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Trinity 1.8.12

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Hello everyone,

Is the "stashing everything" issue an issue from trinity or is it demonbuddy. I won't ask the developer to haste with this, i'm sure you are doing as much as you can already. Just wish we had more awesome minds on this forum that have to know-how to fix it :)

Be the change you want to see in the world :)
 
Since Ros is out, Looks like there's a lot of burden on you Rrrrix.
feel sorry to rush you with every little problems these days.

I always appriciate your awesome work for such a short time.

Anyway..,
I'd like to know now if bot can get info about how many stacks of avalanche is stored or not.
(With tectonic Rift Rune :Store up to 3 charges of Avalanche)

If it's possible, I'd like to use avalanche for lower monster cluster when it hits 3 stacks like the below.

public static bool CanUseAvalanche
{
get
{
return !UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.X1_Barbarian_Avalanche _v2, CanCastFlags.NoTimer) &&
(TargetUtil.AnyMobsInRange(16, 10) ||
((GetBuffStacks(SNOPower..X1_Barbarian_Avalanche _v2) > 2) && TargetUtil.AnyMobsInRange(16, 5))||
TargetUtil.IsEliteTargetInRange(10));
}
}
public static TrinityPower PowerAvalanche
{
get
{
Vector3 bestClusterPoint = TargetUtil.GetBestClusterPoint(15f, 15f);
return new TrinityPower(SNOPower.X1_Barbarian_Avalanche_v2, 15, bestClusterPoint);
}
}
 
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Infrequently it dosent use potion in combat, neither normal or the new legendary.

Even when told not to, it sometimes picks up a normal potion.
 
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Infrequently it dosent use potion in combat, neither normal or the new legendary.

Even when told not to, it sometimes picks up a normal potion.
As far as the looting goes, blame Blizzard since you automatically pick up potions like gold now.
 
As far as the looting goes, blame Blizzard since you automatically pick up potions like gold now.

Ahh that one makes sense then.



Edit: Does anyone else have problems with the bot ( a wiz in my case) pasing in front of blacksmith trying to repair but cant and eventually leaves due to inactivity?
 
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idk it doesnt work for me when im using crusader? he doesnt use his skills
 
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rrrix, you are taking a look at the Item Score? pls, improve the Item Score, I believe that I and many others, we would like to save only the really good rare, and sell those that are not good.. but now it seems he can not identify very well the good, and just keeping rare items that are not good. Or maybe the bar (Weapon 110000, Armor 60000,Jewelry 60000) need to be increased..

I do not know anything about programming or something. If I am being boring, I'm sorry.

Sorry for my english.. and good job rrrix.
 
I'm having a problem when I try to config trinity in Demonbuddy for the second time, Demonbuddy always crasch.
 
rrrix could you try in your next version to make Spirit Barrage work ?

I tried to update the Spirit Missile in WitchDoctor.cs by mixing "firebats fast-attack" and "Spirit Missile", it didn't work.
I also tried to make a: while (AnyUnitinRange(x)) statment and the "return new" in the while. Same, Nothing.

Tried to check: if 3 or more monsters are less than 30m away, press SHIFT + MOUSE1. Wasn't able to use intelisense so didn't find a way to make KeyDown event work (no shit...)
Without it working we lose a really powerfull spell to bot solo.

(i guess i'm not really in the good section but wasn't expecting to wrote that much. I Tried to follow a tuto to setup a DemonBuddy project. Wasn't able to do it since i miss something. And the most recent post about it seem outdated).
 
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I just noticed that it wont pick up legendary crafting material (Angelic Shard, drop from A4) I have "crafting materials" checked and i also have it set to "misc item level = Common+"
Here is an Item-Dump, if that helps.

