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Trinity 2.1.15 and QuestTools 2.1.36

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OK, here's what Trinity uses to break objects (wizard)
Code:
        private static TrinityPower DestroyObjectPower
        {
            get
            {
                if (CanCast(SNOPower.Wizard_WaveOfForce) && Player.PrimaryResource >= 25)
                    return new TrinityPower(SNOPower.Wizard_WaveOfForce, 9f);

                if (CanCast(SNOPower.Wizard_EnergyTwister) && Player.PrimaryResource >= 35)
                    return new TrinityPower(SNOPower.Wizard_EnergyTwister, 9f);

                if (CanCast(SNOPower.Wizard_ArcaneOrb))
                    return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f);

                if (CanCast(SNOPower.Wizard_MagicMissile))
                    return new TrinityPower(SNOPower.Wizard_MagicMissile, 15f);

                if (CanCast(SNOPower.Wizard_ShockPulse))
                    return new TrinityPower(SNOPower.Wizard_ShockPulse, 10f);

                if (CanCast(SNOPower.Wizard_SpectralBlade))
                    return new TrinityPower(SNOPower.Wizard_SpectralBlade, 5f);

                if (CanCast(SNOPower.Wizard_Electrocute))
                    return new TrinityPower(SNOPower.Wizard_Electrocute, 9f);

                if (CanCast(SNOPower.Wizard_ArcaneTorrent))
                    return new TrinityPower(SNOPower.Wizard_ArcaneTorrent, 9f);

                if (CanCast(SNOPower.Wizard_Blizzard))
                    return new TrinityPower(SNOPower.Wizard_Blizzard, 9f);
                return DefaultPower;
            }
        }

For those of you who are having problem with destructibles, are you using any of these?

Arcane torrent and magic missile in my experience have sometimes targeted the floor in front of me instead of the object
 
Where can I download older versions of the new Trinity Versio is shit no Combat Rouitne (Crusader, Demonhunter) work properly
 
Is there any way to calculate a random point behind a target to improve furious charge + raekor, so it doesn't go full derpy and is optimised?
 
it already gets the path that'll pierce the most targets. Why would going past the furthest target improve combat?
 
it already gets the path that'll pierce the most targets. Why would going past the furthest target improve combat?

sometimes pointing the target directly doesn't affect them with somes runes or isn't counted for CDR , it would be nice to go few yards further not a lot tho, just 2-4y
 
Hmm, is that a specific build? If yes, then what gear do you use?

This is for monks. I need testers and feedback here. Tell me what works and what doesn't

You sir are a genius. Finally spams mantra! The only thing I had to change up was make the values at >= 80 that way it will use my sweeping winds at least once and spam my mantra the rest of the time. Ty sir! :)
 
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sometimes pointing the target directly doesn't affect them with somes runes or isn't counted for CDR , it would be nice to go few yards further not a lot tho, just 2-4y
Hmm, I'm probably gonna need rrrix's input here.
You sir are a genius. Finally spams mantra! The only thing I had to change up was make the values at >= 80 that way it will use my sweeping winds at least once and spam my mantra the rest of the time. Ty sir! :)
Great :D
Still, I'm gonna need feedback from more people before I'm comfortable pushing this

edit: here's the attachment for those of you who missed it
 

Attachments

Hmm, I'm probably gonna need rrrix's input here.

Great :D
Still, I'm gonna need feedback from more people before I'm comfortable pushing this

edit: here's the attachment for those of you who missed it

So upon further testing I can't accurately get him to both spam mantra and use sweeping wind. He either does one or the other. With your code he spams mantra but doesn't use sweeping winds at all. and if i edit it it will use sweeping winds and spam my lashing tail kick instead of spamming my mantra. if you can find someway to incorporate spamming mantra at least at half or low health and spam lashing tail kick otherwise while having sweeping winds up your code would be golden! also I currently don't have full SWK yet so yeah....
 
Hmm, I'm probably gonna need rrrix's input here.

Great :D
Still, I'm gonna need feedback from more people before I'm comfortable pushing this

edit: here's the attachment for those of you who missed it

Gonna give this a try right now.
 
So upon further testing I can't accurately get him to both spam mantra and use sweeping wind. He either does one or the other. With your code he spams mantra but doesn't use sweeping winds at all. and if i edit it it will use sweeping winds and spam my lashing tail kick instead of spamming my mantra. if you can find someway to incorporate spamming mantra at least at half or low health and spam lashing tail kick otherwise while having sweeping winds up your code would be golden! also I currently don't have full SWK yet so yeah....
Uh, the second file is actually a little different from the first one. Have you tried both?
 
@ Jubisman

I'm LOVING the above MonkCombat.cs file you posted at #311. Combat itself is amazing now... That being said - Targeting is STILL horrible.... IE: Leaving Elites to kill normal mobs and killing summoned minions when "Force Kill Summoners" is checked.

Great job on the Combat.cs bro!
 
@ Jubisman

I'm LOVING the above MonkCombat.cs file you posted at #311. Combat itself is amazing now... That being said - Targeting is STILL horrible.... IE: Leaving Elites to kill normal mobs and killing summoned minions when "Force Kill Summoners" is checked.

Great job on the Combat.cs bro!
Glad you like it :)

About ignoring elites, that usually happens when "Always kill elites below % health" is set below 100%. Is that the case for you?
 
Glad you like it :)

About ignoring elites, that usually happens when "Always kill elites below % health" is set below 100%. Is that the case for you?

I have it set to 100% - Think smurf was the one that pointed that out a few days ago.

Here is an image of my Misc tab:
 

Attachments

  • Elite %HP.webp
    Elite %HP.webp
    24.2 KB · Views: 117
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After I finish this Rift - I'll restart and run a complete set of logs for ya.
 
What's the problem?
With "Always kill elites below % Health" set to "100" and "Force Kill Summoners" checked - The combat logic will stop attacking elites to kill something else. Summoners are also not prioritized above minions/normal mobs.

What steps will reproduce the problem?
Trinity 2.1.12+ seems to do this on a regular basis.

What is the expected result?
The combat logic should continue to kill elites until they are dead as well as kill summoners before minions/normal mobs.

What happens instead?
See "What's the problem?"

Here is a log file from 1 Normal T6 Rift (Hope its the right file! Lol):

PS: I had to stop the bot because it kept trying to TP even though there were Shaman around throwing Fireballs at her. Lol
 

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