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[Plugin] Trinity Fork (Kite/Avoidance)

Just wondering if there's any plan of modding QT in the near future? The pathing is not very perfect and it'sf the main course of inefficient botting.

Definitely have to agree with you there. The backtracking and exploring already explored areas, as well as it's penchant for exploring the entire map when there are still unexplored areas, is supremely annoying. With rrrix back and promising regular updates, hopefully this will be improved.
 
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Is anyone having Taeguk applied and refreshed properly?
 
Definitely have to agree with you there. The backtracking and exploring already explored areas, as well as it's penchant for exploring the entire map when there are still unexplored areas, is supremely annoying. With rrrix back and promising regular updates, hopefully this will be improved.

While I agree, that the backtracking does cause many problems, as the ones you have stated. Have you tried the other options other than Default, I assume you have, what have you found best? I find "weighted Unvisited Mini Map" worked best for me, as it'll only explore a small radius from your current location.
 
I can update the questtools to the newest version right? The one where you have the option to set the highest grift level.
 
Updated !

icon1.png
BETA 0.8.3

Is it correct that this version shows as v0.8.1 in the loading message?
I deleted plugins/trinity and downloaded the folder from the 0.8.3 version.
 
While I agree, that the backtracking does cause many problems, as the ones you have stated. Have you tried the other options other than Default, I assume you have, what have you found best? I find "weighted Unvisited Mini Map" worked best for me, as it'll only explore a small radius from your current location.

I too find MinimapUnvisited to be preferable to MinimapVisited (the default), although to be totally honest the names of the settings mean very little to me. It doesn't seem to be documented or explained anywhere, which is unfortunate. If anyone could explain in practical terms exactly what the Unvisited option does as opposed to the Visited one, that'd be much appreciated.

BuddyMe, would it be possible to add some sort of logic to override avoidance settings when using an immunity amulet? I know that you can set avoidance HP to 0 and whatnot so I wouldn't blame you for ignoring that part, but if it's an easy implementation it would really help those of us that frequently swap characters and gear sets. Also, perhaps more worthwhile, is it possible to have the bot take advantage of the heal when possible? E.g. if Azkaranth is equipped, stand in fire if no escape is possible at low HP.
 
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Testing out carnival wd on 8.3

I've noticed a lot of kiting into mobs. I've tried with and without keep moving in combat as well as changing the kite range around. It seems to happen when it walks past a solo mob and then kites further in to avoid that one. It happens several times per rift right now.

I've also tried increasing the minion ranges and lowering the ignore minion health to 0%.

There is also a pretty large delay when bot goes to try to collect purple orbs in this version.

edit- part of this issue is trying to get off the perfect cluster of piranhas, which it does, but then it doesn't go back to where it came from. I've changed them from best cluster to plain target.position and it helps a bit, but there is still something else causing this. I've noticed it on DH as well.
 
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Change in barb logic are broken some other hero logic, I currently switch all other class to repair it. Qt work fine with weighting nearest minimap unvisited ! All build since 0.7 are not totally efficient, the next would be :)
 
Change in barb logic are broken some other hero logic, I currently switch all other class to repair it. Qt work fine with weighting nearest minimap unvisited ! All build since 0.7 are not totally efficient, the next would be :)

Do you run unvisited?
 
Do you run unvisited?

I don't know if I am being dumb, but I would have thought it would use the minimap for movement and tracking, visiting the closest unexplored area within the small radius within the minimap itself (the top right part of the screen), I thought that would allow very small error when moving about and keep it on a tight tracking circuit, rather than the much inaccurate "Unvisited Map" which causes a large about of backtracking trying to cover the whole Map.
 
I don't know if I am being dumb, but I would have thought it would use the minimap for movement and tracking, visiting the closest unexplored area within the small radius within the minimap itself (the top right part of the screen), I thought that would allow very small error when moving about and keep it on a tight tracking circuit, rather than the much inaccurate "Unvisited Map" which causes a large about of backtracking trying to cover the whole Map.