Name=Angelic Shard InternalName=CraftingReagent_Legendary_Set_Hallowed_X1-2293 GameBalanceID=-784029520 ItemLink: {c:ffff8000}Angelic Shard{/c}
[Trinity] Attribute: ItemQualityLevel, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: ItemBoundToACD, iVal: 2015494230, fVal: 1.314311E+34
[Trinity] Attribute: ItemStackQuantityLo, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: Loot20Drop, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: EnchantRangeMax, iVal: 255, fVal: 3.573311E-43
[Trinity] Attribute: GizmoHasBeenOperated, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: ProjectileReflectDamageScalar, iVal: 1065353216, fVal: 1
[Trinity] Attribute: ScreenAttackRadiusConstant, iVal: 1114636288, fVal: 60
[Trinity] Attribute: TurnRateScalar, iVal: 1065353216, fVal: 1
[Trinity] Attribute: TurnAccelScalar, iVal: 1065353216, fVal: 1
[Trinity] Attribute: TurnDeccelScalar, iVal: 1065353216, fVal: 1
[Trinity] Attribute: PickedUpTime, iVal: 8698, fVal: 1.218849E-41
[Trinity] Attribute: UnequippedTime, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: CoreAttributesFromItemBonusMultiplier, iVal: 1065353216, fVal: 1
[Trinity] Attribute: IsTemporaryLure, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: PowerPrimaryResourceCostOverride, iVal: 2139095039, fVal: 3.402823E+38
[Trinity] Attribute: PowerSecondaryResourceCostOverride, iVal: 2139095039, fVal: 3.402823E+38
[Trinity] Attribute: PowerChannelCostOverride, iVal: 2139095039, fVal: 3.402823E+38
[Trinity] Link Color ItemQuality=Legendary
[Trinity] ACDItem.ACDGuid=2082078915
[Trinity] ACDItem.ActorClass=Invalid
[Trinity] ACDItem.ActorInfo=ActorType:Item ApperanceSNO:137957 PhysMeshSNO:-1 Cylinder:Position:<5.960464E-08, 0, -0.2328048> Ax1:0.4656096 Ax2:0 Sphere:Center:<0.1053595, 0.1206974, 0.5256435> Radius:3.653623 AABB:Min:<0.1053595, 0.1206974, 0.5256435> Max:<1.48743, 1.329645, 0.5841079> AnimSetSNO:-1 SNOMonster:-1
[Trinity] ACDItem.ActorSNO=364305
[Trinity] ACDItem.ActorType=Item
[Trinity] ACDItem.Affixes=System.Int32[]
[Trinity] ACDItem.AffixId=0
[Trinity] ACDItem.AnimationState=Invalid
[Trinity] ACDItem.BaseAddress=343769960
[Trinity] ACDItem.BoundToACD=2015494230
[Trinity] ACDItem.CurrentAnimation=Invalid
[Trinity] ACDItem.CurrentDurability=0
[Trinity] ACDItem.Distance=559.2321
[Trinity] ACDItem.DurabilityCurrent=0
[Trinity] ACDItem.DurabilityMax=0
[Trinity] ACDItem.DurabilityPercent=NaN
[Trinity] ACDItem.DyeType=None
[Trinity] ACDItem.DynamicId=2085749010
[Trinity] ACDItem.FAGGuid=129
[Trinity] ACDItem.FollowerSpecialType=None
[Trinity] ACDItem.GameBalanceId=-784029520
[Trinity] ACDItem.GameBalanceType=Items
[Trinity] ACDItem.GemQuality=0
[Trinity] ACDItem.Gold=0
[Trinity] ACDItem.HitpointsGranted=0
[Trinity] ACDItem.IdentifyCost=0
[Trinity] ACDItem.InternalName=CraftingReagent_Legendary_Set_Hallowed_X1-2293
[Trinity] ACDItem.InventoryColumn=0
[Trinity] ACDItem.InventoryRow=2
[Trinity] ACDItem.InventorySlot=BackpackItems
[Trinity] ACDItem.IsArmor=False
[Trinity] ACDItem.IsCrafted=False
[Trinity] ACDItem.IsCraftingPage=False
[Trinity] ACDItem.IsCraftingReagent=True
[Trinity] ACDItem.IsElite=False
[Trinity] ACDItem.IsEquipped=False
[Trinity] ACDItem.IsGem=False
[Trinity] ACDItem.IsMiscItem=False
[Trinity] ACDItem.IsOneHand=False
[Trinity] ACDItem.IsPotion=False
[Trinity] ACDItem.IsRare=False
[Trinity] ACDItem.IsTwoHand=False
[Trinity] ACDItem.IsTwoSquareItem=False
[Trinity] ACDItem.IsUnidentified=False
[Trinity] ACDItem.IsUnique=False
[Trinity] ACDItem.IsValid=True
[Trinity] ACDItem.IsVendorBought=False
[Trinity] ACDItem.ItemBaseType=Misc
[Trinity] ACDItem.ItemLegendaryItemLevelOverride=0
[Trinity] ACDItem.ItemLevelRequirementReduction=0
<log4net.Error>Exception during StringFormat: Input string was not in a correct format. <format>[Trinity] ACDItem.ItemLink={c:ffff8000}Angelic Shard{/c}</format><args>{0}</args></log4net.Error>
[Trinity] ACDItem.ItemQualityLevel=Normal
[Trinity] ACDItem.ItemStackQuantity=1
[Trinity] ACDItem.ItemTimeSold=0
[Trinity] ACDItem.ItemType=CraftingReagent
[Trinity] ACDItem.ItemUnlockTime=0
[Trinity] ACDItem.Level=1
[Trinity] ACDItem.LockedToACD=-1
[Trinity] ACDItem.MaxDurability=0
[Trinity] ACDItem.MaxStackCount=1000
[Trinity] ACDItem.MinimapVisibilityFlags=0
[Trinity] ACDItem.MonsterAffixEntries=System.Collections.Generic.List`1[Zeta.Game.Internals.SNO.MonsterAffixEntry]
[Trinity] ACDItem.MonsterAffixes=None
[Trinity] ACDItem.MonsterInfo=Zeta.Game.Internals.SNO.SNORecordMonster
[Trinity] ACDItem.Name=Angelic Shard
[Trinity] ACDItem.NoAutoPickUp=False
[Trinity] ACDItem.NumSockets=0
[Trinity] ACDItem.NumSocketsFilled=0
[Trinity] ACDItem.Position=<0, 0, 0>
[Trinity] ACDItem.RequiredLevel=0
[Trinity] ACDItem.Stats= Quality - Normal
Level - 1
BaseType - Misc
ItemType - CraftingReagent]
 
