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Trinity 1.7.2.9

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rrrix

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Download Trinity 1.7.2.9

Known issues:



  • DH Sentry Turrent still does not work, appears to be DB bug
[h=3]Changelog 1.7.2.9:[/h]
  • More fixes for not-attacking stuff after a single attack is used
  • Removed UI checkboxes for WD Grave Injustice and Barb Boon of Bull Kathos, as the passives are now auto-detected
  • Added Witch Doctor Hex: Angry Chicken support
  • Added improved support for WD Grave Injustice with acid cloud and zombie bears, taking into account pickup radius
  • Wizard Blizzard is now cast on the best cluster area instead of the primary target
  • Added more logging for main HandleTarget for debugging CM/WW problems...
  • Modified unstucker weighting for current destination position
  • Refactored/Moved UpdateCachedPlayerData, RefreshBuffs, RefreshHotbar methods into PlayerCache class
[h=3]Changelog 1.7.2.8:[/h]
  • Fixed rogue IsWaitingForPower in Refresh HealthWell section, causing stucks
  • Removed SNOPower.Walk from Wizard ET/Blizzard spells
  • Tweaked RandomXY ZigZag from 2/3+1+5/4 to 1/2+3/4+1 distance
  • Destructible radius is now always forced to 50%, re-purposed dictSNOExtendedDestructRange to be used as a range when object should be 'added' to cache instea
  • More tweaks for destructible object range and detection
Changelog 1.7.2.7:

Combat logic:

  • Very-large destructibles (e.g. that huge catapult in skycrown) will now be always attacked
  • Re-worked trash/elite/gold weighting/prioritization a little to better pick targets
  • Bot should be better about not attacking units that are standing directly in avoidance
  • Tweaked single target zig-zag a little, changed multi-target zig zag to use clusters
  • Trinity behavior tree will now wait for power/spell use based on time rather than ticks. This will help reduce CPU utilization slightly and strange behavior when using extremely low (<6) or high (>20) tick rates.
  • Close Target prioritization now takes effect when 3 or more units are within close melee range (5f)
  • Kiting will now only kite monsters who are weighted (e.g. valid targets)
  • Fixed default ranged weapon attack distance
  • Improved Kiting logic some, should suck less
  • Increased Ignore Trash Mob max count UI slider to 15
  • Tweaked ignore trash mob logic slightly - should be better about REALLY ignoring trash mobs now, added some logging for helping me debug
Combat classes:

  • Monk Sweeping Wind spell will no longer interrupt Tempest Rush channeling
  • Monk Wave of Light trash mob max count UI slider increased to 15
  • Monk Tempest Rush targetting optimized a little more Optimized - works better now except when navigating tight corners and with destructibles/barricades
  • Fixed monk TR Movement+TrashOnly bug being used on Elites
  • Fixed Monk Wave of Light spirit check (was attempting to cast even without enough spirit)
  • Destructibles are now ignored if monk is channling Tempest Rush or has Sweeping Wind buff
  • Barbarian Rend is now used more when current target is not bleeding or 2 or more nearby targets are not bleeding - and fixed use timer bug
  • Barbarian Whirlwind and Tempest Rush ZigZag for single/sparse targets has been updated, it will now criss/cross the target better
  • WitchDoctor Manitou rune is now used correctly OOC (only when Manitou is not present), may help with other OOC buffs as well
  • WitchDoctor Locust Swarm is now used correctly (only when current target is not affected)
  • WitchDoctor Soul Harvest + VengeFul spirit works better
  • WitchDoctor Vengeful Spirit rune is now supported and has special logic
  • DemonHunter Range weapon default attacks should work correctly now
Items and Looting:

  • Items should now be picked up when the current profile behavior is a UseTownPortal tag
  • Fixed bug standing around trying to pickup gold that we were already standing on
  • Fixed bot acting confused when dropped items are sitting in AoE range
  • Added potential fix for Demonic Forges and other navigation obstacles... needs testing
Core Logic:

