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Trinity 2.1.4 and QuestTools 2.0.91

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@ rrrix
a few suggestions about new DH sentry
I`m new here, and I do not know understand the mechanisms of the plugin and bot
And maybe all that I write is bullshit

1)int sentryCoolDown = SpellHistory.SpellUseCountInTime(SNOPower.DemonHunter_Sentry, TimeSpan.FromSeconds(24)) >= 4 ? 12 : 6;
as i can understand, this check don`t allow you to summon new sentry until 1st one disappears.
but sometimes you are moving/kiting, and 1st one can be out of range, so it probably should be fixed at 6 sec CD. not sure.
Also, just a question: does trinity somehow works with CDR stat or if you git it; there is a mathod to check is skill on CD or no;
or you should adjust cooldowns manually for better performance if your CDR > 0 ?

2)int maxSentries = hasBombadiersRucksack ? 4 : 2;
Also there is "Custom Engineering" passive, and we should be able to summon 3 (with passive but without rucksack) or 5 (with both) sentries if we use it.
Not sure if we can check this somehow.
 
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@ rrrix
a few suggestions about new DH sentry
I`m new here, and I do not know understand the mechanisms of the plugin and bot
And maybe all that I write is bullshit

1)
as i can understand, this check don`t allow you to summon new sentry until 1st one disappears.
but sometimes you are moving/kiting, and 1st one can be out of range, so it probably should be fixed at 6 sec CD. not sure.
Also, just a question: does trinity somehow works with CDR stat or if you git it; there is a mathod to check is skill on CD or no;
or you should adjust cooldowns manually for better performance if your CDR > 0 ?

2)
Also there is "Custom Engineering" passive, and we should be able to summon 3 (with passive but without rucksack) or 5 (with both) sentries if we use it.
Not sure if we can check this somehow.

*cough* the only editor I had in my hands was notepad, couldnt remember the checks associated with those ones, but here's the idea, kind of easy :

Code:
public static int MaxSentryCount()
{
	int maxSentries = 2;
	
	if (check for rucksack)
		maxSentries += 2;
		
	if (check for engineering)
		maxSentries += 1;
		
	return maxSentries;
}

This is what you mean I guess :)

But what's the point? I'm pretty sure trinity don't count sentries to put them... so it should work even if you could put 100 of those on the ground :)

/EDIT/

And the guy under me is right, facetanking & aoe don't allow me to go further t4 because it's not avoiding so it's wasting time for nothing. I think this should be pretty high on the todo list ;D
 
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@rrrix plz need fix, all clasess tanking mob mili, and do not avoid aoe spell
 
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*cough* the only editor I had in my hands was notepad, couldnt remember the checks associated with those ones
Updated my post, you probably wasn`t able to see the code i quoted.
actually trinity by default atm just check in spellhistory, how much times sentry was casted with last 30 seconds.
also junkie1977 already suggested how to count sentries within XXX range in his custom DH routine.
something like
int sentryCount = ZetaDia.Actors.GetActorsOfType<DiaUnit>(true).Where(u => u.ActorSNO == 150025 && u.Distance < XXX).Count();
 
Updated my post, you probably wasn`t able to see the code i quoted.
actually trinity by default atm just check in spellhistory, how much times sentry was casted with last 30 seconds.
also junkie1977 already suggested how to count sentries within XXX range in his custom DH routine.
something like
int sentryCount = ZetaDia.Actors.GetActorsOfType<DiaUnit>(true).Where(u => u.ActorSNO == 150025 && u.Distance < XXX).Count();

Still, what's the point? Trinity will cast as much sentries as it can anyway... The check SpellUseCountInTime ist used to get the CD, not the sentry count.
 
Why even have it check for the max number of sentries? They last 1 minute with Combat Engineering, and there's no benefit in waiting for the sentry 2 screens back to expire before placing a new one where actual enemies are.

I changed mine to always put down a sentry as soon as the cooldown completes with no checks for if/when/where previous sentries were placed and it works magnificently. I also raised the minimum hatred requirement on spenders so there is always enough for a sentry.
 
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I'm not updating until avoidance is fixed so I'm still going with a modified 2.0.0 version, that's why I don't have sentry count :)

And you seem a bit upset, you shouldn't... You went mia for a long time that you didn't even noticed attachments are fucked up...

PS: ↑ This guy is right, I made the same behavior and it's working pretty well. No loss of dps.
 
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The current sentry routine will cast Sentry whenever it's needed and sentries that are far away are not taken into account.

The count was put there to avoid wasting resources
 
My deaths/hr has increased from 1-2 to 5-10 because of arcane, molten-explotion and other aoe.
On other instances it will ignore elite/champs and focus on a cluster of trash mobs.
 
