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TrinityTownRun not obeyed

tomasd

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Joined
Jul 24, 2012
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Heya,

I am trying my hand at grift profiles, and run into a trouble with TownRun.
I want to do townrun at a specific moment, that is, from the town, after the grift has been closed, but before a new one is opened.
I think I got the code right, Trinity says:
Code:
[QuestTools][TownRunTag] TrinityTownRun, freeBagSlots=400 minDurabilityPercent=0
[<TownRun>d__3] Town-run request received, will town-run at next possible moment.

but does not perform the townrun itself, instead immediatelly carries on with the profile.
Is there something obvious I am doing wrong (i.e., there should be a wait loop after the townrun)?
I put in a 5s timer, to let everything "settle down", and it did not help.

This is the code snipped that I thought would do what I want it to:
Code:
    <!-- Finished -->
    <If condition="IsActiveQuestAndStep(337492, 10)">
      <MoveToTownObject questId="1" stepId="1" Type="NephalemNPC" />
      <WaitTimer questId="1" stepId="1" waitTime="2500"/>
      <MoveToActor questId="312429" stepId="2" actorId="363744" interactRange="9" pathPrecision="5" pathPointLimit="250" statusText="" />
      
      <While condition="ActorExistsAt(345935, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 50) or
	                    ActorExistsAt(396751, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 50) or
						ActorExistsAt(312429, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 50)">
		<LogMessage quest="1" step="2" output="Waiting for portal to close" />
        <WaitTimer questId="1" stepId="1" waitTime="5000" />
      </While>

  	<!-- Do a townrun in the spare time -->
	<LogMessage quest="1" step="2" output="Now forcing a townrun" />
	<TrinityTownRun minFreeBagSlots="400"/>
	<WaitTimer questId="1" stepId="1" waitTime="5000" />
	<LogMessage quest="1" step="2" output="Townrun done" />
  </If>

Any help appreciated.
 
Try something like this:
Code:
<ForceTownRun questId="1"/>
 
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