r3plic4tor
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- Apr 24, 2014
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Hello
I have the same problem ...! Help please
Use the latest version from svn Link or Look in the Support Thread there is a file for that Problem that fix it
Hello
I have the same problem ...! Help please
Hey guys
I use on Quest Tools "Trial Rifts: Disable Combat at Level..."
But the bot dont Tp or try to run out of fight on choosen LVL !
Any one know how to fix??
thanks Kevinhere
i also added goblins to the elite list
Hellothe quick fix is to use 2.1.12
U use jade with rrog?Anyone know if Jade Harvester works now?
U use jade with rrog?
Yes, is this were the problem lies? I guess it thinks I got only 5 pieces and thus won't enable the code for 6 set jade then?
Yep there is a file called set.cs (forgot which folder) change the jade set 3 bonus to 5.
Thank you![]()
public static bool CanUseBattleRage
{
get
{
return !UseOOCBuff && !Player.IsIncapacitated && CanCast(SNOPower.Barbarian_BattleRage, CanCastFlags.NoTimer) &&
(
!GetHasBuff(SNOPower.Barbarian_BattleRage) || (Player.CurrentHealthPct <= V.F("Barbarian.FuryDumpRaekor.MinHealth") &&
((Settings.Combat.Barbarian.FuryDumpWOTB && Player.PrimaryResourcePct >= V.F("Barbarian.WOTB.FuryDumpMin") && GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker)) ||
Settings.Combat.Barbarian.FuryDumpAlways && Player.PrimaryResourcePct >= V.F("Barbarian.WOTB.FuryDumpMin")))
) &&
Player.PrimaryResource >= V.F("Barbarian.BattleRage.MinFury");
}
}
Thank you![]()
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Trinity.Cache;
using Trinity.Items;
using Trinity.Reference;
using Zeta.Game;
using Zeta.Game.Internals.Actors;
namespace Trinity.Objects
{
/// <summary>
/// A collection of items that when equipped together provide special bonuses
/// </summary>
public class Set
{
public Set()
{
ClassRestriction = ActorClass.Invalid;
}
public string Name { get; set; }
/// <summary>
/// Number of items required to receive the first set bonus
/// </summary>
public int FirstBonusItemCount { get; set; }
/// <summary>
/// Number of items required to receive second set bonus, 0 = no bonus possible
/// </summary>
public int SecondBonusItemCount { get; set; }
/// <summary>
/// Number of items required to receive third set bonus, 0 = no bonus possible
/// </summary>
public int ThirdBonusItemCount { get; set; }
/// <summary>
/// Class this set is restricted to
/// </summary>
public ActorClass ClassRestriction { get; set; }
/// <summary>
/// If this set may only be used by a specific class
/// </summary>
public bool IsClassRestricted
{
get { return ClassRestriction != ActorClass.Invalid; }
}
/// <summary>
/// All items in this set
/// </summary>
public List<Item> Items { get; set; }
/// <summary>
/// All the ActorSNO ids for the items in this set
/// </summary>
private HashSet<int> _itemIds;
public HashSet<int> ItemIds
{
get { return _itemIds ?? (_itemIds = new HashSet<int>(Items.Select(i => i.Id))); }
}
/// <summary>
/// Items of this set that are currently equipped
/// </summary>
public List<Item> EquippedItems
{
get { return Items.Where(i => EquippedItemCache.Instance.ItemIds.Contains(i.Id)).ToList(); }
}
/// <summary>
/// Items of this set that are currently equipped, as ACDItem
/// </summary>
public List<ACDItem> EquippedACDItems
{
get { return EquippedItemCache.Instance.Items.Where(i => ItemIds.Contains(i.ActorSNO)).ToList(); }
}
public bool IsFirstBonusActive
{
get { return IsBonusActive(FirstBonusItemCount); }
}
public bool IsSecondBonusActive
{
get { return IsBonusActive(SecondBonusItemCount); }
}
public bool IsThirdBonusActive
{
get { return IsBonusActive(ThirdBonusItemCount); }
}
private bool IsBonusActive(int requiredItemCountForBonus)
{
var actualRequired = requiredItemCountForBonus - (Legendary.RingOfRoyalGrandeur.IsEquipped ? 1 : 0);
if (actualRequired < 2) actualRequired = 2;
return requiredItemCountForBonus > 0 && EquippedItems.Count >= actualRequired;
}
public bool IsOneBonusSet
{
get { return !IsThreeBonusSet && !IsTwoBonusSet; }
}
public bool IsTwoBonusSet
{
get { return !IsThreeBonusSet && SecondBonusItemCount > 0; }
}
public bool IsThreeBonusSet
{
get { return ThirdBonusItemCount > 0; }
}
/// <summary>
/// Items required to get the maximum set bonus
/// </summary>
public int MaxBonusItemCount
{
get { return IsThreeBonusSet ? ThirdBonusItemCount : (IsTwoBonusSet ? SecondBonusItemCount : FirstBonusItemCount); }
}
public bool IsMaxBonusActive
{
get { return IsBonusActive(MaxBonusItemCount); }
}
/// <summary>
/// Items required to get the maximum set bonus
/// </summary>
public int MaxBonuses
{
get { return IsThreeBonusSet ? 3 : (IsTwoBonusSet ? 2 : 1); }
}
/// <summary>
/// Items required to get the maximum set bonus
/// </summary>
public int CurrentBonuses
{
get
{
return IsThirdBonusActive ? 3 : (IsSecondBonusActive ? 2 : (IsFirstBonusActive) ? 1 : 0);
}
}
/// <summary>
/// Is this set is equipped enough for the maximum set bonus
/// </summary>
public bool IsFullyEquipped
{
get { return IsThreeBonusSet ? IsThirdBonusActive : (IsTwoBonusSet ? IsSecondBonusActive : IsFirstBonusActive); }
}
/// <summary>
/// Is this set is equipped enough for any set bonus
/// </summary>
public bool IsEquipped
{
get { return IsThirdBonusActive || IsSecondBonusActive || IsFirstBonusActive; }
}
}
}
Search for jade and there Must be =6 change to 5So i found the set.cs in the objects folder
Can someone point me out what to change to get the jade set working wiht 5 pcs ?
