Collection bits

Copperhead

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Is there a way to tell what collection ground spawns are up in a zone? If so, how? I am trying to complete the AC aug collection task(s) in RoF and its a royal pain right now trying to gather up certain pieces.
 
Hmm. Plugin idea. Wouldn't it be nice if you walked into a zone and:
1. the bits that you are missing in that particular zone for a given collection task are listed (like mq2targets would list mobs)
2. ground spawns show up on a HUD with their locations / proximity

I would love that. Happy to make a donation to help support if something like that is possible to create.
 
All the regular collection item ground spawns have the same graphic and item id.
You can see where they are but not what they are.

The collectors quest items have a different item id though.

I usually run around with an Rogue and myshoweq up.
I have spent days in some zone just trying to get that one rare item.

The only thing I can say is that some items drop only in some areas of a zone.
You need to collect items from the areas you don't need to increase the spawn chances in the areas you do need.
I am not quite sure how it works but only so many will spawn so if you keep farming one area they get more numerous in other areas and your area has less spawns.

The UI elements for collections is rather staggering.
It would be a monsterous undertaking to do anything with it I would think.
 
Hmm. Plugin idea. Wouldn't it be nice if you walked into a zone and:
1. the bits that you are missing in that particular zone for a given collection task are listed (like mq2targets would list mobs)
2. ground spawns show up on a HUD with their locations / proximity

I would love that. Happy to make a donation to help support if something like that is possible to create.
Dewey? wrote one. it is on the main vip site.
 
I cant seem to find this, could someone provide a link?
 
The code I wrote just dumps the data out to a file. There is nothing which matches up what you need with which zone it goes to.

Here is copy of the code.

Code:
|
| Ach.Mac - Walks the achievments window and dumps out all the details to ACH_{NAME}.INI 
|
| WARNING: This can take 5/10/20 seconds to run. 
|
| Output: 
|
|[Alaran in Chains (Shard's Landing) (10 Points)]
|1=FALSE|Rusty Shackles|0 / 1
|2=FALSE|Frayed Whip|0 / 1
|3=FALSE|Forge Hammer|0 / 1
|[Fear in Pieces (Shard's Landing) (10 Points)]
|1=FALSE|Unbreakable Sliver|0 / 1
|2=FALSE|Tempting Heart|0 / 1
|3=FALSE|Red Shard|0 / 1
|

Sub main
	/declare ININame string outer ACH_${Me.Name}.ini
	/declare line int outer 0 
	/declare NODE string 
	/declare AchName string outer
	/declare AchDone string outer
	/declare SubDone string outer
	/declare SubName string outer
	/declare SubCount string outer
	/declare SubKey int outer 0
	
	/echo Dumping your open achievements to: ${ININame}
	
	/if (!${Window[AchievementsWnd].Open}) {
		/ach
		/sleep 2s
		/echo -- Select some achievements to and restart macro.
	}

	| THIS DUMPS THE WINDOW INFO TO LOG -- DEBUGGING
	|/call LogWindow Window[AchievementsWnd] "" 1 
	
	/call ParseWindow Window[AchievementsWnd]
/return


| Recursive function that walks the achievements window and spits out achievements.
| Working as of 3-13-2014
Sub ParseWindow(string NODE)
	/varcalc line ${line} + 1

	/if (${${NODE}.Name.Equal[ACH_AchievementSub_CountLabel]}) {
		/varset SubCount ${${NODE}.Text} 
		/if (${SubName.NotEqual[NULL]}) {
			
			/if (${SubDone.Equal[TRUE]})  /echo .    DONE ${SubName} ${SubCount}
			/if (${SubDone.Equal[FALSE]}) /echo .    --->     ${SubName} ${SubCount}
			
			/varcalc SubKey ${SubKey}+1
			/ini ${ININame} "${AchName}" ${SubKey} "${SubDone}|${SubName}|${SubCount}"
			/varset SubName NULL
			
		}
	}
	
	/if (${${NODE}.Open}) {
		/if (${${NODE}.Name.Equal[ACH_Item_Screen]}) /varset AchName ${${NODE}.Text}
		/if (${${NODE}.Name.Equal[ACH_AchievementTimeStamp_Label]}) {
			/varset AchDone ${${NODE}.Text}
			/echo [A] ${AchName} ${AchDone}
			/varset SubName NULL
			/varset SubKey  0
		}
		/if (${${NODE}.Name.Equal[ACH_AchievementSub_CompletedButton]}) /varset SubDone ${${NODE}.Checked} 
		/if (${${NODE}.Name.Equal[ACH_AchievementSub_Label]}) 			/varset SubName ${${NODE}.Text}
		}
	}
		
	/if (${line} > 5000) {
		/echo halting due to line limit.
		/return
	}
		
	/if (${${NODE}.Open} && ${${NODE}.Children}) {
		/call ParseWindow "${NODE}.FirstChild"
	}		

	/if (${${NODE}.Siblings}) {
		/call ParseWindow "${NODE}.Next"
	}
/return



Sub LogWindow(string NODE,string lv,int sib)
		/declare a string local
		/declare b string local 

		/varcalc line ${line} + 1
		/varcalc a ${lv} + 1
		/varcalc b ${sib} + 1

		/if (${line}==1) /mqlog ~ LINE ~ LEVEL ~ OPEN ~ ENABLED ~ CHECKED ~ TEXT ~ NAME ~ TYPE
		
		/echo ${line} ${lv}${sib} ${${NODE}.Enabled} ${${NODE}.Text}                        ${${NODE}.Name}
		/mqlog ~ ${line} ~ ${lv}${sib} ~ ${${NODE}.Open} ~ ${${NODE}.Enabled} ~ ${${NODE}.Checked} ~ ${${NODE}.Text} ~ ${${NODE}.Name} ~ ${${NODE}.Type}	

		/if (${line} >= 250) {
			/echo halting at level 250
			/return
		}
		
		/if (${${NODE}.Children}) {
			/call LogWindow "${NODE}.FirstChild" "${lv}${sib}." 1
		}		

		/if (${${NODE}.Siblings}) {
			/call LogWindow "${NODE}.Next" ${lv} ${b}
		}
/return
 
I will sound like a noob here but so be it. I've avoided doing anything with collections beyond picking up anything obvious I spot while running around.

What's the POINT? Is it to earn a few AA's when you complete a set and/or to increase the amount of check-offs in your list of game accomplishments? Or is there a bigger "prize" down the road?

Anyone care to enlighten me?
 
cof and tds both give you a bag and another slot to add a personal tribute trophy
 
Interesting, this kind of carrot-on-a-stick is right up my alley, in terms of game motivations lol. Especially on FV where I can buy any collectibles I get sick-n-tired of camping. That's a nice augment and still very expensive even on FV, runs about 800k to 1milpp, when you can find it. In fact, only one for sale right now is asking 1.7mil. Still a fine aug, even by new xpac standards.