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

Unified Trinity - All-in-one version with the best community mods

Status
Not open for further replies.
using last version
The errors you're getting would only be happening if you were using a newer unified weighting.cs together with older settings files. I suggest you remove all plugins, reinstall unified 0.3, see if it works, then reinstall whatever other plugins you like and see if that breaks something.
btw your trinity fix the problem with the health globe management for reaper wraps?
Is it possible to let the pickup Health globes with higher prio ? My Crusader runs out of wrath most of the time and I'm wearing Reapers Wraps. So picking up health globes would help me out a little here ^^
Checking "Give higher priority to health globes" under Combat->Misc->Misc combat settings should do the trick. I've been using it for a while now.
 
There is, in fact, automatic m6 detection built into unified. Guess I forgot to add that to the changelog, my bad.

However, having M6 equipped only modifies Sentry routine, as I haven't had requests for other routine modifications. Merging yourgrace's mod should be easy enough.

Do you think I should add it?
 
There is, in fact, automatic m6 detection built into unified. Guess I forgot to add that to the changelog, my bad.

However, having M6 equipped only modifies Sentry routine, as I haven't had requests for other routine modifications. Merging yourgrace's mod should be easy enough.

Do you think I should add it?

You could, I would just mention the fact that the "Use companion everytime we have cooldown" part is not that efficient... who cares if it's a simple little mob or 2/3...

I personally added a check

Code:
TargetUtil.AnyMobsInRange(40, 10)

To cast it if 10 or more enemies are within 40y. It works pretty well.

Oh, and I don't get why he modified this :
2.Impale, Cluster arrow, Multi shot, Elemental arrow, Chakram.
Never use when primary resource lesser than 70

So he don't use hatred spenders if hatred < 70 ? what's the point? losing dps?
 
Last edited:
You have a point there.

Anyway, where was it that you added your check? Under companion routine, right?
 
The errors you're getting would only be happening if you were using a newer unified weighting.cs together with older settings files. I suggest you remove all plugins, reinstall unified 0.3, see if it works, then reinstall whatever other plugins you like and see if that breaks something.


Checking "Give higher priority to health globes" under Combat->Misc->Misc combat settings should do the trick. I've been using it for a while now.

if i use this option which number i use at "Globe %" at my class tab in trinity? 100%?

and another thing i get this with crusader

Code:
[Trinity] Navigator Moved dest=x="724" y="1054" z="1" (Name=MastaBlasta_Steed_A Dist=77 IsElite=True LoS=True HP=1,00 Dir=W) duration=1032 distance=85

and steed charge dont use the full duration
 
Last edited:
Whatever number you feel is best. High priority will only be used after Globe % criteria is met. If you want it mainly for resource regen then, yeah, 100% oughta do the trick
 
You have a point there.

Anyway, where was it that you added your check? Under companion routine, right?

Yep, for hasWolf part (since it's the most efficient pet @ 70 and needs activation)
 
Code:
Failed to load profile: Name cannot begin with the '1' character, hexadecimal value 0x31. Line 47, position 73.
System.Xml.XmlException: Name cannot begin with the '1' character, hexadecimal value 0x31. Line 47, position 73.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
   at System.Xml.XmlTextReaderImpl.ParseAttributes()
   at System.Xml.XmlTextReaderImpl.ParseElement()
   at System.Xml.XmlTextReaderImpl.ParseElementContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.Linq.XContainer.ReadContentFrom(XmlReader r, LoadOptions o)
   at System.Xml.Linq.XElement.ReadElementFrom(XmlReader r, LoadOptions o)
   at System.Xml.Linq.XElement.Load(XmlReader reader, LoadOptions options)
   at System.Xml.Linq.XElement.Load(String uri, LoadOptions options)
   at Zeta.Bot.Profile.Profile.Load(String path)
   at Zeta.Bot.ProfileManager.Load(String profilePath, Boolean rememberPath)
 
I don't think this is a Trinity error. What profile were you using?
 
