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Trinity 2.4.2 and QuestTools 3.3.1

for zerg profiles we need cast fetish army (WD) Off-CD AND out-of-combat too
 
In Interpreter.cs:

itemDic.Add("[ANCIENT]", item.AncientRank);

should be:

itemDic.Add("[ANCIENT]", (float)item.AncientRank);
 
only problem is the greater rift trials my char gets to high keys to solo, and the "end combat at wave" does not seem to work for me.
 
For some reason my char just runs right past chests.... even with open containers checked...
 
Trinity 2.4.2
Fixed Crusaders getting stuck and not casting anything when Fate of the Fell and Heavens Fury are equipped
Barbarian will no longer fury dump when Berzerker Rage passive is equipped
Removed effective range limitation from Barbarian Furious charge logic (it will now go insane distances and smash screens full of mobs)

Zip on first post
 
only problem is the greater rift trials my char gets to high keys to solo, and the "end combat at wave" does not seem to work for me.

This is currently not working, I have yet to look into it. xzjv recently modified the Trials logic and seems to have broken it.
 
In Interpreter.cs:

itemDic.Add("[ANCIENT]", item.AncientRank);

should be:

itemDic.Add("[ANCIENT]", (float)item.AncientRank);

This is not a float, it's an int (it's either 0 or 1).

Why do you think this needs to be a float?
 
This is not a float, it's an int (it's either 0 or 1).

Why do you think this needs to be a float?

For the same reasons why "itemDic.Add("[LEVEL]", (float)item.Level);". Trinity's rule evaluator only supports bool, float and string types. See ParseTree.cs for example:

[HIDE]
Code:
        protected virtual object EvalCompExpr(ParseTree tree, params object[] paramlist)
        {
            object obj = this.GetValue(tree, TokenType.AddExpr, 0);

            int i = 1;
            if (obj is bool)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (bool)obj == (bool)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (bool)obj != (bool)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #133");
                }
            }
            else if (obj is float)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (float)obj == (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (float)obj != (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.SMALLEQ, i - 1) != null)
                        return (float)obj <= (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.GREATEQ, i - 1) != null)
                        return (float)obj >= (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.SMALLTH, i - 1) != null)
                        return (float)obj < (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.GREATTH, i - 1) != null)
                        return (float)obj > (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #132");
                }
            }
            else if (obj is string)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (string)obj == (string)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (string)obj != (string)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #133");
                }
            }

            return obj;
        }
[/HIDE]
 
Last edited:
This is currently not working, I have yet to look into it. xzjv recently modified the Trials logic and seems to have broken it.

Mine works fine. I have it set to stop after 5 waves. and once its completed 5 waves it runs to the far left and TP's back to town.
 
"
Quote Originally Posted by sixcube View Post
For some reason my char just runs right past chests.... even with open containers checked...
Probably your profile, not Trinity."
Actually it dont depend on profile. I use different and got the same problem with each. Picking up white and blue craft mat. also the problem ^)
 
Last edited:
For the same reasons why "itemDic.Add("[LEVEL]", (float)item.Level);". Trinity's rule evaluator only supports bool, float and string types. See ParseTree.cs for example:

[HIDE]
Code:
        protected virtual object EvalCompExpr(ParseTree tree, params object[] paramlist)
        {
            object obj = this.GetValue(tree, TokenType.AddExpr, 0);

            int i = 1;
            if (obj is bool)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (bool)obj == (bool)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (bool)obj != (bool)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #133");
                }
            }
            else if (obj is float)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (float)obj == (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (float)obj != (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.SMALLEQ, i - 1) != null)
                        return (float)obj <= (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.GREATEQ, i - 1) != null)
                        return (float)obj >= (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.SMALLTH, i - 1) != null)
                        return (float)obj < (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.GREATTH, i - 1) != null)
                        return (float)obj > (float)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #132");
                }
            }
            else if (obj is string)
            {
                while (this.GetValue(tree, TokenType.AddExpr, i) != null)
                {
                    if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
                        return (string)obj == (string)this.GetValue(tree, TokenType.AddExpr, i++);
                    else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
                        return (string)obj != (string)this.GetValue(tree, TokenType.AddExpr, i++);
                    Console.WriteLine("Major Mistake comparator not allowed! #133");
                }
            }

            return obj;
        }
[/HIDE]

Well that's silly. I'll add int support :)
 
My friend is using an older version of Trinity, and his picks up mats, white armor/wep and salavages it. Trinity cant seem to salvage white items or pick up Reusable Parts + Arcane Dust
 
sorry, maybe this question has already been asked, but is now not set for the minimum percentage of gems upgrade? bot is trying to do this with a 15% chance.....
 
sorry, maybe this question has already been asked, but is now not set for the minimum percentage of gems upgrade? bot is trying to do this with a 15% chance.....

Would Like to know more about this also :)
 
My friend is using an older version of Trinity, and his picks up mats, white armor/wep and salavages it. Trinity cant seem to salvage white items or pick up Reusable Parts + Arcane Dust

Make sure that In the Trinity Settings Under Items > Pickup you have "pickup gray Items" and "Pickup white Items" checked.

Also still in Items > Pickup in the "Misc Pickup Options" you have the "Misc Item Level" set to Common+

Then go to Trinity Settings Items > Town Run and check Salvage for White Items.

Hope this Helps !

Now the bot should pickup White Items and Gray Items, will also Pickup all the mats. (Reusable parts)
 
Make sure that In the Trinity Settings Under Items > Pickup you have "pickup gray Items" and "Pickup white Items" checked.

Also still in Items > Pickup in the "Misc Pickup Options" you have the "Misc Item Level" set to Common+

Then go to Trinity Settings Items > Town Run and check Salvage for White Items.

Hope this Helps !

Now the bot should pickup White Items and Gray Items, will also Pickup all the mats. (Reusable parts)

Thanks for the help I am trying now :D

Also Rrrix can you add something to trinity for when we want it to use Cll of the Ancients?
 
Trinity 2.4.2
Removed effective range limitation from Barbarian Furious charge logic (it will now go insane distances and smash screens full of mobs)

2771749-7650329146-borat.jpg
 
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