SINS 2.1 new trigger system details

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    SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-01, 2:02 pm

    This deserves a topic of its own. Please read this before asking about the new trigger system.

    SINS 2.1 has a similar but much more powerful trigger system. Every single object property can be used as a trigger condition.

    There are two types of trigger conditions:
    1. Operate on a single source (eg. Self, Current target, Current pet)
    2. Operate on multiple sources like a list of items, list of skills, list of NPC, list of players, etc...

    This is important because the ordering and "Pooled" checkbox can give the wrong effect if not used correctly.

    The rule of thumb is to add the condition that is most related to the objective first; the supplement conditions should be after. Conditions like skill MP cost check should be last of the list.

    Some example of advanced trigger setup:

    AOE skills

    1. add the AOE skill
    2. add condition "Any surrounding NPC distance from current target is less than 6", Source > 3 (or number of mobs you want), Pooled unchecked
    3. add condition "Current target is a mob (true)", Pooled unchecked
    4. add condition "Self: MP current is greater than [cost]", Pooled unchecked

    This will execute the AOE skill if there are at least 4 mobs within distance of 6 from the targeted mob.

    Skill counter (in PvP)

    1. add the skill Jump (or any other desirable skill)
    2. add condition "Any surrounding player current skill is [skill you want to avoid; use Id or exact skill name]", Source > 0, Pooled unchecked
    3. add condition "Any surrounding player distance from self is less than 10 (or range of that skill)", Source > 0, Pooled unchecked

    This will cast jump to runaway if the opponent cast the specified skill.

    Skill on skill cooldown

    1. add the skill you want to execute
    2. add condition "Any active skill name is equal to [name]" or "Any active skill Id is equal to [id]", Source > 0, Pooled unchecked
    3. add condition "Any active skill cooldown is greater/less/equal to [cooldown]" (cooldown are values in milliseconds, not seconds), Source > 0, Pooled unchecked
    4. add condition "Self MP current is greater than [cost]", Pooled uncheck

    This will cast your skill if the other skill cooldown is at condition set.

    There are much more advance trigger setups. You may contribute the ones for party in this thread.
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-02-01, 2:07 pm

    Great!! [2 Skill Counter] totally kicks ass LOL
    PS I just made a thread regarding triggers lol then this thread goes up :P I guess we can ignore my thread then :P


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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-01, 4:36 pm

    hmm, so i want a simple 1, b4 i can go into da fancy, i want the most basic string... how to perform a normal attack in jade dynesty
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-02-01, 5:15 pm

    ^ check my trigger thread, I have a normal attack trigger setup there.


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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-01, 5:45 pm

    o.o ty ty ty ty ty ty ty ty ty ty ty

    ok damn i am glad that there r pplz helpfull like u guys

    thanks man, its finally working for me ^.^

    snickering
    finally, ok so i can attack, imma try out the rest on my nubie b4 testing it out on m main.

    but i wanted to kno sumthing, for jade dynesty, wut data do u need and how do i submit it, do i jus copy my files and send cuz if thats da case, imma copy them every weekend (sundays when i'm actually at home long enuf to do dat)


    hmm, auto route works like a charm even when i'm in a DIFFERENT MAP O.O


    Last edited by BigBeef on 2011-02-01, 5:58 pm; edited 1 time in total (Reason for editing : adding features i testing)
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-02-01, 6:00 pm

    submit what?lost


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    Re: SINS 2.1 new trigger system details

    Post by Ecko on 2011-02-01, 6:33 pm

    man with all these new triggers. make me want to play JD again.
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-01, 11:51 pm

    ok i tried sum of the triggers but i wanna kno sumthing though, i'm testing it against the viles ( its 2 in da morning and i overslept and missed da assistance i'd get from others for that quest so oh crap) but there is a delay i can't get rid of. it does 2 different aoe attacks each wid a cooldown of 2 secs, then stands there, and does them again... totally ignoring normal attacks. iis there a way i can adjust that?


