shadowart
11-16-2015, 12:46 AM
Writing a perfect corpse opener in lua is not possible. This one has some limitation:
It cannot open corpses on ladders and rope holes (unless two creature both die there before you can loot either - then browse field looting will trigger).
It cannot open too old corpses as Xeno's Item.IsCorpse function only counts corpses in their first phase of decay as corpses.
It will open every corpse within 1 sqm regardless of what it contains as there's no way to tie a specific corpse to a specific loot message using lua.
If you walk away (so that the corpse closes) while it is being looted, it will not be re-opened.
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-------------------- CONFIG -------------------
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LootGold = true
LootAboveValue = 1000 -- Will loot any item with an NPC price greater or equal to this.
LootAboveValueRatio = 5 -- Will loot any stackable item with a NPC price to weight ratio greater or equal to this.
LootList = -- Will loot all items on this list even if they don't meet any of the above criteria.
{
"Great Spirit Potion",
"Crude Umbral Spellbook",
"Meat"
}
-- You need to open your backpacks on your own. 0 is your main backpack.
BpStacks = 1
BpRares = 2
BpGold = 3 -- Not needed if not looting gold.
-- Increase these if the script misses loot. Decrease them to increase speed.
MinWait = 20
MaxWait = 50
OpenCorpses = true
CloseCorpses = true -- The corpse opener works better if you also let it close corpses.
LootFirst = true -- Only relevant if OpenCorpses is true.
-----------------------------------------------
----------------- DESCRIPTION -----------------
-----------------------------------------------
--[[
This script will open and loot corpses within 1sqm of your character.
It will also loot any corpse that you open manually.
Known issues:
- The script is only able to open very fresh corpses.
- The script will not retry opening a corpse if you walk away
while it is being looted.
- The script cannot open corpses on top of ladders and rope spots.
]]
-----------------------------------------------
-----------------------------------------------
-----------------------------------------------
-- CONVERT CONFIG
local LootAboveValue = LootAboveValue
local LootAboveValueRatio = LootAboveValueRatio
OldLootList = LootList
local LootList = {}
for _, name in ipairs(OldLootList) do
LootList[Item.GetItemIDFromDualInput(name)] = true
end
local BpStacks = BpStacks
local BpRares = BpRares
local BpGold = BpGold
-- POSITION HASHING
local function ToNumber(pos)
return 10000000000*pos.x+100000*pos.y+pos.z
end
local function ToPos(num)
local x = math.floor(num/10000000000)
local y = math.floor(num/100000)%100000
local z = num%100000
return {x=x, y=y, z=z}
end
-- WAITING
local MinWait = MinWait
local MaxWait = MaxWait
local function Wait()
wait(MinWait, MaxWait)
end
-- LOOTER
local Corpses = {}
local Monsters = {}
Module("Find Corpses", function(find)
local UpdatedMonsters = {}
for pos, monster in pairs(Monsters) do
if monster:isAlive() and monster:DistanceFromSelf() < 20 then
UpdatedMonsters[ToNumber(monster:Position())] = monster
elseif Corpses[ToNumber(monster:Position())] then
Corpses[ToNumber(monster:Position())] = Corpses[ToNumber(monster:Position())] + 1
else
Corpses[ToNumber(monster:Position())] = 1
end
end
for _, monster in Creature.iMonsters(7) do
UpdatedMonsters[ToNumber(monster:Position())] = monster
end
Monsters = UpdatedMonsters
end)
local function GetBp(id)
return (id==3031 and BpGold) or (Item.isStackable(id) and BpStacks) or BpRares
end
local function GetSlot(id)
local bp = Container(GetBp(id))
if bp:isOpen() then
if Item.isStackable(id) then
for Spot = 0, bp:ItemCount() - 1 do
local item = bp:GetItemData(Spot)
if id == item.id and item.count ~= 100 then
return bp:Index(), Spot, (100-item.count)
end
end
end
if bp:isFull() then
if Item.isContainer(bp:GetItemData(bp:ItemCount()-1).id) then
local tries = 0
while not bp:UseItem(bp:ItemCount()-1, true) and tries < 10 do
Wait()
tries = tries + 1
end
if tries < 10 then
return GetSlot(id)
end
else
print("Error: "..bp:Name().." is full and has no container in its last slot.")