Yeah, you'd certainly assume so.
 
Bot is trying to avoid too many animations. For example, Skeleton_deathPoison_01 which is a regular death animation for skeleton that doesn't damage player at all (or damages very little) and so may be ignored.
 
Also I disabled StayPutPoint logic altogether. It's pretty dumb when bot just waits there when it could attack mobs in AOE with ranged skills.
 
Currently rework of all avoidance system : :)
new Anim(SNOAnim.a2dun_Cald_Belial_Acid_Attack_Action, AAnimType.Attack, Element.Poison),
new Anim(SNOAnim.a2dun_Cave_Larva_explode_01, AAnimType.Bomb, Element.Physical),
new Anim(SNOAnim.a2dun_Cave_SlimeGeyser_A_attack_0, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.a2dun_Zolt_Tesla_Tower_Attack, AAnimType.Attack, Element.Lightning),
new Anim(SNOAnim.a3_Battlefield_Demoic_Forge_Atacking, AAnimType.Projectile, Element.Fire),
new Anim(SNOAnim.a3dun_crater_st_demonic_forge_Atacking_2, AAnimType.Projectile, Element.Fire),
new Anim(SNOAnim.a4dun_Garden_Corruption_Mine_attack, AAnimType.GroundCircle, Element.Physical),
new Anim(SNOAnim.a4dun_Spire_Ground_Attack_A_Action, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.Adria_fireball_cast, AAnimType.Projectile, Element.Fire),
new Anim(SNOAnim.Angel_Corrupt_attack_01, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_attack_dash_in, AAnimType.Dash, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_attack_dash_middle, AAnimType.Dash, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_attack_dash_out, AAnimType.Dash, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_generic_cast_01, AAnimType.GenericCast, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_knockback_mega_01, AAnimType.KnockBack, Element.Physical),
new Anim(SNOAnim.Angel_Corrupt_knockback_mega_land_01, AAnimType.KnockBack, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedAvengerDummy_turnLeft, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedDummy_60ft_base, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedDummy_60ft_turnLeft, AAnimType.RotateLeft, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedDummy_60ft_turnRight, AAnimType.RotateRight, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedDummy_turnLeft, AAnimType.RotateLeft, Element.Physical),
new Anim(SNOAnim.arcaneEnchantedDummy_turnRight, AAnimType.RotateRight, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_BoulderToss, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_BullCharge_in, AAnimType.Charge, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_BullCharge_middle, AAnimType.Charge, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_BullCharge_out, AAnimType.Charge, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_Attack_Grab_Begin, AAnimType.Grab, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_Attack_Grab_Bite, AAnimType.Grab, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_Attack_Grab_Idle, AAnimType.Grab, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_Attack_Grab_Slam, AAnimType.Grab, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_GravelBlasts, AAnimType.Bomb, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_Mini3Charges, AAnimType.Charge, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_PunchThruWallGrab_01, AAnimType.Grab, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_sideswipe_left, AAnimType.AttackLeft, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_sideswipe_right, AAnimType.AttackRight, Element.Physical),
new Anim(SNOAnim.AssaultBeast_Land_attack_stomp, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.Azmodan_Attack_01, AAnimType.Attack, Element.Physical),
new Anim(SNOAnim.Azmodan_SpellCast, AAnimType.GenericCast, Element.Physical),
.......
 
It seems like the newer versions DH logic isn't kiting as well as it used to. Are my settings not correct?
 
How about an option for barbs to spam WW to keep taeguk up? While running in between mob densities?
 
Is there a guide on how to set this up?
Download a fresh copy of Demonbuddy, then replace the default Trinity folder within the Plugins folder with the new one and insert the Trinity.xml into the Demonbuddy\Settings\*BattleTag* directory. If you want the most recent Assembla build, follow these instructions.
 
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