    i also tried using trigger (skill)(any active skill)(cooldown)(is equal to)(Value=1)(Number of results greater than=0)

    aww well, until then, i'm keeping an hp battery in my bag jus in case my hp drops too low too fast


    Last edited by BigBeef on 2011-02-02, 12:04 am; edited 1 time in total (Reason for editing : scratching head)
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-02, 7:13 pm

    i'm still trying to figure out how to make it auto warp to town and buy and sell items (sell provs... buy pots) this ting hates my pc angry

    looks like it works for every1 else (or at lease no1 asked boutt it)

    but the trigger system on a whole... nice man!!! nice
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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-02, 7:45 pm

    Nah, you are just too busy scratching your head instead of reading what I posted. THERE ARE A LOT OF FEATURES STILL DISABLED!!!!
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    Re: SINS 2.1 new trigger system details

    Post by mockie on 2011-02-02, 7:50 pm

    i have questions regarding triggers:
    1. what does "pool result" mean?
    2. difference between "instant" and "charge"?

    thanks in advance for the answers. victory
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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-02, 7:54 pm

    Some skills can only be casted by "Instant"; these skills have no cast time (ie: instant cast). One such skill is the Arden skill turning into a fox and back. If you want to execute that skill, you must check Instant.

    I don't play every class, so I would not know which skill requires "Instant"; this is for you to test. If you notice that it is not executing, then you need to check it and vice versa.

    "Pool result" is for advance trigger condition techniques; I will explain that system once everyone is comfortable and understand the basic stuffs first.
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    Re: SINS 2.1 new trigger system details

    Post by mockie on 2011-02-02, 8:00 pm

    vuduy wrote:Some skills can only be casted by "Instant"; these skills have no cast time (ie: instant cast). One such skill is the Arden skill turning into a fox and back. If you want to execute that skill, you must check Instant.

    I don't play every class, so I would not know which skill requires "Instant"; this is for you to test. If you notice that it is not executing, then you need to check it and vice versa.

    "Pool result" is for advance trigger condition techniques; I will explain that system once everyone is comfortable and understand the basic stuffs first.

    ok. thank you very much! p04
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    Re: SINS 2.1 new trigger system details

    Post by bioman on 2011-02-03, 1:13 am

    mockie wrote:i have questions regarding triggers:
    1. what does "pool result" mean?
    2. difference between "instant" and "charge"?

    thanks in advance for the answers. victory

    for additional info..

    2. instant no cool down skill like the booster skill of RAYANs (Dragon Cut)

    Charge mainly for ardens when doing the skills that need to be charge to do more crt dmg(FlameStream)
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-03, 2:20 am

    vuduy wrote:Nah, you are just too busy scratching your head instead of reading what I posted. THERE ARE A LOT OF FEATURES STILL DISABLED!!!!

    ok sori boss, was jus a lil too excited and went ahead o things sweating

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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-05, 8:09 am

    sir vuduy, i got a lil problem, u see, jadeons got 2 usefull buffs but i caN'T SEEM TO GET IT RIGHT.

    Note: i'm lvl 92... so i can't use better "usefull" buffs lol

    as well as 2 aoe skills which i use at my level

    so here's my sinario

    buffs are: ice aptitude
    refined vigor
    faithful Defender

    Skills are: Five Thunders (aoe)
    Spear Of Tushin (aoe)
    Frenzied Edge (single)
    Normal Attack (single)

    (this part i couldn't attempt until now)
    and 1 skill which i really want to work but too afraid to try

    it out: Town Portal
    Portal Scroll
    (any thing that warps me to a town like a portal charm


    buffs sinario:
    while grinding, i would like to use refined vigor which recovers 1512 spirit over 18 seconds, and once it is active i'd want to use faithful defender, to absorb some of the damage i receive and attack it on my spirit instead. once they are both out of effect, i want to use ice aptitude to reset the timers (120 seconds) on those 2 skills. then i want to cycle through them again weather or not ice aptitude is still on


    skills sinario:
    shile grinding, i want it set for aoe sinarios. as well as single target sinarios automatically. so while grinding if there r 2 targets or more which are close enough to each other, it should use the 2 aoe attacks, else if there's 1 target to kill, then it should use the single targets.