The current sentry routine will cast Sentry whenever it's needed and sentries that are far away are not taken into account.

The count was put there to avoid wasting resources

It isn't wasting resources to overwrite older sentries. They fire CA as soon as you drop it, and it does more damage than a CA fired by the DH.
 
Guys, how fix barbarian "battle rage" spam. He cast it every second ONLY in fight. Or this is plugin bug?
 
Hi, I think the bot is not picking up the new seasonal items. In my case, I have witnessed a new crusader shied (unrelenting phalanx) dropped, but the bot did not pick it up. I also tried dropped my Frydehr's Wrath down, and the bot is not picking it up as well.
Is there anything i can do to my trinity to make the bot picks these things up?
 
Hi, I think the bot is not picking up the new seasonal items. In my case, I have witnessed a new crusader shied (unrelenting phalanx) dropped, but the bot did not pick it up. I also tried dropped my Frydehr's Wrath down, and the bot is not picking it up as well.
Is there anything i can do to my trinity to make the bot picks these things up?

Can you attach your ItemsDropped.csv file? If it's too big you can Zip it
 
i just dropped Leonine Bow of Hashir on the ground
i looted it few days ago by hands

bot pick pu it just fine
its seasonal bow
 
My bot also didn't pick up Unrelanting Phalanx shield. I think the problem is that these new items have "p1_" prefix and also classified by Demonbuddy as Misc/Unknown items.

Logger [Trinity] Name=Unrelenting Phalanx InternalName=p1_CruShield_norm_unique_02
Logger [Trinity] ACDItem.Stats= Quality - Legendary
Level - 70
RequiredLevel - 70
...
BaseType - Misc
ItemType - Unknown
 
First look
1.we need a switch for Rain of Vengeance to use it on elites only
2. Avoidance didnt work
3. need more weighting for Pylons - rift's shrines, for now bot pick up it after battle

4. ive noticed some strange behavior with Ghom profile using .91 Quest Tools
It does the same with me. I mean after it tp's to the dungeon it runs over to the entrance stands there for 3-4 sec, then take a step forward, another second passes and then it goes in. Isnt there a way to just make it click as soon as it arrives in the dungeon.
with .74 all okay

5. ive noticed another strange behavior with Ghom profile, DH bot run too close in the Ranger Positioning version to the target
the matter was in the ...

CurrentTarget.RadiusDistance < 40f for Wolf pet is too small, we need at least 40+
 
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Has anyone encountered seen the bot behavior when the bag is full?
i saw mine trying to pick up 3 items over and over again, until the goldinactivitytimer kicked is (6mins).
 
