Yeah, currently (as of the GitHub version) the only thing trinity is needed for is to load a profile when leaving the game, the rest of the randomness is taken care of by DB.
It looks like the act picker still uses Trinity loads..
Yeah, currently (as of the GitHub version) the only thing trinity is needed for is to load a profile when leaving the game, the rest of the randomness is taken care of by DB.
They definitely don't work for me; it always reports that I have no keys.
the parts that are cut off aren't relevant. The diff is pretty self explanatory; the log message for the first block is wrong (it says running A1 but loads A3). The second block both the log and the action is wrong. It should say "running A1 or A2" not "running A1 or A3" and it should load 1!2, not 1!1.
BTW the diff looks fine on my browser...
It looks like the act picker still uses Trinity loads..
Awesome. Thank you!
BTW i think a lot of the Festering Woods stucks are from people dying in Warrior's Rest or the Crypt, then spawning at the checkpoint inside rather in Festering Woods.
Also, once you have either of those checkpoints, if you die OUTSIDE in Festering Woods, you may respawn in those checkpoints..
Oh. also the keys;
I have them in my 2nd or 3rd page.. i tried both, and in the backpack, and for some reason the counts didn't work. I saw it work ONCE i think.
I wish there was an "eval" in the profiles to log various dynamic things
After some testing, it looks like all the basic arithemetic things don't work.
the ONLY test you can do is
func(x) < constant, func (x) > constant, func (x) == constant
All other combinations are not evaluated, eg x > func(y), x + y > z, etc.
Okay, got to the bottom of the key issue. The helper methods actually return count and not stack size. If you unstack your keys, it'll work like a dream, but stacked up, of course it looks like just 1
I have 40 act 3 keys, but only 5 of each act1, and act2.
Can I edit the profiles to skip act 3 farming like this:
Line 105 in KeyHuntinn_Sokahr.xml
<TrinityLoadProfile file="A3_Start_KeyHuntinn.xml!A1_Start_KeyHuntinn.xml" exit="true" />
Change to
<TrinityLoadProfile file="A1_Start_KeyHuntinn.xml" exit="true" />
Would this work?
allright fight a critical error that I don't think it can be fixed from your end (in my opinion), so in act 2, whenever the bot detect flying birds, it will just stuck there unless the birds land. Otherwise, it will stuck for a long period of time and may be kicked, inactive timer will not be triggered because bot is still moving around.
Thank you