    as for the portal thing lets just say, i lost soooo much exp because i ran out of hp pots, and went town, only to go back out hp potless and die again... (i was at work and bot was running at home)

    i now notice this feature is present so i'm going to test it, if i get lost with that sinario too, i'll ask u but for the rest, a gentle kick in the right direction would be apprechiated

    thanks in advance



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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-05, 8:15 am

    Read my guide; there's enough info there to do everything you want.
    Try to come up with something; use your head first. I hate spoon feeding lazy asses.

    If it still fails, then post your failed triggers, and I may help. It is possible that some of the triggers still buggy.

    As for auto revive; uncheck "Return to starting location" under Auto Revive tab if you don't want your char to go back out after dying.
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-05, 9:36 am

    vuduy wrote:
    As for auto revive; uncheck "Return to starting location" under Auto Revive tab if you don't want your char to go back out after dying.

    preventsion better than a cure... my aim, not to die... solution... when low on pots... get the hell outta the fire... ur suggestion... be suicidal frustrated
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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-05, 10:25 am

    You still want to uncheck that anyway, in case you ran out of portal charm; and it will keep going back and die.
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    Re: SINS 2.1 new trigger system details

    Post by mockie on 2011-02-05, 10:47 am

    BigBeef wrote:sir vuduy, i got a lil problem, u see, jadeons got 2 usefull buffs but i caN'T SEEM TO GET IT RIGHT.

    Note: i'm lvl 92... so i can't use better "usefull" buffs lol

    as well as 2 aoe skills which i use at my level

    so here's my sinario

    buffs are: ice aptitude
    refined vigor
    faithful Defender

    Skills are: Five Thunders (aoe)
    Spear Of Tushin (aoe)
    Frenzied Edge (single)
    Normal Attack (single)

    (this part i couldn't attempt until now)
    and 1 skill which i really want to work but too afraid to try

    it out: Town Portal
    Portal Scroll
    (any thing that warps me to a town like a portal charm


    buffs sinario:
    while grinding, i would like to use refined vigor which recovers 1512 spirit over 18 seconds, and once it is active i'd want to use faithful defender, to absorb some of the damage i receive and attack it on my spirit instead. once they are both out of effect, i want to use ice aptitude to reset the timers (120 seconds) on those 2 skills. then i want to cycle through them again weather or not ice aptitude is still on


    skills sinario:
    shile grinding, i want it set for aoe sinarios. as well as single target sinarios automatically. so while grinding if there r 2 targets or more which are close enough to each other, it should use the 2 aoe attacks, else if there's 1 target to kill, then it should use the single targets.

    as for the portal thing lets just say, i lost soooo much exp because i ran out of hp pots, and went town, only to go back out hp potless and die again... (i was at work and bot was running at home)

    i now notice this feature is present so i'm going to test it, if i get lost with that sinario too, i'll ask u but for the rest, a gentle kick in the right direction would be apprechiated

    thanks in advance



    depising

    what you are asking is way too specific. some things cannot go as you want them to be. you have to compromise. for skills scenario, i suggest you ignore your conditions for the number of targets. i have a jadeon and i just spam skills whether or not there's 1 target or more. for your buffs scenario, i think that's possible. continue experimenting and maybe you will achieve what you want.

    for your pots problem, i believe this can be possible once the VENDOR has been enabled. This is actually included in SINS 2.x but i think that version doesn't work for you. You have to wait for it to be enabled on SINS 2.1
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-05, 10:49 am

    vuduy wrote:You still want to uncheck that anyway, in case you ran out of portal charm; and it will keep going back and die.

    from the first day i saw that.. i disabled it... i rather come see myself kissing da ground than to see i came from 98% exp to 0% exp
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-06, 5:54 am

    sir vuduy, thats the reason for normal attack autofiring when it wants. i got an arden and it works fine when summoning a plant and pet (both being, if triggered by the plants / pets not being present. gowever, somnetimes when i use the trigger to use normal attack and set the trigger to Common> Current target> is a mob> true ot'll turn to the direction of the mob but not attack... so iii died, and autowalked to the area and suddenly it uses normal attacks

    is there a system requirement i need for normal attack to stop being delayed
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-02-06, 6:07 am

    I also noticed this on RANGED chars, I just disabled "Min Radius" on Target tab and it worked fine.


