Option to choose between multiple profiles inside of LoadOnce, one route runs Skyrown > Stonefort and the other Stonefort > Skycrown to mix it up.
<TrinityLoadOnce questId="1" stepId="1" >
<ProfileList>
<LoadProfileOnce profile="(Skycrown Battlements and Stonefort.xml) or (Stonefort and Skycrown Battlements.xml)" />
<LoadProfileOnce profile="Skycrown Battlements and Stonefort.xml!Stonefort and Skycrown Battlements.xml" />
</ProfileList>
</TrinityLoadOnce>
One of them
Just do this:
Code:
<TrinityLoadOnce questId="....." stepId="1" >
<ProfileList>
<LoadProfileOnce profile="Skycrown_Start.xml" />
<LoadProfileOnce profile="Stonefort_Start.xml" />
</ProfileList>
</TrinityLoadOnce>
Just make 2x profiles like you need to do anyway.. Skycrown start will do skycrown -> Stonefort and stonefort_start will do stonefort -> skycrown.
And if you have 1 big random profile selector like rrrix did in his profile then just make 1 small profile that will be loaded once called SkyFort_Selector.xml
this profile inside will have the code i posted above.
Randoms effect + XML commands
how about next few =)
RandomMonsterPower min=" " max=" "
RandomGoldPile min=" " max=" "
RandomRepairDurability min=" " max=" "
Trinity \ ItemTab
Potion Cap add or fix *Cap At 98* vs current *Cap At 100* this will fix situation with +1 potion stack in inventory
RandomMonsterPower - could be possible, though it is pretty silly as i don't think anyone changes MP.. ever.. and max you can set this up with YAR.
with yar:
Select for each bot multiple times the same profile, each time give it a different MP level. This way each time it restarts the bot, it will select a random one of those.
RandomGoldPile - irrelevant.. it's not like they can track that you pick up only stacks over X gold, as with even 5 pickup radius you will somtimes pickup gold piles as small as 100g. And for big piles - you will always go for them, if they are within range.
RandomRepair.. also.. if it's doing a town run - it will repair. if it isn't doing a town run the chances of it stopping EXACTLY at X durability is 0. it usually takes more hits and will end up with less than what you configured.
Hello, I want to clarify that I am not very good in English: p
For my part, a graphical interface for modifying the combat routine would be welcome. I tried to manually edit the file but I constantly WitchDoctor.cs an error.
Being able to change via this interface that a skill is activated every X seconds or according to HP, but also in terms of energy for the sacrifice build or that do not spam the secondary skill at the expense of my bears: p
thank you for your attention to this matter ^ ^
Well this could be possible, but it would make it too hard, too much prone to user error.
The way it is now is probably the best way, users that have no idea how to change it will enjoy a pretty solid routine that is almost aligned with what they would call perfect. And if you care enough it's pretty easy to go in and change it yourself (there is a stickied thread explaining how to do that) - doing a graphical interface for each skill and each option is way too much and not worth the time anyone will need to put into this to make it work.