Well 1 sucessful run, but on the 2nd one its on Level 2 and its ran all over the map several times without going to the part of the map for the gatway to the next level.. Was at 250m Xp now its down to 50m because its ran around for the last 20 god damn minute over the same area it has 7 times already.. Great profile good work but trinity explore really needs to stop going back the way it fuck came and wasting so much time.. Rifts = Legs we all know that.. but for the love of god if I can do 3 FoM runs in the time I do one god damn rift then its worth it more to do FoM vs Rifts.
I tried that a few days ago and it wouldn't work sadly. I found a thread saying Trinity removed Forced Town Runs because DB itself has support for it now. The 'now' was referring to the time (over a year ago), I guess they were talking about the Force Town Run button on the DB UI. All though when I tried it I just used <ForceTownRun> I think, so I will give yours a go and see what happens with that.
It was used in one of the profiles I ran a week or so ago which worked fine with the Trinity version at the time. So would be odd if it was "removed" 0.0
Slight update..of news! Current Core profile has 383 lines and 32188 characters. The new Core profile has 224 lines and 13640 characters. Absolutely gutted it of anything that is unneeded in prep for the DB update (whenever that is). It's almost a totally new profile, has different ways of handling everything. Should be smarter, faster, and more efficient! Can't wait to test it. Will be starting on Extended profile here shortly, which needs a whole new angle and rework of it's own. I also found the reason why sometimes it doesn't return to town after killing the boss, it's quite funny actually how much of a rookie mistake a made to have that fail. Anyway, heres to hoping we see a DB update tonight or tomorrow! Thanks for the donations today as well!
Uhmm, I'm actually not sure if it's fixable in the old version without breaking 2 other aspects of it sadly. :S A mod is redirecting my message to a DB Dev, so hopefully in the next day or two we can get support for the mapmarker in, then I can push this new update with a much better script.
No, it is an entirely new profile in anticipation for the new DB update. It will be released once the new DB comes out.
Thanks for all the work on it, it's been a pretty good profile, especially considering the limitations that Trinity and DB have imposed while needing to be updated.
Could you post the profile now for us that wanna use it the moment the new DB comes out? Just us pre setting up users xD
I totally would but! The problem is that in the update it will/should include getting the hash for the mapmarker, until it's added I have no way to get it so it's just a blank field in the script right now. In other words it won't even remotely work until I get it.
Even I'm excited for this update. Here is some basics of features coming: 1) Not a lot of set delays left. Most have been replaced with checks using <While> which means that it won't sit around for seconds when it doesn't need to. An example of this is while waiting for the Rift to close it will town run (thanks to Vuwrr), but depending on how many items you have picked up, or if you need to repair and so on can increase the time of your town run. There is no set timer on opening a new Rift, it will simply wait until the last Rift is closed using <While> tag, and the second it closes will open a new one, instead of sitting around for anywhere between 10-28 seconds over. Hopefully that makes sense, it's complicated stuff! 2) Smarter system on detecting when the boss spawns, no more spam of ActorIDs to go through, general tags so it will support every boss now and in the future. Likewise with detecting where the boss is, and that it needs to head toward the Boss and kill it. 3) Better looting. Currently there is 1 wait timer after killing a boss, which can sometimes make you miss loot. Now there is 4 wait timers that equal up to the same amount of time. So it will loot some drops wait, loot some more that dropped while waiting, wait again and loot more. Haven't been able to test this obviously, but by the looks of it should make sure you never miss out on loot. 4) Smarter system on failed games. Like everything else it's been extremely generalized. If it messes up to the point of no return, it should know instantly and not dick around wondering levels forever. If it thinks it can't correct itself, it leaves straight away and gets a new game going without wasting any time. It also apologizes for messing up, it feels bad so give it a break. 5) If it finds the town stone before killing the boss it will switch to full clear mode, once fully cleared if the boss still hasn't spawned it will leave. I'd like to maybe make it go back a level and fully clear to absolutely make sure at some point, but that could get complicated. This however should work for Rifts that are only 1 or 2 levels deep. 6) Generalized doors. Should never get stuck on a door again, because it won't look for doors with specific ActorIDs anymore, only doors that have the correct following WorldID. 7) Added more log messages, so you should always know what it's doing. So you don't sit there yelling at your screen "WHAT ARE YOU DOING YOU STUPID BOT?!" No? Just me? Well then.. That's the good stuff, plenty of other little tweaks in the mix. Can't. Wait. To. Test. It. Will be starting on overhauling the Extended profile soon, tonight or tomorrow.
Good to hear. Do you have any plans for blood shard support? I noticed my bot got full on shards and was stuck in a loop because, it was spamming town hall while also moving trying to pick up a blood shard I couldn't hold,