wallen2458
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- Jan 23, 2016
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Just the title boys
Would appreciate it, farming Torment X and it's useless picking up progress globes

Just the title boysWould appreciate it, farming Torment X and it's useless picking up progress globes
Does this setting not work for you?
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No it actually don't, that is why I am asking. Tried reinstalling and everything. No kind of errors or anything. So yeah I thought I had to change something in some .XML file
case TrinityObjectType.ProgressionGlobe:
{
break;
//Ignore because we are blocked by objects or mobs.
if (IsNavBlocked(cacheObject))
{
cacheObject.WeightInfo += string.Format("Ignoring {0} - Nav Blocked.",
cacheObject.InternalName);
break;
}
//Ignore because we are TownPortaling
if (TownRun.IsTryingToTownPortal())
{
cacheObject.WeightInfo += string.Format("Ignoring {0} - Town Portal.",
cacheObject.InternalName);
break;
}
if (!Settings.Combat.Misc.CollectHealthGlobe)
{
cacheObject.WeightInfo +=
string.Format("Ignoring {0} - Collect Health Globe Setting.",
cacheObject.InternalName);
}
if (cacheObject.Distance <= [COLOR="#FF0000"]40[/COLOR]f)
{
cacheObject.WeightInfo += string.Format("Maxxing {0} - Progression Globe.",
cacheObject.InternalName);
cacheObject.Weight += MaxWeight;
break;
}
cacheObject.Weight += ObjectDistanceFormula(cacheObject) +
LastTargetFormula(cacheObject) +
EliteMonsterNearFormula(cacheObject, elites) +
AoENearFormula(cacheObject) +
AoEInPathFormula(cacheObject);
break;
}
You can mess around with the weighting and the distance for ProgressionGlobes in Trinity/Cache/Weighting.cs.
Code:case TrinityObjectType.ProgressionGlobe: { break; //Ignore because we are blocked by objects or mobs. if (IsNavBlocked(cacheObject)) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Nav Blocked.", cacheObject.InternalName); break; } //Ignore because we are TownPortaling if (TownRun.IsTryingToTownPortal()) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Town Portal.", cacheObject.InternalName); break; } if (!Settings.Combat.Misc.CollectHealthGlobe) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Collect Health Globe Setting.", cacheObject.InternalName); } if (cacheObject.Distance <= [COLOR="#FF0000"]40[/COLOR]f) { cacheObject.WeightInfo += string.Format("Maxxing {0} - Progression Globe.", cacheObject.InternalName); cacheObject.Weight += MaxWeight; break; } cacheObject.Weight += ObjectDistanceFormula(cacheObject) + LastTargetFormula(cacheObject) + EliteMonsterNearFormula(cacheObject, elites) + AoENearFormula(cacheObject) + AoEInPathFormula(cacheObject); break; }
Change the 40 to like 1, so it shouldnt go out of its way to grab them.
power globes is not the same as the progression globes, btwDoes this setting not work for you?
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You can mess around with the weighting and the distance for ProgressionGlobes in Trinity/Cache/Weighting.cs.
Code:case TrinityObjectType.ProgressionGlobe: { break; //Ignore because we are blocked by objects or mobs. if (IsNavBlocked(cacheObject)) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Nav Blocked.", cacheObject.InternalName); break; } //Ignore because we are TownPortaling if (TownRun.IsTryingToTownPortal()) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Town Portal.", cacheObject.InternalName); break; } if (!Settings.Combat.Misc.CollectHealthGlobe) { cacheObject.WeightInfo += string.Format("Ignoring {0} - Collect Health Globe Setting.", cacheObject.InternalName); } if (cacheObject.Distance <= [COLOR="#FF0000"]40[/COLOR]f) { cacheObject.WeightInfo += string.Format("Maxxing {0} - Progression Globe.", cacheObject.InternalName); cacheObject.Weight += MaxWeight; break; } cacheObject.Weight += ObjectDistanceFormula(cacheObject) + LastTargetFormula(cacheObject) + EliteMonsterNearFormula(cacheObject, elites) + AoENearFormula(cacheObject) + AoEInPathFormula(cacheObject); break; }
Change the 40 to like 1, so it shouldnt go out of its way to grab them.