<If condition="Me.IsInTown ">
<MoveToActor questId="312429" stepId="2" x="594" y="508" z="3" actorId="364715" interactRange="11" name="x1_OpenWorld_LootRunObelisk_B-596" pathPrecision="5" pathPointLimit="250" statusText="Moving to Nephalem Obelisk" isPortal="True"/>
<!--<MoveToActor questId="312429" stepId="2" x="594" y="508" z="3" actorId="345935" interactRange="9" name="X1_OpenWorld_LootRunPortal-1589" isPortal="True" destinationWorldId="" pathPrecision="5" pathPointLimit="250" statusText="" /> -->
<WaitTimer questId="1" stepId="1" waitTime="1000" />
<MoveToActor questId="312429" stepId="2" x="594" y="508" z="3" actorId="345935" interactRange="9" name="X1_OpenWorld_LootRunPortal-1589" isPortal="True" pathPrecision="5" pathPointLimit="250" statusText="" />
</If>
<AWTrinityExploreDungeon questId="312429" stepId="2" until="ObjectFound" objectDistance="300" actorId="176001" boxTolerance="0.55" boxSize="10" ignoreMarkers="False">
<AlternateActors>
<AlternateActor actorId="256728" objectDistance="300" />
<AlternateActor actorId="176002" objectDistance="300" />
<AlternateActor actorId="176038" objectDistance="300" />
</AlternateActors>
</AWTrinityExploreDungeon>
<If condition="Me.IsInTown ">
<If condition="CurrentWorldId == 332336">
<UseWaypoint questId="1" stepId="1" actorId="223757" x="401.7305" y="555.0093" z="24.90835" waypointNumber="46"/>
</If>
<If condition="CurrentWorldId == 161472">
<UseWaypoint questId="1" stepId="1" actorId="6442" x="324.8699" y="291.0312" z="1.645629" waypointNumber="46"/>
</If>
<If condition="CurrentWorldId == 172909">
<UseWaypoint questId="1" stepId="1" actorId="6442" x="402.5403" y="414.342" z="1.5338" waypointNumber="46"/>
</If>
<If condition="CurrentWorldId == 304235">
<UseWaypoint questId="1" stepId="1" actorId="6442" x="557.5455" y="525.3394" z="2.796465" waypointNumber="46"/>
</If>
<WaitTimer questId="1" stepId="1" waitTime="1000" />
</If>
What I was saying was say you some how got the full list of portal IDs, every single one. Sometimes those portal IDs can be entrances and sometimes exits. So you could enter in 17001 on one Rift, but on a different Rift that could be an exit, meaning your bot will go from Level 1 to Level 2 then back to Level 1, over and over and over.Isnt it possible to use the level and the portal id? so for example if you enter 17001 lvl 2 its impossible to enter 17001 lvl 1 again ? Some kind of code so it always chooses the higher level number.
Btw i know nothing about doing profiles im just trying to come up with ideas.
Thought about that myself, but I came across a Rift that the Level 2 door and Level 3 door had the same ID. :<Couldn't you blacklist the very first Portal "object" it finds when it enters a level, so that it will not use that object anymore and has to find a different one?
Same as above poster by the way, just trying to come out with ideas, I haven't done any DB profiles yet.
Thought about that myself, but I came across a Rift that the Level 2 door and Level 3 door had the same ID. :<
I want XML can do this,then i can current write rift profiles.....
<TrinityExploreDungeon questId="1" stepId="1" boxTolerance="0.01" boxSize="10" until="ExitFound" exitNameHash="1938876094" exitNameHashTwo="1938876095">
※※※※※when Trinity find exitNameHash,then set a temp value(ex.ProtalType=1),find exitNameHashTwo,then set a temp value(ex.ProtalType=2)※※※※※
<If ProtalType=1>
<UsePortal ................ portalMarkerHash="1938876094" ........ />
</If>
<If ProtalType=2>
<UsePortal ................ portalMarkerHash="1938876095" ........ />
</If>
so...... who can help me to plan this?
We would have to get the cords for every single Rift Level start location. :SDamnation!
But we could achieve the same thing instead of using the anchors by blacklisting a location to which the bot cannot enter again... but again, this will probably need a plugin to get done. Hmph.
Does "ExitFound" require an ActorID, or can it be used without one? Does it go to Level 2 without an ActorID?<TrinityExploreDungeon questId="1" stepId="1" boxTolerance="0.01" boxSize="10" until="ExitFound" exitNameHash="1938876094" exitNameHashTwo="1938876095">
The portalMarkerHash and WorldIds are correlated.
WorldID 288454 is always level 1 of any rift and has exit Hash 1938876094 if there is another level
WorldID 288685 is always level 2 of any rift and has exit Hash 1938876095 if there is another level
etc...
detecting if there is in fact another level available and making sure UsePortal navigates correctly to the exit has been tricky from my implementation.
edit: also, exploring to exitFound has caused me to run out of rift levels without getting enough kills to kill boss a couple of times so I have been using FullyExplored instead.
This would be good news if it is true.
I had thought of making a profile for rifts, but I could not think of an efficient way to do it. If the above is true, here is some psudo-code that I think would get the job done.
while(true) {
if(rift portal does not exist) openRift();
else if(town portal exists) takeTownPortal();
else takeRift();
TrinityExploreDungeon(Explore Dungeon, decent size boxes);
If(worldID == one with another level) MoveToMapMarker();
else click portal thing
Town Portal
Talk with Nuak (or w/e his name is)
Wait 30 seconds until rift would close if we finished
}