Since the new Trinity offers the use of Death Gates I'm going to publish my AngelicShard Profile here.
What it does:
- It takes the Pandemonium Fortress 3 Portal
- Goes to Pandemonium Fortress 2
- It will then look for the NPC dropping the Angelic Shard and leave instantly after the NPC died
- If the NPC was not found and the bot left the "Islands" it will also instantly leave
Instructions:
- Add the TrinityExploreDungeon.cs to Plugins/Trinity/XmlTags (override the old one)
- Get Waypoint
- Start Bot
- Sometimes trinity tries to reach a chest on another island. Disabling chest looting is a good idea
- Sometimes trinity does not recognize, that the actor is present. That won't be a big deal, since the profile already is really short.
This is still WIP, but the first few runs worked very well - post bugs here
Notes:
- The TrinityExploreDungeon.cs extends TrinityExploreDungeon by a new EndType called SceneLeftOrActorFound. This ends the exploring upon leaving a specific scene or scene name patterns (In this case: the islands)
- YOU HAVE TO USE TRINITY 1.8.14
- If you dont play a melee class you can safely remove
from the beginning. These are ranged elites that shoot from between the islands.
Another Note:
- I suggested rrrix to take the extended TrinityExploreDungeon for the next version of trinity
- If a developer wants to know how to use it, PM me
What it does:
- It takes the Pandemonium Fortress 3 Portal
- Goes to Pandemonium Fortress 2
- It will then look for the NPC dropping the Angelic Shard and leave instantly after the NPC died
- If the NPC was not found and the bot left the "Islands" it will also instantly leave
Instructions:
- Add the TrinityExploreDungeon.cs to Plugins/Trinity/XmlTags (override the old one)
- Get Waypoint
- Start Bot
- Sometimes trinity tries to reach a chest on another island. Disabling chest looting is a good idea
- Sometimes trinity does not recognize, that the actor is present. That won't be a big deal, since the profile already is really short.
This is still WIP, but the first few runs worked very well - post bugs here
Notes:
- The TrinityExploreDungeon.cs extends TrinityExploreDungeon by a new EndType called SceneLeftOrActorFound. This ends the exploring upon leaving a specific scene or scene name patterns (In this case: the islands)
- YOU HAVE TO USE TRINITY 1.8.14
- If you dont play a melee class you can safely remove
Code:
<TrinityCombatIgnore actorId="304307" name="x1_leaperAngel_A" exceptElites="False" exceptTrash="False" />
Another Note:
- I suggested rrrix to take the extended TrinityExploreDungeon for the next version of trinity
- If a developer wants to know how to use it, PM me
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