Quote:
Originally Posted by dave2041
Perhaps you could make this optional? some like to reserve mana for pvp/ when surrounded by monsters?
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Anti-stuck and checking for player engaging state is rooted pretty deeply into the code.
Currently, if the player doesnt engage the mob in 6-8 seconds (randomness for safety) then the LongRange key is sent for pulling. If a long range key is not mapped, then the target is canceled. If the target is not engaged in another 6-8 seconds from LongRange key use, then the target is canceled as well, since its considered unengagable (either because the mob is on unpassable terrain, or because the player is stuck)
If this happends 3 times in a row (the player doesnt engage a mob) then the bot exits due to anti-stuck kicking in for safety.
Turning all this functionality off is a problem, since it determines many things in the code. For example, if you dont detect when the player properly engages a mob, you cant start a proper skill rotation, since a skill wont activate till a mob is engaged.
Also, i play an AW and dont have any mana abilities either, just map the least mana-costing ability as 1st attack, and give it high enough cooldown, and it shouldnt be a problem.
If you really want, I can code around all this and make an option to turn off anti-stuck, but it will break many things. Rotations will not work, if you get stuck running to the mob, you will be stuck forever, the bot wont get a new target until you current target dies, no matter what is going on with you, etc.