well that's difficult ... I'd need a separate version just for that. And maintaining 2 versions is quite troublesome as it is.I noticed the last few profiles (since the version where it doesn't go back to town to leave game) that I get a whole bunch of trees and such on my ass and then when it goes to leave game I die in like 2 seconds. Does this at the "Old man chest" as well if its the last DC check. Any easy way to fix/avoid this?
I know its ment for barb mp10 and its not a HUGE issue dying once per game but I would still like to avoid it if possible. I only do mp2-3 and use a monk so its not as huge a deal for me.
Would you be so kind to share what exactly you changed? Would love to get rid of this problem
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<TrinityExploreDungeon questId="136656" stepId="1"
// ignore non-legendaries and gold near elites if we're ignoring elites
// not sure how we should safely determine this distance
if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
[B]( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary)[/B])
{
cacheObject.Weight = 0;
}
Hmm. I thought the stepId = "1" was some kind of placeholder or generall affix to be set if it's not important which step ID is active. But I don't know.In the normal and maximum crypts file, there's the "TrinityExploreDungeon" tag. There's a StepID attribute for this tag. Like so:
Code:<TrinityExploreDungeon questId="136656" stepId="1"
I went to DemonBuddy while I was in the Decaying Crypts Level 1, clicked on the Info Dumping tab, then clicked on the refresh button near the Quest box, which contained a StepID number. I don't know if this number is unique for me, so I won't list the exact number, but I took this number and replaced the 1 in stepId="1" with it. I hope this helps some people.
how can i get it to skiip health shrines as it's not in trinity options with all the other shrines.
Thanks
[B][SIZE=5]/*[/SIZE][/B]
case GObjectType.HealthWell:
{
if (!Settings.WorldObject.UseShrine)
break;
if (MonsterObstacleCache.Any(unit => MathUtil.IntersectsPath(unit.Location, unit.Radius, Player.Position, cacheObject.Position)))
break;
if (AvoidanceObstacleCache.Any(aoe => MathUtil.IntersectsPath(aoe.Location, aoe.Radius, Player.Position, cacheObject.Position)))
break;
if (prioritizeCloseRangeUnits)
break;
if (MovementSpeed < 1)
break;
// As a percentage of health with typical maximum weight
cacheObject.Weight = 50000d * (1 - Trinity.Player.CurrentHealthPct);
break;
[SIZE=5][B]*/[/B][/SIZE]
if you want more LPH , try this
Weighting.cs
hero will not pick up non-legendaries in aoe (like flowers from treesCode:// ignore non-legendaries and gold near elites if we're ignoring elites // not sure how we should safely determine this distance if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary && ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) || [B]( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary)[/B]) { cacheObject.Weight = 0; }
)
normalDo you mean to comment this block out? I see them in 1.7.3.8. Are you suggesting for lower-version user?
// ignore non-legendaries and gold near elites if we're ignoring elites
// not sure how we should safely determine this distance
if (CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f))
{
cacheObject.Weight = 0;
}
// ignore non-legendaries and gold near elites if we're ignoring elites
// not sure how we should safely determine this distance
if ((CombatBase.IgnoringElites && cacheObject.ItemQuality < ItemQuality.Legendary &&
ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
( (AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)) && cacheObject.ItemQuality < ItemQuality.Legendary))
{
cacheObject.Weight = 0;
}
if (cacheObject.ItemQuality < ItemQuality.Legendary &&((CombatBase.IgnoringElites &&
ObjectCache.Any(u => u.Type == GObjectType.Unit && u.IsEliteRareUnique && u.Position.Distance2D(cacheObject.Position) <= 40f)) ||
AvoidanceObstacleCache.Any(aoe => cacheObject.Position.Distance2D(aoe.Location) <= aoe.Radius)))
{
cacheObject.Weight = 0;
}
ForceKillElitesHealth -100?why the bot attacks many elites with tick in "ignore elites"
normal....[/CODE]
yesThanks. Does it work ok for ya?
that seems to be a strange problem and should not be profile related :/I upgraded from 1.2 to 1.5+ and now my DIABLO III window is freezing after 4-5 hours of botting (Max decay and normal FOM). I have no problems with other profiles. I am using 1.7.3.5 Trinity, but I did do the latest update to 1.7.3.8 and 1.7.3.9 alpha. It did not make a difference when swapping. I did a full clean of re-install of DB as well, along with reassigning processor cores, which did not remedy the problem.