local GetTime = QuestHelper_GetTime QuestHelper_File["collect_loot.lua"] = "4.0.1.$svnversion$" QuestHelper_Loadtime["collect_loot.lua"] = GetTime() local debug_output = false if QuestHelper_File["collect_loot.lua"] == "Development Version" then debug_output = true end local QHC local PseudoIDs = { ["gold"] = -1, } local GetMonsterUID local GetMonsterType local GetItemType local GetLoc local Patterns local members = {} local members_count = 0 local members_refs = {} -- "raid6" and the like local function MembersUpdate() -- We want to keep track of exactly who is in a group with this player, so we can watch for combat messages involving them, so we can see who's been tapped, so we can record the right deaths, so we can know who the player should be able to loot. -- I hate my life. -- >:( local alone = false --QuestHelper:TextOut("MU start") members = {} -- we burn a table every time this updates, but whatever members_count = 0 if IsInRaid() then -- we is in a raid for i = 1, 40 do local ite = string.format("raid%d", i) local gud = UnitGUID(ite) if gud then members[gud] = true table.insert(members_refs, ite) --QuestHelper:TextOut(string.format("raid member %s added", UnitName(ite))) end end elseif GetNumGroupMembers() > 0 then -- we is in a party for i = 1, 4 do local ite = string.format("party%d", i) local gud = UnitGUID(ite) if gud then members[gud] = true table.insert(members_refs, ite) --QuestHelper:TextOut(string.format("party member %s added", UnitName(ite))) end end members[UnitGUID("player")] = true table.insert(members_refs, "player") --QuestHelper:TextOut(string.format("player %s added", UnitName("player"))) else -- we is alone ;.; if UnitGUID("player") then members[UnitGUID("player")] = true end -- it's possible that we haven't logged in entirely yet table.insert(members_refs, "player") --QuestHelper:TextOut(string.format("player %s added as %s", UnitName("player"), tostring(UnitGUID("player")))) alone = true end if GetLootMethod() == "master" and not alone then members = {} members_refs = {} end -- We're not going to bother trying to deal with master loot right now - it's just too different and I just don't care enough. for _, _ in pairs(members) do members_count = members_count + 1 end -- lulz end local MS_TAPPED_US = 1 local MS_TAPPED_US_TRIVIAL = 2 local MS_TAPPED_OTHER = 3 local MS_TAPPED_LOOTABLE = 4 local MS_TAPPED_LOOTABLE_TRIVIAL = 5 local MS_TAPPED_LOOTED = 6 local last_cleanup = GetTime() local monsterstate = {} local monsterrefresh = {} local monstertimeout = {} -- This all does something quite horrible. -- Some monsters don't become lootable when they're killed and didn't drop anything. We need to record this so we can get real numbers for them. -- Unfortunately, we can't just record when "something" is killed. We have to record when "our group" killed it, so we know that there *was* a chance of looting it. -- As such, we need to check for monster deaths that the player may never have actually targeted. It gets, to put it mildly, grim, and unfortunately we'll never be able to solve it entirely. -- Worse, we need to *not* record item drops for things that we never actually "saw" but that were lootable anyway, because if we do, we bias the results towards positive (i.e. if we AOE ten monsters down, and two of them drop, and we loot those, that's 2/2 if we record the drops, and 0/0 if we don't, while what we really want is 2/10. 