Ive got rorg equipped so no more then 5 pcs needed
here is the code
Code:using System; using System.Collections.Generic; using System.Linq; using System.Reflection; using Trinity.Cache; using Trinity.Items; using Trinity.Reference; using Zeta.Game; using Zeta.Game.Internals.Actors; namespace Trinity.Objects { /// <summary> /// A collection of items that when equipped together provide special bonuses /// </summary> public class Set { public Set() { ClassRestriction = ActorClass.Invalid; } public string Name { get; set; } /// <summary> /// Number of items required to receive the first set bonus /// </summary> public int FirstBonusItemCount { get; set; } /// <summary> /// Number of items required to receive second set bonus, 0 = no bonus possible /// </summary> public int SecondBonusItemCount { get; set; } /// <summary> /// Number of items required to receive third set bonus, 0 = no bonus possible /// </summary> public int ThirdBonusItemCount { get; set; } /// <summary> /// Class this set is restricted to /// </summary> public ActorClass ClassRestriction { get; set; } /// <summary> /// If this set may only be used by a specific class /// </summary> public bool IsClassRestricted { get { return ClassRestriction != ActorClass.Invalid; } } /// <summary> /// All items in this set /// </summary> public List<Item> Items { get; set; } /// <summary> /// All the ActorSNO ids for the items in this set /// </summary> private HashSet<int> _itemIds; public HashSet<int> ItemIds { get { return _itemIds ?? (_itemIds = new HashSet<int>(Items.Select(i => i.Id))); } } /// <summary> /// Items of this set that are currently equipped /// </summary> public List<Item> EquippedItems { get { return Items.Where(i => EquippedItemCache.Instance.ItemIds.Contains(i.Id)).ToList(); } } /// <summary> /// Items of this set that are currently equipped, as ACDItem /// </summary> public List<ACDItem> EquippedACDItems { get { return EquippedItemCache.Instance.Items.Where(i => ItemIds.Contains(i.ActorSNO)).ToList(); } } public bool IsFirstBonusActive { get { return IsBonusActive(FirstBonusItemCount); } } public bool IsSecondBonusActive { get { return IsBonusActive(SecondBonusItemCount); } } public bool IsThirdBonusActive { get { return IsBonusActive(ThirdBonusItemCount); } } private bool IsBonusActive(int requiredItemCountForBonus) { var actualRequired = requiredItemCountForBonus - (Legendary.RingOfRoyalGrandeur.IsEquipped ? 1 : 0); if (actualRequired < 2) actualRequired = 2; return requiredItemCountForBonus > 0 && EquippedItems.Count >= actualRequired; } public bool IsOneBonusSet { get { return !IsThreeBonusSet && !IsTwoBonusSet; } } public bool IsTwoBonusSet { get { return !IsThreeBonusSet && SecondBonusItemCount > 0; } } public bool IsThreeBonusSet { get { return ThirdBonusItemCount > 0; } } /// <summary> /// Items required to get the maximum set bonus /// </summary> public int MaxBonusItemCount { get { return IsThreeBonusSet ? ThirdBonusItemCount : (IsTwoBonusSet ? SecondBonusItemCount : FirstBonusItemCount); } } public bool IsMaxBonusActive { get { return IsBonusActive(MaxBonusItemCount); } } /// <summary> /// Items required to get the maximum set bonus /// </summary> public int MaxBonuses { get { return IsThreeBonusSet ? 3 : (IsTwoBonusSet ? 2 : 1); } } /// <summary> /// Items required to get the maximum set bonus /// </summary> public int CurrentBonuses { get { return IsThirdBonusActive ? 3 : (IsSecondBonusActive ? 2 : (IsFirstBonusActive) ? 1 : 0); } } /// <summary> /// Is this set is equipped enough for the maximum set bonus /// </summary> public bool IsFullyEquipped { get { return IsThreeBonusSet ? IsThirdBonusActive : (IsTwoBonusSet ? IsSecondBonusActive : IsFirstBonusActive); } } /// <summary> /// Is this set is equipped enough for any set bonus /// </summary> public bool IsEquipped { get { return IsThirdBonusActive || IsSecondBonusActive || IsFirstBonusActive; } } } }
Search for jade and there Must be =6 change to 5
public bool IsMaxBonusActive
{
//get { return IsBonusActive(MaxBonusItemCount); }
get {return true;}
}