It did repair once it re-made the game. But having him die repeatedly like that is a bit of a waste, and having him repair at the blacksmith or something would take a hell of a lot less time (Only do it on start of a new game)Would be great, eh? ... maybe with the simple <KillMonsters>False</KillMonsters> Tag... but I don't know if it works inside the <Order> Tag
No CPU-usage issues whatsoever. The ones that occured for me originated from R-YAR .21 and I misstook them fro a Trinity problem since the DB usage rose and not that of the YAR.exe...
Also I am working on logs now ^^
In all versions so far the bot does a townrun everytime he completed a Crypt. And the bot should find a Crypt once in 4 games.
If your gear is broken and you die repeatedly, the profile starts a new game (max deaths in FoM is set to 2, in Crypts to 3). Also if your gear is broken and you appear in town, Trinity should do a townrun either way, even if you did not just come out of the Crypts. Had no repairing issues whatsoever. Did you perhaps remove the max deaths tag?
1550~ but my log time is not that huge, since I change a lot in the profile and have to start from 0 ^^and what is your overall iph?
got 250k unb dps / 72k life / 500 ress barb for testing but got about 1300-1400 iph
ww/rend build
checking at now trinity change
open the profile (FoMnormal.xml/FoMmaximumDecay.xml) and add <!-- --> around the Tree chest blacklist entry (quite on top, see commentsZorked - how to make in profile : that bot will open a chest near trees in misery?
@zorked something like... <ToggleTargeting questId="1" stepId="1" combat="False" looting="False" lootRadius="1" killRadius="1" /> testing it now, but found 3 crypts in a row LOL
<!--going North-->
<LogMessage message="#3: Going North... second Decaying check" />
<TrinityMoveTo questId="1" navigation="true" pathPrecision="10" x="1834" y="595" z="-3.2" unsafeRandomDistance="5" name="North East Dungeon Check" />
<!-- Dungeon Check (North)-->
<LogMessage message="#4: Dungeon Check (North)" />
<If condition="ActorExistsAt(Me.ActorSNO, 1834, 595, -3.2, 300) and ZetaDia.CurrentLevelAreaId == 19952">
<If condition="ActorExistsAt(176001, 1775, 601, 0.1, 200)">
<LogMessage message="JACKPOT! Decaying found! (North)" />
<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
<WaitTimer questId="1" stepId="1" waitTime="1000" />
<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
</If>
</If>
<!--going North-->
<LogMessage message="#3: Going North... second Decaying check" />
<TrinityMoveTo questId="1" navigation="true" pathPrecision="10" x="1834" y="595" z="-3.2" unsafeRandomDistance="5" name="North East Dungeon Check" />
<!-- Dungeon Check (North)-->
<LogMessage message="#4: Dungeon Check (North)" />
<If condition="ActorExistsAt(Me.ActorSNO, 1834, 595, -3.2, 300) and ZetaDia.CurrentLevelAreaId == 19952">
<If condition="ActorExistsAt(176001, 1775, 601, 0.1, 200)">
<LogMessage message="JACKPOT! Decaying found! (North)" />
<TrinityMoveTo questId="1" navigation="true" pathPrecision="10" x="1834" y="595" z="-3.2" unsafeRandomDistance="5" name="North East Dungeon Check" noskip="true"/>
<UseObject questId="1" stepId="1" actorId="176001" isPortal="True" destinationWorldId="102299" />
<WaitTimer questId="1" stepId="1" waitTime="1000" />
<LoadProfile profile="FoMmaximumCrypts.xml" nodelay="true" />
</If>
</If>
It works. Will get into the next release (could take a while though@zorked something like... <ToggleTargeting questId="1" stepId="1" combat="False" looting="False" lootRadius="1" killRadius="1" /> testing it now, but found 3 crypts in a row LOL
//!elitesInRangeJust checking to make sure, but to "disable" the line in weighting.cs You just put this right?
<!--!elitesInRange &&-->
//!elitesInRange
// !elitesInRange becouse without space /! make function as notepad++ tell me![]()