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Trinity 2.1.21 and QuestTools 2.1.38

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Hey guys
I use on Quest Tools "Trial Rifts: Disable Combat at Level..."
But the bot dont Tp or try to run out of fight on choosen LVL !
Any one know how to fix??
 
Even if you set it on 1, i just keep fighting, and my problem is, i play DH i just keep setting Sentrys up, so i goes up way to high, to being able to handle it by itself. hope there will be a fix to this soon.
 
Yes, is this were the problem lies? I guess it thinks I got only 5 pieces and thus won't enable the code for 6 set jade then?

Yep there is a file called set.cs (forgot which folder) change the jade set 3 bonus to 5.
 
Hi!

Maybe this is the right place to ask. I want to change the logic of Battle Rage to check for if Ignore Pain with Ignorance is Bliss is active (if its not active, activate it) and player health is below x%. Then spam Battle Rage until any of those conditions are false.
This is a incredible good way to self heal up when you're low on HP! Heals me for ~100k when playing manually.

Original ability logic:

Code:
        public static bool CanUseBattleRage
        {
            get
            {
                return !UseOOCBuff && !Player.IsIncapacitated && CanCast(SNOPower.Barbarian_BattleRage, CanCastFlags.NoTimer) &&
                    (
                        !GetHasBuff(SNOPower.Barbarian_BattleRage) || (Player.CurrentHealthPct <= V.F("Barbarian.FuryDumpRaekor.MinHealth") &&
                        ((Settings.Combat.Barbarian.FuryDumpWOTB && Player.PrimaryResourcePct >= V.F("Barbarian.WOTB.FuryDumpMin") && GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker)) ||
                        Settings.Combat.Barbarian.FuryDumpAlways && Player.PrimaryResourcePct >= V.F("Barbarian.WOTB.FuryDumpMin")))
                    ) &&
                    Player.PrimaryResource >= V.F("Barbarian.BattleRage.MinFury");
            }
        }

Any ideas?
 
Last edited:
Thank you :)

So i found the set.cs in the objects folder

Can someone point me out what to change to get the jade set working wiht 5 pcs ?
Ive got rorg equipped so no more then 5 pcs needed

here is the code

Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Trinity.Cache;
using Trinity.Items;
using Trinity.Reference;
using Zeta.Game;
using Zeta.Game.Internals.Actors;

namespace Trinity.Objects
{
    /// <summary>
    /// A collection of items that when equipped together provide special bonuses
    /// </summary>
    public class Set
    {
        public Set()
        {
            ClassRestriction = ActorClass.Invalid;
        }

        public string Name { get; set; }

        /// <summary>
        /// Number of items required to receive the first set bonus
        /// </summary>
        public int FirstBonusItemCount { get; set; }

        /// <summary>
        /// Number of items required to receive second set bonus, 0 = no bonus possible
        /// </summary>
        public int SecondBonusItemCount { get; set; }

        /// <summary>
        /// Number of items required to receive third set bonus, 0 = no bonus possible
        /// </summary>
        public int ThirdBonusItemCount { get; set; }

        /// <summary>
        /// Class this set is restricted to
        /// </summary>
        public ActorClass ClassRestriction { get; set; }

        /// <summary>
        /// If this set may only be used by a specific class
        /// </summary>
        public bool IsClassRestricted
        {
            get { return ClassRestriction != ActorClass.Invalid; }
        } 

        /// <summary>
        /// All items in this set
        /// </summary>
        public List<Item> Items { get; set; }

        /// <summary>
        /// All the ActorSNO ids for the items in this set
        /// </summary>
        private HashSet<int> _itemIds;
        public HashSet<int> ItemIds
        {
            get { return _itemIds ?? (_itemIds = new HashSet<int>(Items.Select(i => i.Id))); }
        }

        /// <summary>
        /// Items of this set that are currently equipped
        /// </summary>
        public List<Item> EquippedItems
        {
            get { return Items.Where(i => EquippedItemCache.Instance.ItemIds.Contains(i.Id)).ToList(); }
        }

