What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity 1.8.14

Status
Not open for further replies.
legendary potions working thank you!

Mine only works if I ALSO have normal potions in my bag. Yours works with JUST the legendary potion in your bag?

(Would like an option to be able to vendor all potions and just keep the legendary one in my bag, but mine will not use the legendary potion unless normal ones are also there)...
 
I have a legendary potion on my Wizard, I can check and confirm whether it works or not by itself. Though I may have to bump the Torment up since my Wiz rarely needs to pot.

Is there anyway to set a higher minimum fury for Hammer of the Ancients? Since it gains crit chance based on your remaining fury it's sill for it to just spam it until the globe is empty then refill all the way back up.
 
thanks for all the hard work.

Now, if you had spirit barrage/ well of souls, it keep spamming continuosly.
 
Mine only works if I ALSO have normal potions in my bag. Yours works with JUST the legendary potion in your bag?

(Would like an option to be able to vendor all potions and just keep the legendary one in my bag, but mine will not use the legendary potion unless normal ones are also there)...

Mine works without any normal potions in bag.

@rrrix: Can you add an option for the bot not to pick up normal potions? Sometime there is 1 potion pretty far away, which makes the bot waste its time to come there and pick it up.

P.S: Just checked it. Leg potion only works when there is at least one normal potion in bag. Hope that you can fix this :)
 
Last edited:
Mine works without any normal potions in bag.

@rrrix: Can you add an option for the bot not to pick up normal potions? Sometime there is 1 potion pretty far away, which makes the bot waste its time to come there and pick it up.

Click the potion cap dropdown and set it to 0

h3TTJgo.png
 
rrrix because of the familir "bug" he didn´t casted archon for me just spammed the buff, just saying ;)
 
I think there are situations where trinityexploredungeon could need more endtypes than the current ones. For example when you hunt a raremob in a specific area or scene.

Since the name of related scenes always look similar there are probably many ways to use this.
I used this on the AngelicShard Profile and it really comes in handy and shortens the profile A LOT.

The changed TrinityExploreDungeon.cs as attachment. Usage at the example of the AngelicShard Profile in Act5:
Code:
<TrinityExploreDungeon questId="1" until="SceneLeftOrActorFound" sceneName="island" actorId="360243" timeoutType="GoldInactivity" timeoutValue="60" ignoreMarkers="True" boxSize="20" boxTolerance="0.2" pathPrecision="10" objectDistance="20">
      <AlternateScenes>
        <AlternateScene sceneName="Exit" />
      </AlternateScenes>
</TrinityExploreDungeon>

It searches for actor with id 360243 and does that while in scenes containing the Strings "island" and "Exit". Should be clear I think ;)

It would be really nice if you can add this code to the next Trinity Build. It would make sense to implement the same behavior for areaIds if someone needs it.

Good stuff Faebs, included in next version!
 
Can you disable reloading the profile in Trinity on death?
 
Last edited:
Status
Not open for further replies.
Back
Top