I deleted that aspect in the .xml file. Now when my guy finds the town stone, he just turns around to find more minions if the rift boss hasn't spawned yet.
Delete thiis:
<!-- Town Stone check -->
<!-- Credit "Derrek" on forums -->
<While condition="not ActorExistsAt(135248, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100)">
and
near the bottom:
<!-- End of Town Stone check -->
</While>
<!-- Start - If the town stone is found but no boss spawned situation, this will kill the Rift -->
<While condition="not ActorExistsAt(358489, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(343743, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(343751, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(343759, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(343767, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(344119, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(344389, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(345004, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(346563, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(353535, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(353823, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(353874, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(354050, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(354144, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(354652, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(357917, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(358208, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(358429, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(358614, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(359094, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(360281, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(360636, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
and not ActorExistsAt(359688, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 1000)
">
<LogMessage quest="1" step="2" output="--------------------WARNING--------------------" />
<LogMessage quest="1" step="2" output="Found town stone but still haven't killed boss." />
<LogMessage quest="1" step="2" output="-Leaving game in 15 seconds, stop if you want.-" />
<LogMessage quest="1" step="2" output="--------------------WARNING--------------------" />
<WaitTimer questId="1" stepId="1" waitTime="15000"/>
<TrinityTownPortal questId="1" stepId="1" />
<LeaveGame reason="We were unable to complete the Rift." />
</While>
<!-- End - If the town stone is found but no boss spawned situation, this will kill the Rift -->