How about monks? Anyone tried this version with a monk?![]()
My monk randomly stops as does my cm wizard. Downgraded to .6
Edit: it stopped on .7 and .8
How about monks? Anyone tried this version with a monk?![]()
How about monks? Anyone tried this version with a monk?![]()
Did you experience a problem with DH like the one i explained few posts ago ?? "Fear on hit" problem ?Thanks rrrix, tested on all classes except WD, so far very good![]()
Yes - this is how I run my bots.
Not necessarily, some items may still be scored. Legendary items are never scored, however. Hard rules will score less items. Soft rules will leave more items to score.
Good question... i think that will work though.
This depends on the itemrules you're using. If you're using soft or hard rules that come with Trinity, yes, these settings are likely ignored. You can customize your itemrules however - that's where their power truly shines.
Download Trinity 1.7.2.8
Known issues:
Changelog 1.7.2.7:
- DH Sentry Turrent still does not work, appears to be DB bug
Combat logic:
Combat classes:
- 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
Items and Looting:
- 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
Core Logic:
- 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
- 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
turn off d3 starteryet another relogger cant start the game.......help me PLZ rrrix
turn off d3 starter