just noticed bot didnt pickup Rare monk head

when i return back by hands, and start bot again - he looted it fine

Code:
Name=Tempered Omen InternalName=Helm_norm_base_flippy-1366 ActorSNO=4463 DynamicID=2069692768 InventorySlot=None
[Trinity] Attribute: LightningResist, iVal: 1124728832, fVal: 138
[Trinity] Attribute: SpendingResourceHealsPercentSpirit, iVal: 1127743488, fVal: 184
[Trinity] Attribute: ResourceRegenPerSecondSpirit, iVal: 1074159616, fVal: 2.099609
[Trinity] Attribute: ArmorItem, iVal: 1144733696, fVal: 749
[Trinity] Attribute: ArmorItemSubTotal, iVal: 1144733696, fVal: 749
[Trinity] Attribute: ArmorItemTotal, iVal: 1144733696, fVal: 749
[Trinity] Attribute: DurabilityCur, iVal: 396, fVal: 5.549142E-43
[Trinity] Attribute: DurabilityMax, iVal: 396, fVal: 5.549142E-43
[Trinity] Attribute: DurabilityMaxBeforeReforge, iVal: 396, fVal: 5.549142E-43
[Trinity] Attribute: ItemQualityLevel, iVal: 6, fVal: 8.407791E-45
[Trinity] Attribute: IdentifyCost, iVal: 140, fVal: 1.961818E-43
[Trinity] Attribute: Seed, iVal: 1836784396, fVal: 4.85709E+27
[Trinity] Attribute: Loot20Drop, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: EnchantRangeMax, iVal: 255, fVal: 3.573311E-43
[Trinity] Attribute: PetProcScalar, iVal: 1065353216, fVal: 1
[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: DexterityItem, iVal: 1142652928, fVal: 622
[Trinity] Attribute: CoreAttributesFromItemBonusMultiplier, iVal: 1065353216, fVal: 1
[Trinity] Attribute: IsTemporaryLure, iVal: 1, fVal: 1.401298E-45
[Trinity] Attribute: Season, 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: ItemAssignedHeroLow, iVal: 51966129, fVal: 4.494509E-37
[Trinity] Stat ResistLightning=138f (1124728832)
[Trinity] Stat HealthPerSpiritSpent=184f (1127743488)
[Trinity] Stat SpiritRegen=2.099609f (1074159616)
[Trinity] Stat Armor=749f (1144733696)
[Trinity] Stat ArmorTotal=749f (1144733696)
[Trinity] Stat Dexterity=622f (1142652928)
[Trinity] Link Color ItemQuality=Rare4
[Trinity] ACDItem.ACDGuid=2059337744
[Trinity] ACDItem.ActorClass=Invalid
[Trinity] ACDItem.ActorInfo=ActorType:Item ApperanceSNO:14616 PhysMeshSNO:-1 Cylinder:Position:<-0.004938751, 0.03471488, -0.4714134> Ax1:1.241789 Ax2:3 Sphere:Center:<-0.0997971, 1.043081E-07, 0.4943188> Radius:3 AABB:Min:<-0.09979713, 1.192093E-07, 0.4943188> Max:<0.5577303, 0.4577222, 0.4291122> AnimSetSNO:-1 SNOMonster:-1
[Trinity] ACDItem.ActorSNO=4463
[Trinity] ACDItem.ActorType=Item
[Trinity] ACDItem.Affixes=System.Int32[]
[Trinity] ACDItem.AffixId=506920160
[Trinity] ACDItem.AnimationState=Invalid
[Trinity] ACDItem.AsRActor=Zeta.Game.Internals.Actors.DiaObject
[Trinity] ACDItem.BaseAddress=422768000
[Trinity] ACDItem.BoundToACD=-1
[Trinity] ACDItem.CurrentAnimation=Invalid
[Trinity] ACDItem.CurrentDurability=396
[Trinity] ACDItem.Distance=529.4778
[Trinity] ACDItem.DurabilityCurrent=396
[Trinity] ACDItem.DurabilityMax=396
[Trinity] ACDItem.DurabilityPercent=100
[Trinity] ACDItem.DyeType=None
[Trinity] ACDItem.DynamicId=2069692768
[Trinity] ACDItem.FAGGuid=32
[Trinity] ACDItem.FollowerSpecialType=None
[Trinity] ACDItem.GameBalanceId=-242893285
[Trinity] ACDItem.GameBalanceType=Items
[Trinity] ACDItem.GemQuality=0
[Trinity] ACDItem.Gold=0
[Trinity] ACDItem.HitpointsGranted=0
[Trinity] ACDItem.IdentifyCost=140
[Trinity] ACDItem.InternalName=Helm_norm_base_flippy-1366
[Trinity] ACDItem.InventoryColumn=0
[Trinity] ACDItem.InventoryRow=0
[Trinity] ACDItem.InventorySlot=None
[Trinity] ACDItem.IsArmor=True
[Trinity] ACDItem.IsCrafted=False
[Trinity] ACDItem.IsCraftingPage=False
[Trinity] ACDItem.IsCraftingReagent=False
[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=True
[Trinity] ACDItem.IsUnidentified=False
[Trinity] ACDItem.IsUnique=False
[Trinity] ACDItem.IsValid=True
[Trinity] ACDItem.IsVendorBought=False
[Trinity] ACDItem.ItemBaseType=Armor
[Trinity] ACDItem.ItemLegendaryItemLevelOverride=0
[Trinity] ACDItem.ItemLevelRequirementReduction=0
[Trinity] ACDItem.ItemLink={c:ffffff00}Tempered Omen{/c} || System.Object[]
[Trinity] ACDItem.ItemQualityLevel=Rare4
[Trinity] ACDItem.ItemStackQuantity=0
[Trinity] ACDItem.ItemTimeSold=0
[Trinity] ACDItem.ItemType=SpiritStone
[Trinity] ACDItem.ItemUnlockTime=0
[Trinity] ACDItem.Level=70
[Trinity] ACDItem.LockedToACD=-1
[Trinity] ACDItem.MarkerType=Invalid
[Trinity] ACDItem.MaxDurability=396
[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=Tempered Omen
[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=	SpiritRegen - 2.099609
	HealthPerSpiritSpent - 184
	Quality - Rare4
	Level - 70
	HighestPrimaryAttribute - 622
	Dexterity - 622
	Armor - 749
	ArmorTotal - 749
	ResistLightning - 138
	BaseType - Armor
	ItemType - SpiritStone

[Trinity] ACDItem.TieredLootRunKeyLevel=-1
[Trinity] ACDItem.ValidInventorySlots=Zeta.Game.InventorySlot[]
[Trinity] Head
[Trinity] ACDItem.WeaponHand=None
[Trinity] ACDItem.WorldDynamicId=1999831045
 
Little suggestion.
Of town inventory is about to be full.
Can it Inform me via mobile notification?
Very very thank you.
 
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