I noticed in functions.cs where Nemesis Bracers is listed with some sort of ID# that I have no clue where it comes from. I have Gloves of Worship so if there is anyway to get the ID# for that, I can just add it myself and have it start working on shrines...
Use gearswap extreme man, equip the glove and click capture, then select which condition to pair with and click add
It is a little more complicated for those. If you unequip gloves the buff goes away. So you need to add additional checks to see if you have a buff so they are not unequipped. Also they do not work on Pylons so not all shrines work.
I was misled, I was told the buff stays when you switch but if it for sure goes away when you take the gloves off then it's not even worth doing really. btw ActorSNO for Gloves of Worship is 332344
Hey Border... I've messed with this a few times using Blank Profile/Routine and I just don't know... maybe it's just me and my friend though he has a much more powerful computer than mine. Does anyone else notice that it will sporadically lag you (game freeze lag) every so often(1-2 times a minute) whether switching gear or not. I've assumed it has to do with the pulse check, but even increasing it to every 2 seconds did not resolve the problem, and I feel like going any higher would eliminate the chance for it to switch to shrine bracers effectively for me.
Is there a reason why you dont use just: Code: ZetaDia.Me.HasBuff(SNOPowert.Wizard_Archon) It works for me maybe but there is an error about it I dont know @Border Just added am Chec if Archon is rdy: Hey Border, I just added a Function to cancel gearSwaps when Archon is used. PHP: public static void EquipItem(Gear item, string msg, bool flag) //Equip the provided item, If flag is set then we are removing an original piece so must add it to the originalgear list. //If flag is false then the original piece is already on the list. { //Get Current ID of item equiped in Inventory to see what we have equipped int currentItemId = Helpers.GetIdOfItemInSlot(item.GetInvSlot()); int vyrsID = 0; int currentItemActorSNO = Helpers.GetActorSNOOfItemInSlot(item.GetInvSlot()); string currentItemName = Helpers.GetItemNameInSlot(item.GetInvSlot()); //Archon Check if (ZetaDia.Me.ActorClass == ActorClass.Wizard) { //Get Dynamical Item ID of Vyrs item for the current Slot switch (item.GetInvSlot()) { case InventorySlot.Hands: vyrsID = Helpers.GetIdOfItem(346210); break; case InventorySlot.Torso: vyrsID = Helpers.GetIdOfItem(332357); break; case InventorySlot.Legs: vyrsID = Helpers.GetIdOfItem(332360); break; case InventorySlot.Feet: vyrsID = Helpers.GetIdOfItem(332363); break; } //checks if Player is in Archon and gearswap would affect a vyrs item if (vyrsID != 0 && vyrsID != -999 && vyrsID == currentItemId && ZetaDia.Me.HasBuff(SNOPower.Wizard_Archon)) return; } //Check if current item Id is not the same as the one we are trying to equip, if not equip it! (this may not be necessary) if (currentItemId != item.GetDynamicId()) { //add current item to the original gear list if (flag) { originalGear.Add(new Gear(item, currentItemActorSNO, currentItemName)); } WriteToLog(msg); ZetaDia.Me.Inventory.EquipItem(item.GetDynamicId(), item.GetInvSlot()); Helpers.SetInUse(item.GetCondition()); } }
Thanks for that. My idea was to implement a solution where other statuses gear are able to swap in slots where archon gear isn't used, but that'll do
Is your plugin able to SwitchGear when Archon is casted? (I use the extreme version) If not Vyrs has to be the standartgear?! so when revert() is called The Vyrs set should not be affected. Or do I understand something wrong? Edit: Damned just saw that it is you who develops the extreme version... sorry 4 that. thought i wrote with sb other the last days. So your mean if in GearSwap extreme the revert function is called and Vyrs is not the default items but just swapped for casting Archon?
Read the Edit of my last post. PHP: public static void RevertGear() //Equip all original gear. { #region skill gear modification - cleanup originalGear list List<Gear> defaultGears = gearList.Where(obj => obj.GetCondition() == "Default").ToList(); if(defaultGears != null) { foreach (Gear defaultGear in defaultGears) { Gear sameGearDiffStatus = originalGear.FirstOrDefault(obj => obj.GetActorId() == defaultGear.GetActorId()); Gear diffGearSameSlot = originalGear.FirstOrDefault(obj => obj.GetInvSlot() == defaultGear.GetInvSlot() && obj.GetActorId() != defaultGear.GetActorId()); if (sameGearDiffStatus == null) originalGear.Add(defaultGear); else sameGearDiffStatus.SetCond("Default"); if (diffGearSameSlot != null) originalGear.Remove(diffGearSameSlot); } } #endregion //WriteToLog("Reverting all gear to original!"); for (int i = originalGear.Count - 1; i >= 0; --i) { EquipItem(originalGear[i],"Reverting to original",false); originalGear.RemoveAt(i); } } }
For me personally, Odyn Son is higher elite kill speed than Sun Keeper. Is there anyway to edit this to swap to Odyn Son for elites? EDIT: Nvm, I figured it out. Thanks again for this absolutely amazing plugin. Brilliant.
i got a question about ignore when immun: i have always 4p blackthorns but it looks like for molten and so on it switches, its not a big deal but sometimes they got other affixes so it could be better when he ignore from what iam already proteced edit: + [Gloves of Worship] (10min instead of 2 for shrine/well buffs dosen´t work on pylons) not 100% sure if it works when you just swap them. edit2: not sure if its possible, i think i would be nice if the plugin would temporaly override the avoidence settings of trinity. if there are i.e. 3 kinds of elemental dmg, he could still avoid the stuff that does matter, but won´t run out off things that provide heal (neck) / dosen´t matter. so ppl could set the value higher and still won´t waste much dps.
Can you make an option for dual Danetta? If there are no monsters in sight (80ft) swap those two, then swap back to old weapons if enemy spotted
Still using this and it works just great. Think I found a little problem tho and don't know if it's already mentioned or not since there is nothing about it on first post. Bot was passing by shrines and not changing for the bracers (it said he did in the db). So I checked and I had found Nemesis Bracers so I guess the bot was trying to change for the ones that were just found.
Here is zoltunKulle, he is mostly arcane, so with Countess Julia he's pretty much harmless save the fireball, which hardly does damage. [TabUi] Unit ActorSNO: 358208 Name: X1_LR_Boss_ZoltunKulle-37900 Type: None Radius: 12.51 Position: x="1057" y="952" z="0" (1057, 952, 0) Animation: ZoltunKulle_stunned_01 has Attributes: Level=70, TeamID=10, HitpointsCur=1315482250, HitpointsMax=1326167277, HitpointsMaxTotal=1326167277, Stunned=1, LastDamageACD=2014838864, ProjectileReflectDamageScalar=1065353216, BuffVisualEffect=1, DOTDPS=1239258702, MinimapActive=1, BountyObjective=1,