Automatic Marauders detection is sweet btw, gonna try it =)

Oh, and I don't get why he modified this :


So he don't use hatred spenders if hatred < 70 ? what's the point? losing dps?
With that check there's always enough hatred to place a sentry when its cooldown is done, even if the power used right before the sentry was a CA. It could be fine tuned though, avoiding CA if there's less resource than 70 and using a cheaper spender.
 
can you add a good working harrington code? open container only if buff is not up
 
There's a way to change crusader behavior when Cam's Rebuttal is equipped?
Let me explain:
Cam's Rebuttal makes usable Falling Sword 2 times in 4 seconds, so, basically, falling sword has to be casted not whenever is ready but only if he's fighting an elite/boss/rare (perfect method should be: cast FallingSword->Consacration->FallingSword again). the build for that weapon is this: Crusader - Game Guide - Diablo III

Thanks a lot and excuse me if my english isn't that good.
 
can you add a good working harrington code? open container only if buff is not up

You should consider to learn a bit c#, you could've seen that this is already implemented :

Code:
// Open container for the damage buff
if (Legendary.HarringtonWaistguard.IsEquipped && !Legendary.HarringtonWaistguard.IsBuffActive && !Trinity.Player.IsInTown)
{
	Logger.Log("Prioritising {0} for Harrington Waistguard Damage Buff", cacheObject.InternalName);
	cacheObject.Weight += 200000d;
	//cacheObject.Weight = 50000d;
}

There's a way to change crusader behavior when Cam's Rebuttal is equipped?
Let me explain:
Cam's Rebuttal makes usable Falling Sword 2 times in 4 seconds, so, basically, falling sword has to be casted not whenever is ready but only if he's fighting an elite/boss/rare (perfect method should be: cast FallingSword->Consacration->FallingSword again). the build for that weapon is this: Crusader - Game Guide - Diablo III

Thanks a lot and excuse me if my english isn't that good.

This is possible ofc, it's even possible to have a behavior for any skill based on the equipped items... It takes time to code that kind of things, but it is possible.
Tips : When you ask for that kind of modification, please provide the SNO of the item you wanna add a special behavior for... this is easier to code since we know what to check.
 
This is possible ofc, it's even possible to have a behavior for any skill based on the equipped items... It takes time to code that kind of things, but it is possible.
Tips : When you ask for that kind of modification, please provide the SNO of the item you wanna add a special behavior for... this is easier to code since we know what to check.

the fact is that i don't know how to see the SNO of the item :(
 
the fact is that i don't know how to see the SNO of the item :(

Trinity > Config > Debug > Dump XXXX (where XXXX is backpack or equipped) so you can have informations about items :)

Aswell, if you want it to execute properly, stop your bot ;)
 
You should consider to learn a bit c#, you could've seen that this is already implemented :

Code:
// Open container for the damage buff
if (Legendary.HarringtonWaistguard.IsEquipped && !Legendary.HarringtonWaistguard.IsBuffActive && !Trinity.Player.IsInTown)
{
	Logger.Log("Prioritising {0} for Harrington Waistguard Damage Buff", cacheObject.InternalName);
	cacheObject.Weight += 200000d;
	//cacheObject.Weight = 50000d;
}



This is possible ofc, it's even possible to have a behavior for any skill based on the equipped items... It takes time to code that kind of things, but it is possible.
Tips : When you ask for that kind of modification, please provide the SNO of the item you wanna add a special behavior for... this is easier to code since we know what to check.

but its loot the corpses without i ticked it...and buff is active
 
Trinity > Config > Debug > Dump XXXX (where XXXX is backpack or equipped) so you can have informations about items :)

Aswell, if you want it to execute properly, stop your bot ;)

this is what i got:

