Suggestion:
hi rrrix, i read you are improving TrinityExploreDungeon and people are asking to add the number of elite packs in the logs.. merge the two things: each map should have an avarage number of packs so a condition in the UntilFullyExplored could be the number of elite packs/rare to kill or, maybe even better, a weight/percentage between the number of nodes already explored and the number of packs already killed.
It might work even with TrinityMove in static maps with the number of packs killed related to the % of the map already traveled: if, in a static map with 3.5 avarage packs, the 3rd pack is killed at 50% of the map, should be better to teleport out and start a new map. The worst case scenario is the current situation.
Suggestion2:
when the bags are full, my character clears the area before trying to teleport out but the kill range is pretty wide so i see it often go to the near mob then to the next one and so on until its far from the original position and when it returns from the town run, it gets stuck or at least it must back trace and maybe misses items. Add a slice bar in the options with the % of bags that must be filled when in town to start identify the items. A default value of 80% should avoid most of the situations. It should also help when i fill the bags and restart demonbuddy to recheck the scores/rules. Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying.
I noticed it doesnt use the sprint skill when it tries to reach a shrine, a chest or (i'm not sure about this last one) an item. Sometimes, when out of combat, there is a delay of few seconds in the use of the sprint skill (maybe when it tries to reach the next node/coord?).
As always, tnx for your work on Trinity.
hi rrrix, i read you are improving TrinityExploreDungeon and people are asking to add the number of elite packs in the logs.. merge the two things: each map should have an avarage number of packs so a condition in the UntilFullyExplored could be the number of elite packs/rare to kill or, maybe even better, a weight/percentage between the number of nodes already explored and the number of packs already killed.
It might work even with TrinityMove in static maps with the number of packs killed related to the % of the map already traveled: if, in a static map with 3.5 avarage packs, the 3rd pack is killed at 50% of the map, should be better to teleport out and start a new map. The worst case scenario is the current situation.
Suggestion2:
when the bags are full, my character clears the area before trying to teleport out but the kill range is pretty wide so i see it often go to the near mob then to the next one and so on until its far from the original position and when it returns from the town run, it gets stuck or at least it must back trace and maybe misses items. Add a slice bar in the options with the % of bags that must be filled when in town to start identify the items. A default value of 80% should avoid most of the situations. It should also help when i fill the bags and restart demonbuddy to recheck the scores/rules. Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying.
I noticed it doesnt use the sprint skill when it tries to reach a shrine, a chest or (i'm not sure about this last one) an item. Sometimes, when out of combat, there is a delay of few seconds in the use of the sprint skill (maybe when it tries to reach the next node/coord?).
As always, tnx for your work on Trinity.
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