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Re-Implement Wait After Chest Open

liurr90

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May 10, 2014
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From what I could scrape from existing topics (the forum search sucks, let me know if this isn't the real reason), this was removed "because people requested it" - but I don't think it should have been completely removed. It's a configurable setting (there is still a slider in the config UI, but apparently wasn't used anyway), it should just be set to 0 to turn off. I went through the prev revisions in SVN and un-deleted the line in RefreshObjects.cs (Line 687). Now, the bot actually works smoother because it doesn't "rubberband" (go back and forth) after opening a regular/cursed chest, and I am guaranteed to loot the chest. Honestly the argument that "it saves time" by cutting down 1-2 seconds doesn't really make sense if it also makes you run back and forth anyway to collect the loot.

Can we put this back in, and actually use the slider variable?

For anyone who wants to quickly re-implement this locally, search for "// See if we should wait" in RefreshObjects.cs (it should be around line 682) and change the if conditional to this:
Code:
// See if we should wait for [playersetting] milliseconds for possible loot drops before continuing run
            if (CurrentTarget == null && (DateTime.UtcNow.Subtract(lastHadUnitInSights).TotalMilliseconds <= Settings.Combat.Misc.DelayAfterKill ||
                DateTime.UtcNow.Subtract(lastHadEliteUnitInSights).TotalMilliseconds <= Settings.Combat.Misc.DelayAfterKill ||
                DateTime.UtcNow.Subtract(lastHadBossUnitInSights).TotalMilliseconds <= 3000 ||
                DateTime.UtcNow.Subtract(Helpers.Composites.LastFoundHoradricCache).TotalMilliseconds <= 5000 ||
		[B]DateTime.UtcNow.Subtract(lastHadContainerInSights).TotalMilliseconds <= Settings.WorldObject.OpenContainerDelay))[/B]

Edited to include code.

Edit #2: Looks like this change has already been incorporated in the developer version, so nevermind :)
 
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