Aggro issue has not yet been resolved. Like I said earlier, Glyph of Pick Pocket should be required to run the botbase. With the glyph it's 10 yard pick pocket range, if you pickpocket 8-10 yards away from the target, it'll reduce the chances of aggro.
You can change this manually within the code. I changed mine from 3>9 and still picking up aggro quite often but not really give it a proper run yet.
So I can make some proper testing myself, the area I've tested it in, I've had no aggro issues at all (even without the glyph of pickpocket), but then, I've only tested it so that the functions I code work. Please give me the location you are using the bot and I go there myself to test, and if you don't want to share it here public then please PM me and I can do some proper testing myself. I haven't coded any more sience last night but have done some thinking, and need to confirm with a person if it's possible to code the avoidance code as I want, if that is the case then the sap part will be a option in the UI (yes a UI is coming as well when I have time to code it), allso going to add the loot part as an option. Oh and if it works to code the avoidance part as I want then it will recalculate the route to the next mob as you walk, avoiding other mobs than your intended target, the code for that is still just in my head but it will be done (if it can be done without writing my own navigation system(really don't want to write a completly new navigation system)).
I think I know what you're thinking for the navigation. Are you thinking of making RPP go around a target to get to another target, rather then going through them? To prevent extra aggro.
Doesn't seem to be any aggro issues when pick pocketing mobs 89 or lower, however when mobs are clustered and level 90 the bot is having trouble moving in and around them. The easiest example would be trying the place in Kun-Lai Summit, ermmmm I have forgot its name, top left corner and well known for existing PP botters. It isn't somewhere I would advise anyone pick pocketing full time but its somewhere you could use to base of future edits.
Going around mobs I think would be the best solution. A whole new navigation would be the way to go. Make it aware of it's surrounding and avoid going through monsters who have wandered.
Yes, but that is ALOT of coding And I see the aggro issue now when I tried a new spot with higher level mobs.
Well, I have a clear image in my head how to do it, but I have no idea if I can get this image into code. To explain simply how I would like to do it (not that it's going to be simple to solve tho). I want to remech the area from Me.Location to Target.Location. Add all hostile npc's as bad spots (excluding our intended target). Override the navigation system to find a path between the bad spots. In my head the idea itself is really simple, how to practicly solve it is a whole other issue Now I "only" need to learn how to mech an area.... overriding the navigation system is the easy part. But I think I'm going to do a simpler solution in the next update for now. I'm just going to scan the area 10 yards around me, the closest hostile npc that don't have the sap aura is going to get sapped (a big difference from the current sap system). It will most likely not solve the aggro issues but it should help as long as you don't have multiple mobs wandering towards you.
Scanning the area of 100 yards and adding a small black spot on the target would theoretically solve the issue by preventing RPP going through it while allowing the pick pocketing to happen from up to 10 yards, providing distance between Me.Location & Target.Location. Target.Location wouldn't need an exception from black spotting as there may still be an issue with getting too close and becoming detected or aggroing near by monsters.. Everything within 100 should be black listed. That is what you meant right? It's a great idea!
A few little remarks and improvement proposals for using this wonderful RPP: Yesterday I made an extensive test at different places in Pandaria. That's really a marvelous master piece of programming! It ran like hell and I made ~1100g in 1 hour, inclusive selling all that gray crap. My proposals: 1) Everything runs fine (except for the latest discussion), but I have to manually disable using all mounts. If the target is too far away, the bot mounts, runs a few meters, dismounts, goes in stealth, mounts, runs a few meters, dismounts, stealth, ... same procedure in a loop and very conspicuous for observers. Perhaps you can disable mounting per code while botting and restore the setting at exit? 2) RPP tried to pp bulks of creatures that were "humanoid", but have no bags. For example, in Kun-Lai those pesky little Needle Sprites (ID 61697). Once detected and pulled out of stealth (running through the bulks), they pounced on you like vultures. I don't know if there could be made a decision before the bot tries to pp mobs without bags or entering greater bulks? 3) RPP also tries to pp rare elite mobs, that mostly have companions. Needless to say that this is very dangerous standing next to them. Can rares be generally excluded and blacklisted (with a bigger radius)? This brings me to 4) I don't know how difficult it is to count the attackers, but if once detected and many simultaneous attackers (e.g. more than 5) are acting upon the toon, it should try to get out of this by using Vanish and run a few meters aside, instead of fighting them all (and possibly die). But all-in-one conclusion... RPP has convinced me more than I previously thought! Kudos for that!
I think if bot uses Burst of Speed %100 of the time, there'll be no need for mount. It runs with 170% speed all the time and it's enough to run without mount. It only costs 15 energy anyway. Also removes the time we mount up and re-stealth cooldown.
1) Yeah, I notised that myself in the beginning, so I manually set the mount distance to 100 yards, but I'll look into making the bot disable it somehow 2) I have an idea in my head that will maybe get implemented if I can put it into code, the idea is that if you get the wow error message that the unit doesn't have any pockets it will write that unit's id to a "blacklist" file, every time you search for a mob it will exclude those mobs, the file would then be for each user, ie bot learns what mobs to not try to pickpocket. 3) If rare elites have a special tag like "boss" or whatever (I honorestly don't know, but I'll look into it) then it can be easily excluded. 4) When you are in combat the control is handed over to your CC, but I'll think on it for awhile and see if I can make some override code for it. And I'm glad you like RPP, it's my first botbase so I'm learning as I go, the hard part is to put the crazy ideas my brain comes up with into code, most of them is impossible to code
Would be good to have a place to add "blacklist" mobs, because some of the farm spot have a knowed mobs that dont "have pockets" jejejejeje. Please dude, try to add a box or so to add names. Thanks in advance, and great work!!!
Add please FlyTo code when done. When one spot is totaly cleared and waiting for reset. For no waiting FlyTo next spot