  • Added some optimizations and caching where appropriate for TeamID, IsBurrowed, IsUntargettable, IsInvulnerable - should help reduce CPU utilization slightly
  • Adjusted defaults for Gold Inactivity (300) TPS Limit when modified (8) and Cache Refresh Rate (300)
  • TownRunTimer will now keep BehaviorTree running while waiting (should no longer continue running profile when bags are full)
  • Added client navigation check if we can actually move to attack a unit/pickup an item (replaces GridProvider.CanStandAt(Point v2))
  • Fixed GoldInactivity not triggering while Behavior tree is in running state for extended periods of time
  • Fixed Azmodan avoidance, it actuall works now
  • Set default SuccubusStar avoidance health slider to 0 (disabled)
  • Added TrinityTownRun to IsTryingToTownPortal() safety checks
  • Added AWE's fix for TrinityLoadOnce random profile selector
  • Added AWE's TrinityLoadOnce multi-profile stuff
  • Tweaked destructible AddToCache logic slightly to be less sensitive for smaller objects
  • Lots of refactoring - moved ItemValuation and Constants into their own classes, created NavHelper/MathUtil, Improved TargetUtil, rebuilt several functions and reorganized a lot of old code
  • Trinity will now force-reload the profile OnGameChanged since Demonbuddy forgets to do this sometimes (may cause double-reloads, but that's OK)
  • Fixed bug with persistent stats XML data not being flushed completely and causing XML document errors in logs
  • Improved Unit attribute check order in hopes to reduce CPU utilization
  • Temporary caches are now reset on new games only, rather than periodically (was 5/10/30/150 seconds), should help reduce CPU utilization
  • Fixed RunStats Item Stats (IPH) counter / GenericObjectCache
  • Monsters are now always added to the cache regardless of kill radius, but are now ignored from weighting based on kill radius (so they can be included in TargetUtil checks)
  • Started work on using only cached values and minimizing reads from DB/D3 memory - focus on ZeteDia and ZetaDia.Me
 
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Finally :D Been checking the ongoing changes on the devchannel. I'll get back after some test running :)
 
just downoaded it and observed it for 5 minutes, it is attacking all destructibles, too much waste of time, will just go back to use the previous one for now. The old version was never skipping items on the ground, this one does as it is very busy to destroy objects...
 
just downoaded it and observed it for 5 minutes, it is attacking all destructibles, too much waste of time, will just go back to use the previous one for now. The old version was never skipping items on the ground, this one does as it is very busy to destroy objects...

Hmm... mine is ignoring all destructibles.

What do you have configured on your world objects tab?
What character class and build do you have?
What is your +Movement Speed %?

Are you also saying, that it is ignoring items that you believe it should pick up?
 
just downoaded it and observed it for 5 minutes, it is attacking all destructibles, too much waste of time, will just go back to use the previous one for now. The old version was never skipping items on the ground, this one does as it is very busy to destroy objects...

And, what profile?
 
-didnt touch any settings just dowloaded and run it.
-i am using ww barbarian,using frenzy with movement speed rune and sprint.
-my base movement speed is %24..

it is killing elite pack and running through destructibles derstoying all of them and sometimes going another pack, dont go back to collect elite drops, i just stopped the bot and go through the dead elites manually and realized that it skipped tome of secret, tome of secret isnt important of course but it could skip echoing fury as well. After killing elite pack attacking destructibles cause him to go far away and start attacking another mob packs.
i am using tinnkaizer v0.8
 
trying Act 3 Inferno by rrrix profile now, will let you know how it is going :)
 
-didnt touch any settings just dowloaded and run it.
-i am using ww barbarian,using frenzy with movement speed rune and sprint.
-my base movement speed is %24..

it is killing elite pack and running through destructibles derstoying all of them and sometimes going another pack, dont go back to collect elite drops, i just stopped the bot and go through the dead elites manually and realized that it skipped tome of secret, tome of secret isnt important of course but it could skip echoing fury as well. After killing elite pack attacking destructibles cause him to go far away and start attacking another mob packs.
i am using tinnkaizer v0.8

echoing fury's are treated very differently than tome of secrets :) Legendary items get super higher priority, and have NO limit on pickup range - so if the bot can "see" it in the object manager (usually ~ 90-120 yards away), the bot will move to pick it up.

