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Bombastic's Trinity

No... I never saw that problem. No idea what's causing it.



Try that in Weighting.cs:

- Comment all lines between 135 and 148;
- Change lines from 153 to 165 to:

Code:
                                if (shouldIgnoreTrashMobs && cacheObject.IsTrashMob && !isInHotSpot &&
									(nearbyMonsterCount < RealTrashPackSize || BlackListed))

Feedback me later :)

I'll fiddle the sticks tomorrow and see how it goes :3

thanks for that detailed feedback. Did not really anticipate it to be so deep :P
 
18f

i think it's better to use
ObjectCache.Count(u => u.IsTrashMob && cacheObject.Position.Distance2D(u.Position) <= Settings.Combat.Misc.TrashPackClusterRadius);

In all other Trinity, this code count every mob EXCEPT blacklisted ones, because in other versions (including vanilla) blacklisted units are not seen. They are not even cached.

In my trinity they are seen and counted, and because of that I have to use DataDictionary.BlackListIds to make sure they are not count as a valid mob to not increase nearbyMonsterCount counter.

Let's say Bulls are blacklisted.

Example1: 7 mobs (5 random mobs and 2 bulls) -> Trinity vanilla: see 5 mobs
Example2: 7 mobs (5 random mobs and 2 bulls) -> My Trinity with DataDictionary: see 5 mobs
Example3: 7 mobs (5 random mobs and 2 bulls) -> My Trinity without DataDictionary: see 7 mobs

Got it?

Bombastic whats the best merc to use with a barb ? :) thx for the answer! and your help

If you need 3% attack speed to increase breakpoints, Enchantress. Any other case, Scoundrel with Hysteria. Test both in d3rawr.com and see wich one gives more tDPS (NOT DPS!)
 
I did a new FoM profile. This new profile CONTINUES to FoM after finding Decaying. It goes to dc lvl 2, teleport out, and finish all FoM locations.

If DC is found North, it will ignore DC South check to speed things up. And vice-versa. (I used TrinityUseStop profile tag to make this possible)

The point is being in logoff/menu/load screen as minimum as possible. They are the real IPH killer.

So far it seems pretty good. Let's see with more hours :)

Code:
===== Misc Statistics =====
Total tracking time: 0h 41m 59s
Total deaths: 1 [1,43 per hour]
Total games (approx): 5 [7,14 per hour]
Total XP gained: 2,40 million [3,43 million per hour]
Total Gold gained: 576,90 Thousand [824,20 Thousand per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 1534 [2191,60 per hour]
 
i use relog count 1-2 seconds...thats the fastest way you can relog

hm try now 0-0.5 sec
 
So far it seems to work like a charm.

going to test it hard now.
 
In all other Trinity, this code count every mob EXCEPT blacklisted ones, because in other versions (including vanilla) blacklisted units are not seen. They are not even cached.

In my trinity they are seen and counted, and because of that I have to use DataDictionary.BlackListIds to make sure they are not count as a valid mob to not increase nearbyMonsterCount counter.

Let's say Bulls are blacklisted.

Example1: 7 mobs (5 random mobs and 2 bulls) -> Trinity vanilla: see 5 mobs
Example2: 7 mobs (5 random mobs and 2 bulls) -> My Trinity with DataDictionary: see 5 mobs
Example3: 7 mobs (5 random mobs and 2 bulls) -> My Trinity without DataDictionary: see 7 mobs

If you need 3% attack speed to increase breakpoints, Enchantress. Any other case, Scoundrel with Hysteria. Test both in d3rawr.com and see wich one gives more tDPS (NOT DPS!)

reason is to count mobs near cache obj, not near bot
1.6.0 profile with some small tweaks
my DC1 results with lacerate rune and 50 killradius ( logout in DC2)
510k buffed dps ~2.3kk tDPS

Code:
===== Misc Statistics =====
Total tracking time: 5h 2,00m 21s
Total deaths: 4 [0,79 per hour]
Total games (approx): 1 [0,20 per hour]
Total XP gained: 812,77 million [161,29 million per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 13573 [2693,44 per hour]
RunStats
Code:
===== Misc Statistics =====
Total tracking time: 12h 38m 44s
Total deaths: 19 [1,5 per hour]
Total games (approx): 142 [11,23 per hour]
Total XP gained: 1687,41 million [133,44 million per hour]
Total Gold gained: 4678,56 Thousand [369,97 Thousand per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 28122 [2223,85 per hour]

PS. try count 6640 as 2 and add small delay (barbariancombat.cs)
return new TrinityPower(SNOPower.Barbarian_Whirlwind, V.F("Barbarian.Whirlwind.UseRange"), ZigZagPosition, Trinity.CurrentWorldDynamicId, -1, 3, 1, false);
 
Crypt

===== Misc Statistics =====
Total tracking time: 0h 3m 33s
Total deaths: 0 [0,00 per hour]
Total games (approx): 1 [16,90 per hour]
Total XP gained: 10,20 million [172,33 million per hour]
Total Gold gained: 38,10 Thousand [643,85 Thousand per hour]

===== Item DROP Statistics =====
Items:
Total items dropped: 168 [2838,73 per hour]

Items dropped by quality:
- White: 67 [1132,11 per hour] {39,88 %}
- Magic: 80 [1351,78 per hour] {47,62 %}
- Rare: 21 [354,84 per hour] {12,50 %}

so much more iph, with 2x emerald as with 1 ruby 1 emerald...
 
I just love 3 min logs, it sure makes things clearer. ;)
Oh and btw, people should start wrapping logs in Code so that we dont end up with 130 pages in a week.
 
The FoM normal profile is not working for me. Bot explores the Northeast Drowned Temple area and gets stuck each time. Anyone else have this problem?
 
regarding the bandaid fix: It works and improves my iph slightly. I can't get back to my old numbers though :/

Will produce a log soon.
 
And finally, i started a Git Fork: https://www.assembla.com/code/bombastic-unifiedtrinity-fork/git/nodes

It's synced with Trinity 1.7.3.10. I added my FoM v1.2 and the new one v1.3:

Code:
- New routes;
- All waypoints get a separated file;
- New box size and tolerance values for Decaying Crypts;
- LogOffOnTimeout method in DC: if dc isn't finished in 6 minutes, bot will automatically log off (GoldInactivity sometimes never triggers with bot travelling and collecting gold).

I didn't test them much... damn server off (I hope the ban hammer don't get me :p )

ps: new TrinityExploreDungeon.cs is incompatible with db 317, use db 323 or replace TrinityExploreDungeon.cs with the previous one.
 
And finally, i started a Git Fork: https://www.assembla.com/code/bombastic-unifiedtrinity-fork/git/nodes

It's synced with Trinity 1.7.3.10. I added my FoM v1.2 and the new one v1.3:

Code:
- New routes;
- All waypoints get a separated file;
- New box size and tolerance values for Decaying Crypts;
- LogOffOnTimeout method in DC: if dc isn't finished in 6 minutes, bot will automatically log off (GoldInactivity sometimes never triggers with bot travelling and collecting gold).

I didn't test them much... damn server off (I hope the ban hammer don't get me :p )

ps: new TrinityExploreDungeon.cs is incompatible with db 317, use db 323 or replace TrinityExploreDungeon.cs with the previous one.


can you explain to me how to use that git fork stuff
 
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