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Combat setting "Wait for loot drop" not working

getit8free

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Aug 19, 2015
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This is super annoying for speed runs - I'd expect the bot to wait x ms after killing an elite/goblin/boss instead of moving on (and wasting Teleport/Dashing Strike...)

Further speed run optimizations:
  • Fix teleport clear area routine: it regularly gets hit when trying to teleport because it seems to respect the regular combat settings while securing the teleport area (instead of killing all)
  • When wearing Homing pads it should ignore most (i.e. non-knockback) monsters for teleport (unless eplicitly disabled in options)
  • When user has his "ultimate" skill ready (i.e. stun-immune buffs like Archon, Epiphany, Wrath of the Berserker, Vengeance, Akarath's Champion) when routine is requesting teleport and there are monsters then it should use that skill and teleport without killing them (unless they have knockback; only if explicitly enabled in options)
  • Option to pick up everything from rift bosses (since town run is imminent anyway)
  • Option to pick up death's breath/crafting materials only if picking up anything in the vicinity (e.g. legendary or whatever "regular item" is configured)
  • If dead while trying to TP after finished rift+looting then it should use "Revive in town"

many chests seem to be ignored, i'll try to watch it for a while and list the new SnoIDs here:
  • x1_Westm_Chest_Rare-98845 Actor 580059223 SnoId 289248
  • WorldSnoId => 2001469449 AnnId => 560726919 Name => p4_Forest_Coast_chest_Rare-113367 AcdId => 1035141145 RActorId => 730857541 ActorSnoId => 409809
 
Last edited:
hm, it seems Trinity is supposedly opening all "chest_rare" chests - but it doesn't work
 
YES... same problem... properly picking up items and destroying destructible objects... this starts with 2.4.2 and they didint fix it in 4 trinity updates
 
Okay, the reason why "open rare chests" is not working is that the logic in TargetsCache.cs:479 is inverse - and that does not work because "IsChest" is true for rare chests but the setting "OpenChests" might be turned off. So it's returning false for rare chests even if "OpenRareChests" is on. A solution is to change the rare chest block to return true directly. Alternatively you can change the "IsChest" attribute to not include "IsRareChest" (but that might require changes at other places where "IsChest" is used).
 
"Wait for loot drop" does not work because it uses TrinityPlugin.lastHadElite/BossUnitInSights - which is not updated anywhere. I'll try to find that code in the SVN...
 
Recycle code: add that to HandleTarget.cs:282
Code:
					if (Trinity.TrinityPlugin.CurrentTarget != null) {
						if (Trinity.TrinityPlugin.CurrentTarget.IsUnit)
							Trinity.TrinityPlugin.lastHadUnitInSights = DateTime.UtcNow;

						if (Trinity.TrinityPlugin.CurrentTarget.IsBoss || Trinity.TrinityPlugin.CurrentTarget.IsElite || Trinity.TrinityPlugin.CurrentTarget.IsRare || Trinity.TrinityPlugin.CurrentTarget.IsUnique)
							Trinity.TrinityPlugin.lastHadEliteUnitInSights = DateTime.UtcNow;

						if (Trinity.TrinityPlugin.CurrentTarget.IsBoss || Trinity.TrinityPlugin.CurrentTarget.IsBountyObjective)
							Trinity.TrinityPlugin.lastHadBossUnitInSights = DateTime.UtcNow;

						if (Trinity.TrinityPlugin.CurrentTarget.Type == TrinityObjectType.Container)
							Trinity.TrinityPlugin.lastHadContainerInSights = DateTime.UtcNow;
					}
 
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