The above is different from what I am talking about which is why you are disagreeing with me. You are talking about equipping /dequipping items based on weather or not the profile is in zerg mode. I am talking about equipping gear only when you are out of combat to improve movement to get to the next pack of whatever you want to kill.
Gear swapping based off of a profile that switches on and off zerg conditions becomes difficult for many reasons.
1. There is no standard way to claim that a profile is in zerg mode except to check if combat is off or not. This would be problematic for people like me who use this plugin for when I manually bot.
2. Currently, at least as far as I know, there is no current event that is triggered or can be hooked into when the combat is switched off, this would mean that there could be a lag in the plugin responding to this.
You could possibly request that a new routed event be created that could be hooked into, something a little more robust than the current OnPulse, but there is no guarantee that it'd be done.
Explanations :
Basically,
- The XML tag "ToggleTargeting" (that switches combat on/off) is handled by DB, not trinity.
- You can do anything in a XML tag, even coffee or waffles.
1. There's a way, you could add a XML tag in the profile loader (usually the profile you load to start going ham') like
<GearSwapReloaded isZerg="true" />
So if you play manually with the bot ON, you don't load the profiles, you just load a Blank profile and/or a Blank routine, if the plugin state that isZerg is false, some of the logic will be disabled if it's supposed to work for "Zerg-only" profiles
2. The ToggleTargeting tag enable/disable
DEMONBUDDY fighting logic, and I probably found the setting that is modified through this tag. Even without an event, Pulse() is powerful (from 15 to 45 tps) and checking Combat state is as fast as an event.
So I guess both of the ways have possibilities to be handled properly.
I worked on Honorbuddy/Exilebuddy plugins, and it was by far way more difficult to handle things (except for spells, we had cooldowns).
It's pure logic. We just need to care about not overriding things when setting up the plugin, like multiple boots for the same condition, and stuff.
Edit :
As I said, checking OOC State is kinda easy, the only problem is that it'll be constantly swapping if there's barricades, wells, shrines, or whatever around.
So if you want to handle OOC, just set the pieces you want as your Default/OOC gear, so if there's nothing around, it'll get all of them equipped.
Edit 2 :
I don't have access to D3 where I am so I'll only be able to test the things out
tomorrow (07/26), atm I'm chilling playing some Cook, Serve, Delicious! and waiting for your suggestions and what are your needs, what do you want to see handled by the plugin (special skills, ideas)

Keep it up guys, you may probably be able to test it tomorrow ! (I'll need to take time to write the post properly, and make a public Trello board to follow everything).
See
THIS post for updates.
Remember that you can also directly send ideas to my board
HERE so I don't forget anyone .
For now I'm off. HAVE FUN GUYS.