What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity 1.9.2 & QuestTools 2.0.14

Status
Not open for further replies.
And im getting this!

Compiler Error: c:\Users\ZTJY\Desktop\Demonbuddy\Routines\Trinity\TrinityRoutine.cs(14,18) : error CS0101: The namespace 'TrinityRoutine' already contains a definition for 'TrinityRoutine'

fresh install as well!

Delete Trinity directory and re-install NOTE: NOTHING HAPPENS TO YOUR SETTINGS DOING THIS !
 
Try setting gold > 0, this was something Gorm put in. I'll remove it...
 
hey rrrix, do happen to know if the following is a bug or just misconfiguration?! And if it is misconfiguration would you please advise me the correct settings?

my trinity is considering the inventory full even tho 18 slots of it are still empty ([Trinity] No more space to pickup a 2-slot item, town-run requested at next free moment.).. i have tried messing within trinity's settings to see if it debugs, i believe it is a bug, cuz no matter what i set it always thinks that those 18 slots are not free for use.

Are you using protected slots?
 
Did you change anything with the cast range of Big Bad Voodoo vs bosses such as Ghom (and how do I change it back?) I am now having problems with Ghom being out of range of my Big Bad Voodoo as he often walks around my pets and tries to reach me or something) I kinda liked it when I stood right next to him because he couldn't kill me anyway
 
ury0005 made a fix for it here.

I just rebuild all of this. It's all old Legacy Giles code, too complicated, too many ||'s and !'s and whatever.

Simple:

Code:
                    // 10 columns
                    for (int col = 0; col <= 9; col++)
                    {
                        // 6 rows
                        for (int row = 0; row <= 5; row++)
                        {
                            if (!BackpackSlotBlocked[col, row])
                            {
                                if (!isOriginalTwoSlot)
                                    return new Vector2(col, row);


                                // Is a Two Slot, Can't check for 2 slot items on last row
                                if (row == 5)
                                    continue;


                                // Is a Two Slot, check row below
                                if (!BackpackSlotBlocked[col, row + 1])
                                    return new Vector2(col, row);
                            }
                        }
                    }
 
I just rebuild all of this. It's all old Legacy Giles code, too complicated, too many ||'s and !'s and whatever.

Simple:

Code:
                    // 10 columns
                    for (int col = 0; col <= 9; col++)
                    {
                        // 6 rows
                        for (int row = 0; row <= 5; row++)
                        {
                            if (!BackpackSlotBlocked[col, row])
                            {
                                if (!isOriginalTwoSlot)
                                    return new Vector2(col, row);


                                // Is a Two Slot, Can't check for 2 slot items on last row
                                if (row == 5)
                                    continue;


                                // Is a Two Slot, check row below
                                if (!BackpackSlotBlocked[col, row + 1])
                                    return new Vector2(col, row);
                            }
                        }
                    }

I will update the compilation with that code, thanks!

Btw, I'm constantly updating my post on page 1 with issues I find with Trinity and Quest Tools. Just a heads up. :)
 
I will update the compilation with that code, thanks!

Btw, I'm constantly updating my post on page 1 with issues I find with Trinity and Quest Tools. Just a heads up. :)

You should make a new thread :)
 
Problem that I have since a few versions:
Gems set to Imperial, yet picks up all gems.

ty :)

btw: If I setup that he doesn't pick up craft materials, does he still pick up legendary essences?
 
@rrrix:

Getting a compiling error using that code.
Code:
Compiler Error: error CS0103: The name 'isOriginalTwoSlot' does not exist in the current context
 
@rrrix:

Getting a compiling error using that code.
Code:
Compiler Error: error CS0103: The name 'isOriginalTwoSlot' does not exist in the current context

Yeah don't use it, wait for 1.9.3 :)
 
rrrix, would you kindly add the following fixes to the SVN ?

Code:
- bool hasPreparation = Hotbar.Contains(SNOPower.DemonHunter_Preparation);
+ bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0);
- ((!hasPreparation && Player.SecondaryResource >= 14) || (hasPreparation && Player.SecondaryResource >= 39)) &&
+ ((!hasPunishment && Player.SecondaryResource >= 14) || (hasPunishment && Player.SecondaryResource >= 39)) &&
Code:
- (!GetHasBuff(SNOPower.DemonHunter_ShadowPower) || Trinity.Player.CurrentHealthPct <= 0.5) &&
+ (!GetHasBuff(SNOPower.DemonHunter_ShadowPower) || Trinity.Player.CurrentHealthPct <= 0.8) &&
@ ShadowPower logic. You need to save discipline only if you have the Punishment rune, not only if you have Preparation.
In my opinion the minimum HP for Shadow Power should also be raised, since you are most likely to be already dead if you reach 50% life. ( maybe add an option in the Settings UI for this, if you have time )

Code:
- bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0);
@ Preparation logic ( since it should be already defined @ Shadow Power )

Code:
- if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && CurrentTarget.IsEliteRareUnique)
+ if (hasWolf && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && (TargetUtil.AnyMobsInRange(20) || CurrentTarget.IsEliteRareUnique))
@ Companion logic. Optional, but in my opinion the damage boost ( which comes at no cost ( well while we don't talk about the statistical occurrence of the elites compared to the white mobs population )) should be used more often.

About the format of my suggestions, I keep them in a txt file and that's why they don't look like SVN patches.
 
Can you attach your DemonHunter.cs so I can merge it manually? Posting it in that format is a pain in the ass.
 
Sometimes Trinity will blacklist destructible doors when standing on top of them. Won't even try to attack.

[Trinity] Unable to navigate to target! Blacklisting a1dun_Leor_Jail_Door_Breakable_A SNO=95481 RAGuid=-541523757 dist=11
 
@rrrix:

Would it be possible for you to add like a priority backtracking system that prevents the bot from skipping loot It's suppose to pick up if it gets to far away from it? I see often the bot skip picking up gems.
 
Status
Not open for further replies.
Back
Top