        /// <summary>
        /// Items of this set that are currently equipped, as ACDItem
        /// </summary>
        public List<ACDItem> EquippedACDItems
        {
            get { return EquippedItemCache.Instance.Items.Where(i => ItemIds.Contains(i.ActorSNO)).ToList(); }
        }

        public bool IsFirstBonusActive
        {
            get { return IsBonusActive(FirstBonusItemCount); }
        }

        public bool IsSecondBonusActive
        {
            get { return IsBonusActive(SecondBonusItemCount); }
        }

        public bool IsThirdBonusActive
        {
            get { return IsBonusActive(ThirdBonusItemCount); }
        }

        private bool IsBonusActive(int requiredItemCountForBonus)
        {
            var actualRequired = requiredItemCountForBonus - (Legendary.RingOfRoyalGrandeur.IsEquipped ? 1 : 0);
            if (actualRequired < 2) actualRequired = 2;
            return requiredItemCountForBonus > 0 && EquippedItems.Count >= actualRequired;
        }

        public bool IsOneBonusSet
        {
            get { return !IsThreeBonusSet && !IsTwoBonusSet; }
        }

        public bool IsTwoBonusSet
        {
            get { return !IsThreeBonusSet && SecondBonusItemCount > 0; }
        }

        public bool IsThreeBonusSet
        {
            get { return ThirdBonusItemCount > 0; }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int MaxBonusItemCount
        {
            get { return IsThreeBonusSet ? ThirdBonusItemCount : (IsTwoBonusSet ? SecondBonusItemCount : FirstBonusItemCount); }
        }

        public bool IsMaxBonusActive
        {
            get { return IsBonusActive(MaxBonusItemCount); }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int MaxBonuses
        {
            get { return IsThreeBonusSet ? 3 : (IsTwoBonusSet ? 2 : 1); }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int CurrentBonuses
        {
            get
            {
                return IsThirdBonusActive ? 3 : (IsSecondBonusActive ? 2 : (IsFirstBonusActive) ? 1 : 0);
            }
        }

        /// <summary>
        /// Is this set is equipped enough for the maximum set bonus
        /// </summary>
        public bool IsFullyEquipped
        {
            get { return IsThreeBonusSet ? IsThirdBonusActive : (IsTwoBonusSet ? IsSecondBonusActive : IsFirstBonusActive); }
        }

        /// <summary>
        /// Is this set is equipped enough for any set bonus
        /// </summary>
        public bool IsEquipped
        {
            get { return IsThirdBonusActive || IsSecondBonusActive || IsFirstBonusActive; }
        }

    }
}
 
So i found the set.cs in the objects folder

Can someone point me out what to change to get the jade set working wiht 5 pcs ?
Ive got rorg equipped so no more then 5 pcs needed

here is the code

Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Trinity.Cache;
using Trinity.Items;
using Trinity.Reference;
using Zeta.Game;
using Zeta.Game.Internals.Actors;

namespace Trinity.Objects
{
    /// <summary>
    /// A collection of items that when equipped together provide special bonuses
    /// </summary>
    public class Set
    {
        public Set()
        {
            ClassRestriction = ActorClass.Invalid;
        }

        public string Name { get; set; }

        /// <summary>
        /// Number of items required to receive the first set bonus
        /// </summary>
        public int FirstBonusItemCount { get; set; }

        /// <summary>
        /// Number of items required to receive second set bonus, 0 = no bonus possible
        /// </summary>
        public int SecondBonusItemCount { get; set; }

        /// <summary>
        /// Number of items required to receive third set bonus, 0 = no bonus possible
        /// </summary>
        public int ThirdBonusItemCount { get; set; }

        /// <summary>
        /// Class this set is restricted to
        /// </summary>
        public ActorClass ClassRestriction { get; set; }

        /// <summary>
        /// If this set may only be used by a specific class
        /// </summary>
        public bool IsClassRestricted
        {
            get { return ClassRestriction != ActorClass.Invalid; }
        } 

        /// <summary>
        /// All items in this set
        /// </summary>
        public List<Item> Items { get; set; }

        /// <summary>
        /// All the ActorSNO ids for the items in this set
        /// </summary>
        private HashSet<int> _itemIds;
        public HashSet<int> ItemIds
        {
            get { return _itemIds ?? (_itemIds = new HashSet<int>(Items.Select(i => i.Id))); }
        }

