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Originally Posted by
laidNpaid
Perhaps I worded that wrong. I want to be able to activate flask manager, manually or upon unique monster distance, and then have flasks 1,2,3 activate and use all charges one after the other. Just each flask continually re-activate after its duration is over and to repeat until all charges are gone.
Can this not be done in the basic manager? Or is this more suited for treeroutine.
This is more suited for BuildYourOwnRoutine (what you are referring to as treeroutine). The main reason is the way buffs are handled in the "flask type" logic that BasicFlaskRoutine uses. If you have 5 granite flasks on your bar... it will only use 1 at a time because they all give the same buff. It is only designed for basic logic of, there are hard enemies nearby and I'm taking damage. Pop any defense flask for which I do not have the buff already (no use in popping two granite flasks, right? The buffs don't stack)
Last edited by Sychotix; 06-07-2018 at 11:48 AM.
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Member
Originally Posted by
Sychotix
This is more suited for BuildYourOwnRoutine (what you are referring to as treeroutine). The main reason is the way buffs are handled in the "flask type" logic that BasicFlaskRoutine uses. If you have 5 granite flasks on your bar... it will only use 1 at a time because they all give the same buff. It is only designed for basic logic of, there are hard enemies nearby and I'm taking damage. Pop any defense flask for which I do not have the buff already (no use in popping two granite flasks, right? The buffs don't stack)
That makes sense. Thanks for the speedy replies. I will check out BuildYourOwnRoutine.
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Member
Originally Posted by
Sychotix
Yes, it works. The only known issue is that some people are experiencing a continual blooping sound as if it was chugging a potion but no potion is used.
Do we know what is causing this or how to fix it? It's super annoying lol.
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Member
I can be more specific as to when this happens .
When i have a Health potion and i have less than half ES and FULL LIFE , the blooping sound is on .
When the ES is at half or more ( by me ) the blooping stops .
It seems the hp drinker is not stopping until you have full health + half ES or more .
cheers,
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Originally Posted by
raxxxx0r
I can be more specific as to when this happens .
When i have a Health potion and i have less than half ES and FULL LIFE , the blooping sound is on .
When the ES is at half or more ( by me ) the blooping stops .
It seems the hp drinker is not stopping until you have full health + half ES or more .
cheers,
What are your settings for health potions?
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Member
I see 2 times Health min .
1 . 55
2 . 45
bubbling enabled.
(right now can't be more specific since poe is not working. )
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Contributor
Originally Posted by
Sychotix
Yes, it works. The only known issue is that some people are experiencing a continual blooping sound as if it was chugging a potion but no potion is used.
I have a similar issue however in my case the potions are in face being used. Also have a couple of question.
My settings for offensive flasks - Diamond Flask + Sulphur Flask:
I have offensive flask enabled.
Min Life % = 100
Min ES % = 100
Monster Count = 25
Monster Distance = 25
Ticked all monster types.
I jump into a pack, the potions get used, everything dies, their buff wears off, it continues to chug them until one of them is empty and the other one has on use left. This happens to me all the time.
Do I understand the setting correctly that the flasks should be used only when:
- The flask buffs is not present
- There are at least 25 mobs within 25 yard radius?
If I remember correctly the plugin came with 400 default monster distance, which seems crazy far.
Don't just say thanks, click thanks!
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Active Member
This is why I loved simple flask manager, it was great even though it was paid, so sad the dev gave up on it, Not beating up on this flask manager cos its great but simple flask was much better.
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Originally Posted by
Seminko
I have a similar issue however in my case the potions are in face being used. Also have a couple of question.
My settings for offensive flasks - Diamond Flask + Sulphur Flask:
I have offensive flask enabled.
Min Life % = 100
Min ES % = 100
Monster Count = 25
Monster Distance = 25
Ticked all monster types.
I jump into a pack, the potions get used, everything dies, their buff wears off, it continues to chug them until one of them is empty and the other one has on use left. This happens to me all the time.
Do I understand the setting correctly that the flasks should be used only when:
- The flask buffs is not present
- There are at least 25 mobs within 25 yard radius?
