zorked
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- Mar 23, 2013
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nope, I won't.Could you at least share your Demonbuddy\Settings\<Your battle tag>\Trinity.xml ? It got to be a setting problem, no kidding. please.....
nope, I won't.Could you at least share your Demonbuddy\Settings\<Your battle tag>\Trinity.xml ? It got to be a setting problem, no kidding. please.....
Yes, you can use <UseTownPortal questId="1" /> right before the leave game tag.
Just open up the FoMnormal or maximum files and look out for the comments (marked with <!-- --> tagsThanks for your help zorked, i just added the waitime 1 second and the tp to town for all of the fields of misery no crypt found ones, which I think will actually be faster instead of waiting 10 seconds to leave game, and it shouldn't kill me. Ill test now and see how it goes. Do you know what the blacklist numbers are for bulls + trees?
That one's tough. I stuggle with it myself. I can't get the profile to avoid the fence. I'll keep looking into it though.
that was just one of the ways I tried to fix the problem... it does virtually nothing though ^^I saw some object are commented as "fence" that are blacklisted. Is this causing the issue that character doesn't want to destruct those fences?
town-run checkhey Mr.Zorked! any success with that townrun stuff? to make it enable when only few slots left, etc?
...
// Time safety switch for more advanced town-run checking to prevent CPU spam
if (DateTime.Now.Subtract(LastCheckBackpackDurability).TotalSeconds > 6)
{
LastCheckBackpackDurability = DateTime.Now;
// Check for no space in backpack
[SIZE=5][B]Vector2 validLocation = Trinity.FindValidBackpackLocation(true);[/B][/SIZE]
if (validLocation.X < 0 || validLocation.Y < 0)
{
Logger.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "No more space to pickup a 2-slot item, 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();
}
// Check durability percentages
foreach (ACDItem item in ZetaDia.Me.Inventory.Equipped)
{
if (item.IsValid && item.DurabilityPercent <= Zeta.CommonBot.Settings.CharacterSettings.Instance.RepairWhenDurabilityBelow)
{
Logger.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "Items may need repair, now running town-run routine.");
Trinity.IsReadyToTownRun = true;
Trinity.ForceVendorRunASAP = true;
TownRun.SetPreTownRunPosition();
}
}
}
if (validLocation.X < 0 || validLocation.Y < 0)
if (validLocation.X < 0 || validLocation.Y < 0 || (Trinity.Player.IsInTown && validLocation.Y > 3))
This looks like a super awesome fix.town-run check
TownRun.cs
if we are in town and we have free space only for 10 or less 2 slots items, then TownRun!Code:...
Does it work?will try!
// Check for no space in backpack
Vector2 ValidLocation = GilesTrinity.FindValidBackpackLocation(true);
if (ValidLocation.X < 0 || ValidLocation.Y < 0 || (GilesTrinity.PlayerStatus.IsInTown && ValidLocation.Y > 4))
{
DbHelper.Log(TrinityLogLevel.Normal, LogCategory.UserInformation, "No more space to pickup a 2-slot item, now running town-run routine.");
if (!bLastTownRunCheckResult)
{
bPreStashPauseDone = false;
bLastTownRunCheckResult = true;
}
GilesTrinity.IsReadyToTownRun = true;
}