so if there is a mob within the pull distance, then no loot... With the modified version it seems to be looting around once every ten mobs, at least what honorbuddy is telling me roughly 100 loots per 1000 kills however upon observation, it's not always the case. i'll report back after some more testing. Not too keen on botting with the patch coming around
I don't know what you're up to do with it, but if you are standing on a single spot (I assume) permanently waiting for respawn, you could also build in a waittimer, that runs outside of the pulse routine for i.e. 3 minutes and then after time elapsed triggers the loot routine, resetting the timer afterwards an then resumes normal pulse function. This makes you independent from a certain amount of corpses and ticks only one time every 3 minutes. But that code change is nothing to do off the reel here without well testing.
Ignore this post. Didn't get 23051602's in combat change to work, but did something wrong I guess. Works now. Thanks..
any possible increase a new feature : loot after X minutes, cause for some reason u don't want frequent looting like farm low level mobs i think it's a important feature for these cloth-farming guys
dbrous I'm interested in the modification you made.. can you please post your version or the working code change? ty