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Author Topic: Virindi Tank plugin now available: a combat macro designed for ACM players [Locked]
comeonyoureds
Posts: 17
Registered: 2009-11-9 12:08:34
One more thing, is there a way to configure vtank so that it doesn't keep several bags of unfinished salvage of the same type? I'm not sure why this happens, maybe it's programmed to do so, maybe it's a bug.

Any way, I'm just posting here these things in order to help it improve, I must mention that I find it to be a really nice and helpful software and would like to thank you for writing it


Cheers!
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
comeonyoureds posted:

One more thing, is there a way to configure vtank so that it doesn't keep several bags of unfinished salvage of the same type? I'm not sure why this happens, maybe it's programmed to do so, maybe it's a bug.



It's supposed to separate bags of different work for non-imbue salvages only. However, it doesn't recognize the new trinket imbues as 'imbue' bags at the moment. Another thing I will fix in the next version I guess...

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
Sittler  1 star
Posts: 105
Registered: 2009-4-30 06:43:21
I've noticed something unusual that I didn't notice before - not sure if it's a version thing. My melee toon now seems to attack from a much further distance than before. I have set the Monster Range down to 3 to see if it fixes it, but it doesn't. He never used to do that - is there a setting that I am missing?
comeonyoureds
Posts: 17
Registered: 2009-11-9 12:08:34
Virindi-Inquisitor posted:

comeonyoureds posted:

One more thing, is there a way to configure vtank so that it doesn't keep several bags of unfinished salvage of the same type? I'm not sure why this happens, maybe it's programmed to do so, maybe it's a bug.



It's supposed to separate bags of different work for non-imbue salvages only. However, it doesn't recognize the new trinket imbues as 'imbue' bags at the moment. Another thing I will fix in the next version I guess...



Is it possible to make this a configurable option ?


Cheers!
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
comeonyoureds posted:

Virindi-Inquisitor posted:

comeonyoureds posted:

One more thing, is there a way to configure vtank so that it doesn't keep several bags of unfinished salvage of the same type? I'm not sure why this happens, maybe it's programmed to do so, maybe it's a bug.



It's supposed to separate bags of different work for non-imbue salvages only. However, it doesn't recognize the new trinket imbues as 'imbue' bags at the moment. Another thing I will fix in the next version I guess...



Is it possible to make this a configurable option ?

Cheers!



The plan was actually to pass off responsibility for deciding what can be combined to lootplugins. I just haven't gotten to that yet, since for compatibility I have to do something a little wonky to make lootplugins capable of more (optional) things.

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
agnari  4 stars
Posts: 1,134
Registered: 2000-10-10 19:35:28
ONE other small glitch VI in that salvaging scheme.


WHILE the major gear is an inbue attempt at 33 or 38%, the mod and minor ARE tinkerings(gearomgs). So combining the new gear salvage as 1-10 regardless of work just like CB, CS, zircon, yellow topaz, ect. is a FAULTY assumption.


when applying the mod and/or minor, the work of the salvage can come into play based on which tink attempt it is and the skills of the gearcrafting toon.

 

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Ag Nar
Portal Mule Master of the Loresraat
Mastering the pixels of gamedom, 1 MMORPG at a time..
Virindi-Inquisitor  4 stars
Posts: 1,538
Registered: 2001-11-18 22:25:54
That's true, but usually that will be tink #2 or #3, which are easy, and most people have access to a decent level craft mule (my tinker mule is level 130, and she can easily apply w6 as tink #3 on an item that isn't high work). Now, I'm sure there are times when you would want high work, too...it's a complicated question, apparently.

 

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Virindi
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****Virindi Plugins FAQ**** http://www.virindi.net/wiki/index.php/Virindi_Plugins_FAQ
http://www.virindi.net - Virindi Tank, Follower, Integrator, Reporter, VCS5, XPHelper, Item Tool, HUDs, etc...
Decal Core Dev - http://www.decaldev.com
comeonyoureds
Posts: 17
Registered: 2009-11-9 12:08:34
Eh, alinco3 doesn't seem to do the trick for me and I managed to configure a complete loot table using the default file to which I added few of my own rules, so I'm using the builtin loot system.
agnari  4 stars
Posts: 1,134
Registered: 2000-10-10 19:35:28
yeah complicated, the normal junk trinkets surely won't be much of a problem it's those with the epic/majors where AFTER the major inbue you'll need to morph one or two of the wield/activiation rules before applying the mod/minor. or maybe you'll have to do the major/minor, then rare the w/a rules tinkering.


bah my head hurts!

 

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Ag Nar
Portal Mule Master of the Loresraat
Mastering the pixels of gamedom, 1 MMORPG at a time..
Jaytlas
Posts: 25
Registered: 2004-7-14 23:09:55
I started a new 2Handed character and VT didn't seem to work.
Is there something specific I have to set up in VT?

 

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O'No - Leafcull
There will be sunshine after rain, laughter after pain, things have always been this way... So why worry now? - Mark Knopfler

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