In case, we don't get the new API available on time. You may want to add a new portal as following, <MoveToActor questId="312429" stepId="2" actorId="175501" isPortal="True" destinationWorldId="288798" statusText="Moving to Level X" />
I think profiles can never reliably detect a boss kill. This logic needs to be moved into a plugin. This same problem happened to me farming keywardens. I think it is caused because when combat logic runs, it bypasses the profile logic completely. So for example, if you start killing mobs and the combat logic leads you to a rift boss, it remains in combat logic the whole time and never gives the profile logic a chance to detect the rift boss spawned. When you finish killing the rift boss it switches over to the profile and the profile has no idea you just killed the boss. The only way it works properly is if you kill a monster, leave combat logic, and then the profile has a chance to detect the rift boss outside of combat radius. I would say this happens at least half the time. Hopefully that wasn't too confusing to understand.
SOMEONE ANSWER THIS PWEASE What are you guys doing when the bot caps the 500 blood shards and just sits there spam looting blood shards? any fix for this? thanks!
You're correct, which is why the author and rrrix has requested many more functionalities to be added to the bot to support better rifting/bounties. It will most likely to be moved to a DB level check. I think the author is also patiently waiting for the devs to release this.
Getting pages of this error sometime, even though it appears to have no affect on the Bot. Don't know if this is Rifter or Trinity [Trinity] Exception reading ActiveBounty Object reference not set to an instance of an object. [Trinity] Exception reading ActiveBounty Object reference not set to an instance of an object. [Trinity] Exception reading ActiveBounty Object reference not set to an instance of an object. [Trinity] Exception reading ActiveBounty Object reference not set to an instance of an object. [Trinity] Exception reading ActiveBounty Object reference not set to an instance of an object.
Thanks for that, I'll be sure to add that in. Sadly we are still needing the mapmarker, because as far as I know actors unload when they are too far off the screen, so if they are like really far away when they spawn you can't use any sort of like MoveToActor or anything, it 100% has to be able to follow the map marker but I can't seem to get a devs attention on that issue.
Imho nesox should be releasing support for mapmakers since rifter is definately best thing out there atm since rifts is main source of drops since patch....NoWayLol doing a great work and deserves some respect
I think it might be better to use another method to detect whether a boss is summoned or not. I've noticed several times that the boss appeared in so distant area that I have to search for minutes to even make the yellow marker appear on the minimap. I wonder will there be different stepids for "kill-mob", "kill-boss", and "boss-down"? The quest indicator under minimap does change with these stages.
It's a yellow arrow if your far enough away, as you get closer it disappears then comes back as a yellow 'ping' sorta thing, then once actually on the minimap becomes that skull thing or whatever. But no matter what distance you are once it picks up that it exists I believe I saw a code around somewhere that remembers that location and heads toward it. So even if it disappears at certain times it will still know its way. Just gonna keep waiting I suppose, sooner or later maybe. But Rrrix was looking into stuff for me as well, so maybe he will come back with some good news.
Just don't use standard questId="..." stepId="..." attributes. As far as I have tested they don't work when you have multiple active quests. Had to write my own profile tag for this purpose: using System.Linq; using Zeta.Bot.Profile; using Zeta.Game; using Zeta.Game.Internals; using Zeta.TreeSharp; using Zeta.XmlEngine; using Zeta.Bot.Profile.Composites; namespace Trinity.XmlTags { [XmlElement("TrinityAtQuest")] public class TrinityAtQuest : ComplexNodeTag { protected override Composite CreateBehavior() { PrioritySelector decorated = new PrioritySelector(new Composite[0]); foreach (ProfileBehavior behavior in base.GetNodes()) { decorated.AddChild(behavior.Behavior); } return decorated; } public override bool IsDone { get { return !ZetaDia.ActInfo.ActiveQuests.Any(quest => quest.QuestSNO == QuestId && quest.QuestStep == StepId); } } } }
So it appears it still uses the normal tag right, but it just puts the other at a higher priority? You should suggest that to Rrrix to add in because that is a pretty sweet change. It would make campaign act totally normal but when in Adventure Mode make those quests higher priority. Thanks though, I will look into it.
Have a hard time finding the link to the Trinity SVN, anyone mind posting it? Edit: Found it here: https://subversion.assembla.com/svn/unifiedtrinity/