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Trinity 1.9.6 & QuestTools 2.0.76

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rrrix

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Download Trinity 1.9.6

Download QuestTools 2.0.76


Trinity 1.9.6 Changelog:


  • Added option in "TownRun" tab to sell extra potions. This will sell all regular potions if the player has a legendary potion in their backpack. Default OFF.
  • Added Stash/Sell/Salvage item logger similar to Items Dropped log. Will log relevant info about items that were sold, salvaged or stashed. Log file can be found in the "TrinityLogs" directory.
  • Added option to "Open Any Container". BARELY tested! May cause stucks or other weird stuff. Let me know if it works.
  • Removed Archon Cancel options from UI and from Combat logic - Archon will now never be canceled. This was pre-RoS logic.
  • Crusader Steed Charge OOC improved (thanks Buffonza)
  • DemonHunter Ferrets companion will now be used when low on health and any health globes are in range
  • DemonHunter Wolf companion will now only be used if our Current Target is less than 60 yards away
  • Fixed trigger range on Barbarian Earthquake
  • Barbarian Avalanche will now only be used at full fury when we have Berserker Rage passive, otherwise there is no fury requirement (back to normal).
  • Earthquake will now be used at maximum fury if we have Berserker Rage passive, otherwise fury requirement is the minimum (50 fury).
  • Fixed Monk Dashing Strike will now work for Destructible Objects again
  • Fixed Wizard not casting Arcane Blast
  • Items > TownRun tab has been cleaned up. Removed legacy "Salvage Options" - options are now much clearer as to what they are; either Sell or Salvage (removed "Inferno" option).
  • Blood Shards will now be ignored if we have the maximum count
  • Fixed "Free Bag Slots in Town" usually not being triggered

QuestTools 2.0.76 Changelog:

  • Removed adding "any" nearby minimap marker in DungeonExplorer. Should reduce backtracking.

Bug Report form:
------------------------
What's the problem?


What steps will reproduce the problem?


What is the expected result?


What happens instead?

LOGS:
------------------------
When troubleshooting a problem that re-occurs, Please enable these logs (in Trinity > Advanced tab), reproduce your problem, and post your ENTIRE log file. You can zip your log file.

9BEfTyd.png



Logs are a TREMENDOUS help when troubleshooting your problem.
 
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Hey, thanks for the update! My bot is not avoiding molten core and grotesk.
 
Last edited:
Repair/salvage dancing in Act3
also happend for me on act 1 (bounty)

Opening salvage window
Attempting to repair all items
Opening salvage window
Opening salvage window
Attempting to repair all items


seems like selling poitions is causing the problem but its just a guess.
 
Archon now dont cast any Skill with Combustion Rune

Can confirm that it's working properly.

Some other observations:
- The Archon canceling is still happening. I watched it go into Archon mode, then 2s later it was already off. What logs should I enable to catch this?
- Archon teleport is being used aggressively when in combat, but exploring not so much (it was sad watching my Archon in a stuck position while teleport was up the entire time)
 
Great progress, thanks! Just one small request...

Can you PLEASE add some kind of weighting to events and profiles so that loot and objects take priority over completing the profile objectives? I see it far too many times when bounties are complete the bot wants to move on to the next target or teleport back instead of picking up loot or opening chests that have just appeared or are still in the area. For example, the 'Kill Izual' bounty is an event where the bot NEVER loots after killing Izual - it always teleports immediately to the next step.
 
Great progress, thanks! Just one small request...

Can you PLEASE add some kind of weighting to events and profiles so that loot and objects take priority over completing the profile objectives? I see it far too many times when bounties are complete the bot wants to move on to the next target or teleport back instead of picking up loot or opening chests that have just appeared or are still in the area. For example, the 'Kill Izual' bounty is an event where the bot NEVER loots after killing Izual - it always teleports immediately to the next step.

The best solution for that is in the profile itself, putting a tag of <WaitTimer questId="1" waitTime="500" /> will make the bot wait 500ms, allowing Trinity just that much extra time to see items before teleporting/waypoint
 
Thanks for the reply. So that actually works and won't cause the entire bot to just sit there? Trinity will still be able to loot and interact during a WaitTimer?
 
Can confirm that it's working properly.

Some other observations:
- The Archon canceling is still happening. I watched it go into Archon mode, then 2s later it was already off. What logs should I enable to catch this?
- Archon teleport is being used aggressively when in combat, but exploring not so much (it was sad watching my Archon in a stuck position while teleport was up the entire time)

I completely removed (commented out) any code relating to cancelling archon mode. It literally can't.

Does it happen every time, or only in certain situations?
 
Thanks for the reply. So that actually works and won't cause the entire bot to just sit there? Trinity will still be able to loot and interact during a WaitTimer?

The waittimer will help the bot wait for the loot to drop properly before moving on to the next bounty. It will prioritize picking up the loot before teleporting.
 
My character experiences an exact 5 second delay after interacting with a loot container using the code below.
I am attributing this 5 second delay to Trinity 1.9.6's Objects/Wait Delay After opening Containers: default setting at 500.
However, it seems to have no affect at increasing or decreasing a delay when adjusted..

Code:
<MoveTo questId=" " x=" " y=" " z=" " pathPrecision=" " />
<MoveToActor questId=" " actorId=" " />

BTW thanks for the tip earlier ;)
 
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@rrrix gold seems to have a lot of weight.
Saw my bot dueling with a champion pack and when 1 mob was left he went to grab some stack of gold (gold was a bit far btw) and then killed it.
 
My character experiences an exact 5 second delay after interacting with a loot container using the code below.
I am attributing this 5 second delay to Trinity 1.9.6's Objects/Wait Delay After opening Containers: default setting at 500.
However, it seems to have no affect at increasing or decreasing a delay when adjusted..

Code:
<MoveTo questId=" " x=" " y=" " z=" " pathPrecision=" " />
<MoveToActor questId=" " actorId=" " />

BTW thanks for the tip earlier ;)

MoveToActor was not designed for that. Try this:

tcQ8uoY.png


Where are you using this? Can you show me the profile so I can reproduce it and add better logic?
 
The waittimer will help the bot wait for the loot to drop properly before moving on to the next bounty. It will prioritize picking up the loot before teleporting.
Great, thanks. I've posted in the bounties thread with this suggestion :)
 
"[Trinity][Behavior] Fatal Error: Couldn't find a valid attack ability. Not enough resource for any abilities or all on cooldown" at fire rune archon
 
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