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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-02-06, 10:10 am

    The default delay between normal attacks is 4 second. A bit overkill, it will be reduced down to 2 seconds.
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-06, 10:12 am

    tried that, doesn't work for me on the arden, but it worked for the jadeon... ironic aint it... i still pawning cuz of summons
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    Re: SINS 2.1 new trigger system details

    Post by bigbeef on 2011-02-06, 11:36 am

    ok i got a fix for the arden... to treat summons as buffs and trigger it on yourself rather than the target aka, the only 1 i got which is target dependant is normal attack.. so it normal attacking like crazy ^.^


    ok flower works by setting it for onse self... not the bull
    -sighs-
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    Re: SINS 2.1 new trigger system details

    Post by MrsGod on 2011-02-11, 4:22 am

    I think the bot is considering plants and beasts (summons) as the same thing. If i put flower with condition (has summoned plant: false) it won't summon the plant if i have a beast on. And if i have set a beast with the trigger (has summoned beast: false), it doesn't summon the beast if i have the plant on.
    I like to bot with tiger as main summon and bear when the tiger is on cooldown and also with a plant. Can't put plant with other triggers because the cooldown is 10s and plant lasts for 40s so that would mean i lose more sp and time by putting it to summon every 10s.
    I'm still trying to figure out all the new triggers, they're pretty awesome, just wanted to point this out, maybe it's a bug. Thanks teasing
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    Re: SINS 2.1 new trigger system details

    Post by atila61 on 2011-02-11, 6:20 am

    Is it possible to add timer to a skill? I've read everything here but can't find it or is the timer disabled? I just want to cast a skill every 18 seconds without any other condition ...
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    Re: SINS 2.1 new trigger system details

    Post by bocautrang on 2011-02-11, 12:42 pm

    When I auto range char,although they were attacking the mob but it looked like they did nothing. They just looked at the mob, and the white damge appeared but you could not see any arrow or no spell. It happen with some skill too, especially with the skill need a long cast time. Example, when a Lupin cast "Driver dweller", the skill has 4 secs cast time. At the first second, the skill appear, but from the second one, the skill disappear like you choose "no effect". But it still hited the mob 4 times. It's also happen with "Chap ter of Jade" of Celan.
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    Re: SINS 2.1 new trigger system details

    Post by bocautrang on 2011-02-11, 2:16 pm

    I've just seen something weird when I auto a modo char. I tried to use Restrained Resement (I will call it "ss" next time)to increase my skill damge, btw, I were planing to use "Charge" to reset ss cooldown. The problem is my character use "Charge" 40-50 times, but the SS skill just reseted 2 times, while the chance of it is 50%. I try to use Charge manual, and it reset immediately. Could it happen beacause the skill was used very fast ? I noticed that when my character didn't target any mob and she use "Charge", the SS skill has a greatter chance to reset cooldown. But when my Modo used Charge while she attacking a mob, SS skill's cooldown could not reset. I try to un-mounted, my Modo even did not jump while she used Charge.
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-02-11, 5:26 pm

    as u said, its just chance. it being 50% doesn't mean it goes 1 of 2 times, its 50% per try. you're just unlucky, thats all.


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    Re: SINS 2.1 new trigger system details

    Post by bocautrang on 2011-02-11, 11:35 pm

    But when it used the skill 30 times and the reset cooldown didn't appear, there are the problem.
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    Re: SINS 2.1 new trigger system details

    Post by gaea_6662000 on 2011-03-01, 1:40 pm

    i stiil cant figure out how to set up a dagos modo with demonic buffing and kangba spamming mad
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    Re: SINS 2.1 new trigger system details

    Post by wongfei888 on 2011-03-08, 9:54 pm

    question i want to ask, how revive pet automatic when die for venomancer and auto summon again, thanks so much for helping p23
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    Re: SINS 2.1 new trigger system details

    Post by vuduy on 2011-03-08, 10:02 pm

    Add skill "Revive pet", target "Pet".

