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Trinity - Wizard Class

GilesSmith

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Jun 2, 2012
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Wizards

These class-threads are for posting your questions, requests, or problems that relate specifically to a class, or skills within that class. There will also be recommended build-ideas that have been tested heavily within Trinity posted here in the first post, and there may be advanced tips on custom-tweaks you can make to skills people commonly request changes for with instructions on how to safely edit the code to your liking.

Build Ideas:

[table="width: 860, class: grid"]
[tr]
[td]
Archon Build:
5wbds.jpg

The archon build can be very powerful - especially with good gear and crit rates.
[/td]
[td]
Critical-Mass:
NAn8t.jpg

The critical-mass wizard relies on, naturally, a high critical hit chance % (and ticking the "use critical mass" option in the Trinity combat options).
Mirror image can be swapped with Teleport (Safe Passage), or Slow Time.
Evocation can be swapped with Astral Presence, or Blur.
[/td]
[/tr]
[/table]

Customizing Skills:

To customize a skill, you can open the code (the ".cs" file) in any editor you like - even notepad will do! You must find the correct code, and then (carefully) make the changes suggested below, changing numbers or options as you like. If things go wrong and DemonBuddy/Trinity no longer start up, it just means you mis-edited the code - no problem - just try again with a fresh copy and be sure to be very careful!

(custom change suggestions to be added based on common player requests)
 
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I love the plugin, can't wait for 1.5 tomorrow!

Just as a small request, although not something I think is needed in the official release.

I notice that most of the time (not all!) when I'm using Archon and the cooldown expires and I return to normal the bot seems to take 1-4 seconds to realize that it's no longer in Archon Form and then pops diamond skin/nova up. Leads me to 4-5 deaths extra per hour =/

Any idea how I could edit this out? I've already changed quite a lot of the combat timers/range etc to optimise my build which wasn't any issue.

I guess I'm just looking for some way to code a check if Diamond Skin is on the skillbar every 0.5-1 second. (I don't mind if it's CPU intensive, got plenty of spare processing power haha.
 
I love the plugin, can't wait for 1.5 tomorrow!

Just as a small request, although not something I think is needed in the official release.

I notice that most of the time (not all!) when I'm using Archon and the cooldown expires and I return to normal the bot seems to take 1-4 seconds to realize that it's no longer in Archon Form and then pops diamond skin/nova up. Leads me to 4-5 deaths extra per hour =/

Any idea how I could edit this out? I've already changed quite a lot of the combat timers/range etc to optimise my build which wasn't any issue.

I guess I'm just looking for some way to code a check if Diamond Skin is on the skillbar every 0.5-1 second. (I don't mind if it's CPU intensive, got plenty of spare processing power haha.

It's only when you're in combat and drop Archon, I think avoidance is what's effecting it.
 
It's only when you're in combat and drop Archon, I think avoidance is what's effecting it.

I know, but its a huge pain. 1.5 is not archon friendly lol. reverted back already.
 
Is it possible to change the CM/SC build (for us wizards that still uses signature spells) so that after every SC cast, the wizard will use 1 signature spell to cast the Wind Charge ET? This way, it will maximize proc chance and LoH.
 
add this to the conditions "&& !dictAbilityLastUse[SNOPower.Wizard_EnergyTwister]" iirc it should work alternating between ET and signature
 
add this to the conditions "&& !dictAbilityLastUse[SNOPower.Wizard_EnergyTwister]" iirc it should work alternating between ET and signature

Where do I add this?
Also shouldn't it check if you have the Wind Charge buff and a signature spell as well?
 
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Combat works great for archon wizards with some small modifications, except for this problem: there are times when my wizard completely ignores some monsters, it's like she blacklists them - as others already mentioned this happens often when running out of archon mode. Been trying to find the problem all morning but no luck. Will revert to a previous version for now.
 
Combat works great for archon wizards with some small modifications, except for this problem: there are times when my wizard completely ignores some monsters, it's like she blacklists them - as others already mentioned this happens often when running out of archon mode. Been trying to find the problem all morning but no luck. Will revert to a previous version for now.

It will be a combination of searching for avoidance (as posted above) and monster priority settings.

Noticed when it drops out of Archon it uses Melee for a few hits, if there's a Fallen Firemage/Succubus etc it goes straight for them = death, I simply turned most of the monster priorities off except for Pestilence Hands! GL
 
It will be a combination of searching for avoidance (as posted above) and monster priority settings.

