Kevin Spacey
Community Developer
- Joined
- Aug 31, 2013
- Messages
- 2,830
why corpse loot? i watching - its not profitable to open corpses...
Last edited:
gor annyone who use this script i sugest to change combat range: 15-20 for trash, elite: 80, skip destroyable items, corpse loot 15, i get 4--6 legs hour beocuse those changes speeds up run a lot.
The settings for corpse looting is in Objects section, cant remember which one maybe its same as destructible or container looting.
Interacting with unit CaptainRumfoord-4085
[Trinity] Clicking UI element Conversation Button (1378656256)
Skipping Conversation
[Trinity] Clicking UI element Conversation Button (1378656256)
[Trinity] Clicking UI element Conversation Button (1378656256)
Interacting with unit Leah-4083
Interacting with unit Leah-4083
[Trinity] Clicking UI element Conversation Button (1378656256)
Skipping Conversation
[Trinity] Clicking UI element Conversation Button (1378656256)
[Trinity] Clicking UI element Conversation Button (1378656256)
Using Waypoint to the Old Ruins
I'm seeing a bug where when DB gets stuck somewhere after having entered one of the cellars and has to exit the game prematurely, it tries to load the cellar .xml instead of Legendary Road.xml and it fails to create game (error 316609). It then gets stuck in a loop, trying and failing to create games forever.
Once I stop it and "Load" Legendary Road.xml it works fine again.
Any ideas Mr. Vice President?
I'm seeing a bug where when DB gets stuck somewhere after having entered one of the cellars and has to exit the game prematurely, it tries to load the cellar .xml instead of Legendary Road.xml and it fails to create game (error 316609). It then gets stuck in a loop, trying and failing to create games forever.
Once I stop it and "Load" Legendary Road.xml it works fine again.
Any ideas Mr. Vice President?
The NE corner coordinate is 497.5201x, 610.1197y. I'll report back. ((EDIT: I ran this about 5 times... It doesn't go up into that corner twice if the zone is empty so it might have to do with enemies being up there initially. Maybe the combat range could be tweaked just for the cave and reset upon exit?
Here's a better fix for the first mother
<While condition="IsActiveQuest(87700) and IsActiveQuestStep(60) and CurrentWorldId == 71150">
<ToggleTargeting questId="1" combat="True" looting="True" lootRadius="150" killRadius="20" />
<TrinityMoveTo questId="1" x="2788.841" y="2924.494" z="24.0" pathPrecision="8" />
<WaitTimer questId="87700" stepId="60" waitTime="1000" />
</While>
<TrinityUseOnce id="189">
<TrinityMoveTo questId="1" x="2733.739" y="2886.819" z="18.5" pathPrecision="8" />
</TrinityUseOnce>
There are also other problems I noticed. I am not sure how to fix them.
- In the Musty Cellar, the bot flip flops between the 2 chests.
- The cave under the well visits the northeast corner twice.
- The bot misses the dark cellar about half the time.