Welcome Back
Hey FB, Welcome back. I've got some suggestions for code changes, if you are interested.
1. Inventory Checking Code
Code:
objectdef myowntype
{
member:uint TotalInventoryItem(string Name)
{
variable int i = 1
variable uint Count = 0
for (${i}<=${Me.Inventory} ; i:Inc)
{
if (${Me.Inventory[${i}].Name.Equal[${Name.Escape}]})
{
Count:Inc[${Me.Inventory[${i}].Quantity}]
}
}
return ${Count}
}
}
variable myowntype MyOwnObject
2. Object Checking Code Implimented with the pulling portion of your script to use either 1) arrows (crude barbed) or 2) A spell, (i.e. Torture), 3) Start with Melee Attack #1 (in this case, Wrack)
Code:
function PullMob(int64 AttackGUID)
{
; Ok we are in range, and we can see our target.. lets pull with a cast..
Face ${Me.Target.X} ${Me.Target.Y}
call ApproachTarget ${PullingRange}
while !${Me.Target.HaveLineOfSightTo}
{
VG:ExecBinding[moveforward]
}
VG:ExecBinding[moveforward,release]
if ${Me.Target.Distance} > 8 && !${TargetDead}
{
Face ${Me.Target.X} ${Me.Target.Y}
call ApproachTarget ${PullingRange}
if ${MyOwnObject.TotalInventoryItem["Crude Barbed Arrow"]} <= 1
{
call CastSpell "Torture"
}
if ${MyOwnObject.TotalInventoryItem["Crude Barbed Arrow"]} > 1
{
call CastSpell "Ranged Attack"
}
}
if ${Me.Target.Distance} < 8
call CastSpell "Wrack"
}
Finally, I Hunt a lot, and sometimes, when there are laggy areas, MOBS will pop inside you when you are pulling. What I did was add this little snippet to check the distance so you will not have this problem of dying to greens just becuase they popped inside you.
Code:
function DistCheck()
{
if ${Me.Target.Distance} <= 1
{
VG:ExecBinding[movebackward]
wait 2
VG:ExecBinding[movebackward,release]
}
}
Of course, My combat function now looks like this:
Code:
function MeleeAttacks()
{
call SnareRunner
call DebuffMob
call CastSpell "Dreadful Visage"
call DistCheck
call CastSpell "Ravaging Darkness"
call DistCheck
Call CastSpell "Shadow Step"
wait 3
Call CastSpell "Harrow"
call DistCheck
call CastSpell "Scythe of Doom"
call DistCheck
call CastSpell "Malice"
call DistCheck
call CastSpell "Vexing Strike"
call DistCheck
}
Things I would like to see fixed:
1) Auto Rez-Summon, Repair, Sell/buy return to hunting path
2) Take my arrow snipper, combine it with some crafting bots, and make an auto BUY/Equip (in quiver) arrow function for us tanks who pull with arrows.
3) The Path Save-Load Problem fixed (where paths dont show up after you quit VG and reloa the program)
5) Use Slow Turn while moving: Doesn't turn slowly
6) Pilot Mode and new Move code is great (from 1.04b) although if you dont have a path selected and are standing on a waypoint when you engage pilot mode, you'll do the classic 'run for the hills' maneuver where you just kind of pick a random direction and start running, hell bent for leather.
7) If you look at the last <code> post i put in, you see shadow step + Harrow combo. There has to be a better way to chain these. For those that dont have a Deathknight, You use this combo a lot. It's not a chain/finisher, it's just a set-up-spell & and specialmelee attack that needs to be initiated immediately after shadow step. 1) you hit shadow step (instant cast) it says "select attack" 2)you hit harrow, 3) you warp behind target and smack them with a very nice combo (dk signature move)- however , in my experience it's mis-times this more than 60-70% of the time and screws up "that attack cannot be used with Slashing" (i.e. Autoattack)
All in all, it's coming along very nicely, FB. Keep up the good work