Noticed when it drops out of Archon it uses Melee for a few hits, if there's a Fallen Firemage/Succubus etc it goes straight for them = death, I simply turned most of the monster priorities off except for Pestilence Hands! GL

I don't really know plugin code that well, but from the tweaks I've seen it really isn't monster priority. Ever since 1.4.9.1 all of my characters seem to ignore trash mobs to a point, and I think that's because they die so quickly they're generally ignore-able.

It's definitely a combat issue, where it doesn't pulse check whether human or archon form. Basically, it either detects the abilities or it doesn't and during combat, when you leave archon, it does not reset unless you leave combat for any length of time. I feel it *COULD* be avoidance, because it only happens during some encounters but it isn't always elite monsters.
 
Didn't see this sub-section, but I tested 1.5 with a fresh install of 242. My cm wizard ignores the heart after killing Cydea and runs around it.


also, it ignores barricades as well.
 
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I don't really know plugin code that well, but from the tweaks I've seen it really isn't monster priority. Ever since 1.4.9.1 all of my characters seem to ignore trash mobs to a point, and I think that's because they die so quickly they're generally ignore-able.

It's definitely a combat issue, where it doesn't pulse check whether human or archon form. Basically, it either detects the abilities or it doesn't and during combat, when you leave archon, it does not reset unless you leave combat for any length of time. I feel it *COULD* be avoidance, because it only happens during some encounters but it isn't always elite monsters.

Mine was ignoring most trash but it's because I deleted GilesConfig for fresh install and the default trash mob range is 18, for Archon we want it at about 40.

I'll have a look and see if I can change 1.5.0.1 around for some improvements, and I'll post what I've done here if its successful :)

EDIT: My tweaks

Reduced skill timers for Frost Nova, Diamond Skin, All Armor spells, Archon, Archon Blast.

Changed range and monster amounts for Archon to activate (I'm using Arcane Destruction to 1hit elites) to 12 down from 30/25

Changed Archon Blast to activate against any amount of enemies.

Taken priority for Fallen Firemages and Succubus off

-------------------------------------------------------------------------

After testing it seems that the actual combat of the bot is MUCH improved, however I cannot seem to find a way to stop it automatically going for a melee attack when it drops out of Archon instead of resetting and going back to DS/FN Spam.

Seems to me its linked somewhere in this

// Pick the best destructible power available
if (bDestructiblePower)
{
if (!GilesHasBuff(SNOPower.Wizard_Archon))
{
if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_EnergyTwister) && playerStatus.dCurrentEnergy >= 35)
return new GilesPower(SNOPower.Wizard_EnergyTwister, 8f, vNullLocation, -1, -1, USE_SLOWLY);
if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_MagicMissile))
return new GilesPower(SNOPower.Wizard_MagicMissile, 15f, vNullLocation, -1, -1, USE_SLOWLY);
if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_ShockPulse))
return new GilesPower(SNOPower.Wizard_ShockPulse, 10f, vNullLocation, -1, -1, USE_SLOWLY);
if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_SpectralBlade))
return new GilesPower(SNOPower.Wizard_SpectralBlade, 9f, vNullLocation, -1, -1, USE_SLOWLY);
if (hashPowerHotbarAbilities.Contains(SNOPower.Wizard_Electrocute))
return new GilesPower(SNOPower.Wizard_Electrocute, 9f, vNullLocation, -1, -1, USE_SLOWLY);
}
else
{
return new GilesPower(SNOPower.Wizard_Archon_DisintegrationWave, 15f, vNullLocation, -1, targetCurrent.iThisACDGUID, USE_INSTANTLY);
}
return new GilesPower(SNOPower.Weapon_Melee_Instant, 10f, vNullLocation, -1, targetCurrent.iThisACDGUID, USE_INSTANTLY);
}

However after playing around with the last line

return new GilesPower(SNOPower.Weapon_Melee_Instant, 10f, vNullLocation, -1, targetCurrent.iThisACDGUID, USE_INSTANTLY);
}

I can't get it to change the skill, in fact anything I try makes it worse and it just melee's everything haha.

