rrrix
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- Joined
- Jul 11, 2010
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Download QuestTools 2.1.18
Download Trinity 2.1.5
QuestTools 2.1.16
*** REQUIRES FRESH INSTALL **
*** DO NOT INSTALL OVER EXISTING PLUGIN ***
New Dungeon Explorer Route Modes
QuestTools now has new "Route" options, beyond the default "Dungeon Explorer" built into Demonbuddy.
These can be used in two ways:
1) Enabling the "Force Route Mode" option in QuestTools options, and selecting a route mode (other than default)
2) Profile writers can specify a route mode via <ExploreDungeon routeMode="ROUTE_MODE_HERE" /> (replace "ROUTE_MODE_HERE" with the appropriate route mode).
The new route modes are:
NearestUnvisited, // Simple sort on distance - does not check Minimap
NearestMinimapUnvisited, // Simple sort on distance, prioritizes "Minimap unexplored" nodes first
WeightedNearestUnvisited, // Rank by number of unvisited nodes connected to node - does not check Minimap
WeightedNearestVisited, // Rank by number of visited nodes connected to node - does not check Minimap
WeightedNearestMinimapUnvisited, // Rank by number of unvisited nodes connected to node, prioritizes "Minimap unexplored" nodes first
WeightedNearestMinimapVisited, // Rank by number of visisted nodes connected to node, prioritizes "Minimap unexplored" nodes first
SceneTSP, // Scene exploration, using simple "Nearest Neighbor" type traveling problem solution, prioritizes "Minimap unexplored" nodes first
SceneDirection, // Scene exploration, by direction. Will always prioritize dungeon nodes in a given direction. -X == North, -Y == West. Falls back to SceneTSP if direction="Any" (default).
If routeMode="SceneDirection" is specified, a direciton="dir" must also be specified. Directions are: North, South, East, West, NorthWest, SouthWest, NorthEast, SouthEast.
Interested hackers can check out QuestTools\Navigation\GridRoute.cs
Note: There is no "best", but the few we have had the best luck with so far are WeightedNearestMinimapUnvisited, WeightedNearestMinimapVisited, and NearestMinimapUnvisited. Profile writers please feel free to test, experiment and respond with feedback.
Note2: This entire thing is considered "experimental", comes with no warranty expressed or implied, and may eat your lunch if not careful.
QuestTools 2.1.18
Finished <CompleteGreaterRift /> tag.
QuestTools 2.1.16 - change notes:
*** QuestTools REQUIRES FRESH INSTALL **
*** DO NOT INSTALL OVER EXISTING PLUGIN ***
Trinity 2.1.5
SVN
Trinity: https://subversion.assembla.com/svn/unifiedtrinity/
QuestTools: https://subversion.assembla.com/svn/questtools/
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.
Logs are a TREMENDOUS help when troubleshooting your problem.
Download Trinity 2.1.5
QuestTools 2.1.16
*** REQUIRES FRESH INSTALL **
*** DO NOT INSTALL OVER EXISTING PLUGIN ***
New Dungeon Explorer Route Modes
QuestTools now has new "Route" options, beyond the default "Dungeon Explorer" built into Demonbuddy.
These can be used in two ways:
1) Enabling the "Force Route Mode" option in QuestTools options, and selecting a route mode (other than default)

2) Profile writers can specify a route mode via <ExploreDungeon routeMode="ROUTE_MODE_HERE" /> (replace "ROUTE_MODE_HERE" with the appropriate route mode).
Code:
<TrinityExploreDungeon routeMode="WeightedNearestMinimapVisited" questId="337492" stepId="1" until="RiftComplete" pathPrecision="30" boxSize="15" boxTolerance="0.01" markerDistance="45">
<PriorityScenes>
<PriorityScene sceneName="Exit" />
</PriorityScenes>
</TrinityExploreDungeon>
The new route modes are:
NearestUnvisited, // Simple sort on distance - does not check Minimap
NearestMinimapUnvisited, // Simple sort on distance, prioritizes "Minimap unexplored" nodes first
WeightedNearestUnvisited, // Rank by number of unvisited nodes connected to node - does not check Minimap
WeightedNearestVisited, // Rank by number of visited nodes connected to node - does not check Minimap
WeightedNearestMinimapUnvisited, // Rank by number of unvisited nodes connected to node, prioritizes "Minimap unexplored" nodes first
WeightedNearestMinimapVisited, // Rank by number of visisted nodes connected to node, prioritizes "Minimap unexplored" nodes first
SceneTSP, // Scene exploration, using simple "Nearest Neighbor" type traveling problem solution, prioritizes "Minimap unexplored" nodes first
SceneDirection, // Scene exploration, by direction. Will always prioritize dungeon nodes in a given direction. -X == North, -Y == West. Falls back to SceneTSP if direction="Any" (default).