end
else
return bp:Index(), bp:ItemCount(), (Item.isStackable(id) and 100) or 1
end
else
print("Error: All backpacks aren't open.")
end
end
local function MoveToSelf(Corpse, Spot)
local item = Corpse:GetItemData(Spot)
if Self.Cap() >= Item.GetWeight(item.id)*item.count then
local index, slot, count = GetSlot(item.id)
if index then
local tries = 0
local LCount = Corpse:ItemCount()
while Corpse:isOpen() and Corpse:ItemCount() == LCount and tries < 10 do
Corpse:MoveItemToContainer(Spot, index, slot, math.min(item.count, count))
Wait()
tries = tries + 1
end
Wait()
if Corpse:isOpen() and Corpse:ItemCount() ~= LCount and count == item.count then
return true
end
if Corpse:isOpen() and count < item.count then
return MoveToSelf(Corpse, Spot)
end
end
else
print("Error: Not enough capacity.")
end
return false
end
local function IsLoot(id)
return ((Item.GetValue(id) >= LootAboveValue) or
(Item.isStackable(id) and (Item.GetValue(id)/Item.GetWeight(id)) > LootAboveValueRatio) or
LootList[id]) and (LootGold or id ~= 3031)
end
local CorpseNames = {"The", "Demonic", "Dead", "Slain", "Dissolved", "Remains", "Elemental"}
local function IsCorpseByName(name)
for _, CPartName in ipairs(CorpseNames) do
if name:find(CPartName) then
return true
end
end
return false
end
local function GrabItems(Corpse)
local success = true
if (Item.isCorpse(Corpse:ID()) or IsCorpseByName(Corpse:Name())) then
for Spot = Corpse:ItemCount() - 1, 0, -1 do
if IsLoot(Corpse:GetItemData(Spot).id) then
success = success and MoveToSelf(Corpse, Spot)
Wait()
end
end
end
return success
end
local function OpenCorpse(pos, count)
if Item.isCorpse(Map.GetTopUseItem(pos.x, pos.y, pos.z).id) and count == 1 then
local tries = 0
-- We need slightly longer waits when opening corpses, or the script falls apart. However, I'd still like the user to be able to slow down the looter. Thus we use both a static wait and a user configured wait.
while tries < 10 and not (Self.UseItemFromGround(pos.x, pos.y, pos.z) and (wait(40, 50) or Wait() or true) and Item.isCorpse(Container.GetLast():ID())) do
tries = tries + 1
end
Wait()
return tries < 10
else
local Browse = Container.GetByName("Browse Field")
local tries = 0
while (not Browse:isOpen() and tries < 10) do
Self.BrowseField(pos.x, pos.y, pos.z)
Wait()
Browse = Container.GetByName("Browse Field")
tries = tries + 1
end
Wait()
local success = true
for Spot = Browse:ItemCount() - 1, 0, -1 do
if Item.isCorpse(Browse:GetItemData(Spot).id) then
local tries = 0
while tries < 10 and not (Browse:UseItem(Spot) and (wait(40, 50) or Wait() or true) and Item.isCorpse(Container.GetLast():ID())) do
tries = tries + 1
end
Wait()
success = success and tries < 10
count = count - 1
end
if count == 0 then break end
end
return success
end
end
if OpenCorpses then
Module("Open Corpses", function(open)