If I remember correctly the plugin came with 400 default monster distance, which seems crazy far.
This is why I've tried to keep BasicFlaskRoutine simple. The monster condition is separate from the health/es condition. You have health/es set to 100%, so it will constantly use it.
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Originally Posted by
porkie
This is why I loved simple flask manager, it was great even though it was paid, so sad the dev gave up on it, Not beating up on this flask manager cos its great but simple flask was much better.
You can do pretty much everything simple flask manager had, but in BasicFlaskRoutine
I was working on an intermediate between BasicFlaskRoutine and BuildYourOwnRoutine that would replace Simple Flask Routine but I never got around to finishing it. I've been super busy with work, moving, and a new dog... plus I have a private plugin I've been working on for a while that I recently had a major breakthrough on that took up all of my free time. I got to level 75 within the first two days of the league and I'm 76 now if that gives you an idea of how little free time I've had.
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Contributor
Originally Posted by
Sychotix
This is why I've tried to keep BasicFlaskRoutine simple. The monster condition is separate from the health/es condition. You have health/es set to 100%, so it will constantly use it.
Those are separate? Well alright, how do I set it up so that it uses the offensive flasks when there are mobs around regardless of my HP or ES? Thx
Don't just say thanks, click thanks!
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Originally Posted by
Seminko
Those are separate? Well alright, how do I set it up so that it uses the offensive flasks when there are mobs around regardless of my HP or ES? Thx
You already have. Now you just need to set your health/es conditions to whatever you want. 0,0 if you want to disable that part of the condition.
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Contributor
Originally Posted by
Sychotix
You already have. Now you just need to set your health/es conditions to whatever you want. 0,0 if you want to disable that part of the condition.
That's so counter-intuitive to me...
Btw just tried setting it to Monster Count: 10, Monster Distance: 400, HP: 0, ES: 0 and it stopped firing completely. Something tells me it's because I actually don't have 0HP and 0ES :-P
Don't just say thanks, click thanks!
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Originally Posted by
Seminko
That's so counter-intuitive to me...
Btw just tried setting it to Monster Count: 10, Monster Distance: 400, HP: 0, ES: 0 and it stopped firing completely. Something tells me it's because I actually don't have 0HP and 0ES :-P
Code:
new Decorator((x => Settings.OffensiveFlaskEnable && (PlayerHelper.isHealthBelowPercentage(Settings.HPPercentOffensive) || PlayerHelper.isEnergyShieldBelowPercentage(Settings.ESPercentOffensive) || Settings.OffensiveMonsterCount > 0 && hasEnoughNearbyMonsters(Settings.OffensiveMonsterCount, Settings.OffensiveMonsterDistance, Settings.OffensiveCountNormalMonsters, Settings.OffensiveCountRareMonsters, Settings.OffensiveCountMagicMonsters, Settings.OffensiveCountUniqueMonsters))),
Nope. Checks health || energy || monstersNearby.
Try increasing your distance, as 400 is somewhat small for a count of 10 monsters iirc.
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Post Thanks / Like - 1 Thanks
Seminko (1 members gave Thanks to Sychotix for this useful post)
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Contributor
Originally Posted by
Sychotix
Code:
new Decorator((x => Settings.OffensiveFlaskEnable && (PlayerHelper.isHealthBelowPercentage(Settings.HPPercentOffensive) || PlayerHelper.isEnergyShieldBelowPercentage(Settings.ESPercentOffensive) || Settings.OffensiveMonsterCount > 0 && hasEnoughNearbyMonsters(Settings.OffensiveMonsterCount, Settings.OffensiveMonsterDistance, Settings.OffensiveCountNormalMonsters, Settings.OffensiveCountRareMonsters, Settings.OffensiveCountMagicMonsters, Settings.OffensiveCountUniqueMonsters))),
Nope. Checks health || energy || monstersNearby.
Try increasing your distance, as 400 is somewhat small for a count of 10 monsters iirc.
You were indeed correct. For some reason I thought those were PoE units... Setting it to 800, while having 0HP/0ES works. Thanks!
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