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how to not resetgame on death

jeremyellis

New Member
Joined
Jun 18, 2014
Messages
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hey guys just wondering how i can stop my guy from resetting game on death ? i have it set in bot to ignore but itdoesnt seem to work
 
its scripted on the profile most likely,open it with a text editor and check it
 
<?xml version="1.0"?>

-<Profile>

<Name>R-RIFT</Name>

<KillMonsters>True</KillMonsters>

<PickupLoot>True</PickupLoot>

<GameParams numGames="-1" isPrivate="True" resumeFromSave="False" act="OpenWorld"/>

<!-- +Rep to DyingHymn, NoWayLol, Dildozer, Derrek, Sychotix, Nesox -->



-<TargetBlacklists>

<TargetBlacklist name="Tyrael" actorId="114622"/>

</TargetBlacklists>


-<Order>

<ToggleTargeting killRadius="80" lootRadius="100" looting="True" combat="True" questId="1"/>


-<If condition="not (Me.IsInTown) and not ( CurrentWorldId == 288454 or CurrentWorldId == 288685 or CurrentWorldId == 288687 or CurrentWorldId == 288798 or CurrentWorldId == 288800 or CurrentWorldId == 288802 or CurrentWorldId == 288804 or CurrentWorldId == 288810 or CurrentWorldId == 288814 or CurrentWorldId == 288816)">

<LogMessage output="Not in Town and Not in Rift, using TownPortal"/>

<TownPortal questId="1"/>

</If>

<!-- Waypoint to A5 Hub if in town but not A5 Hub-->



-<While condition="Me.IsInTown and CurrentLevelAreaId != 270011">

<LogMessage output="Using Waypoint to Act 5 Hub"/>

<UseWaypoint name="Waypoint-397" questId="312429" statusText="" waypointNumber="46" stepId="2"/>

</While>

<!-- ActorSNO=345935 is the Rift Portal in Town -->



-<While condition="Me.IsInTown and not (ActorExistsAt(345935, 606, 510, 2, 50))">

<!-- Clear some backpack space, we're going item huntin' -->


<TrinityTownRun minFreeBagSlots="40"/>

<!-- Interact with Pylon to open the Rift -->


<LogMessage output="Using Rift Portal"/>

<MoveToActor name="x1_OpenWorld_LootRunObelisk_B-596" actorId="364715" questId="1" isPortal="True" pathPointLimit="250" pathPrecision="5" z="2" y="510" x="606" interactRange="11"/>

<WaitTimer questId="1" waitTime="5000"/>

</While>


-<While condition="Me.IsInTown and ActorExistsAt(345935, 606, 510, 2, 50) ">

<!-- Enter the Rift -->


<LogMessage questId="337492" output="Entering the Rift" stepId="1"/>

<MoveToActor name="X1_OpenWorld_LootRunPortal-1589" actorId="345935" questId="337492" stepId="1" isPortal="True" pathPointLimit="250" pathPrecision="5" z="2" y="510" x="606" interactRange="9"/>

<WaitTimer questId="337492" stepId="1" waitTime="3000"/>

</While>

<!-- LevelArea: X1_LR_Tileset_Fortress, Id: 333758 LevelArea: X1_LR_Tileset_SpiderCaves, Id: 322727 LevelArea: X1_LR_Tileset_CraterTowers, Id: 342477 LevelArea: X1_LR_Tileset_RootCave, Id: 276128 -->



-<While condition="HasQuest(337492) and not Me.IsInTown and (CurrentLevelAreaId == 333758 or CurrentLevelAreaId == 322727 or CurrentLevelAreaId == 342477 or CurrentLevelAreaId == 276128)">

<!-- Wait for quest to start-->


<WaitTimer questId="337492" stepId="1" waitTime="5000"/>

<!--<LogMessage questId="337492" stepId="1" output="Exloring the Rift" />-->


<!-- Special Handling for tight maps -->



-<TrinityExploreDungeon questId="337492" stepId="1" pathPrecision="30" markerDistance="45" boxTolerance="0.01" boxSize="15" until="FullyExplored">


-<PriorityScenes>

<PriorityScene sceneName="Exit"/>

</PriorityScenes>

</TrinityExploreDungeon>

<LogMessage questId="337492" output="Rift Explored" stepId="1"/>

<WaitTimer questId="337492" stepId="1" waitTime="5000"/>

<!-- Move to the Portal Exit if found and still on Rift Quest -->


<MoveToMapMarker questId="337492" stepId="1" isPortal="True" destinationWorldId="-1"/>

<WaitTimer questId="1" waitTime="1000"/>

<WaitTimer questId="337492" stepId="3" waitTime="5000"/>

<!-- Boss Found, re-explore if needed -->


<TrinityExploreDungeon questId="337492" stepId="3" pathPrecision="30" markerDistance="45" boxTolerance="0.01" boxSize="15" until="RiftComplete"/>

<!-- Move to POI if needed -->


<MoveToObjective questId="337492" stepId="3"/>

<TrinityTownPortal questId="337492" stepId="10" waitTime="5000"/>

</While>

<!-- Typical world explore -->



-<While condition="HasQuest(337492) and not Me.IsInTown and (CurrentLevelAreaId != 333758 or CurrentLevelAreaId != 322727)">

<WaitTimer questId="337492" stepId="1" waitTime="5000"/>

<!--<LogMessage questId="337492" stepId="1" output="Exloring the Rift" />-->



-<TrinityExploreDungeon questId="337492" stepId="1" pathPrecision="30" markerDistance="30" boxTolerance="0.01" boxSize="60" until="FullyExplored">


-<PriorityScenes>

<PriorityScene sceneName="Exit"/>

</PriorityScenes>

</TrinityExploreDungeon>

<LogMessage questId="337492" output="Rift Explored" stepId="1"/>

<WaitTimer questId="337492" stepId="1" waitTime="5000"/>

<!-- Move to the Portal Exit if found and still on Rift Quest -->


<MoveToMapMarker questId="337492" stepId="1" isPortal="True" destinationWorldId="-1"/>

<WaitTimer questId="337492" stepId="1" waitTime="1000"/>

<WaitTimer questId="337492" stepId="3" waitTime="5000"/>

<!-- Boss Found, re-explore if needed -->


<TrinityExploreDungeon questId="337492" stepId="3" pathPrecision="30" markerDistance="45" boxTolerance="0.01" boxSize="35" until="RiftComplete"/>

<!-- Move to POI if needed -->


<MoveToObjective questId="337492" stepId="3"/>

<TrinityTownPortal questId="337492" stepId="10" waitTime="5000"/>

</While>


-<If condition="not (HasQuest(337492)) and not Me.IsInTown">

<TrinityTownPortal questId="337492" stepId="10" waitTime="5000"/>

</If>


-<If condition="Me.IsInTown">

<ResumeUseTownPortal questId="337492" stepId="1"/>

<MoveToActor name="X1_LR_Nephalem-21212" actorId="363744" questId="337492" statusText="" stepId="10" pathPointLimit="250" pathPrecision="5" z="3" y="518" x="588" interactRange="9"/>

<!-- Leave Game Option -->


<!--<LeaveGame questId="337492" stepId="-1" reason="Run is done" />-->


<!-- Wait 30 sec, then re-recreate! -->


<WaitTimer questId="1" waitTime="31000"/>

</If>

<ReloadProfile/>

</Order>

</Profile>
 
ah you are on rrrix's one

check bot and Trinity settings in that case
 
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