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EQ2Crafter Plugin Suggestion : EverQuest 2 Premium Discussions

Posted: January 24th, 2005
mortedamour
Was wondering if it was possible to add a power check inbetween combines.

1. Do Combine
2. Wait till Full Power
3. Combine again.


Would be quite handy for adding in power costing buff spamming to combines on those hard to finish recepies.
Posted: January 24th, 2005
kennethsch
Would it be possible to add an auto /camp desktop after xx hours or after you run out of fuel?

I usually sit in front of the computer while this is running, but sometimes my attention wanders...

Just wondering.
Posted: January 25th, 2005
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Total Posts:6718 Joined:2004
mortedamour, yes. Some new features and a full scripting API will be released in version 3.0.

kennethsch, yes see above comment.

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Posted: January 25th, 2005
mortedamour
WOOOO! Cant Wait. Thx Wyv
Posted: January 25th, 2005
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Total Posts:13 Joined:2005
[quote="wyvernx";p="53471"]
mortedamour, yes. Some new features and a full scripting API will be released in version 3.0.

kennethsch, yes see above comment.
[/quote]

Any ETA on version 3.0 ? ;)
Posted: January 25th, 2005
hydru
I have the problem that it runs too slowly on my machine. When the buffs are all checked, it only does them once every 2 1/2-3 ticks. If there was a way to speed that up for slower systems (maybe a 1/2 wait button that 1/2's the time between checks), I think that would be a pretty easy, uncomplicated addition.
Posted: January 25th, 2005
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Total Posts:13 Joined:2005
Wyvernx, could you also maybe add a check to see if the event icon changed to the "fog" (or just make sure the event icon isn't there anymore) after reacting before spamming the other events after it. Would eliminate the possibilty of missing the even because buffs were recycling.
Posted: January 25th, 2005
Guest
I've noticed very big problem with "use buff XXX every tick".

As I understand, it is "just" timed to 1 tick (6 sec) - ie every 6 seconds it casts buffs, sometimes it casts cross buff if it "sees" icon.

But, there is "little" time period after it "detects" icon and next cast. So, sometimes happens this - I have set 2 buffs to be casts every tick, lets say 2 and 3, and if there appears icon for buff1 - sometimes it still casts buff2/3 and not buff1, coz there was too little time to detect/cast buff1 and buff2/3 were casted faster than icon1 was detected/casted. Also, sometimes it happens when buffs were "just" casted and they are still greyed and cant be used to react on correct icon.

For me, as weaponer its kinda difficult... i've died 2 times coz of it. Yea, when I dont have any extra "buffs every tick" all works perfect, but 10/50 quality isnt enough for me, 9/77 works much better, thats why these extra buffs are very important.

Can it be fixed, or improved?

Few ideas about it.

Can it be changed from "pure timed" like it is now to "detection"?
Since reaction icon appears almost instant (or even same time) as progress/durability changes, something like this might work:

1 detect changes in progress area and reactions area
2-1 IF change in progress area AND <no icon> in reaction area - cast buffs2/3
2-2 IF change in progress area AND <icon> in reaction area - cast reaction buff first and then buffs2/3

What will we have from it? 1 - reaction buff is casted before extra buffs,
2 - buffs are always refreshed before next round, 3 - extra buffs can be casted every round and not every 2nd+ round.
Posted: January 25th, 2005
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Total Posts:13 Joined:2005
Here's how I see it.


Check for change in progress bar.
--Check for crafting event
----Cast reaction buff
----While event icon showing
------wait for icon change
----Cast remaining buffs (??? may not be enough time to get them off if it's had to wait long)
--Else
----Cast buffs (if checked)


Sorry about the creative indentation. I'm really excited about all the 3.0 features I've seen you post about Wyv. Keep up the good work!
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