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Destroying destructibles and looting chests not separated?

silverwolfnz

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Dec 30, 2011
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I've had a small look around and always wondered why there isn't an option to separate destroying destructible items and looting chests (any container)?

It seems its either have <PickupLoot>True</PickupLoot> to attack destructibles (chests/loot containers/etc) and loot items, or to not have the option at all. Am I missing a certain line you can add to the loot rules to separate it out or does this just not exist?

Having PickupLoot turned on usually causes a massive GPH loss due to it taking a decent couple of seconds standing next to a container/loot to get it open. I know there's a work-around by creating a profile with the <If condition="ActorExistsAt" tag, but that seems to require "a lot" of checkpoints.

Am I missing something or is it just not implemented yet? Seems like a big thing to not put in...
 
I've had a small look around and always wondered why there isn't an option to separate destroying destructible items and looting chests (any container)?

It seems its either have <PickupLoot>True</PickupLoot> to attack destructibles (chests/loot containers/etc) and loot items, or to not have the option at all. Am I missing a certain line you can add to the loot rules to separate it out or does this just not exist?

Having PickupLoot turned on usually causes a massive GPH loss due to it taking a decent couple of seconds standing next to a container/loot to get it open. I know there's a work-around by creating a profile with the <If condition="ActorExistsAt" tag, but that seems to require "a lot" of checkpoints.

Am I missing something or is it just not implemented yet? Seems like a big thing to not put in...

I'd be interested to see an answer to this, especially as I am now getting into writing my own profiles and plugins.
 
giles world rules interactor plugin thingy.
 
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