Magi
New Member
- Joined
- Oct 12, 2012
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UPDATE to loot issue --
I possibly have a fix for this. Doing some tests now but it looks promising. I've requested some changes to Unified Trinity and once they are in place, I will release this publicly assuming I didn't make anything worse.
Here is what I think is happening when looting does not properly occur (if you've experienced differently or the same, please comment to confirm or trash my theory):
You kill the warden and are immediately drawn away to finish fighting. You finish the fight out of the vicinity of the uber corpse. At this point trinity may or may not go back on it's own depending on how long it's been since you killed the warden or how far you are away. Here, my script comes in currently and should walk you back to the corpse (or last known position of the warden which should be close).
At this point, I think the problem starts. I don't believe Trinity refreshes on it's own when you reach the corpse, and you just warp out regardless of my 3 second wait timer before warp, thus missing the loot.
Solution:
I've put further *Trinity* wait timers in, including town run wait timers so that doesn't screw things up. Once trinity is done doing whatever it needs to do, my script will walk you to the warden corpse if it is further than 10ft out. THEN, I tell Trinity to force refresh the monster/object list at the corpse. This *should* be a sure fire win.
My first test, I killed the warden (no key, bummer) but I was out of range. I walked back to the corpse, and at this point my character ALWAYS warped out now that I think about it. This time, he walked to the corpse, paused for a moment, then went and picked up a rare item it didn't pick up after killing and partially looting the warden corpse (was drawn out by some enemy fire).
Gonna watch it a little more but I'm thinking this could be the ticket! (as I write this, it did it again. walked to corpse, paused. And picked up some more stuff I didn't initially pick up. Sweet!)
Oh, and fixed the relogging/loading wrong profile too! If you load a middle of the road profile and have NV-0 (good assumption for a relog, it will restart the act from the beginning)
And of course, random act choosing if you have an equal amount of keys (thank you Bladerunner!)
I possibly have a fix for this. Doing some tests now but it looks promising. I've requested some changes to Unified Trinity and once they are in place, I will release this publicly assuming I didn't make anything worse.
Here is what I think is happening when looting does not properly occur (if you've experienced differently or the same, please comment to confirm or trash my theory):
You kill the warden and are immediately drawn away to finish fighting. You finish the fight out of the vicinity of the uber corpse. At this point trinity may or may not go back on it's own depending on how long it's been since you killed the warden or how far you are away. Here, my script comes in currently and should walk you back to the corpse (or last known position of the warden which should be close).
At this point, I think the problem starts. I don't believe Trinity refreshes on it's own when you reach the corpse, and you just warp out regardless of my 3 second wait timer before warp, thus missing the loot.
Solution:
I've put further *Trinity* wait timers in, including town run wait timers so that doesn't screw things up. Once trinity is done doing whatever it needs to do, my script will walk you to the warden corpse if it is further than 10ft out. THEN, I tell Trinity to force refresh the monster/object list at the corpse. This *should* be a sure fire win.
My first test, I killed the warden (no key, bummer) but I was out of range. I walked back to the corpse, and at this point my character ALWAYS warped out now that I think about it. This time, he walked to the corpse, paused for a moment, then went and picked up a rare item it didn't pick up after killing and partially looting the warden corpse (was drawn out by some enemy fire).
Gonna watch it a little more but I'm thinking this could be the ticket! (as I write this, it did it again. walked to corpse, paused. And picked up some more stuff I didn't initially pick up. Sweet!)
Oh, and fixed the relogging/loading wrong profile too! If you load a middle of the road profile and have NV-0 (good assumption for a relog, it will restart the act from the beginning)
And of course, random act choosing if you have an equal amount of keys (thank you Bladerunner!)