L3ss Than 33
2008-01-27 21:19:16
For scripts that collect materials (mining, collectors etc), here is an idea concerning the most efficient utilization of run energy:
1) Start in bank.
2) Turn run on, run to desired mining/collecting spot.
3) Collect raw materials (if energy is not out, collection of raw materials will be faster).
4) Turn off run.
5) Walk back to bank (heavily laden with materials).
6) Repeat.
Reason:
This method of turning on/off run energy gives the user the longest time period in which the character (macro) is running. You can run for longer when the weight of items you are carrying is less (after banking materials); and if run energy is not down to 0 by the time it reaches said spot, collection of materials will be quicker.
Additionally, no matter how much weight you are carrying while walking, run energy regenerates at the same rate (dependent only upon said character's agility level). Therefore, when the character is heavily laden with materials after mining/collecting, turning off run during this period to the bank effectively regenerates run at the optimal time, for if run were on during this period, the run energy would drain exponentially faster. Therefore, by implementing this method, each trip will be a little faster each time, which, extrapolated over many thousands of bank trips will result in a much higher yield of materials over a set time period =].
*I know this may seem obvious to some, but I have seen a lot of scripts out there that use some of the least efficient turning on/off run methods, while most do not even use run (which is a waste).
1) Start in bank.
2) Turn run on, run to desired mining/collecting spot.
3) Collect raw materials (if energy is not out, collection of raw materials will be faster).
4) Turn off run.
5) Walk back to bank (heavily laden with materials).
6) Repeat.
Reason:
This method of turning on/off run energy gives the user the longest time period in which the character (macro) is running. You can run for longer when the weight of items you are carrying is less (after banking materials); and if run energy is not down to 0 by the time it reaches said spot, collection of materials will be quicker.
Additionally, no matter how much weight you are carrying while walking, run energy regenerates at the same rate (dependent only upon said character's agility level). Therefore, when the character is heavily laden with materials after mining/collecting, turning off run during this period to the bank effectively regenerates run at the optimal time, for if run were on during this period, the run energy would drain exponentially faster. Therefore, by implementing this method, each trip will be a little faster each time, which, extrapolated over many thousands of bank trips will result in a much higher yield of materials over a set time period =].
*I know this may seem obvious to some, but I have seen a lot of scripts out there that use some of the least efficient turning on/off run methods, while most do not even use run (which is a waste).