Yeah I wonder if its a problem with safewalk itself. I have all avoidances set to 1.0 100% and it will walk right into poison, grotesques, arcane without a care in the world.
On another note, I see that you some other skills added in - looks like you might be planning on supporting the...
Ah there it is, in ExplorationData.cs:
public static float NavigationNodeBoxSize = 2.5f;
//{
// get { return OpenWorldIds.Contains(AdvDia.CurrentWorldSnoId) ? 8 : 4; }
//}
public static float ExplorationNodeBoxSize
{
get...
I looked through the Exploration and Rift coroutines to try and see if that granularity is still set somewhere, but I didn't find it. Might take some time.
Actually, that brings me to a request - I know you normally bypass and disable the Trinity avoidance, can we have an option to turn it back on? Lots of deaths from sentries and poison clouds at high GR.
Edit: Actually, I don't know why I thought you were bypassing the avoidance. Must have had...
I agree, I'm not sure why that part is happening. It seems to prioritize that further area for some reason. (FWIW I am not a dev here, so I couldn't tell you exactly how hard it would be to code)
The problem is that there's a very fine balance between "too explorative" and "not explorative enough". If you fall into the former category, you explore every corner to make sure you don't miss the next rift entrance or path. If you fall into the latter, you could miss paths and rift entrances...
Yup, it will be different for every rune as they are treated as different actors. I don't have a WD handy so I can't pull the actorID for that, but you should be able to just dump actors when you have one around and find the #
There are two in here, one for speed one for progression that you could try:
https://www.thebuddyforum.com/threads/wizard-routine.403275/
I haven't yet tried them as I switched to Necro for the time being.
Ok, I've looked through all your logic and the Interact() logic in Trinity... but it's a little hard to figure out since I don't have a necro to test.
Interact() itself has two different routines, one in TrinityActor that stops the player, does a case switch on Gizmo (which a Shrine should be)...