        /// <summary>
        /// Items of this set that are currently equipped
        /// </summary>
        public List<Item> EquippedItems
        {
            get { return Items.Where(i => EquippedItemCache.Instance.ItemIds.Contains(i.Id)).ToList(); }
        }

        /// <summary>
        /// Items of this set that are currently equipped, as ACDItem
        /// </summary>
        public List<ACDItem> EquippedACDItems
        {
            get { return EquippedItemCache.Instance.Items.Where(i => ItemIds.Contains(i.ActorSNO)).ToList(); }
        }

        public bool IsFirstBonusActive
        {
            get { return IsBonusActive(FirstBonusItemCount); }
        }

        public bool IsSecondBonusActive
        {
            get { return IsBonusActive(SecondBonusItemCount); }
        }

        public bool IsThirdBonusActive
        {
            get { return IsBonusActive(ThirdBonusItemCount); }
        }

        private bool IsBonusActive(int requiredItemCountForBonus)
        {
            var actualRequired = requiredItemCountForBonus - (Legendary.RingOfRoyalGrandeur.IsEquipped ? 1 : 0);
            if (actualRequired < 2) actualRequired = 2;
            return requiredItemCountForBonus > 0 && EquippedItems.Count >= actualRequired;
        }

        public bool IsOneBonusSet
        {
            get { return !IsThreeBonusSet && !IsTwoBonusSet; }
        }

        public bool IsTwoBonusSet
        {
            get { return !IsThreeBonusSet && SecondBonusItemCount > 0; }
        }

        public bool IsThreeBonusSet
        {
            get { return ThirdBonusItemCount > 0; }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int MaxBonusItemCount
        {
            get { return IsThreeBonusSet ? ThirdBonusItemCount : (IsTwoBonusSet ? SecondBonusItemCount : FirstBonusItemCount); }
        }

        public bool IsMaxBonusActive
        {
            get { return IsBonusActive(MaxBonusItemCount); }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int MaxBonuses
        {
            get { return IsThreeBonusSet ? 3 : (IsTwoBonusSet ? 2 : 1); }
        }

        /// <summary>
        /// Items required to get the maximum set bonus
        /// </summary>
        public int CurrentBonuses
        {
            get
            {
                return IsThirdBonusActive ? 3 : (IsSecondBonusActive ? 2 : (IsFirstBonusActive) ? 1 : 0);
            }
        }

        /// <summary>
        /// Is this set is equipped enough for the maximum set bonus
        /// </summary>
        public bool IsFullyEquipped
        {
            get { return IsThreeBonusSet ? IsThirdBonusActive : (IsTwoBonusSet ? IsSecondBonusActive : IsFirstBonusActive); }
        }

        /// <summary>
        /// Is this set is equipped enough for any set bonus
        /// </summary>
        public bool IsEquipped
        {
            get { return IsThirdBonusActive || IsSecondBonusActive || IsFirstBonusActive; }
        }

    }
}
Search for jade and there Must be =6 change to 5
 
Search for jade and there Must be =6 change to 5

I think this should work, but it it doesn't. I seems like there is a problem checking for debuffs (Haunt/LS) which are required for the harvest. I've changed both set.cs and removed the check for .IsMaxBonusActive in WitchDoctorCombat.cs and still no luck.

Code:
public bool IsMaxBonusActive
        {
            //get { return IsBonusActive(MaxBonusItemCount); }
			get {return true;}
        }
 
Anyone have problems with the bot not destroying objects like "Rotting Scaffolding" in the sewers and doors in the jail type rifts? Also having problems with bot getting stuck in Act 1 at the gate and Act IV at the eastern gate. Bot was stuck yesterday in Act IV for hours because even after resetting the game, the Bonus Bounties were in Act IV which is where the bot ended up at every restart.

Today the same thing with Act I, since its the bonus bounty the bot gets stuck at the gate there every reset. I have to pause, port to Act II and then the bot will search around and eventually go to the rift stone to open a portal.
 
How does SVN work? I have downloaded a SVN client but.....how can I download Trinity with SVN?
 
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