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Adding an Ini file

Posted: Mon Oct 30, 2006 12:34 pm
by Auronin
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Posted: Mon Oct 30, 2006 1:11 pm
by A_Druid_00
I'm retired. It wouldn't take much to feed the loot.ini into your sell macro, and it would only take one more option in ninjadvloot's keep/destroy check to make it work (Keep, Destroy, Ignore, Sell).

Posted: Mon Oct 30, 2006 1:13 pm
by toomanynames
I've got this added to the modbot version of ninjaloot. You can snag the modloot.inc file and chop it up a bit, I added the sell option into loot.ini. That seems more proper then having two nearly identical loot.ini files (and a sell.ini).

Posted: Mon Oct 30, 2006 2:01 pm
by Auronin
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Posted: Sat Apr 14, 2007 8:58 pm
by razzrah
I am interested in this macro however I do not know how to take the code and put it into a macro? What program do you cut and paste the code into?

Sorry I'm noob at this.

Posted: Sat Apr 14, 2007 9:56 pm
by wakkedup
Read how to use an include...it starts

Code: Select all

#include filename.inc
then you just call the subroutine you want from your macro.

Seriously, though, there's about a thousand threads out there that go into how to include a snippet, probably even in the beginning of this one.

Of course, even looking at the previous page of this thread, it goes into what you need to do for even the most basic macro, to include this...

Code: Select all

#include Ninjadvloot.inc

Sub Main
/call SetupAdvLootVars
:Loop
/if (${Target.Type.Equal[Corpse]} && ${Target.Distance}<20) /call LootCorpse
/goto :Loop
/return 

Posted: Sat Apr 14, 2007 9:59 pm
by wakkedup
Btw, this is awesome, Razz...
Joined: 28 Aug 2005

Posted: Sat Apr 14, 2007 10:10 pm
by razzrah
I only come here to brouse :(. This will be my third post in 2 years.

Posted: Fri Jun 01, 2007 2:58 am
by ounvme
Doesnt return to origional spot after looting. Don't know it that was intentional or overlooked.

Posted: Fri Jun 01, 2007 5:49 am
by nils
The only moveto is to move to the corpses and there was never a check for your loc before moving to loot so it was intended to be used in macros with thier own anchor and move code. It is pretty simple to add in a check of your loc before moving to the corpse and then if you are a certain distance away from that loc have a moveto back to that loc when you are done looting.

Posted: Sat Sep 15, 2007 3:37 am
by TMS
Last night i wrote a litte macro to camp a certain spot for me, for an no drop item. It's only one mob, the mob is green to 75 and it's 20 minute respawn. And after 30+ hours of active camping, i did like to automate it a bit.

My question is now.

I use version 1.4 of ninjaadvloot.inc i got from somewhere (only found 1.3 in this thread ..)

I was under the impression it would loot NO DROP items, but this morning i found an no drop item in the ini with the xyz=ignore.

I am just not sure now. Does this include loot NO DROP items or not?

I checked the .ini, there isnt something with lootnodrop=true/false or something similar.

Posted: Sat Sep 15, 2007 4:39 am
by LrdDread
TMS wrote: I was under the impression it would loot NO DROP items, but this morning i found an no drop item in the ini with the xyz=ignore
Just change the "ignore" setting in the INI to Keep... the default for no drop items is ignore when the snippet encounters a new item, you really don't want your cleric to accidentally automatically loot that Uber Sword o' Dewm, do you?

If your going to camp a specific item, add the INI file entry for it manually before you start the killing for it.

Posted: Sat Sep 15, 2007 9:06 am
by TMS
LrdDread wrote:
TMS wrote: I was under the impression it would loot NO DROP items, but this morning i found an no drop item in the ini with the xyz=ignore
Just change the "ignore" setting in the INI to Keep... the default for no drop items is ignore when the snippet encounters a new item, you really don't want your cleric to accidentally automatically loot that Uber Sword o' Dewm, do you?

If your going to camp a specific item, add the INI file entry for it manually before you start the killing for it.
Aye, thanks for the answer. I did exact this after i encountered the ignore entry. Just wanted to be sure :)

Posted: Thu Nov 15, 2007 11:24 pm
by mystikule
Not sure if this the current version released with autobot....

Anyways, changed LootItem sub for stacked items on corpses.

Code: Select all

Sub LootItem(int i,DoWhat,WhichButton)
/declare CorpseItemID int local ${Corpse.Item[${i}].ID}
/nomodkey /itemnotify loot${i} ${WhichButton}mouseup
/delay 5s ${Window[ConfirmationDialogBox].Open} || !${Corpse.Item[${i}].NoDrop} || ${Window[QuantityWnd].Open}
/if (${Window[QuantityWnd].Open}) /nomodkey /notify QuantityWnd QTYW_Accept_Button leftmouseup
/if (${Window[ConfirmationDialogBox].Open}) /nomodkey /notify ConfirmationDialogBox Yes_Button leftmouseup
/delay 5s ${Cursor.ID} || ${WhichButton.NotEqual[left]}
/if (${DoWhat.Equal[Destroy]} && ${Cursor.ID}==${CorpseItemID}) /destroy
/delay 3s !${Corpse.Item[${i}].ID}
/if (${Cursor.ID}) /call CheckCursor
/return
Just done basic testing. Only problem I could see would be stacks of nodrop items.

Posted: Thu Nov 15, 2007 11:29 pm
by nytemyst
Issue i'm having with now with this is that its not even bother trying to even loot the mobs period. It acts like if a mob was in camp but there's no npc's near by.