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how to make the bot ignore progress globes

wallen2458

New Member
Joined
Jan 23, 2016
Messages
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Just the title boys :D Would appreciate it, farming Torment X and it's useless picking up progress globes
 
Just the title boys :D Would appreciate it, farming Torment X and it's useless picking up progress globes

Does this setting not work for you?

uX9zoF7.png
 
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

Are you using an old version of Trinity? The older versions had this value inverted, thus if you checked the Ignore it actually meant to pick up. Its correct in the newer versions i believe.
 
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.
 
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.

thanks buddy it worked! I appreciate that you took your time! :D Best regards
 
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.

i did this (set to 1) and restarted DB but still it goes out of its way just to grab them. any idea why??
 
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