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Originally Posted by
Sychotix
Let me know if you need help figuring out the reasoning behind that

The LINQ statement did get VERY out of hand due to the instant flask logic >.<
Done. Pull request up.
Couldn't figure out how to get it to check the flask buffs in the composition because we don't know what flasks the player is using at that point. I don't think it's outside the realm of possibility, but it's outside what I have time or knowledge to handle. I may take a look at it later tonight.
Last edited by clevernamegoeshere; 04-19-2018 at 02:45 PM.
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Sychotix (1 members gave Thanks to clevernamegoeshere for this useful post)
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Originally Posted by
clevernamegoeshere
Done. Pull request up.
Couldn't figure out how to get it to check the flask buffs in the composition because we don't know what flasks the player is using at that point. I don't think it's outside the realm of possibility, but it's outside what I have time or knowledge to handle. I may take a look at it later tonight.
Yeah, I was mistaken about the buff checking being on defensive/offensive composites. I think it is best left as is, checked in the flask search. While I agree that the LINQ statement should be split up a bit to be more readable... I'm not really a fan of your coding style. It seems like you are a bit too aggressive with splitting things into their own methods... for example creating a completely new method for a null check is overkill. Also, splitting the LINQ query up like you did might be okay... but you are converting it into to a list after every section which will have a negative impact on performance.
I'll do a little bit of refactoring to make it less ugly. Did you find what specifically was causing the issue, or did it just happen to get fixed during refactoring?
EDIT: Ah, I think I know what is wrong. When I was readjusting the code for instant flasks, I introduced a bug which treated defensive/offensive flasks the same as a buff removal. What clevernamegoeshere mentioned earlier about utility flasks makes a lot more sense.
EDIT2: Pushed the fix by clevernamegoeshere to github. I didn't directly pull in your pull request because of reasons mentioned earlier, but hopefully I kept the spirit of your refactor. The bug you discovered should also be fixed now with the addition of a new parameter called "ignoreBuffs." For now, only the instant flasks ignore buffs.
EDIT3: Against my better judgement... I've made BasicFlaskRoutine a little less basic as well. I added monster counting to offensive/defensive flasks triggers. Keep in mind that these triggers are still OR'ed together... meaning if your health% is below what you set... it doesn't matter if you don't have 20 unique mobs near you.
Last edited by Sychotix; 04-19-2018 at 07:09 PM.
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Originally Posted by
Sychotix
Yeah, I was mistaken about the buff checking being on defensive/offensive composites. I think it is best left as is, checked in the flask search. While I agree that the LINQ statement should be split up a bit to be more readable... I'm not really a fan of your coding style. It seems like you are a bit too aggressive with splitting things into their own methods... for example creating a completely new method for a null check is overkill. Also, splitting the LINQ query up like you did might be okay... but you are converting it into to a list after every section which will have a negative impact on performance.
I'll do a little bit of refactoring to make it less ugly. Did you find what specifically was causing the issue, or did it just happen to get fixed during refactoring?
EDIT: Ah, I think I know what is wrong. When I was readjusting the code for instant flasks, I introduced a bug which treated defensive/offensive flasks the same as a buff removal. What clevernamegoeshere mentioned earlier about utility flasks makes a lot more sense.
EDIT2: Pushed the fix by clevernamegoeshere to github. I didn't directly pull in your pull request because of reasons mentioned earlier, but hopefully I kept the spirit of your refactor. The bug you discovered should also be fixed now with the addition of a new parameter called "ignoreBuffs." For now, only the instant flasks ignore buffs.
Cool man. I'll grab the changes in a bit. Thanks for pushing it so quickly and being so responsive.
Yeah...I've been developing professionally for a long ass time and I'm kinda dogmatic about sacrificing brevity for readability. It can occasionally become cumbersome but it works in my favor often enough and opting for brevity has shot me in the foot often enough that it's just ingrained now. It's a style thing, tho. I completely understand not wanting to stick to it.
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Dekayo (1 members gave Thanks to clevernamegoeshere for this useful post)
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Originally Posted by
Sychotix
EDIT3: Against my better judgement... I've made BasicFlaskRoutine a little less basic as well. I added monster counting to offensive/defensive flasks triggers. Keep in mind that these triggers are still OR'ed together... meaning if your health% is below what you set... it doesn't matter if you don't have 20 unique mobs near you.
that is VERY appreciated. if you could find it in your worst judgement to add an option to always count unique monsters as fullfilling the count requirement (so that it always triggers on bosses) it would be perfect for me.
please ? =)
I had to find your post here to understand how the new options work though, it's not clear that it is an OR behavior with the min health % setting.
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Originally Posted by
Le_Vagabond
that is VERY appreciated. if you could find it in your worst judgement to add an option to always count unique monsters as fullfilling the count requirement (so that it always triggers on bosses) it would be perfect for me.
please ? =)
I had to find your post here to understand how the new options work though, it's not clear that it is an OR behavior with the min health % setting.
Sorry, can't do. You're asking me to add multi-trigger functionality to BasicFlaskRoutine. Try using BuildYourOwnRoutine and you can have all the customizability you want. It even has functionality to only use flasks at enemy low health and enemy resistances.
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Member
Hi all, maybe exist some programm for automaticaly activate divination distilate all time? for example, not activate every 4 or 6 seconds distilate like simple auroflask manager, but is check condition of distilate and activate it all time then flask effect is not active for any reason?
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Originally Posted by
Prostoy1233
Hi all, maybe exist some programm for automaticaly activate divination distilate all time? for example, not activate every 4 or 6 seconds distilate like simple auroflask manager, but is check condition of distilate and activate it all time then flask effect is not active for any reason?
Can you form that thought into better English? I am having a hard time understanding what you are asking.
Keep in mind, Divination Distilate's effect does NOT stay on while you are at 100% mana. Therefore you can only take advantage of the flask while it is still giving you mana.
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darktimka (1 members gave Thanks to Sychotix for this useful post)
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Hi. I have a question:
When offensive flasks met trigger condition (in my case its 98% hp) its drinks flask. I have instant leech, so condition "98% hp" is gone after 1 hit on mobz. But flasks every time 1 more uses. Its look like:
1. Get hit - 98% hp check - use flask.
2. Already 100% hp - flask buffs in progress - waiting.
3. 100% hp - even no mobs near me - use flask 1 more time.
4. buff in progress - w8ting.
5. 100% hp - stop using flask - or flasks charges depleted.
It use extra 1 time always
How i can prevent this?
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Originally Posted by
darktimka
Hi. I have a question:
When offensive flasks met trigger condition (in my case its 98% hp) its drinks flask. I have instant leech, so condition "98% hp" is gone after 1 hit on mobz. But flasks every time 1 more uses. Its look like:
1. Get hit - 98% hp check - use flask.
2. Already 100% hp - flask buffs in progress - waiting.
3. 100% hp - even no mobs near me - use flask 1 more time.
4. buff in progress - w8ting.
5. 100% hp - stop using flask - or flasks charges depleted.
It use extra 1 time always

