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[A1 Inferno]FallenDev's, Bossqwerty-spiced FoM zorked edition -> MP10 E-skipping

Yes, you can use <UseTownPortal questId="1" /> right before the leave game tag.

Thanks 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?
 
you got description in profile in black list section at importent things

i dont know how you notice its faster, when you leave game you dont care about what you left at back or what is in place, no loose time at broken tp casting, and if you will be killed you loose full runing again cleared profile
once time at night and you loose all your seconds saved in use of teleport
 
Thanks 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?
Just open up the FoMnormal or maximum files and look out for the comments (marked with <!-- --> tags :D ) I'm pretty sure, you'll find the correct ones ;)
 
O didnt even noticed they labeled, i can just delete those lines completely right? Out of curiosity why is there only one blacklist ID for the bulls, but 4 different ones for the trees?
 
Guess I never really noticed before, ill test out a few things and post my results just in case your curious :D, tnx again
 
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.

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?
 
Took off bulls + trees on blacklist but it was still ignoring them :( Ill recheck and see if i missed something
 
no without black listing is same, its try to avoid it but still problem exist
 
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?
that was just one of the ways I tried to fix the problem... it does virtually nothing though ^^
 
hey Mr.Zorked! any success with that townrun stuff? to make it enable when only few slots left, etc?
...
 
hey Mr.Zorked! any success with that townrun stuff? to make it enable when only few slots left, etc?
...
town-run check
TownRun.cs
Code:
 // 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();
                        }

                    }
                }
this function return {-1;-1} if no more space for 2slots item,
x- columns, y - rows ( start from 0)
so, if x=0 y=4 we have free space for 10 2slots items
if x=5 y=2 we have ~50% free space

i didn't do it but i think it will work
change this string
Code:
if (validLocation.X < 0 || validLocation.Y < 0)
to
Code:
if (validLocation.X < 0 || validLocation.Y < 0 || (Trinity.Player.IsInTown && validLocation.Y > 3))
if we are in town and we have free space only for 10 or less 2 slots items, then TownRun!
 
Allright, thanks zorked for all your help!! It kills both bulls + trees now, I get an occasional death still from all the poison at "the old man" but that is only if its the 2nd dungeon check and only about 1 out of every 4 times it happens (so not a lot). Both my IPH and GPH raised due to teleporting to town and leaving first. Obviously I get why this wouldn't help barbs or any other class in mp10 since it would take to long to clear the trash mobs to tp to town and all that tree poison would be insta death for sure.

However for lower mps (im running monks on mp3 right now) it kills them pretty quick and cuts down on time. Thanks for your help + great profile, best one ive ran since db release
 
town-run check
TownRun.cs
Code:
...
if we are in town and we have free space only for 10 or less 2 slots items, then TownRun!
This looks like a super awesome fix.
Can't put that one into the public profile though due to having to modify Trinity. I'll suggest an option in the Trinity menue to rrrix though :)
 
Can you adjust the code so when it finds the farm it exits game instead of continuing to look for crypts? I understand there are never any crypts if the farm spawned. Maybe some other tips along these lines also.
 
in 1.7.2.13 i put this

Code:
// 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;
                    }

but it seems not work
 
It works with the following:

Code:
if (validLocation.X < 0 || validLocation.Y < 0 || (Trinity.Player.IsInTown && validLocation.Y >= 4 ))

?dit: works.
 
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