My bot is just skiping maps, not cleaning everything, got latest version of plugins and minimum trash pack size is set to 1, what can it be ? there're some kind of rare items that it's skipping also (not relics and things like that), but death breaths and weps, legs, items like that ... sometimes it go back to get the item, but dont loot it. edit: could you post screenshots with viable trinity/bot configs ? I guess the problem is in there ... just send me a pm, dont know, thank you =)
adding to the big map list 332335 332323 could have a ghetto if currentareaid = xxxx, full explore in the mean time I guess
I donno how geared your DH is, but I personally use evasive fire(hardened), cluster arrow(last rune), companion(boar, but I have 4 set marauder), smokescreen (healing vapor), vengeance(seethe) and rain of vengeance(shade. I have natalya 4 piece so it's godly when botting). For passive I'm running Awareness(i mean more dodge makes it more safe eh), archery (for damage purpose), perfectionist (a pretty much must have) and ambush (if you have enough damage, your cluster arrow will pretty much one hit all non-elists). But like i said ur build really depends on your gears, feel free to change it.
yea my bot also seems to not be clearing some maps causing the bot to not have enough mobs to finish the rift
Not yet, but Rrrix is looking into it for me. I know he is busy updating Trinity and everything though so might be a bit before he gets a chance to look. Rrrix is going to add support for buying items from Kadala once DB has support to see how many Blood Shards you have. ---------- To everyone else: I won't really be updating this project anymore until DB adds in at least the most basic of Rift support. It seems because I have no reputation around the forums, that I am not worth the reply of a Dev, apparently. Maybe some day? Lol.
For anyone who gets stuck on bloodshards, you can edit ItemHandling.cs in your Plugins/Trinity/Items directory to the following to prevent from getting stuck. I've tested this and it works great as a temporary solution anyway. if (itemType == GItemType.HoradricRelic) { return false; }
This profile will go to town and sit there if it find's the rifts teleporter out even before it does the boss. which means it will stand at orek and no rift boss kill or turn in. Anyway to add it so it checks for Rift Boss Killed first before reutnring to orek and the above happens?
The new version I am working on is a lot better at handling that stuff, but I can't release it until mapmarkers are added to DB for rift bosses.
Such an awesome profile, worked his way up til Level 8 rift. Only prob is, it wont talk to Qrek and just stands there and do nothing. Anyone had the same problem?
First time try this profile. Why he does not explore ALL map for kill all mobs? He skips many mobs and then: --------------------WARNING-------------------- Found town stone but still haven't killed boss. -Leaving game in 15 seconds, stop if you want.- --------------------WARNING-------------------- It's ok? :/
Unfortunately, this map is sooooo large and the bot is going to get lost on it. Until there is a way to break down the map profiles, this map is going to be an issue as are some of the other extremely large, maze maps
I've had similar problems on this map. It always as the same layout---exact same I think (same size = 3). Maybe that will help?
Delete lines 71,72,73 in the Rifter Core.xml file: <!-- Town Stone check --> <!-- Credit "Derrek" on forums --> <While condition="not ActorExistsAt(135248, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100)"> Also scroll down towards the bottom and delete: <!-- End of Town Stone check --> </While> <!-- Start - If the town stone is found but no boss spawned situation, this will kill the Rift --> <While condition="not ActorExistsAt(358489, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(343743, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(343751, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(343759, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(343767, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(344119, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(344389, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(345004, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(346563, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(353535, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(353823, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(353874, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(354050, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(354144, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(354652, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(357917, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(358208, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(358429, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(358614, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(359094, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(360281, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(360636, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) and not ActorExistsAt(359688, ZetaDia.Me.Position.X, ZetaDia.Me.Position.Y, ZetaDia.Me.Position.Z, 100) "> <LogMessage quest="1" step="2" output="--------------------WARNING--------------------" /> <LogMessage quest="1" step="2" output="Found town stone but still haven't killed boss." /> <LogMessage quest="1" step="2" output="-Leaving game in 15 seconds, stop if you want.-" /> <LogMessage quest="1" step="2" output="--------------------WARNING--------------------" /> <WaitTimer questId="1" stepId="1" waitTime="15000"/> <TrinityTownPortal questId="1" stepId="1" /> <LeaveGame reason="We were unable to complete the Rift." /> </While> <!-- End - If the town stone is found but no boss spawned situation, this will kill the Rift -->