If routeMode="SceneDirection" is specified, a direciton="dir" must also be specified. Directions are: North, South, East, West, NorthWest, SouthWest, NorthEast, SouthEast.
Interested hackers can check out QuestTools\Navigation\GridRoute.cs
Note: There is no "best", but the few we have had the best luck with so far are WeightedNearestMinimapUnvisited, WeightedNearestMinimapVisited, and NearestMinimapUnvisited. Profile writers please feel free to test, experiment and respond with feedback.
Note2: This entire thing is considered "experimental", comes with no warranty expressed or implied, and may eat your lunch if not careful.
QuestTools 2.1.18
Finished <CompleteGreaterRift /> tag.
QuestTools 2.1.16 - change notes:
- Added HasGreaterRiftKeys, HasNoRiftKey, HasNormalRiftKeys complex tags, see R-Rift for example usage.
- Added GetItemFromStash tag. Usage: <GetItemFromStash questId="1" gameBalanceId="1" actorId="1" greaterRiftKey="True|False" /> (only 1 of the 3 attributes is needed, e.g. <GetItemFromStash questId="1" greaterRiftKey="True" />)
- Added "exitWithVendorWindow" (bool) attribute to MoveToActor (for interacting with Urshi). see R-Rift for example usage.
- QuestTools Settings are now stored in Demonbuddy\Settings\BattleTag\QuestTools directory (like other plugins)
- Added exception handling for options window loading
- Fixed MoveToActor delay/slow interaction
- DungeonExplorer should now honor SetNodesExploredAutomatically attribute (was always defaulting to TRUE since 2.0.76+) - thanks Oksehode for the debugging help
- Defaults for Debug logging and Profile reloading are now enabled
- IsValid check added for MoveToObjective actors
*** QuestTools REQUIRES FRESH INSTALL **
*** DO NOT INSTALL OVER EXISTING PLUGIN ***
Trinity 2.1.5
- Kiting and Avoidance logic reworked, should be more effective. Currently may cause some performance problems, will soon be refactoring to improve performance.
- Trinity (may/should/might) click the Salvage all buttons while vendor behavior is running. Needs testing, not ideal solution since DB handles Vendoring.
- Removed SuccubusStar avoidance type since it was useless
- Close range gold gets a higher weight.
- Items and gold should now be generally weighted higher and picked up sooner
- DemonHunter destructible skills are now always used in melee range (to avoid stucks)
- Refactored and set Minimap marker detection to use CurrentWorldMarkers
- Greater Rift Keys are now always kept in backpack
- MathUtil now contains Scene Vector3 calculators
- Fixed Erroneous "trinity not yet enabled" message
- Trinity will now click the Greater Rift Reward dialog Continue button
- "Path Around AoE" option is ignored now
- Fixed BattleTagSettingsFile property being serialized into Trinity.xml
- P1_ and p1_ (seasonal 2.1+) items will now be typed and handled correctly by Trinity
- Barb will now cast WOTB after clicking a chanelling pylon
- Added support for SNOPower.Pages_Buff_Infinite_Casting
- Waiting for Items near AoE should now only wait for items if the item is IN AoE
- Re-added Spam Horrify option for WD's
- Added Intelligent Spell Tracking for DemonHunter marked for death (fixes 3 second recast, will now be cast on current target if debuff is missing)
- Rift Pylons (Shrines) will now be Kamikaze'd
- Increased slider textbox width from 35 to 50
- Cleaned up Sentry casting logic
- Fixed Wizard Serpent Sparker not being double-casted
- Barbarian Furious Charge should now be spammed when Raekor's set is fully equipped
- Re-ordered stash tab purchase (so that GenericOK button is seen and pressed first)
- Removed Invalid Item Link Color notice for items on ground
- Fixed re-attacking destructible objects (they have hitpoints, apparently)
- Trinity will now check if a door is locked before trying to open/interact (if locked, will be added to obstacle navigation cache)
- Updated DemonHunter.cs with new sentry count
- Added Mantra spamming for SWK Monks
SVN
Trinity: https://subversion.assembla.com/svn/unifiedtrinity/
QuestTools: https://subversion.assembla.com/svn/questtools/
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.

Logs are a TREMENDOUS help when troubleshooting your problem.
Last edited: