hugendubel
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- Apr 26, 2014
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Turning off yellow packs gave me a xp boost.
How can i do that?
Turning off yellow packs gave me a xp boost.
How can i do that?
Hey Rabbid, the latest d3planner is this:
http://www.d3planner.com/446188290
Regarding the weapons, it is also viable to go for areadmg instead of +dmg.
I am no math wizard or cant even begin to think where or how to start calculating if equiping follower with xp items is worth it or not, but I gave mine cdr/ias ess of johan neck with xp per kill, xp per kill relic, hellfire ring with 45% xp and xp per kill + ias and cdr, unity with cdr+ias and xp per kill, tf with ias cdr + xp per kill, + freeze of deflection with 11% extra block for cc and xp per kill i dont know if it`s just placebo or it might give me a little xp boost.
I also have a question about the weightning file that doesnt pick up progress globes, could I just use the same file for my monk or that wont work ? ( sorry i dont really know what that one does other then pickin up globes )
I have different DB folders for all my characters so i dont have to change any settings for when i want to run some bounties on wd, or some high GR on my monk, just start the needed DB with the preset settings and im good to go. So i quess ill see what it does to the monk when I make a testing folder just to change the file.
case TrinityObjectType.ProgressionGlobe:
{
if (!TownRun.IsTryingToTownPortal())
{
//Shamelessly stolen from Adventurer code, pick up progression cubes only when not in a greater rift.
cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * MaxWeight;
var step = QuestInfo.FromId(337492).QuestStep;
if(step == 13 || step == 16)
{
//13 or 16 are greater rifts per Adventurer
cacheObject.Weight = (1f - cacheObject.RadiusDistance) / 1f * MaxWeight;
}
}
using Zeta.Game.Internals;
I modified the combat weightings to only pickup progression in regular Nephalem rifts.
In Weighting.cs, modify the beginning of the progression globe case.
Code:case TrinityObjectType.ProgressionGlobe: { if (!TownRun.IsTryingToTownPortal()) { //Shamelessly stolen from Adventurer code, pick up progression cubes only when not in a greater rift. cacheObject.Weight = (90f - cacheObject.RadiusDistance) / 90f * MaxWeight; var step = QuestInfo.FromId(337492).QuestStep; if(step == 13 || step == 16) { //13 or 16 are greater rifts per Adventurer cacheObject.Weight = (1f - cacheObject.RadiusDistance) / 1f * MaxWeight; } }
Also, include the internals at the top (I didn't bother to look up what you need to include to just expose QuestInfo / QuestStep).
Code:using Zeta.Game.Internals;
What a boss!! Thank you
So at the top i added the line "using Zeta.Game.Internals;" between "game;" and "game.internals.actors;". Would it still work if i threw it in at the start?
using System;
using System.Collections.Generic;
using System.Linq;
using Trinity.Cache;
using Trinity.Combat.Abilities;
using Trinity.Config.Combat;
using Trinity.DbProvider;
using Trinity.Helpers;
using Trinity.Items;
using Trinity.Reference;
using Trinity.Settings.Loot;
using Trinity.Technicals;
using Zeta.Bot;
using Zeta.Bot.Navigation;
using Zeta.Bot.Profile.Common;
using Zeta.Bot.Settings;
using Zeta.Common;
using Zeta.Game;
using Zeta.Game.Internals;
using Zeta.Game.Internals.Actors;
using Zeta.Game.Internals.SNO;
using Logger = Trinity.Technicals.Logger;
Nice!
Thanks man, adding it to the guide![]()
is it possible to dont kill elites/blues in greater rift, to preventing waste time at them? Just kill them in normal rifts would be fine![]()
using Zeta.Game.Internals;
public static bool ShouldIgnore(TrinityCacheObject cacheObject)
{
if (TownRun.IsTryingToTownPortal())
return false;
if (cacheObject == null)
return false;
if (!cacheObject.IsFullyValid())
return true;
var isRare = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Rare;
var isMinion = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Minion;
var isChampion = cacheObject.CommonData.MonsterQualityLevel == Zeta.Game.Internals.Actors.MonsterQuality.Champion;
if ((cacheObject.IsEliteRareUnique || cacheObject.IsBoss || isMinion) && cacheObject.HitPointsPct <= Settings.Combat.Misc.ForceKillElitesHealth)
return false;
if (Trinity.Settings.Combat.Misc.IgnoreHighHitePointTrash && cacheObject.IsTrashMob)
{
var unitName = cacheObject.InternalName.ToLower();
if (HighHitPointTrashMobNames.Any(name => unitName.Contains(name)))
{
return true;
}
}
[B]var step = QuestInfo.FromId(337492).QuestStep;
if(step == 13 || step == 16)
{
//Since we are in a great rift consider ignoring champions and rares based off of trinity config, else always kill
if ((Trinity.Settings.Combat.Misc.IgnoreRares && (isRare | isMinion) || Trinity.Settings.Combat.Misc.IgnoreChampions && isChampion) && !cacheObject.IsBoss)
{
return true;
}
}[/B]
return false;
}