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Double Checking on Shrines/Pylons?

I'm using currenlty my own temporary soluiton without blacklisting:

I just check if my character have buff from that shrine/pylon and ignoring it.

In example powerd shrine:

Code:
if (cacheObject.InternalName == "x1_LR_Shrine_Damage" && CacheData.Buffs.HasBuff(SNOPower.Pages_Buff_Damage))
{
                                    cacheObject.Weight = 0;
                                    break;
}

Not sure but you're not checking if the buff comes from the shrine... you just check your own buff presence, nothing else. It'll basically weight 0 anything related to damage shrine while the buff is up, even interactable ones.
 
Not sure but you're not checking if the buff comes from the shrine... you just check your own buff presence, nothing else. It'll basically weight 0 anything related to damage shrine while the buff is up, even interactable ones.
Yes and whats wrong with it? How may times you saw two same pylons in a row inside rift(with ~30 sec interval between them)? For me it's working good, don't like my solution = don't use it, simple as that.
 
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