Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Hey VI. Got a request for something. Don't think it should be that difficult.
When navigating from point to point, if I have to stop the macro for whatever reason, it forgets which way it was heading and ends up reversing route. Is there anyway to make it remember which way it was going when you restart the macro?
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Ball-Cruncher posted: Hey VI. Got a request for something. Don't think it should be that difficult.
When navigating from point to point, if I have to stop the macro for whatever reason, it forgets which way it was heading and ends up reversing route. Is there anyway to make it remember which way it was going when you restart the macro?
Often times, I have to stop the macro to sort my main pack, salvage, or whatever, and thought that a simple solution might be something like having a pause key, rather than just stop/start. Pausing VTank, rather than stopping it, should retain all values, put it on a hold state until it's either unpaused or stopped. This should make a solution to this problem real simple, I would hope.
Also, some other ideas I had that I will throw out there in hopes VI can implement them.
1) Option to turn auto-salvage off based on the character (profile?). Sometimes, I don't want the salvage to be combined.
2) Pause button as mentioned above.
3) Advanced routing options (ie, logical/loops/conditions for routing, such as Starting at point A, run to Point B, loop 3 times from Point B to C and back, then run to point D, then recall, and start all over again). Not sure how complex this would get, but would love to be able to program more sophisticated routes.
4) Default option for routing if you get stuck on a wall/item/object. For instance, if running a route, I traverse it 100 times with no issues, my route is pretty solid, but sometimes lag can cause it to get stuck anyhow. Maybe a default option that can be set, such as a portal recall, start the route over could be setup?
5) Classic Looter option to crunch Aetheria based on certain values (ie, anything less than level 3, crunch it, or for instance, if it's growth, crunch it).
Great plugin, I really enjoy it, and love finding new options on it all the time. Hope you can at least consider some of my ideas for future versions.
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
I will change it so that the forward/backward status of linear navigation routes is retained between macro turnon and turnoff.
Pause is not happening. I believe pause to be a flawed concept; VTank, in a meta-action sense, is nearly stateless (navigation is one of the few exceptions). The difference between 'pause' and 'off' would be so nuanced as to make it useless (and confusing) to most users. Most people who want 'pause' seem to want it because they expect things to work like LTX; that is, they expect the macro to do a full rebuff when it is turned 'on' but not when restored from 'pause'.
Instead I would rather take the simpler and less-confusing step of ensuring that things restore to a useful state when the macro is turned off and then back on.
Grafix_GS posted: 4) Default option for routing if you get stuck on a wall/item/object. For instance, if running a route, I traverse it 100 times with no issues, my route is pretty solid, but sometimes lag can cause it to get stuck anyhow. Maybe a default option that can be set, such as a portal recall, start the route over could be setup?
This is a good idea. I will look into it.
Grafix_GS posted: 3) Advanced routing options (ie, logical/loops/conditions for routing, such as Starting at point A, run to Point B, loop 3 times from Point B to C and back, then run to point D, then recall, and start all over again). Not sure how complex this would get, but would love to be able to program more sophisticated routes.
This kind of stuff has been on my 'want' list for a long time, but it is complicated by the way navigation is implemented. That may of course change in the future.
Grafix_GS posted: 1) Option to turn auto-salvage off based on the character (profile?). Sometimes, I don't want the salvage to be combined.
5) Classic Looter option to crunch Aetheria based on certain values (ie, anything less than level 3, crunch it, or for instance, if it's growth, crunch it).
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Thanks not only for the fast response, but the insight on the upcoming ideas and changes.
Also, thanks for the info on the Pause vs. Stop/Start of VTank, that makes sense, and in the long run of things, I was looking for the routing idea, not the buffing idea, so the way you present the fix works perfectly for me.
Edit - As for the advanced routing, yeah, I kinda figured it would be difficult, and this is not something that could be programmed in a day. I'm amazed at not only the routing system as it is, but even more so, how great it follows. The follow routine you have on VTank is actually better than most MMO's I've played, and given the fact that with AC, Run skill can be boosted, the follower can stop and loot, the routing goes around objects, the routing you have already programmed, behind the scenes, is probably MUCH more complex than any MMO follow routine out there.
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
VI, I'm having some trouble setting up a rule in Classic Looter. What I'm trying to do is differentiate between cleaving and non-cleaving two-handed weapons, and to have separate rules with different criteria for each type.
I believe I have found several places where there's a property that describes the cleaving potential of a weapon. One is a property 0124 - Cleaving Enemy Count, and there's another listed in a property dump as [VTank] 47: 4(for cleaving) and 2 for non-cleaving. I believe that second one is the maximum number of attacks per swing, but whatever it is, it is always 4 on cleaving weapons and always 2 on non-cleaving ones. It is 6 on the Well-Balanced Lugian Greataxe, which cleaves 3 enemies instead of 2, further leading me to believe it to be the maximum number of attacks.
The first property isn't listed at all in a propertydump of a weapon, so I'm not sure how good that'd be as an indicator.
Either of those properties would work I think, but I can't seem to find a way to make a rule based on a particular value of those in Classic Looter. I've looked in both the Long and Double variables with no success.
Do you have suggestions? Is there some better way for me to implement this? Right now I've put together a kludgy sort of solution involving the variance of the weapons, but it's not ideal.
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Joe, the simple way to do it is like this.
Make 2 rules. One for cleaving, one for non cleaving. Then have one rule exclude the names of the cleaving weapons and the other must match them.
As an example, in the cleaving profile, you have it exclude all two hand weapons that have assagi, corseca, and pike in their name. For the non cleaving profile, make a rule that name must contain those 3. I may have missed one/got this backwards, but you get the point. Doing this from memory.
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
VI, the request for being able to pick up items off the ground.......
That should probably be nixxed. Was told tonight that it would hugely benefit ucm's in the top tier loot areas like GK/Moars City/Viss. It seems that there are items that spawn in place of the critter spawns, randomly, and the critters won't respawn until they are picked up.
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Doing it by name was the first thing I thought of, but I couldn't find a comprehensive list of the different names of the various two-handed weapons anywhere, and I didn't trust my memory since I've not played my 2H guy for very long.
In fact, this is actually something the wiki should have in the Loot section, but doesn't. Are Corseca, Pike and Assagai the only three names for 2H spears?
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
Right now, I often have to disable the VT autolooter because I also run Alinco3 and use the Alinco3 loot profile - the problem is that VT opens the corpse, Alinco starts IDing the items in the corpse and VT closes the corpse before Alinco gets to pick up the items.
Is there a way to convince VT to stop closing the corpse before Alinco gets to pick up the item?
Date Posted:1/1/00 12:21amSubject:
Virindi Tank plugin now available: a combat macro designed for ACM players
joe: Yes, those are the only names for non-cleaving 2H. You might want to take a look at http://ac.ranta.info/uploads/tmp/loot20110102.utl - that's my current loot profile, it has quite a lot of rules that might be of interest