0/0 is at least "not wrong".) -- On top of this, we want to avoid looting "discarded items", but unfortunately there's no real good way to determine this. Welp. local last_scan = 0 -- Here's a little bottleneck - we're going to try to only do one scan per second. Fingers crossed. local function CombatLogEvent(_, event, sourceguid, _, _, destguid, _, _, _, spellname) -- There's many things that are handled here. -- First, if there's any damage messages coming either to or from a party member, we check to see if that monster is tapped by us. If it's tapped, we cache the value for 15 seconds, expiring entirely in 30. -- Second, there's the Death message. If it's tapped by us, increases the kill count by 1/partymembers and changes its state to lootable. if event ~= "UNIT_DIED" then if last_scan > GetTime() then return end -- welp -- Something has been attacked by something, maybe. if not string.find(event, "_DAMAGE$") then return end -- We only care about something punching something else. local target, source if members[sourceguid] then source = sourceguid target = destguid elseif members[destguid] then source = targetguid target = sourceguid end -- If one of the items is in our party, the other is our target. if not target then return end -- If we don't have a target, then nobody is in our party, and we don't care. if monsterrefresh[target] and monsterrefresh[target] > GetTime() then return end -- we already have fresh data, so we're good -- Now comes the tricky part. We can't just look at the target because we're not allowed to target by GUID. So we iterate through all the party/raid members and hope *someone* has it targeted. Luckily, we can stop once we find someone who does. local targ for _, v in pairs(members_refs) do targ = v .. "target" if UnitGUID(targ) == target then break end targ = nil end last_scan = GetTime() + 1 if not targ then --monsterrefresh[target] = GetTime() + 5 --monstertimeout[target] = GetTime() + 5 return end -- Well, nobody seems to be targeting it. That's . . . odd, and annoying. We were thinking of tossing on a 5-second timeout. But we didn't, because we decided the global one-second lockout might help. So we'll do that for now. -- Okay. So we know who's targeting it. Now, let's see who has it tapped, if anyone. if not UnitIsTapped(targ) then -- Great. Nobody is. That is just *great*. Look how exuberant I feel at this moment. You know what? 5-second timeout. monsterstate[target] = nil monsterrefresh[target] = GetTime() + 5 monstertimeout[target] = GetTime() + 5 --if debug_output then QuestHelper:TextOut(string.format("Monster ignorified")) end else -- We know someone is, so we're going to set up our caching . . . monsterrefresh[target] = GetTime() + 15 monstertimeout[target] = GetTime() + 30 monsterstate[target] = (UnitIsTappedByPlayer(targ)) and (not UnitIsTrivial(targ) and MS_TAPPED_US or MS_TAPPED_US_TRIVIAL) or MS_TAPPED_OTHER -- and figure out if it's us. Or if it's trivial. We somewhat-ignore it if it's trivial, since it's much less likely to be looted and that could throw off our numbers --if debug_output then QuestHelper:TextOut(string.format("Monster %s set to %d, %s, %s", target, monsterstate[target], tostring(UnitIsTappedByPlayer(targ)), tostring(UnitIsTrivial(targ)))) end end -- DONE else -- It's dead. Hooray! if monsterstate[destguid] and monstertimeout[destguid] > GetTime() and (monsterstate[destguid] == MS_TAPPED_US or monsterstate[destguid] == MS_TAPPED_US_TRIVIAL) and members_count > 0 then -- yaaay local type = GetMonsterType(destguid) if not QHC.monster[type] then QHC.monster[type] = {} end if monsterstate[destguid] == MS_TAPPED_US then QHC.monster[type].kills = (QHC.monster[type].kills or 0) + 1 / members_count -- Hopefully, most people loot their kills. Divide by