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Attn rrrix: Avoidance and spores

optico89

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Would like to implement it into the avoidance radius settings ( probably wont be able to add it into the GUI myself)

However, I believe if we add the spore avoidance into the settings - this would minimize the amount of spores set off releasing those deadly poisons we all hate.

I'm looking into the settings>Username>Trinity.xml file and I see thats where the avoidance settings are held, however I know i cant just add the following into the trinity.xml file and have it work.

<TreeSpores>Value</TreeSpores>
<AvoidTreeSporesHealth>Value</AvoidTreeSporesHealth>

Or is it really that simple?


Where do these values originate from? how can I make DB/Trinity know what a spore is?
Similar to how it knows what the Beeswasps, azmopools, arcane, etc's are?

I've looked into the TVars.xml as well and have seen this:

Code:
<d2p1:DictionaryEntry>
      <d2p1:_key xmlns:d4p1="http://www.w3.org/2001/XMLSchema" i:type="d4p1:string">Barbarian.Avoidance.WOTB.PoisonTree</d2p1:_key>
      <d2p1:_value xmlns="" i:type="TVar">
        <DefaultValue xmlns:d5p1="http://www.w3.org/2001/XMLSchema" i:type="d5p1:float">1</DefaultValue>
        <Description>WOTB Poison Tree / Spore health multiplier</Description>
        <Name>Barbarian.Avoidance.WOTB.PoisonTree</Name>
        <ProfileValue xmlns:d5p1="http://www.w3.org/2001/XMLSchema" i:type="d5p1:float">1</ProfileValue>
        <Type>float</Type>
        <Value xmlns:d5p1="http://www.w3.org/2001/XMLSchema" i:type="d5p1:float">1</Value>
      </d2p1:_value>

However - from what I see it only is being used for the Poison Trees and not the spores?

I would like to add the tree spores into the avoidance as I think this could make a huge difference with the masses running in areas were there are an abundance of trees and spores.

Thanks for reading - and help would be greatly appreciated :)
 
i agree
spores and trees are pain in the ass :(
fixing this would make my bots life easier :)
 
Would like to implement it into the avoidance radius settings ( probably wont be able to add it into the GUI myself)

However, I believe if we add the spore avoidance into the settings - this would minimize the amount of spores set off releasing those deadly poisons we all hate.

Or is it really that simple?

Where do these values originate from? how can I make DB/Trinity know what a spore is?
Similar to how it knows what the Beeswasps, azmopools, arcane, etc's are?

Normal avoidance objects persist until they are finished. However, spores are not normal objects. They are first a non-threatening object that has a activation timer or trigger that will transform the treespore from the object into the poison that kills. This poison has an ID however it is deleted from the server almost immediately after it "blooms".

With Funky I dealt with this issue the same way I did with Grotesque Explosions, which is to keep the object in the cache for XX loops after it should be removed.

So in short, there is no way to fix this by adding UI settings, not until Rrrix can implement something to deal with it.
 
[20:08:47.475 N] [QuestTools] Unit ActorSNO: 5482 Name: Spore-2595 Type: None Radius: 6.43 Position: x="2442" y="904" z="0" (2442, 904, 0) Animation: Spore_idle_01 has Attributes: Level=63, TeamID=10, HitpointsCur=1239205396, HitpointsMax=1239205396, HitpointsMaxTotal=1239205396, SummonedByACDID=2105278837, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,

[20:08:46.783 N] [QuestTools] Unit ActorSNO: 5482 Name: Spore-2621 Type: None Radius: 6.43 Position: x="2486" y="872" z="0" (2486, 872, 0) Animation: Spore_Spawn has Attributes: Level=63, TeamID=10, Invulnerable=1, HitpointsCur=1241611570, HitpointsMax=1241611570, HitpointsMaxTotal=1241611570, Untargetable=1, SummonedByACDID=2105278837, BuffVisualEffect=1, Uninterruptible=1, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,

maybe if add idle spore to avoidence will be more chances to avoid, double sevuriy, first at not enter at iddle, second do not enter at opened
 
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