I can confirm this, reducing gph and exp/h by about 10%. Not that bad though, maybe it's time for me to change my mantra to overawe again =)Monk mantras now spam every 3 seconds even when the "Don't spam mantra" option is checked.
I can confirm this, reducing gph and exp/h by about 10%. Not that bad though, maybe it's time for me to change my mantra to overawe again =)
[XmlAttribute("leaveAfterBounty", true)]
public bool LeaveAfterBounty { get; set; }
/// <summary>
/// Checks to see if the tag is finished as needed
/// </summary>
/// <returns></returns>
private Composite CheckIsObjectiveFinished()
{
return
new PrioritySelector(
TimeoutCheck(),
new Decorator(ret => LeaveAfterBounty && GetIsBountyDone()
new Sequence(
new Action(ret => Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "Bounty is done. Tag Finished.", IgnoreLastNodes)),
new Action(ret => isDone = true)
)
),
bool hasPotion = ZetaDia.Me.Inventory.Backpack.Any(p => p.GameBalanceId == -2142362846);
if (hasPotion && Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit && !IsWaitingForPower && !IsWaitingForPotion
&& !Player.IsIncapacitated && SNOPowerUseTimer(SNOPower.DrinkHealthPotion))
{
Logger.Log(TrinityLogLevel.Debug, LogCategory.Targetting, "Setting isWaitingForPotion: MyHP={0}, Limit={1}", Player.CurrentHealthPct, PlayerEmergencyHealthPotionLimit);
IsWaitingForPotion = true;
runStatus = HandlerRunStatus.TreeRunning;
}
Save the file and restart DB.
All credits go to rrix, it's his code till the last ";", he just lost it in the latest Trinity.
For everyone who encounters potion problem (aka everyone) here is the fix:
Open Plugins/Trinity/Combat/HandleTarget.cs with Sublime Text, Visual Studio, Notepad++ or any other editor.
Findline.Code:bool hasPotion = ZetaDia.Me.Inventory.Backpack.Any(p => p.GameBalanceId == -2142362846);
Add this code just below it:
Code:if (hasPotion && Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit && !IsWaitingForPower && !IsWaitingForPotion && !Player.IsIncapacitated && SNOPowerUseTimer(SNOPower.DrinkHealthPotion)) { Logger.Log(TrinityLogLevel.Debug, LogCategory.Targetting, "Setting isWaitingForPotion: MyHP={0}, Limit={1}", Player.CurrentHealthPct, PlayerEmergencyHealthPotionLimit); IsWaitingForPotion = true; runStatus = HandlerRunStatus.TreeRunning; }
Save the file and restart DB.
All credits go to rrix, it's his code till the last ";", he just lost it in the latest Trinity.
Do you still have the Bounty plugin? If so delete it an restart db that solved it for meThe new Trinity update ignores "TrinityExploreDungeon" after a bounty is completed. The bot will just teleport to town and leave game.
http://www.thebuddyforum.com/demonb...ty/157724-trinity-1-8-19-a-7.html#post1467732The new Trinity update ignores "TrinityExploreDungeon" after a bounty is completed. The bot will just teleport to town and leave game.
if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && !Settings.Combat.Monk.DisableMantraSpam)
When using the tag "TrinityExploreDungeon" if a bounty is completed while on that tag, it immediately exits the dungeon instead of finishing exploring. Is there an attribute for ignoring a bounty that might have completed while exploring?
ex:
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True"/>
The map is Hell Rift 1/2, there is always a bounty on that map but sometimes there's more chests / cursed chest further on in the map that I'd like to get to.
tldr:
I'd like to explore when I want to explore, and exit after bounty when I want to exit after bounty.
Edit: Nevermind. I'm proficient at C# and I can implement this myself, will post the edits.
Edit2:
Added XML attribute to TrinityExploreDungeon called "leaveAfterBounty":
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True" leaveAfterBounty="false"/>
Trinity/XmlTags/TrinityExploreDungeon.cs
Code:[XmlAttribute("leaveAfterBounty", true)] public bool LeaveAfterBounty { get; set; }
Added LeaveAfterBounty to the bool with GetIsBountyDone() (LeaveAfterBounty needs to be first or you get spammed with log messages)
Code:/// <summary> /// Checks to see if the tag is finished as needed /// </summary> /// <returns></returns> private Composite CheckIsObjectiveFinished() { return new PrioritySelector( TimeoutCheck(), new Decorator(ret => LeaveAfterBounty && GetIsBountyDone() new Sequence( new Action(ret => Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "Bounty is done. Tag Finished.", IgnoreLastNodes)), new Action(ret => isDone = true) ) ),
http://www.thebuddyforum.com/demonb...ty/157724-trinity-1-8-19-a-7.html#post1467732
I just posted how you can hack in a fix for it.