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Lets donate some cash for beer to Rrrix! Gather up boys, embrace that man as your better equal, respect
 
[Trinity][Performance] Execution of the block HandleTarget took 1411.88ms.

Wondering what causes this, is it PC performance or ?
 
@stefan2812

Can you attach your ItemsDropped.csv? I haven't seen one of those yet.
 
Yea, force townrun tab simply stuns the toon.. he does not tp town..

peace

Thanks again rrrix..
 
Yea, force townrun tab simply stuns the toon.. he does not tp town..

peace

Thanks again rrrix..

This is pretty damn rude... You make it sound like rrrix isn't doing anything at all with his spare time, when in all actuality, that's probably what All of his time is spent doing.... Is making these plugins stable, tinkering around. Imagine if Rrrix just decided to quit being a third party developer... Trinity would no longer exist at all probably, because I don't see many other people putting out that many good plugins. Pretty sure he is the reason demonbuddy is as popular as it is.
 
Hey rrrix.

First of all - great work. I truly appreciate it.

So, to my question:
I'm wondering if there's a way to make trinity spawn two hydras instead of just one? I found a Serpent's Sparker, a weapon that enables having two hydras active at the same time.


I'd guess it's somewhere in here:

Plugins\Trinity\Combat\Abilites\Wizard.cs

Code:
                // Hydra
                if (!UseOOCBuff && !Player.IsIncapacitated &&
                    LastPowerUsed != SNOPower.Wizard_Hydra &&
                    (TargetUtil.AnyElitesInRange(15, 1) || TargetUtil.AnyMobsInRange(15, 4) || Player.CurrentHealthPct <= 1 || ((CurrentTarget.IsEliteRareUnique || CurrentTarget.IsBoss || CurrentTarget.IsTreasureGoblin) && CurrentTarget.RadiusDistance <= 15f)) &&
                    Hotbar.Contains(SNOPower.Wizard_Hydra) &&
                    Player.PrimaryResource >= 15 && SNOPowerUseTimer(SNOPower.Wizard_Hydra))
                {
                    // For distant monsters, try to target a little bit in-front of them (as they run towards us), if it's not a treasure goblin
                    float fExtraDistance = 0f;
                    if (CurrentTarget.CentreDistance > 17f && !CurrentTarget.IsTreasureGoblin)
                    {
                        fExtraDistance = CurrentTarget.CentreDistance - 17f;
                        if (fExtraDistance > 5f)
                            fExtraDistance = 5f;
                        if (CurrentTarget.CentreDistance - fExtraDistance < 15f)
                            fExtraDistance -= 2;
                    }
                    Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, Player.Position, CurrentTarget.CentreDistance - fExtraDistance);
                    return new TrinityPower(SNOPower.Wizard_Hydra, 30f, vNewTarget, CurrentWorldDynamicId, -1, 1, 2, WAIT_FOR_ANIM);
                }


Unfortunately my programming skills are close to none, so if you've got the time I'd appreciate any sort of help.

Thank you in advance.

Sincerely
 
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