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Thread: Looting

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    Default Looting

    Writing the looting portion of my waterfiend killer tonight, I want to do something like this

    I will use MMtoMS to gather all red dots and put them in an array right before attacking, then I will make another array doing the same thing after the waterfiend is dead, this way I hopefully cut out most the dots I no longer need, then I can subtract the arrays from each other leaving another array of only new points.

    How do I subtract arrays to leave only the new coordinates?

    Also to check the location of the loot by a reverse MStoMM function, does this exist? I want to have it compare my MStoMM to the array of loots, and make sure it is within like 15-20 pixels, that way it only runs to my pile.

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    Quote Originally Posted by King View Post
    Writing the looting portion of my waterfiend killer tonight, I want to do something like this

    I will use MMtoMS to gather all red dots and put them in an array right before attacking, then I will make another array doing the same thing after the waterfiend is dead, this way I hopefully cut out most the dots I no longer need, then I can subtract the arrays from each other leaving another array of only new points.

    How do I subtract arrays to leave only the new coordinates?

    Also to check the location of the loot by a reverse MStoMM function, does this exist? I want to have it compare my MStoMM to the array of loots, and make sure it is within like 15-20 pixels, that way it only runs to my pile.
    I've been debating how I'd go about my own looter as well and here's what I've come up with (already in my self-debate) in response to what you've considered:
    If you were to subtract arrays only to leave the new coordinates... I think you do that iteratively by looping through each one and removing copies... (sucks I know).

    I don't know of any MSToMM function... However, I assume you could create one by copying the original code and reversing the algorithm, perhaps?

    If you make an array of current positions as you start to attack, what happens if you walk at all and thus the whole array gains an offset? Or what if someone else kills something that drops loot?
    The possible solutions I have come up with for grabbing unique loot consist of:
    1)As target dies, go to the existing full red health bar and look ~20-50 pixels down (depending on size of creature).
    2)Specifically pick up bones for each loot and only look for loot drops that still have bones. (Way less accurate, less efficient and slower).

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    Quote Originally Posted by Kevin View Post
    I've been debating how I'd go about my own looter as well and here's what I've come up with (already in my self-debate) in response to what you've considered:
    If you were to subtract arrays only to leave the new coordinates... I think you do that iteratively by looping through each one and removing copies... (sucks I know).

    I don't know of any MSToMM function... However, I assume you could create one by copying the original code and reversing the algorithm, perhaps?

    If you make an array of current positions as you start to attack, what happens if you walk at all and thus the whole array gains an offset? Or what if someone else kills something that drops loot?
    The possible solutions I have come up with for grabbing unique loot consist of:
    1)As target dies, go to the existing full red health bar and look ~20-50 pixels down (depending on size of creature).
    2)Specifically pick up bones for each loot and only look for loot drops that still have bones. (Way less accurate, less efficient and slower).
    I am currently using the red bar method, I was looking for a new way to do it :P

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    Quote Originally Posted by King View Post
    I am currently using the red bar method, I was looking for a new way to do it :P
    What I think I wanna work on is a setup where I instantly start fights repeatedly (as if not looting), and then look over existing drops while fighting so I don't have to wait on death animations.

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    Quote Originally Posted by Kevin View Post
    What I think I wanna work on is a setup where I instantly start fights repeatedly (as if not looting), and then look over existing drops while fighting so I don't have to wait on death animations.

    This is actually how FootBall loots in his script(:

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