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[Feature REQ] Quester objective priority

  • Version: All
  • Product: Quester
  • Type: Suggestion
  • Status: Not Added

Scenario: When you make quester profile and add objectives (example bosses and monsters or lootable/interactable objects) every objective in current quest will share same priority which will be ordered by distance

 

Issue: The problem with current system is you may never be able to finish the quest because there will always probably be something "useless" for you to kill which you needed at some part of that quest

 

The fix: To fix this issue my ideas are:

- Add seperate lists for prioritizing objectives (example: top priority > medium priority > low priority objectives) this could be expanded by adding possibility being able to add more priority lists by clicking button (by default having only highest priority visible) 

- Expand later to be able to hook priority lists to quest objectives so the bot will be able to prioritize quest objectives by priority lists

User Feedback

Recommended Comments

Hello, can you give me wowhead link of quest with this problem.

Because, with actual system you can create 1 quest (wrobot quest) by objective, this resolve normally this problem.

camelot10

Elite user
(edited)

use in pulse

		var hotspots = new List<Vector3>()
		{
			new Vector3(1,2,3),
			new Vector3(1,2,3),
			new Vector3(1,2,3),
			new Vector3(1,2,3),
		};
		var mobs = new List<int>();
		if (!Quest.IsObjectiveComplete(1, 12345))
			mobs.AddRange(new int[] { 1, 11, 111 });

		if (!Quest.IsObjectiveComplete(2, 12345))
			mobs.AddRange(new int[] { 2, 22, 222 });

		if (!Quest.IsObjectiveComplete(3, 12345))
			mobs.AddRange(new int[] { 3, 33, 333 });

		var mob = ObjectManager.GetNearestWoWUnit(ObjectManager.GetWoWUnitByEntry(mobs));
		if (mob != null && mob.IsValid && mob.IsAlive && mob.IsAttackable)
		{
			Interact.InteractGameObject(mob.GetBaseAddress);
			Fight.StartFight(mob.Guid);
			return true;
		}

		var p = hotspots[Others.Random(0, hotspots.Count - 1)];
		GoToTask.ToPosition(p, 5, true, (c) => ObjectManager.GetNearestWoWUnit(ObjectManager.GetWoWUnitByEntry(mobs)) == null);
		return true;

 

Edited by camelot10

BetterSister

Elite user

No quest as specific this would help users to create quests without being required to make seperate quests for each step in quest. This would also help create dungeon profiles easier when bot would prioritize bosses over trashes if you would like it that way. 

 

Just overall would improve the bot questing system and possibly reducing the size of profiles and making them easier to edit. Of course these are big changes but i think it is worth doing 

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