If you are running this fast and want tome of secrets, make sure your loot radius is set higher (60) - you may have to edit the profile as some Profiles set it REALLY low, like 40. Also make sure "Pickup Craft Tomes" is enabled in Trinity Item Pickup tab.

FYI, range 40 =~ 1/3rd of the screen, so if you run away with sprint and frenzy and fast legs/boots, rare items, craft mats, gems, and gold will be skipped.
 
thank you for nice plugin rrrix, but how about the dectructibles, my barbarian is acting like Jackie Chan who wants to destroy everything he see lol :)
 
rrrix, can you explain to me some settings:
Trigger range for non elite combat, example 40.
Trash pack cluster radius, example 30.
minimum trash mob pack size, example 3.

First one, does it mean that if trash monsters (no matter the number) are at 45 yards, the bot will ignore them, as 45>40. Is this correct?
Second, is the radius of the pack (so measured from a monster) or is it the radius measured from me? And if second case, isn't it the same as first setting? I'm really confused.
Third one. So, if 2 monsters are near me, at 10 yards, which is less than 40 from first setting, the bot WILL STILL not attack them because it will only attack if there are minimum 3. Correct?
 
rrrix, can you explain to me some settings:
Trigger range for non elite combat, example 40.
Trash pack cluster radius, example 30.
minimum trash mob pack size, example 3.

First one, does it mean that if trash monsters (no matter the number) are at 45 yards, the bot will ignore them, as 45>40. Is this correct?
Second, is the radius of the pack (so measured from a monster) or is it the radius measured from me? And if second case, isn't it the same as first setting? I'm really confused.
Third one. So, if 2 monsters are near me, at 10 yards, which is less than 40 from first setting, the bot WILL STILL not attack them because it will only attack if there are minimum 3. Correct?

First one, is the distance from hero to the monster. If it's greater than this range, it will not be attacked (except under specific circumstances - WaitTimer tags, UseTownPortal tags, bags full > TownPortal, etc).
Second one is the radius from one monster to the other - e.g. looking at monster A, if monster B and monster C are <= 30 yards, we will attack Monster A.
If we have minimum trash mob pack set to 3, and there are 2 monsters at 10 yards and they're standing close to eachother, we will not attack them because there are only 2 trash monsters.

Exceptions to this rule are, when bosses, elites or treasure goblins are present, or we're stuck, or a monster is body-blocking us (e.g. Trinity detects the body of the monster is basically standing face-to-face with the hero).
 
Items should now be picked up when the current profile behavior is a UseTownPortal tag

its not working

now my barb go to tp and left all loot from the elites in the Warrior's Rest(Key Hunting), only 1 trash archer interrup it and ONLY after unsuccessful tp-out he pick up loot and go tp again
 
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why my barbarian acting so weird with this new plugin, is it all because i have so much ms ?
 
Can you consider putting warcry's use timer on the cooldown instead of its overall duration? Since the skill produces fury and survivability it should be used immediately when it comes off of cooldown. I have noticed that is used when its entire duration finishes. This could be very costly if a bot is running in hardcore, disconnects and loses warcry during the disconnected period.


THANKS!
 
why my barbarian acting so weird with this new plugin, is it all because i have so much ms ?

What else is it doing? Mine is destroying everything in its path, without remorse or patience!
 
sry, mistake

its NOT working
Items should now be picked up when the current profile behavior is a UseTownPortal tag

with keyhunting for sure its not
missing loot
this is serious problem
 
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