    Add condition "Pet -> Any pet in roster -> HP Percent -> is equal to -> 0
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    Re: SINS 2.1 new trigger system details

    Post by wongfei888 on 2011-03-08, 11:43 pm

    thanks so much working well p40
    i'm test work fine now, even after rech the destination still up and down but no problem,cause it's work than before, I'll post videos later, I try when if the pet dies in killing monsters or players, auto revive pet work but the call pet does not work, any tips? thanks you p40
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    tidori45
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    Re: SINS 2.1 new trigger system details

    Post by tidori45 on 2011-04-07, 7:04 am

    any triger to call pet? my pet not out from roster after die, but triger revive pet is work,
    so like this

    pet die -> revive -> do not want out

    my triger revive pet like this

    Pet -> Any pet in roster -> HP Percent -> is equal to -> 0

    thanks for help
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    fouryearstrong
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    Re: SINS 2.1 new trigger system details

    Post by fouryearstrong on 2011-04-11, 3:15 am

    just wanna share this one to my fellow rayans out there


    Use Shadow Dance Soul when Shadow Dance Ultima is in cooldown

    add Shadow Dance Soul to skills
    on trigger conditions, add the following:

    Any active skill: Id is equal to [2453] << you can replace this with skill name
    Any active skill: cooldown is greater than or equal to [30000]
    Self: has summoned clone [false]

    finally, add a Self MP trigger to your liking.

    this is very useful in bg's and boss hunts.
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    extremedeath
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    Re: SINS 2.1 new trigger system details

    Post by extremedeath on 2011-04-11, 11:06 am

    A better way would be to rank Shadow skills
    Ultima on Rank 0 and Soul on Rank 1
    Both having the same triggers >>>
    /Self has summoned clone false
    /Self MP greater than XXXX
    /Current Target is alive

    This would ALWAYS cast Ultima first and WILL NOT cast Soul right after, therefore not wasting your precious Ultima.


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    Kagebunshin
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    Re: SINS 2.1 new trigger system details

    Post by Kagebunshin on 2011-04-11, 2:55 pm

    extremedeath wrote:A better way would be to rank Shadow skills
    Ultima on Rank 0 and Soul on Rank 1
    Both having the same triggers >>>
    /Self has summoned clone false
    /Self MP greater than XXXX
    /Current Target is alive

    This would ALWAYS cast Ultima first and WILL NOT cast Soul right after, therefore not wasting your precious Ultima.

    Yes, that the way i use the shadow for my rayan too. nice


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    fouryearstrong
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    Re: SINS 2.1 new trigger system details

    Post by fouryearstrong on 2011-04-11, 11:45 pm

    extremedeath wrote:A better way would be to rank Shadow skills
    Ultima on Rank 0 and Soul on Rank 1
    Both having the same triggers >>>
    /Self has summoned clone false
    /Self MP greater than XXXX
    /Current Target is alive

    This would ALWAYS cast Ultima first and WILL NOT cast Soul right after, therefore not wasting your precious Ultima.
    i don't trust priorities yet. maybe because i like to be specific in my triggers. but i welcome your suggestion. maybe i'll try it too.
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    wongfei888
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    Re: SINS 2.1 new trigger system details

    Post by wongfei888 on 2011-04-11, 11:54 pm

    how do I set up the triger just unequip instrument flying, if you arrive at their destination early start bot, down from instrument flying, if it reached the destination to sell and repair guns NPC

    unequip instrument flying -> start location
    unequip instrument flying -> NPC-chosen (sales and repair)

    please check my settings Was this something wrong? why every pet death can not be automatic recall, but the automatic can revive


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    Re: SINS 2.1 new trigger system details

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