v1.3.3 should not TP back to base if you die at Leoric's yard. You should spawn in the mansion, and it will go through the door and continue. Same thing if you die on the bridge. The old profile a few versions back did warp back, v1.3.3 won't.
Send me a log and the act1_LeoricsHuntingManor.xml you're using. The latest XML file doesn't have a TP back to town until you've completed the entire map, so if you died there, there shouldn't be anyway it warps to town when you respawn.
Boy these plugins are not smart. What is happening is when you died, it loads the previous profile loaded (which should be the Leoric profile), but instead, it thinks it is Act1-start file which does start with a teleport. I think it is because I'm not using the trinity load profile perhaps that it's not updating. Going to test that right now. The easy fix was to remove the teleport to town from Act1 start file, but I'd prefer to keep that in for safety. Why it doesn't properly reload the profile and literally loads the PREVIOUS profile is beyond me. Will report back. The never ending mess these things give me lol.
OK that looks like it fixed it. I'm going to replace all loadprofile tags with trinity load profile tags so it remembers which profile to properly load when you die. I died 4x in the courtyard and it didn't TP back to town. Died in hunting ground, didn't TP back to town. ***EDIT v1.3.4 has been uploaded which should fix the issues described above. sperma6902, give it another go and see if it fixes your issue.
v1.3.5 updated. Fixed the Load Profile tag in Act2 Mine...was immediately warping to Oasis after that when it should continue to Alcarnus like normal. This is now fixed.
magi i downloaded your profile the " ACT I KEYWARDEN" but after i extract there is alot of xml. i only can load 1 of this and it went stuck ? any idea to make it jummp to another xml. after it done with the 1st xml.?
If the keywarden dies and I die at the same time and the key drops. The game auto exit before picking up the key. Anyway to fix this
a thats why i get 4 keys in act 2 all night.. Anyway profile except this seems to working perfect m8.15 hours running no stuck in town or any death handling issue.
If you want to remove an Act from the loop, open the last profile of the Act (Misery/Oasis/Stonefort) and at the bottom where it does the random profile selection, just remove the reference(s) to the Act you want to remove. I'm no longer using ContinueTo, it is a TrinityLoadProfile tag Which did you download? Act1 Keywarden Run v1.3.4? Should only have 4 xml files and you load the Start Here one if you just want to run Act 1. If you're having stuck problems, post a log so I can see what your bot is trying to do Not sure about this, I can't say I've ever died at the same time as killing the Warden and would be difficult to test against. Could do a check on the key perhaps. Were you running the latest profile? I know I implemented a fix specifically to deal with warping out too early if you died to the keywarden.
Thanks! Gonna look at adding some additional functions to Trinity so I can figure out what keys a person has, and hopefully, load an appropriate act based on that. That will take some time though.
Hey Everyone, skeetermcdiggles was kind enough to make a key plugin already that determines how many keys you have and select a profile based on the keys you've acquired. Thankfully I stumbled upon this today before I started writing one myself. He has already leveraged my profile and worked his plugin into it...though I'm going to look through and test some stuff for myself before I include in here. Just figured I'd let everyone know more good stuff to come!
Yup, includes some inherent keywarden detection too which properly checks ALL the time, as opposed to what I am restricted to now, which is every MoveTo Point.