So to recap. The only way I can get the trial to work:
Tell it to prioritize trials over everything.
Let it create a trial. it will start a townportal before the trial has started.
Let it get into town, then force it back into the trial manually.
Force it to start fighting manually.
Then the bot will take over and complete the trial.
Even then it goes into another weird loop AFTER trial completion:
Townportal instead of using the actual portal. Sit in town for a few seconds. Go back into the trial portal. Sit and wait for a few seconds. townportals again. Goes back into the trial rift. Rinse. Repeat. Over and Over.
Am I just using the wrong version or am I losing my mind?
Now just to prove my point I was running this for awhile while watching and here are the keys I got:
one lvl27 (one that I forced back into the portal, forced to fight and let the bot take over)
one lvl 18 key
one lvl8 key
39 lvl 1 keys
When Pause the bot, I force start my own trial rift, wait for the combat timer to begin, then UnPause the bot and let it fight, I am getting lvl 30 keys.
When I maneuver the bot so it just just stand still in the center, I get lvl32 and 33 keys.
Any thoughts on why it ALWAYS needs to townportal before it will allow any fighting?
In short: If I do not intervene, I get all level one keys. I let it run today with a stash of level 30 keys. When I got home it had run about 20 level 1 rifts after completing the higher rifts I had manually gotten keys for.
[QuestTools][<GetItemFromStashRoutine>d__16] Already have 93 items in our backpack (GameBalanceId=0 ActorSNO=323722 GreaterRiftKey=False)
[QuestTools][TownRunTag] TrinityTownRun, freeBagSlots=59 minDurabilityPercent=90
[<TownRun>d__3] Town-run request received, will town-run at next possible moment.
Triggering QTOpenRiftWrapper...
[QTOpenRiftWrapperTag] Using Trial Rift Keystone to open the Rift Portal
[QuestTools] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Game.ZetaDia.get_CurrentLevelAreaId()
at QuestTools.Helpers.ActorHistory.UpdateActors()
at QuestTools.QuestTools.Pulse()
[QuestTools][GridRoute] Generated new Scene Route with 60 nodes in 3ms
[Trinity] Waiting for town run timer (Target Check)
Using town portal (Before first Wave)
Using town portal (After killing first wave)
Using town portal (After killing second wave)
So even after forcing it to complete the first wave, it keeps trying to townportal until it can successfully do so. Even if its after wave 1 or wave 6... anytime there is enough time between rounds to get a townportal in, it will leave the rift and stop fighting.