zorked
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- Joined
- Mar 23, 2013
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First of all: I copied a lot of stuff from FallenDev, rrrix and Bossqwerty. So, all credits go to them, they're awesomesauce and stuff, you know... 
FallenDev's FoM zorked edition.
needed:
-Trinity
-A1 Q10.1 active
Recommendations:
-MP10
-Elite skipping
-WW/Rend Barbs(it's what I am running)
***Combat/Misc***
-Trigger range for Trash Combat: 50 (a higher value could result in a more clean FoM map but cause a tad bit more backtracking and the occasional WotB drop)
-Min Trash Count: 7 (you could even set this number higher but it could result in Barbs skipping Zombie-packs in Decaying)
-Trashpack Cluster Radius: 25
-Be sure to avoid the Treepoison at all costs. Trees are blacklisted and will spawn quite a bunch of poisonous IPH-devouring ... well ... poison.
You should pick "Fallen_START.xml" as the starting profile(Should also work for YAR). Profile loads either on bot startup or when a Decaying Crypt is finished. It then does a Townrun. If the bot could not find a Decaying Crypt, no Townrun is triggered. This combination ensures that it does not do a townrun every run but at least once in a while so that the inventory is never full, triggering those silly in-run Townruns that result in deaths due to blacklisted Mobs. (I'd rather have an InventoryCheck in the TrinityTownRun tag that provides the number of free slots in the bag to determine wether to do a TR or not. But for now I've got to live with this workaround.)
The FoM Profile itself is quite simple. It enters FoM directly via Portal(not Through the Cemetery), does a single loop around the map, checking for possible Decaying Crypt entrance spawns and enters if possible. If it does not find a Decaying Crypt, it steers the bot to the Cemetery, starting a new run.
The loop is designed to attract as few Trees as possible, while checking Decaying Spawns relatively fast(since that's where the item drop density is highest).
Trinity Townrun fix:
Since I removed the dice rolling for a Townrun on start, here is the quick and dirty townrun fix that triggers a townrun if your inventory is 2/3 full and you are in town.
The bold part for the above code is added in the TownRun.cs file in your Trinity plugin folder.
Please bear in mind that this is my first profile.
Now, have funsies with this zorkified FoM.

FallenDev's FoM zorked edition.
needed:
-Trinity
-A1 Q10.1 active
Recommendations:
-MP10
-Elite skipping
-WW/Rend Barbs(it's what I am running)
***Combat/Misc***
-Trigger range for Trash Combat: 50 (a higher value could result in a more clean FoM map but cause a tad bit more backtracking and the occasional WotB drop)
-Min Trash Count: 7 (you could even set this number higher but it could result in Barbs skipping Zombie-packs in Decaying)
-Trashpack Cluster Radius: 25
-Be sure to avoid the Treepoison at all costs. Trees are blacklisted and will spawn quite a bunch of poisonous IPH-devouring ... well ... poison.
You should pick "Fallen_START.xml" as the starting profile(Should also work for YAR). Profile loads either on bot startup or when a Decaying Crypt is finished. It then does a Townrun. If the bot could not find a Decaying Crypt, no Townrun is triggered. This combination ensures that it does not do a townrun every run but at least once in a while so that the inventory is never full, triggering those silly in-run Townruns that result in deaths due to blacklisted Mobs. (I'd rather have an InventoryCheck in the TrinityTownRun tag that provides the number of free slots in the bag to determine wether to do a TR or not. But for now I've got to live with this workaround.)
The FoM Profile itself is quite simple. It enters FoM directly via Portal(not Through the Cemetery), does a single loop around the map, checking for possible Decaying Crypt entrance spawns and enters if possible. If it does not find a Decaying Crypt, it steers the bot to the Cemetery, starting a new run.
The loop is designed to attract as few Trees as possible, while checking Decaying Spawns relatively fast(since that's where the item drop density is highest).
Trinity Townrun fix:
Since I removed the dice rolling for a Townrun on start, here is the quick and dirty townrun fix that triggers a townrun if your inventory is 2/3 full and you are in town.
Code:
// Check for no space in backpack
Vector2 validLocation = Trinity.FindValidBackpackLocation(true);
if (validLocation.X < 0 || validLocation.Y < 0[B] || (Trinity.Player.IsInTown && validLocation.Y >= 4)[/B])
{
Logger.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Inventory full or half full in town, now running town-run routine.");
if (!LastTownRunCheckResult)
{
LastTownRunCheckResult = true;
}
Trinity.IsReadyToTownRun = true;
Trinity.ForceVendorRunASAP = true;
// Record the first position when we run out of bag space, so we can return later
TownRun.SetPreTownRunPosition();
}
Please bear in mind that this is my first profile.

Now, have funsies with this zorkified FoM.
Attachments
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[A1 - Inferno]FoM zorked v1.4.1.zip11.2 KB · Views: 261
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[A1 - Inferno]FoM zorked v1.5.4.zip12.9 KB · Views: 1,560
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[A1 - Inferno]FoM zorked v1.0.zip6.8 KB · Views: 153
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[A1 - Inferno]FoM zorked v1.1.zip7.4 KB · Views: 80
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[A1 - Inferno]FoM zorked v1.2.zip5.7 KB · Views: 72
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[A1 - Inferno]FoM zorked v1.3.1.zip11.1 KB · Views: 67
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[A1 - Inferno]FoM zorked v1.6.2 bandaid.zip14.1 KB · Views: 473