Giles if you could have a look at this I would be very appreciative, somehow between 1.4.9.1 and 1.5.0.1 something's been changed because in 1.4.9.1 it took 1-3 seconds for it to realize it was out of Archon and change back to DS/FN spam, whereas in 1.5.0.1 it doesn't realize until it's out of combat =/
 
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Does anyone know the ID for the Wind Charge buff when you use Storm Chaser?
 
Edited because its all WRONG harhar
 
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Mine was ignoring most trash but it's because I deleted GilesConfig for fresh install and the default trash mob range is 18, for Archon we want it at about 40.

I'll have a look and see if I can change 1.5.0.1 around for some improvements, and I'll post what I've done here if its successful :)

EDIT: My tweaks

Reduced skill timers for Frost Nova, Diamond Skin, All Armor spells, Archon, Archon Blast.

Changed range and monster amounts for Archon to activate (I'm using Arcane Destruction to 1hit elites) to 12 down from 30/25

Changed Archon Blast to activate against any amount of enemies.

Taken priority for Fallen Firemages and Succubus off

-------------------------------------------------------------------------

After testing it seems that the actual combat of the bot is MUCH improved, however I cannot seem to find a way to stop it automatically going for a melee attack when it drops out of Archon instead of resetting and going back to DS/FN Spam.

Seems to me its linked somewhere in this



However after playing around with the last line



I can't get it to change the skill, in fact anything I try makes it worse and it just melee's everything haha.

Giles if you could have a look at this I would be very appreciative, somehow between 1.4.9.1 and 1.5.0.1 something's been changed because in 1.4.9.1 it took 1-3 seconds for it to realize it was out of Archon and change back to DS/FN spam, whereas in 1.5.0.1 it doesn't realize until it's out of combat =/

I think that section is used only for barricade destruction, not in combat. Actually I think that section of code is bugged since the variable "bDestructiblePower" is always false, can't find it anywhere being changed to true - in other words it's always the initial value (it's declared as false in line 5520).
 
Re Edit, I've figured out why it does melee automatically, and it seems a simple fix but I'm terrible with if/else commands

Basically the process it does (IN THIS ORDER) is:

1) Checks for signature spells + Energy Twister
If not
2) Checks for Archon
If not
3) Uses melee

All that needs to be done is change it to

1) Checks for signature spells + Energy Twister
If not
2) Checks for Archon
If not
3) Checks for signature spells + Energy Twister
If not
4) Uses melee

Which will always work!

According to the code you linked, it actually checks for Archon first, if it doesn't detect it, it uses any of the spells listed below (Sig spells & twister) -> after it does that, it doesn't do another check. I don't know the code to use, but if anything it'd just require a 'while' command in there to check for archon transformation back to human.
 
I think that section is used only for barricade destruction, not in combat. Actually I think that section of code is bugged since the variable "bDestructiblePower" is always false, can't find it anywhere being changed to true - in other words it's always the initial value (it's declared as false in line 5520).

That does make sense, but if so we need to find the loop that searches for best skill use if it exists, else we need to create a loop that sorts it out.

Edit: Seems you're right on that part, it just occurred to me that the order was in exact reverse :P so I guess its back to the drawing board for me!
 
Re Edit, I've figured out why it does melee automatically, and it seems a simple fix but I'm terrible with if/else commands

Basically the process it does (IN THIS ORDER) is:

1) Checks for signature spells + Energy Twister
If not
2) Checks for Archon
If not
3) Uses melee

I think it actually goes like this: 1) Checks if you're in archon mode - if yes, use archon spells.
2) If not, checks if it's possible to buff diamond skin, energy armor, magic weapon, archon mode - in that order.
3) If not, spams the usual (twister, nova, blast).
4) If not, then it uses melee.

The logic and order is sound, that's why it's so difficult to find out what's causing this bug, must be some avoidance or other function's problem.

Edit: someone beat me to it!
 
I think it actually goes like this: 1) Checks if you're in archon mode - if yes, use archon spells.
2) If not, checks if it's possible to buff diamond skin, energy armor, magic weapon, archon mode - in that order.
3) If not, spams the usual (twister, nova, blast).
4) If not, then it uses melee.

The logic and order is sound, that's why it's so difficult to find out what's causing this bug, must be some avoidance or other function's problem.

Edit: someone beat me to it!

Wasting a post to say, I'm competitive and I said this first.
 
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