Code:
Name=Cam's Rebuttal InternalName=x1_twoHandedSword_norm_unique_12-121 ActorSNO=271644 DynamicID=2016084067 InventorySlot=LeftHand
[Trinity] Attribute: WeaponDamagePoisonMax, iVal: 1154547712, fVal: 1672
[Trinity] Attribute: WeaponDamagePoisonMin, iVal: 1151860736, fVal: 1344
[Trinity] Attribute: AttacksPerSecondItem, iVal: 1066611507, fVal: 1.15
[Trinity] Attribute: AttacksPerSecondItemSubtotal, iVal: 1066611507, fVal: 1.15
[Trinity] Attribute: AttacksPerSecondItemTotal, iVal: 1066611507, fVal: 1.15
[Trinity] Attribute: DamageWeaponMaxTotalAll, iVal: 1159958528, fVal: 2617
[Trinity] Attribute: DamageWeaponDeltaTotalAll, iVal: 1142947840, fVal: 640
[Trinity] Attribute: DamageWeaponMinTotalAll, iVal: 1157046272, fVal: 1977
[Trinity] Attribute: DamageWeaponAverageTotalAll, iVal: 1158647808, fVal: 2297
[Trinity] Attribute: CritDamagePercent, iVal: 1067869798, fVal: 1.3
[Trinity] Attribute: DurabilityCur, iVal: 312, fVal: 4.372051E-43
[Trinity] Attribute: DurabilityMax, iVal: 312, fVal: 4.372051E-43
[Trinity] Attribute: DurabilityMaxBeforeReforge, iVal: 312, fVal: 4.372051E-43
[Trinity] Attribute: ItemQualityLevel, iVal: 9, fVal: 1.261169E-44
[Trinity] Attribute: ItemEquipped, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: Sockets, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: SocketsFilled, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: ItemBoundToACD, iVal: 2014904401, fVal: 1.241293E+34
[Trinity] Attribute: ItemBindingLevelOverride, iVal: 2, fVal: 2.802597E-45
[Trinity] Attribute: ItemLegendaryItemLevelOverride, iVal: 70, fVal: 9.809089E-44
[Trinity] Attribute: Loot20Drop, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: EnchantRangeMax, iVal: 255, fVal: 3.573311E-43
[Trinity] Attribute: EnchantedAffixOld, iVal: 966857717, fVal: 0.0003072318
[Trinity] Attribute: EnchantedAffixNew, iVal: 1342579558, fVal: 9.001867E+09
[Trinity] Attribute: EnchantedAffixCount, iVal: 24, fVal: 3.363116E-44
[Trinity] Attribute: AttacksPerSecondItemMainHand, iVal: 1066611507, fVal: 1.15
[Trinity] Attribute: AttacksPerSecondItemTotalMainHand, iVal: 1066611507, fVal: 1.15
[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: UnequippedTime, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: WeaponOnHitSlowProcChance, iVal: 1020583936, fVal: 0.02598572
[Trinity] Attribute: WeaponOnHitSlowProcChanceMainHand, iVal: 1020583936, fVal: 0.02598572
[Trinity] Attribute: StrengthItem, iVal: 1149714432, fVal: 1082
[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] Attribute: SplashDamageEffectPercent, iVal: 1047233823, fVal: 0.23
[Trinity] Stat MaxDamagePoison=1672f (1154547712)
[Trinity] Stat MinDamagePoison=1344f (1151860736)
[Trinity] Stat WeaponAttacksPerSecond=1.15f (1066611507)
[Trinity] Stat WeaponMaxDamage=2617f (1159958528)
[Trinity] Stat WeaponMinDamage=1977f (1157046272)
[Trinity] Stat CritDamagePercent=1.3f (1067869798)
[Trinity] Stat Sockets=1.401298E-45f (1)
[Trinity] Stat Strength=1082f (1149714432)
[Trinity] Stat OnHitAreaDamageProcChance=0.23f (1047233823)
[Trinity] Link Color ItemQuality=Legendary
[Trinity] ACDItem.ACDGuid=2019819613
[Trinity] ACDItem.ActorClass=Invalid