members_count 'cause there's a 1/members chance that we get to loot. We'll flag the loot count some other way if it was a trivial monster. end monsterstate[destguid] = (monsterstate[destguid] == MS_TAPPED_US and MS_TAPPED_LOOTABLE or MS_TAPPED_LOOTABLE_TRIVIAL) monsterrefresh[destguid] = GetTime() + 600 monstertimeout[destguid] = GetTime() + 600 --QuestHelper:TextOut(string.format("Tapped monster %s slain, set to lootable", destguid)) else monsterstate[destguid] = nil monsterrefresh[destguid] = nil monstertimeout[destguid] = nil --QuestHelper:TextOut(string.format("Untapped monster %s slain, cleared", destguid)) end end end local skintypes = {} skintypes[UNIT_SKINNABLE_ROCK] = "mine" skintypes[UNIT_SKINNABLE_HERB] = "herb" skintypes[UNIT_SKINNABLE_BOLTS] = "eng" skintypes[UNIT_SKINNABLE_LEATHER] = "skin" local function SkinnableflagsTooltipy(self, ...) --QuestHelper:TextOut("tooltipy") if UnitExists("mouseover") and UnitIsVisible("mouseover") and not UnitIsPlayer("mouseover") and not UnitPlayerControlled("mouseover") and UnitIsDead("mouseover") then local guid = UnitGUID("mouseover") --QuestHelper:TextOut("critar") if not monsterstate[guid] or monsterstate[guid] ~= MS_TAPPED_LOOTED or monsterrefresh[guid] > GetTime() then return end --QuestHelper:TextOut("runin") local cid = GetMonsterType(guid) local skintype = nil local lines = GameTooltip:NumLines() for i = 3, lines do --QuestHelper:TextOut(_G["GameTooltipTextLeft" .. tostring(i)]:GetText()) local skeen = skintypes[_G["GameTooltipTextLeft" .. tostring(i)]:GetText()] if skeen then QuestHelper: Assert(not skintype) skintype = skeen end end if not QHC.monster[cid] then QHC.monster[cid] = {} end local qhci = QHC.monster[cid] for _, v in pairs(skintypes) do if v == skintype then --QuestHelper:TextOut(v .. "_yes") qhci[v .. "_yes"] = (qhci[v .. "_yes"] or 0) + 1 else --QuestHelper:TextOut(v .. "_no") qhci[v .. "_no"] = (qhci[v .. "_no"] or 0) + 1 end end end end -- Logic behind this module: -- Watch for the spell to be sent -- Watch for it to start -- Check out the combat log and see what GUID we get -- If the GUID is null, we're targeting an object, otherwise, we're targeting a critter -- Wait for spell to succeed -- If anything doesn't synch up, or the spell is interrupted, nil out all these items. -- We've got a little special case for pickpocketing, because people often use macros, so we detect that case specifically. local PP_PHASE_IDLE local PP_PHASE_SENT local PP_PHASE_COMPLETE local pickpocket_phase = PP_PHASE_IDLE local pickpocket_target local pickpocket_otarget_guid local pickpocket_timestamp local pickpocket_name = GetSpellInfo(921) -- this is the pickpocket spell ID local function pp_reset() pickpocket_target, pickpocket_otarget_guid, pickpocket_timestamp, pickpocket_phase = nil, nil, nil, PP_PHASE_IDLE end pp_reset() local function PPSent(player, spell, _, target) if player ~= "player" then return end if spell ~= pickpocket_name then return end if UnitName("target") ~= target then return end -- DENY pickpocket_timestamp, pickpocket_target, pickpocket_otarget_guid, pickpocket_phase = GetTime(), target, UnitGUID("target"), PP_PHASE_SENT end local function PPSucceed(player, spell, rank) if player ~= "player" then return end if spell ~= pickpocket_name then return end if pickpocket_phase ~= PP_PHASE_SENT and (not pickpocket_otarget_guid or last_timestamp + 1 < GetTime()) then pp_reset() return end pickpocket_timestamp, pickpocket_phase = GetTime(), PP_PHASE_COMPLETE end -- This segment deals with openable containers local touched_itemid local touched_timestamp local function