local UpdatedCorpses = {}
for numPos, count in pairs(Corpses) do
local pos = ToPos(numPos)
if Self.DistanceFromPosition(pos.x, pos.y, pos.z) <= 1 and (LootFirst or Self.TargetID() == 0) then
if not OpenCorpse(pos, count) then
UpdatedCorpses[ToNumber(pos)] = count
else
GrabItems(Container.GetLast())
end
else
UpdatedCorpses[ToNumber(pos)] = count
end
Corpses = UpdatedCorpses
end
end)
end
Module("Loot Corpses", function(loot)
for _, c in Container.iContainers() do
if (Item.isCorpse(c:ID()) or IsCorpseByName(c:Name())) and c:isOpen() then
if GrabItems(c) then
Wait()
if CloseCorpses then c:Close() end
end
end
end
end)
HjugO
11-18-2015, 12:06 PM
Rif, you are simple xeno user, proves:
local indexs = {{0, 0}, {1, 0}, {2, 0}, {3, 0}, {4, 0}, {5, 0}, {6, 0}, {7, 0}, {-1, 0}, {-2, 0}, {-3, 0}, {-4, 0}, {-5, 0}, {-6, 0}, {-7, 0}, {0, 1}, {0, 2}, {0, 3}, {0, 4}, {0, 5}, {0, -1}, {0, -2}, {0, -3}, {0, -4}, {0, -5}, {1, -1}, {1, -2}, {1, -3}, {1, -4}, {1, -5}, {1, 1}, {1, 2}, {1, 3}, {1, 4}, {1, 5}, {2, -1}, {2, -2}, {2, -3}, {2, -4}, {2, -5}, {2, 1}, {2, 2}, {2, 3}, {2, 4}, {2, 5}, {3, -1}, {3, -2}, {3, -3}, {3, -4}, {3, -5}, {3, 1}, {3, 2}, {3, 3}, {3, 4}, {3, 5}, {4, -1}, {4, -2}, {4, -3}, {4, -4}, {4, -5}, {4, 1}, {4, 2}, {4, 3}, {4, 4}, {4, 5}, {5, -1}, {5, -2}, {5, -3}, {5, -4}, {5, -5}, {5, 1}, {5, 2}, {5, 3}, {5, 4}, {5, 5}, {6, -1}, {6, -2}, {6, -3}, {6, -4}, {6, -5}, {6, 1}, {6, 2}, {6, 3}, {6, 4}, {6, 5}, {7, -1}, {7, -2}, {7, -3}, {7, -4}, {7, -5}, {7, 1}, {7, 2}, {7, 3}, {7, 4}, {7, 5}, {-1, -1}, {-1, -2}, {-1, -3}, {-1, -4}, {-1, -5}, {-1, 1}, {-1, 2}, {-1, 3}, {-1, 4}, {-1, 5}, {-2, -1}, {-2, -2}, {-2, -3}, {-2, -4}, {-2, -5}, {-2, 1}, {-2, 2}, {-2, 3}, {-2, 4}, {-2, 5}, {-3, -1}, {-3, -2}, {-3, -3}, {-3, -4}, {-3, -5}, {-3, 1}, {-3, 2}, {-3, 3}, {-3, 4}, {-3, 5}, {-4, -1}, {-4, -2}, {-4, -3}, {-4, -4}, {-4, -5}, {-4, 1}, {-4, 2}, {-4, 3}, {-4, 4}, {4, 5}, {-5, -1}, {-5, -2}, {-5, -3}, {-5, -4}, {-5, -5}, {-5, 1}, {-5, 2}, {-5, 3}, {-5, 4}, {-5, 5}, {-6, -1}, {-6, -2}, {-6, -3}, {-6, -4}, {-6, -5}, {-6, 1}, {-6, 2}, {-6, 3}, {-6, 4}, {-6, 5}, {-7, -1}, {-7, -2}, {-7, -3}, {-7, -4}, {-7, -5}, {-7, 1}, {-7, 2}, {-7, 3}, {-7, 4}, {-7, 5},}
function getColor()
if color == 'white' then
r, g, b = 255, 255, 255
elseif color == 'azure' then
r, g, b = 140, 255, 230
elseif color == 'pink' then
r, g, b = 230, 20, 230
elseif color == 'red' then
r, g, b = 255, 20, 10
elseif color == 'orange' then
r, g, b = 255, 80, 10
elseif color == 'yellow' then
r, g, b = 255, 220, 10
elseif color == 'green' then
r, g, b = 300, 255, 10
end
end
it's from your pseudo MW Timer.
Shadowarts script working like a charm.
btw.
DarkstaR
https://www.dropbox.com/s/6j1oshdrke2uq15/rif.png?dl=0
Enjoy.
Google's Cache never forgets.
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