[Trinity] ACDItem.ActorInfo=ActorType:Item ApperanceSNO:271517 PhysMeshSNO:-1 Cylinder:Position:<1.756591, 0, -0.07437008> Ax1:0.1487402 Ax2:0 Sphere:Center:<1.756591, 0, 0> Radius:5.082236 AABB:Min:<1.756591, 0, 0> Max:<3.082014, 0.531073, 0.07437008> AnimSetSNO:-1 SNOMonster:-1
[Trinity] ACDItem.ActorSNO=271644
[Trinity] ACDItem.ActorType=Item
[Trinity] ACDItem.Affixes=System.Int32[]
[Trinity] ACDItem.AffixId=561008136
[Trinity] ACDItem.AnimationState=Invalid
[Trinity] ACDItem.BaseAddress=548838936
[Trinity] ACDItem.BoundToACD=2014904401
[Trinity] ACDItem.CurrentAnimation=Invalid
[Trinity] ACDItem.CurrentDurability=312
[Trinity] ACDItem.Distance=434.8743
[Trinity] ACDItem.DurabilityCurrent=312
[Trinity] ACDItem.DurabilityMax=312
[Trinity] ACDItem.DurabilityPercent=100
[Trinity] ACDItem.DyeType=None
[Trinity] ACDItem.DynamicId=2016084067
[Trinity] ACDItem.FAGGuid=186
[Trinity] ACDItem.FollowerSpecialType=None
[Trinity] ACDItem.GameBalanceId=-990399304
[Trinity] ACDItem.GameBalanceType=Items
[Trinity] ACDItem.GemQuality=0
[Trinity] ACDItem.Gold=0
[Trinity] ACDItem.HitpointsGranted=0
[Trinity] ACDItem.IdentifyCost=0
[Trinity] ACDItem.InternalName=x1_twoHandedSword_norm_unique_12-121
[Trinity] ACDItem.InventoryColumn=0
[Trinity] ACDItem.InventoryRow=0
[Trinity] ACDItem.InventorySlot=LeftHand
[Trinity] ACDItem.IsArmor=False
[Trinity] ACDItem.IsCrafted=False
[Trinity] ACDItem.IsCraftingPage=False
[Trinity] ACDItem.IsCraftingReagent=False
[Trinity] ACDItem.IsElite=False
[Trinity] ACDItem.IsEquipped=True
[Trinity] ACDItem.IsGem=False
[Trinity] ACDItem.IsMiscItem=False
[Trinity] ACDItem.IsOneHand=False
[Trinity] ACDItem.IsPotion=False
[Trinity] ACDItem.IsRare=False
[Trinity] ACDItem.IsTwoHand=True
[Trinity] ACDItem.IsTwoSquareItem=True
[Trinity] ACDItem.IsUnidentified=False
[Trinity] ACDItem.IsUnique=False
[Trinity] ACDItem.IsValid=True
[Trinity] ACDItem.IsVendorBought=False
[Trinity] ACDItem.ItemBaseType=Weapon
[Trinity] ACDItem.ItemLegendaryItemLevelOverride=70
[Trinity] ACDItem.ItemLevelRequirementReduction=0
[Trinity] Exception reading ItemLink from object
[Trinity] ACDItem.ItemQualityLevel=Legendary
[Trinity] ACDItem.ItemStackQuantity=0
[Trinity] ACDItem.ItemTimeSold=0
[Trinity] ACDItem.ItemType=Sword
[Trinity] ACDItem.ItemUnlockTime=0
[Trinity] ACDItem.Level=70
[Trinity] ACDItem.LockedToACD=-1
[Trinity] ACDItem.MarkerType=Invalid
[Trinity] ACDItem.MaxDurability=312
[Trinity] ACDItem.MaxStackCount=0
[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=Cam's Rebuttal
[Trinity] ACDItem.NoAutoPickUp=False
[Trinity] ACDItem.NumSockets=1
[Trinity] ACDItem.NumSocketsFilled=1
[Trinity] ACDItem.Position=<0, 0, 0>
[Trinity] ACDItem.RequiredLevel=70
[Trinity] ACDItem.Stats=	Quality - Legendary
	Level - 70
	RequiredLevel - 70
	CritDamagePercent - 130
	HighestPrimaryAttribute - 1082
	Strength - 1082
	Sockets - 1
	WeaponAttacksPerSecond - 1.15
	WeaponMinDamage - 1977
	WeaponMaxDamage - 2617
	WeaponDamagePerSecond - 2641.55
	WeaponDamageType - Physical
	MinDamagePoison - 1344
	MaxDamagePoison - 1672
	OnHitAreaDamageProcChance - 23
	BaseType - Weapon
	ItemType - Sword
 
Status
Not open for further replies.
Back
Top