ItemLock(bag, slot) if not bag or not slot then return end -- probably changing equipment local _, _, locked = GetContainerItemInfo(bag, slot) --QuestHelper:TextOut(string.format("trying lock %s", tostring(locked))) if locked then touched_itemid = GetItemType(GetContainerItemLink(bag, slot)) --[[QuestHelper:TextOut(string.format("trying lock %s", tostring(touched_itemid))) QuestHelper:TextOut(string.format("trying lock %s", tostring(type(touched_itemid)))) QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_yes))) QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_no)))]] touched_timestamp = GetTime() if not QHC.item[touched_itemid] or (QHC.item[touched_itemid].open_yes or 0) <= (QHC.item[touched_itemid].open_no or 0) then touched_itemid = nil touched_timestamp = nil end else touched_itemid = nil touched_timestamp = nil end end -- Here's the segment for longer spells. There aren't any instant spells we currently care about, besides pickpocketing. This will probably change eventually (arrows in the DK starting zone?) local LAST_PHASE_IDLE = 0 local LAST_PHASE_SENT = 1 local LAST_PHASE_START = 2 local LAST_PHASE_COMBATLOG = 3 local LAST_PHASE_COMPLETE = 4 local last_phase = LAST_PHASE_IDLE local last_spell local last_rank local last_target local last_target_guid local last_otarget local last_otarget_guid local last_timestamp local last_succeed = false local last_succeed_trade = GetTime() local gathereffects = {} gathereffects[GetSpellInfo(51306)] = {token = "eng", noclog = true} gathereffects[GetSpellInfo(32606)] = {token = "mine"} gathereffects[GetSpellInfo(2366)] = {token = "herb"} gathereffects[GetSpellInfo(8613)] = {token = "skin"} gathereffects[GetSpellInfo(21248)] = {token = "open", noclog = true} gathereffects[GetSpellInfo(30427)] = {token = "extract", noclog = true} -- not a loot window, so it won't really work, but hey gathereffects[GetSpellInfo(13262)] = {token = "de", noclog = true, ignore = true} gathereffects[GetSpellInfo(31252)] = {token = "prospect", noclog = true, ignore = true} gathereffects[GetSpellInfo(51005)] = {token = "mill", noclog = true, ignore = true} local function normalize_spell(spell) for k in pairs(gathereffects) do if spell:find(k) then return k end end return spell end local function last_reset() last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = nil, nil, nil, nil, nil, nil, false, LAST_PHASE_IDLE end last_reset() -- This all doesn't work with instant spells. Luckily, I don't care about instant spells (yet). local function SpellSent(player, spell, rank, target) if player ~= "player" then return end spell = normalize_spell(spell) last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = GetTime(), spell, rank, target, nil, UnitName("target"), UnitGUID("target"), false, LAST_PHASE_SENT if last_otarget and last_otarget ~= last_target then last_reset() return end --QuestHelper:TextOut(string.format("ss %s", spell)) end local function SpellStart(player, spell, rank) if player ~= "player" then return end spell = normalize_spell(spell) if spell ~= last_spell or rank ~= last_rank or last_target_guid or last_phase ~= LAST_PHASE_SENT or last_timestamp + 1 < GetTime() then last_reset() else --QuestHelper:TextOut(string.format("sst %s", spell)) last_timestamp, last_phase = GetTime(), LAST_PHASE_START end end local function SpellCombatLog(_, event, sourceguid, _, _, destguid, _, _, _, spellname) if event ~= "SPELL_CAST_START" then return end if sourceguid ~= UnitGUID("player") then return end spellname = normalize_spell(spellname) --QuestHelper:TextOut(string.format("cle_ss enter %s %s %s %s", tostring(spellname ~= last_spell), tostring(not last_target), tostring(not not last_target_guid), tostring(last_timestamp + 1 < GetTime()))) if spellname ~= last_spell or not last_target or last_target_guid or last_timestamp + 1 < GetTime() then last_reset() return end --QuestHelper:TextOut("cle_ss enter") if last_phase ~= LAST_PHASE_START then last_reset() return end --QuestHelper:TextOut(string.format("cesst %s", spellname)) last_timestamp, last_target_guid, last_phase = GetTime(), destguid, LAST_PHASE_COMBATLOG if last_target_guid == "0x0000000000000000" then last_target_guid = nil end if last_target_guid and last_target_guid ~= last_otarget_guid then last_reset() return end end local function SpellSucceed(player, spell, rank) if player ~= "player" then return end spell = normalize_spell(spell) if gathereffects[spell] then last_succeed_trade = GetTime() end --QuestHelper:TextOut(string.format("sscu enter %s %s %s %s %s", tostring(last_spell), tostring(last_target), tostring(last_rank), tostring(spell), tostring(rank))) if not last_spell or not last_target or last_spell ~= spell or last_rank ~= rank then last_reset() return end --QuestHelper:TextOut("sscu enter") if gathereffects[spell] and gathereffects[spell].noclog then if last_phase ~= LAST_PHASE_START or last_timestamp + 10 < GetTime() then last_reset() return end else if last_phase ~= LAST_PHASE_COMBATLOG or last_timestamp + 10 < GetTime() then last_reset() return end end --QuestHelper:TextOut(string.format("sscu %s, %d, %s, %s", spell, last_phase, tostring(last_phase == LAST_PHASE_SENT), tostring((last_phase == LAST_PHASE_SENT) and LAST_PHASE_SHORT_SUCCEEDED))) last_timestamp, last_succeed, last_phase = GetTime(), true, LAST_PHASE_COMPLETE --QuestHelper:TextOut(string.format("last_phase %d", last_phase)) --[[if last_phase == LAST_PHASE_COMPLETE then QuestHelper:TextOut(string.format("spell succeeded, casting %s %s on %s/%s", last_spell, last_rank, tostring(last_target), tostring(last_target_guid))) end]] end local function SpellInterrupt(player, spell, rank) if player ~= "player" then return end -- I don't care what they were casting, they're certainly not doing it now --QuestHelper:TextOut(string.format("si %s", spell)) last_reset() end local function LootOpened() local targetguid = UnitGUID("target") -- We're cleaning up the monster charts here, on the theory that if someone is looting, they're okay with a tiny lag spike. if last_cleanup + 300 < GetTime() then local cleanup = {} for k, v in pairs(monstertimeout) do if v < GetTime() then table.insert(cleanup, k) end end for _, v in pairs(cleanup) do monsterstate[v] = nil monsterrefresh[v] = nil monstertimeout[v] = nil end end -- First off, we try to figure out where the hell these items came from. local ltype = nil local spot = nil local prefix = nil if IsFishingLoot() then -- yaaaaay --if debug_output then QuestHelper:TextOut("Fishing loot") end local loc = GetLoc() if not QHC.fishing then QHC.fishing = {} end ltype = QHC.fishing spot = {} spot.loc = loc prefix = "fish" elseif pickpocket_phase == PP_PHASE_COMPLETE and pickpocket_timestamp and pickpocket_timestamp + 1 > GetTime() and targetguid == pickpocket_otarget_guid then --if debug_output then QuestHelper:TextOut(string.format("Pickpocketing from %s/%s", pickpocket_target, UnitName("target"), targetguid)) end local mid = GetMonsterType(targetguid) if not QHC.monster[mid] then QHC.monster[mid] = {} end spot = QHC.monster[mid] prefix = "rob" elseif last_phase == LAST_PHASE_COMPLETE and gathereffects[last_spell] and last_timestamp + 1 > GetTime() then local beef = string.format("%s/%s %s/%s", tostring(last_target), tostring(last_target_guid), tostring(last_otarget), tostring(last_otarget_guid)) if gathereffects[last_spell].ignore then return end prefix = gathereffects[last_spell].token -- this one is sort of grim actually -- If we have an last_otarget_guid, it's the right one, and it's a monster -- If we don't, use last_target, and it's an object -- This is probably going to be buggy. Welp. if last_otarget_guid then if debug_output then QuestHelper:TextOut(string.format("%s from monster %s", gathereffects[last_spell].token, beef)) end local mid = GetMonsterType(last_otarget_guid) if not QHC.monster[mid] then QHC.monster[mid] = {} end spot = QHC.monster[mid] else if debug_output then QuestHelper:TextOut(string.format("%s from object %s", gathereffects[last_spell].token, beef)) end if not QHC.object[last_target] then QHC.object[last_target] = {} end spot = QHC.object[last_target] end elseif touched_timestamp and touched_timestamp + 1 > GetTime() then -- Opening a container, possibly --if debug_output then QuestHelper:TextOut(string.format("Opening container %d", touched_itemid)) end if not QHC.item[touched_itemid] then QHC.item[touched_itemid] = {} end spot = QHC.item[touched_itemid] prefix = "open" elseif targetguid and (monsterstate[targetguid] == MS_TAPPED_LOOTABLE or monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL) and monstertimeout[targetguid] > GetTime() and (not pickpocket_timestamp or pickpocket_timestamp + 5 < GetTime()) and (not last_timestamp or last_timestamp + 5 < GetTime()) and (last_succeed_trade + 5 < GetTime()) then -- haha holy shit -- Monster is lootable, so we loot the monster. Should we check to see if it's dead first? Probably. --if debug_output then QuestHelper:TextOut(string.format("%s from %s/%s", (monsterstate[targetguid] == MS_TAPPED_LOOTABLE and "Monsterloot" or "Trivial monsterloot"), UnitName("target"), targetguid)) end local mid = GetMonsterType(targetguid) if not QHC.monster[mid] then QHC.monster[mid] = {} end spot = QHC.monster[mid] if monsterstate[targetguid] == MS_TAPPED_LOOTABLE then prefix = "loot" elseif monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL then prefix = "loot_trivial" -- might be a better way to do this, but we'll see end monsterstate[targetguid] = MS_TAPPED_LOOTED monstertimeout[targetguid] = GetTime() + 300 monsterrefresh[targetguid] = GetTime() + 2 else --if debug_output then QuestHelper:TextOut("Who knows") end -- ugh local loc = GetLoc() if not QHC.worldloot then QHC.worldloot = {} end ltype = QHC.worldloot spot = {} spot.loc = loc prefix = "loot" end local items = {} items[PseudoIDs["gold"]] = 0 for i = 1, GetNumLootItems() do tex, name, quant, qual, locked = GetLootSlotInfo(i) link = GetLootSlotLink(i) local slotType = GetLootSlotType(i) if quant == 0 then -- moneys local tot = 0 local _, _, gold = string.find(name, Patterns.GOLD_AMOUNT) local _, _, silver = string.find(name, Patterns.SILVER_AMOUNT) local _, _, copper = string.find(name, Patterns.COPPER_AMOUNT) tot = (tonumber(gold) or 0) * 10000 + (tonumber(silver) or 0) * 100 + (tonumber(copper) or 0) * 1 items[PseudoIDs["gold"]] = tot else if slotType == LOOT_SLOT_CURRENCY then if not QHC.PseudoIDs[name] then QHC.PseudoIDsMin = QHC.PseudoIDsMin - 1 QHC.PseudoIDs[name] = QHC.PseudoIDsMin end items[QHC.PseudoIDs[name]] = (items[QHC.PseudoIDs[name]] or 0) + quant else if not link and not name then local msg = "Texture is " .. tostring(tex) .. " with a quantity of " .. tostring(quant) .. ", a quality of " .. qual .. "." if slotType == LOOT_SLOT_MONEY then QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is coin. " .. msg) elseif slotType == LOOT_SLOT_ITEM then QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is item. " .. msg) else QuestHelper_ErrorCatcher_ExplicitError(false, "Loot slot " .. tostring(i) .. " is ???. " .. msg) --QuestHelper:Assert(false, "Loot slot " .. tostring(i) .. " is ???. " .. msg) end elseif not link then QuestHelper:Assert(link, "Need more info on '" .. name .. "'x" .. tostring(quant) .. ".") elseif not name then QuestHelper:Assert(name, "Need more info on '" .. link .. "'x" .. tostring(quant) .. ".") end local itype = GetItemType(link) items[itype] = (items[itype] or 0) + quant end end end if not spot[prefix] then spot[prefix] = {} end spot[prefix]["count"] = (spot[prefix]["count"] or 0) + 1 if not spot[prefix]["loot"] then spot[prefix]["loot"] = {} end local pt = spot[prefix]["loot"] for k, v in pairs(items) do if v > 0 then pt[k] = (pt[k] or 0) + v end end if ltype then table.insert(ltype, spot) end end function QH_Collect_Loot_Init(QHCData, API) QHC = QHCData if not QHC.monster then QHC.monster = {} end if not QHC.worldloot then QHC.worldloot = {} end if not QHC.fishing then QHC.fishing = {} end if not QHC.item then QHC.item = {} end if not QHC.PseudoIDs then QHC.PseudoIDs = PseudoIDs QHC.PseudoIDsMin = -1 end QH_Event("PLAYER_ENTERING_WORLD", MembersUpdate) QH_Event("RAID_ROSTER_UPDATE", MembersUpdate) QH_Event("PARTY_MEMBERS_CHANGED", MembersUpdate) QH_Event("COMBAT_LOG_EVENT_UNFILTERED", CombatLogEvent) QH_Event("UPDATE_MOUSEOVER_UNIT", SkinnableflagsTooltipy) QH_Event("UNIT_SPELLCAST_SENT", PPSent) QH_Event("UNIT_SPELLCAST_SUCCEEDED", PPSucceed) QH_Event("ITEM_LOCK_CHANGED", ItemLock) QH_Event("UNIT_SPELLCAST_SENT", SpellSent) QH_Event("UNIT_SPELLCAST_START", SpellStart) QH_Event("COMBAT_LOG_EVENT_UNFILTERED", SpellCombatLog) QH_Event("UNIT_SPELLCAST_SUCCEEDED", SpellSucceed) QH_Event("UNIT_SPELLCAST_INTERRUPTED", SpellInterrupt) QH_Event("LOOT_OPENED", LootOpened) MembersUpdate() -- to get self, probably won't work but hey GetMonsterUID = API.Utility_GetMonsterUID GetMonsterType = API.Utility_GetMonsterType GetItemType = API.Utility_GetItemType QuestHelper: Assert(GetMonsterUID) QuestHelper: Assert(GetMonsterType) QuestHelper: Assert(GetItemType) Patterns = API.Patterns API.Patterns_RegisterNumber("GOLD_AMOUNT") API.Patterns_RegisterNumber("SILVER_AMOUNT") API.Patterns_RegisterNumber("COPPER_AMOUNT") GetLoc = API.Callback_LocationBolusCurrent QuestHelper: Assert(GetLoc) -- What I want to know is whether it was tagged by me or my group when dead -- Check target-of-each-groupmember? Once we see him tapped once, and by us, it's probably sufficient. -- Notes: --[[ COMBAT_LOG_EVENT_UNFILTERED arg2 UNIT_DIED, PLAYER_TARGET_CHANGED, LOOT_OPENED, (LOOT_CLOSED, [LOOT_SLOT_CLEARED, ITEM_PUSH, CHAT_MSG_LOOT]), PLAYER_TARGET_CHANGED, SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP, LOOT_OPENED (etc) ITEM_PUSH can happen after LOOT_CLOSED, but it still happens. Between LOOT_OPENED and LOOT_CLOSED, the lootable target is still targeted. Unsure what happens when looting items. LOOT_CLOSED triggers first if we target someone else. ITEM_PUSH happens, then CHAT_MSG_LOOT. CHAT_MSG_LOOT includes quite a lot of potentially useful arguments. PLAYER_TARGET_CHANGED before either looting or skinning. SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP in that order. Arg4 on SENT seems to be the target's name. Arg4 on the others appears to be a unique identifier. When started, we target the right thing. After that, we don't seem to. Check the combat log. ]] end