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Trinity 1.8.4

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And I'm wondering if you could also remove mantra casting upon entry to a map where there's a slight delay that the mantra is seen as "uncasted" due to the latency? Don't think this qualifies as a "bug" but it sure would be an improvement!

edit. sorry I figured how to do it by commenting out this whole section

Code:
            // 4 Mantras for the initial buff (slow-use)
            //if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfEvasion_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfRetribution_v2_Passive) &&
            //    Player.PrimaryResource >= 100)
            //{
            //    return new TrinityPower(SNOPower.X1_Monk_MantraOfEvasion_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
            //}
            //if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfConviction_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfConviction_v2_Passive) &&
            //    (Player.PrimaryResource >= 100))
            //{
            //    return new TrinityPower(SNOPower.X1_Monk_MantraOfConviction_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
            //}
            //if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfHealing_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfHealing_v2_Passive) &&
            //    Player.PrimaryResource >= 100)
            //{
            //    return new TrinityPower(SNOPower.X1_Monk_MantraOfHealing_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
            //}
            //if (CombatBase.CanCast(SNOPower.X1_Monk_MantraOfRetribution_v2) && !GetHasBuff(SNOPower.X1_Monk_MantraOfRetribution_v2_Passive) &&
            //    Player.PrimaryResource >= 100)
            //{
            //    return new TrinityPower(SNOPower.X1_Monk_MantraOfRetribution_v2, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 0, 1, WAIT_FOR_ANIM);
            //}
 
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rrrix its not a bug

the hero autopickup potions after 2.0.1, like the gold before
 
Omg, my Arcane Blast is working, I'm so excite! Way to go rrrix!
 
rrrix can you add this for monks :o
will be usefull

  • Mantra spam on elites only

and this is my code for exploding palm for fight with elite Bosses with profiles like "Walking Dead" or "The Thing"
i use this skill with rune The Flesh Is Weak, so its important for my build

Code:
 // Exploding Palm
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated &&
                (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 14f) &&
                CombatBase.CanCast(SNOPower.Monk_ExplodingPalm, CombatBase.CanCastFlags.NoTimer) &&
                !SpellTracker.IsUnitTracked(CurrentTarget, SNOPower.Monk_ExplodingPalm) &&
                ((Player.PrimaryResource >= 30 && !Player.WaitingForReserveEnergy) || Player.PrimaryResource >= MinEnergyReserve))
            {
                return new TrinityPower(SNOPower.Monk_ExplodingPalm, 14f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM);
            }

and SpellDealy in TVars = 8000
 
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is there a way to give priority to kill mobs instead of destroying/opening chest?
Actually it kamikaze to chest (or whatever) taking lot of damage without even trying to defend himself.
or worse.. am i the only with this "problem"?
 
is there a way to give priority to kill mobs instead of destroying/opening chest?
Actually it kamikaze to chest (or whatever) taking lot of damage without even trying to defend himself.
or worse.. am i the only with this "problem"?

I would very much like to see it prioritize the elites instead of it's minions. Especially with a Archon build, where so much depends on kill the highest threat within the 20s window. Seeing it waste time on either a single "Minion" or even white mobs who pass by and then get killed when Archon form is over, it makes me sad and annoyed.

Would very much like this.
 
is there a way to give priority to kill mobs instead of destroying/opening chest?
Actually it kamikaze to chest (or whatever) taking lot of damage without even trying to defend himself.
or worse.. am i the only with this "problem"?

this ^
 
so i did a lot of changes.
this is my Monk.cs
build Monk - Game Guide - Diablo III

almost perfect except one thing, bot use Exploding Palm on the boss not every 7 second(TVars setup), but near 11-13, and debuff continue only 9 seconds. Still cant force bot to use it every 7s, or i need the check like with Rend? bot can recognize when debuff is end and the boss need more?:confused:
 

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Hi guys,

After latest DB patch + trinity update I cant run my bot anymore. My db cant see trinity. I tried to re-install but it is exactly the same thing... It was working with old DB(1686.337) but now it forced me to update to latest version, otherwise it wasn't working.
Here is my error message, plz let me know how to fix it.
Thank you for your help

Demonbuddy v1.1.1715.344 started
Logging in...
Attached to Diablo III with pid: 3180
Flashing window
Compiler Error: c:\Users\Immortal\Documents\Demonbuddy\Plugins\Trinity\Helpers\Logger.cs(151,41) : error CS0117: 'Zeta.Common.LogLevel' does not contain a definition for 'Emergency'
[QuestTools] Plugin v1.5.5 Enabled
 
In the Weighting.cs, I found the code like below:
// Lower health gives higher weight - health is worth up to 1000ish extra weight
if (cacheObject.IsTrashMob && cacheObject.HitPointsPct < 0.20)
cacheObject.Weight += Math.Max((100 - cacheObject.HitPointsPct)/100 * 1000d, 100);

The .HitPointsPct is less than 1. So it should be: (1-cacheObject.HitPointsPct) * 1000d, right?
 
Heya rrrix, loving the ability to stash whites, that is working awesome, but for some reason it sells greys rather than stashing or salvaging.

Also, it just runs past (or goes near but doesn't click) on weapon's racks (which are the #1 place for whites/greys). I don't remember if this was working properly with the older Trinities.

I'm running a fresh install of newest db beta and 1.8.4.

Thanks!

Edit: Weird, now in A2 it's occasionally succeeding with weapon's racks.

Edit 2: Now in A3 it doesnt touch weapons racks again.
 
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so my wizard got no main attacks like magic missle and when its breaking destructibles it somehow launches a plain wand hit do u think i can get banned for doing that?
 
Is it possible to add the following settings to Trinity?

* Skip only elites with <choose from drop down menu of elite abilities>
* Force stop profile from leaving game if elite pack is within <radius> or <attacking>
* Dump <character specific energy source> with <spell>

The first two don't need further explanation, the last one might. I've been looting new legendary items with spell bonuses that I would love to use, for example: The belt I'm using on my barbarian at the moment gives my character and everybody affected by my War Cry, when used, 32% increased movement speed for 10 seconds. It would be useful to be able to dump a specific spell when my fury is > x amount.

Last, if you're not getting paid for doing this, you should reconsider, either db should incorporate Trinity and share the profit with you or leave a donation address for people to donate, fiat money, bitcoins, ltc, doge, whatever!
 
Is there any way to change how many times my bot can die before it automatically leaves the game? If i die one single time, it always leaves. How can I fix this?
 
Is there any way to change how many times my bot can die before it automatically leaves the game? If i die one single time, it always leaves. How can I fix this?

In your profile .xml change the <TrinityMaxDeaths questId="1" max="2" /> to the number of death you want before leaving
 
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