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Unified GilesPlugin's Unnoficial Updates File

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So I was told

"need to edit trinity.cs, search for where it determines what items to salvage and tell it only ilvl 59+ and quality - legendary.
then in trinity plugin set it to salvage.

that way all trash legendaries will be salvaged, other items will be sold.
and ofc remove trashrules for legendarys in legendary.dis "

Where would I do this in split trinity?
 
it just cant avoid molten cores and arcanes... just cant \=
Molten Core and Arcane are two kinds of AoE that will always cause some trouble, but they're not any worse now than they were in previous versions.

Anyway, the newest Community Version appears to have settings working properly again. Give me a couple of hours to test everything and I shall link to it in the first page!

In the mean time, if anyone who is running 1.7.0.7 finds any kind of bug at all, do post it here, please
 
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I am trying out your new split version and I have noticed that it is ignoring Goblins completely. It will grab the suitable piles of gold they drop but will move on totally ignoring the goblin. Version 1.7.0.7
 
I am trying out your new split version and I have noticed that it is ignoring Goblins completely. It will grab the suitable piles of gold they drop but will move on totally ignoring the goblin. Version 1.7.0.7
Mine is attacking goblins just fine. Did you change the goblin priority to kamikaze? Otherwise it may focus on other stuff and let the goblin get away
 
My bad...it was set to ignore for some reason. Didnt notice that the setting defaulted to ignore. Sorry about that. Great work all. I will try and find a REAL bug for you next time =)
 
My bad...it was set to ignore for some reason. Didnt notice that the setting defaulted to ignore. Sorry about that. Great work all. I will try and find a REAL bug for you next time =)
haha, no problem man.

To hti or rrrix: found a small bug where Emerald will always be checked when starting DB. Nothing really serious
 
I hope this is a DB reporting bug... Otherwise this brings my 2 day total of missed ilvl 63 legendaries to 12.....

===== Item DROP Statistics =====
- Legendary: 6 [0.69 per hour] {0.1 %}
--- ilvl 61 Legendary: 1 [0.11 per hour] {0.02 %}
--- ilvl 63 Legendary: 5 [0.57 per hour] {0.08 %}

===== Item PICKUP Statistics =====
- Legendary: 4 [0.46 per hour] {1.01 %}
--- ilvl 61 Legendary: 1 [0.11 per hour] {0.25 %}
--- ilvl 63 Legendary: 3 [0.34 per hour] {0.76 %}

Every time I have checked the log in the past 2 days I see a gap in dropped legendary's vs picked up legendary's... It always seems to be ilvl 63's though....
 
I have noticed a couple times now, when there is only one elite left and if it runs away, my guy will continue on his way leaving the last elite behind.
 
also doesnt seem to be stashing tomes gems or recipes and if you uncheck amethyst and topaz and click save when you go back in ruby is also unchecked. If you then check ruby then save and then go back in all gems are checked again.
 
also doesnt seem to be stashing tomes gems or recipes and if you uncheck amethyst and topaz and click save when you go back in ruby is also unchecked. If you then check ruby then save and then go back in all gems are checked again.


Change content of : \Settings\Loot\GemType.cs with
Code:
    using System;

namespace GilesTrinity.Settings.Loot
{
    [Flags]
    public enum TrinityGemType
    {
        Emerald = 1,
        Topaz = 2,
        Amethys = 4,
        Ruby = 8
    }
}

Remade your configuration for Gem Pickup, that all :)

We correct in next release, I go to sleep :D
 
Change content of : \Settings\Loot\GemType.cs with
Code:
    using System;

namespace GilesTrinity.Settings.Loot
{
    [Flags]
    public enum TrinityGemType
    {
        Emerald = 1,
        Topaz = 2,
        Amethys = 4,
        Ruby = 8
    }
}

Remade your configuration for Gem Pickup, that all :)

We correct in next release, I go to sleep :D
Hey man, did you find what was causing those town stucks yet? Because they're still happening
 
rrrix have you gotten a chance to test my whimsyshire profile and see if there is anything that can be done about the pinatas?
 
hti, this is where it happens:
"Generating path to Bastion to Skycrown-01 - <286.0547, 354.1901, 0.6358567>"

by the way, I'm using old beta 82. Haven't tried 99 yet
 
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hti, this is where it happens:
"Generating path to Bastion to Skycrown-01 - <286.0547, 354.1901, 0.6358567>"

by the way, I'm using old beta 82. Haven't tried 99 yet

In my opinion it's a nav server issue or related to it. I've experienced this in Belphegor with no plugins enabled!

Trinity uses Navigator.MoveTo() and/or CommonBehaviors.MoveActor() to perform all its movements - these are direct calls into Demonbuddy methods, same thing that Belph does.
 
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