It attacks when it thinks it's blocked. You guys asked for it and xzjv did it, but I added a new checkbox to disable this feature which should be available in the next version.Thanks for your help!![]()
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It attacks when it thinks it's blocked. You guys asked for it and xzjv did it, but I added a new checkbox to disable this feature which should be available in the next version.Thanks for your help!![]()
Sure, there you go https://subversion.assembla.com/svn/unifiedtrinity.Master/
Keep in mind SVN versions may be unstable.
my crusader very often skips yellow elites that are very low on hp. what is the reason for this?
Is it possible to set trinity in GR's so it does NOT pick up the Purple Rift Globes?
It would allow more key value
What's key value? Also, not right now, sorry. I'll add today probably since a fellow user already shared his code for this and I'd just have to merge it.Is it possible to set trinity in GR's so it does NOT pick up the Purple Rift Globes?
It would allow more key value
You talk about this magical weighting. Would you mind sharing it with the devs so we can improve trinity?Replace your Weighting.cs with a custom one, there's a few here and there lying around on the forums, I think the barb ik6rk4 has one at least but I'm using one from some crusader replying with his own for .39 that works a lot better.
https://www.thebuddyforum.com/demon...ity-2-14-39-skips-elites-progress-globes.html That could be the one he is talking about think its the 5th comment.
I think im using it idk how to tell, it still skips a pack every once in awhile but not near as much as .39
yep, also upgrading raresanyone have problem with convert materials in Cube?
Bots should once again close rifts before doing a town run (except if keep legendary unid enabled)
Try this. It doesn't address the piranhado thing, but it should cast the pets when there's elites nearby.Problem with WD using Helltooth build and bot will spam piranhado on 1 mob instead of cluster even if elite or champ pack is right in front of the bot it will put the piranhado on 1 mob like out the screen. Was wondering if a fix?
also having issue with bot not spawning pets on elites, will just stand in the aoe wall of death and wait till pets show up
Could use some additional testing on this version around combat, ignoring elites, weighting, getting stuck/blocked. Combat settings in particular rift value related.
Thanks.
10:17:24.243 DEBUG TrinityDebug [Trinity 2.14.40] Exception in TownRunCoroutineWrapper Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: ItemBoundToACD
at Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD )
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.?????????????????????????????????????????()
at Zeta.Game.PerFrameCachedValue`1.get_Value()
at Zeta.Game.Internals.Actors.ACD.get_ItemBoundToACD()
at Zeta.Bot.Logic.BrainBehavior.?????????????????????????????????????????.?????????????????????????????????????????(ACDItem )
at System.Linq.Enumerable.WhereListIterator`1.MoveNext()
at Zeta.Bot.Logic.BrainBehavior.)jAMma1GC)\,v>S2Ysge1<D_\\.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine.3P9O1(Sn%WA_b}gFAnH('bwA%.4@e5\\9mcw|3}Tw_k:I)aIPa\[.MoveNext()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.????????????????????????????????????????(Boolean )
at Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
at Buddy.Coroutines.Coroutine.Resume()
at Zeta.Bot.ActionRunCoroutine.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action.69!Kim\\=FGi"\,\.R1hQ!!0<#Z$.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.Dbr~\]`tg{eEN(:jym\\RDsa?Q.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action.69!Kim\\=FGi"\,\.R1hQ!!0<#Z$.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector.Dbr~\]`tg{eEN(:jym\\RDsa?Q.MoveNext()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.Coroutines.CoroutineCompositeExtensions.no=)h7\,eWFmo$l\\08kY/Db~g.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Trinity.DbProvider.TownRun.<TownRunCoroutineWrapper>d__e.MoveNext() in c:\Demon\599b\Plugins\Trinity\DbProvider\TownRun.cs:line 305
Could use some additional testing on this version around combat, ignoring elites, weighting, getting stuck/blocked. Combat settings in particular rift value related.
Thanks.