11-15-2013, 06:16 AM
no more of a sometimes theres multiple things i want from 1 node
FFXIV Minion Requests
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11-15-2013, 06:16 AM
no more of a sometimes theres multiple things i want from 1 node
11-15-2013, 06:32 AM
you cant... you can only get 1 thing... so your saying 1 swing you want 1 item 2nd swing you want a different item 3rd swing another?
11-15-2013, 07:29 AM
(11-05-2013, 06:13 AM)wildicedemon Wrote: EntityList: 1) This is the method I currently have implemented and is a good stop gap measure but it's a half-assed approach that depends on monster aggro. A single heal/attack/outside of group can have you skipping over a monster you've claimed, or attacking a monster that is claimed by someone else because the bot, a party member, or anything else pulled aggro by casting a heal or what not. It works, but it's not ideal and can lead to problems later down the line. A problem that already exists.(Two players both attack a monster a about the same time, i.e. unclaimed when you attacked and fair game, the other player claims it but you pull aggro, now most players in this situation will ignore it and go grab another monster, but the bot will keep attacking it because the monster is targeting it & it has aggro, I have literately seen my bot have this happen to it for over an hour no loot is being gained the other player simply concentrates on claiming and the bot is killing monsters for it. Now that player might not report the bot because hes benefiting, they might no realize but eventually when work get's around that xyz bot has that weakness, it will be exploited, and used to identify boter. I've botted for about 10 years now, and i've been banned a few times. almost every one of those was because the bot did weird crap that players don't do. This is one of them. Were starting off with a product that is strong, powerful, literately full of potential, and I don't wanna see it go downhill because we compromise and do things one way just cause it's easy. I will put countless hours into making this one of the best bots if not the best to have ever existed adding functions for virtually everything, and I would even add this functionality that I speak of if I could. But I only have access to the lua side of things. I have no way of accessing, add or modifying anything beyond that. I ask for no compensation, only that you support my endeavors in adding functionality and making your product better. Obviously for myself, but also for the community as a whole. The aggrolist as present will only return your own aggro, which is great for every job except a tank. I know that an aggro list is returned for party members it's in the GUI of FFXIV. Now I can't speak to weather or not it can be pulled without targeting the entity in question but it should. Most games send all of the information over. If the information wasn't already being sent to the client you would need to wait for the server to acknowledge that you have changed targets for the aggrolist to load. Which in some cases would cause large delays and needless overhead server side, from a programing standpoint i.e. Enix's its easier to send all of that to the client and let it sort it out. it's just a pain to find the pointer records for it since it not visible information. I realize that finding these pointers can sometimes take hours, days, and sometimes more to find especially with information that fluctuates or is dependent on information that is obscured. But trust me it's there. I realize that I can be a pain sometime in the things that I ask for :( Without having this aggro list I can only make the bot reactive, instead of anticipatory. *A targeted, which returns the entity targeted by x entity. What I meant by this is that I wanted a list of all entity's that were targeting another entity. So not who it's targeting but who's targeting the entity. i.e. monster is targeting XXX player. This is already in there. What I want is Monster is Being Targeted by Players XXXX, YYYY, ZZZZ, DDDD, etc. I just wanted to clear this up this was intended to be part of the functions I would use for targeting on a tank but that's not necessary. So that it could help protect party-members. But it's a fairly low priority since it's a fail safe method. The aggrolist I'm asking for is a necessity though. If I'm to be able to make a module that can Tank, DPS,and Heal then the aggrolist is a must have. I can say this without a shadow of a doubt the more work you guys put into adding functionality(api) the more work I'll put into making something that lives up to it. Mostly to do with combat and combat logic. I made a Combat Routine for wow back a couple of years ago that could beat any human player as a druid. Your literally could not compete with it. It could beat the best druid's on the server by 20-30% with 80-90% less over healing when compared to the other druids(i.e. about half the overhealing). I intend to have every role, and class that far optimized. I want to be able to have 8 bot's stick them in coil(The Hardest Dungeon in the game right now)Under geared and still beat it with ease, I want to have these fights programed and be able to one shot every boss. Not all mechanics are easy to deal with but we can take those things one step at a time. All I need from you guys is the will to make something that surpasses everything else. Not because there is competition out there, but because you want a product that is so good that it creates new users. That it makes it's own return because people hear about a product that players as well as an elite player at their best.
11-15-2013, 07:40 AM
yes jackie, sometimes its better to farm a bunch of stuff, for example with culinary u need a large variety of things that sometimes are all on 1 node, so it would be nice to not just focus on one item, but have the opportunity to gather a variety at a time.
11-15-2013, 05:28 PM
(11-15-2013, 07:40 AM)Textytext Wrote: yes jackie, sometimes its better to farm a bunch of stuff, for example with culinary u need a large variety of things that sometimes are all on 1 node, so it would be nice to not just focus on one item, but have the opportunity to gather a variety at a time. http://mmominion.com/Thread-Module-GatherAll Only option at this moment and limit is two things.
@ wildicedemon, we are on the same page as you. Its not that we are ignoring requests, we are trying to stabilize what we have right now, there are quite a few bugs that we need to address before we get back to adding more to the API. We have lots more in store for this bot, trust me :)
As for getting a list of everyone / thing targeting an entity, EntityList("targeting=theentityid") should do the trick
11-15-2013, 10:46 PM
Request: instead of 1 engine skill casting rotation to 2 engine casting rotation. 1 for COMBO another for BUFFs and HEAL.
as you already know when you heal or buff you will restart COMBO at the first weakest attack skill again to build up combo using 1 engine rotation we using now. If you have 2 rotation engine running(with one engine being just COMBO) COMBO will be pick up where is last left off. keeping bot attack at maximum potential.
11-15-2013, 11:59 PM
yes it DOES. unless you are blind. watch carefully before you spam post on every thing. all these request I ask mmominion team will only make bot better for everybody.
http://my.jetscreenshot.com/demo/2013111...-169kb.jpg (11-15-2013, 11:59 PM)rockon1122 Wrote: yes it DOES. unless you are blind. watch carefully before you spam post on every thing. all these request I ask mmominion team will only make bot better for everybody. i'm sorry your broken english made it hard to understand. I thot you ment In game healing or buffing would break a combo. not in the bot. |
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