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Recent content by !sp

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    Trinity 1.9.8 & QuestTools 2.0.82

    FIX: Witch Doctor + Tall Man's Finger - stop spamming dogs Trinity is hard-coded to respawn the dogs when there's less than 2, which there will always be if you have Tall Mans Finger as you have 1 big dog. You don't want it respawning your big dog right in the middle of a fight just because...
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    Trinity 1.9.8 & QuestTools 2.0.82

    WD using the Grave Injustice passive needs the following code fix to prevent face-tanking by increasing the baseline GI range from the old 8m range to the newer 20m range, which brings this inline with the GI passive description. When using GI passive, Trinity will try to keep your WD in...
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    Incoming bans - December 18th

    1/1 eu
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    [1.7.1.6] Bugs Compendium

    I've posted an option to use old specific gold values for pickups rather than the more advanced scaled version. I guess the failing of the newer version is partly subjective as the rules aren't obvious. The intention was to pickup small amounts the closer you are to them, scaling up to your...
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    Unified Trinity Community Edition

    Combat Looting Delays I've subbed a fix for the combat looting delays to the Developers but if you'd like a quick fix then edit the file RefreshDiaObjects.cs, find the line // See if we should wait for [playersetting] milliseconds for possible loot drops before continuing run on the line...
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    Unified Trinity Community Edition

    /nod - already done all that. I've been professionally programming since 1986 so I'm pretty conversant with most forms of development. Thanks for the pointer though.
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    Unified Trinity Community Edition

    I'm getting there. I don't have VS installed for 'proper' dev as I've just been using notepad++ to make my changes but I'm dl'ing VS express now.
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    Unified Trinity Community Edition

    MOD: Gold Inactivity Timer New code to exit the current game if no gold was collected within 'expireSeconds'. It could probably do with some UI components Based on righttang's Gold Inactivity plugin Version: 1.7.1.3 File: GilesPlayerMover.cs Find these lines: // Check if we are...
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    Unified Trinity Community Edition

    Sorry, I left in a debug message. Remove this line from the gold pickup mod.: Logging.Write("[SP] Gold v=" + c_GoldStackSize + " ,d=" + c_CentreDistance + ",w=" + rangedPerc + ",nms="+newMinStack);
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    Unified Trinity Community Edition

    The following change to *always* extend the kill radius while using TP improved things for me... File: RefreshDiaObjects.cs Function: private static double RefreshKillRadius() OLD // Safety for Giles own portal-back-to-town for full-backpack else if...
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    Unified Trinity Community Edition

    I hope this temp. fix helps from earlier in this thread
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    Unified Trinity Community Edition

    hide exceptions If the reporting of various harmless exceptions bother you in 1.7.1.3 then you can hide them with the following mod: File: RefreshDiaObject.cs Function: private static bool RefreshGilesUnit(bool AddToCache) Find the code below and wrap it in a try/catch as even further...
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    Unified Trinity Community Edition

    fix for picking up all gold CE1.7.1.3 To make the plugin honour your minimum gold stash setting and avoid picking up *all* gold Version: Released CE v1.7.1.3 File: RefreshDiaObject.cs Function: private static bool RefreshGilesGold(bool AddToCache) change this: int rangedMinimumStackSize...
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    Unified Trinity Community Edition

    Forgot to say that introducing this means you can drop the "Wait for loot to drop" delay right down to the minimum as your toon will run back if there's anything of value.
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    Unified Trinity Community Edition

    Another tweak: The loot pickup range for items can easily be exceeded when your toon is moving really fast, such as when you've got multiple movement buffs on such as Sprint+Movement Shrine or Leap. I've also tweaked the pickup distance for Legendaries to hopefully always get those (this...
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