How i can prevent this?
When is the last time you updated? This should have been fixed about 4 days ago
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Member
last update about a month
- Its work?
- Yes.
- Don't touch anything!

thanks.
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Originally Posted by
darktimka
last update about a month
- Its work?
- Yes.
- Don't touch anything!

thanks.
Well the fact that you are running into an issue that is fixed.. I would say it isn't working. You should update. In fact, you are missing two bug fixes.
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Member
Update. Just coz i have 2 fellows who looking at PC like at ITER and fear to update anything, i need to update all for them. but i'm lazy. avoiding everyday upades
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Member
Originally Posted by
darktimka
Update. Just coz i have 2 fellows who looking at PC like at ITER and fear to update anything, i need to update all for them. but i'm lazy. avoiding everyday upades

Troubleshooting 101 is to make sure you're on the latest version before asking for help, otherwise you might waste dev's time on trying to solve already solved issue. I see this way more often than I should on this forum.
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Member
i have an issue with flasks:
Bubbling eternal life flask of steadiness
avenger's quartz flask of warding
perpetual quicksilver flask of stunching
rumi
vessel of vinktar
error.png
and i have all the time this errors. its so annoying
i have debug on false - > why i even get any errors?
can u please fix it or add option to ignore it ?
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Originally Posted by
mniam
i have an issue with flasks:
Bubbling eternal life flask of steadiness
avenger's quartz flask of warding
perpetual quicksilver flask of stunching
rumi
vessel of vinktar
error.png
and i have all the time this errors. its so annoying
i have debug on false - > why i even get any errors?
can u please fix it or add option to ignore it ?
Turning debug on or off does not mean that you turn errors on and off. The error you are seeing is a hard error and would mean that the flask manager will not use flasks 1,3,4,5.
Restart your computer and the issue will probably be fixed.