thebbandit
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- Jan 24, 2014
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I have recently begun making some small modifications to trinity in an effort to making my specific build on my DemonHunter work correctly in its behavior. So far I am taking advantage of my 4 piece Natalya's by modifying the parameters for it firing off Rain of Vengence so that it is much more lenient and fires more often. The other modifications were more of a hackjob but I would like to somehow fix them with your help!
First I modified the triggers for firing the Demon Hunter ability "Companion" to remove all the rune checks because Marauder's gives you every pet type. Is there a way that I can return those rune checks but also have an OR statement that checks for Marauder's 4 piece bonus being active?
The other modification I made was to just remove the ! in front of the reapers wraps line so that if I don't have the legendary item Reapers Wraps on it will behave like I do. I want to return it to its default logic state, but also add in an OR statement so that having the Blood Vengeance talent will also use the slider in the config UI.
While also modifying the logic for health globes, it would be awesome to also see it picking up ALL health globes after combat IF we have the Nephalem Glory buff.
One more modification I made was to remove the Discipline check from Vault because I am rocking the Danetta's two piece. Would be cool to return the lines to normal but add in an OR statement to check for Danetta's.
Basically the only examples I have found inside the code are only using the full set bonus as the criteria, would be great if anyone had links to where I can look at syntax? I want to make some contributions to the Trinity by adding in behavior modifications when people have certain set bonuses. For example, I have to modify the avoidance behavior to disregard molten, desecrator, and plague because I have the Blackthorne's 4 piece. What would be much better is adding in a set bonus check for Blackthornes into Trinity so that it can just disregard them completely as long as you have the set bonus. This would help reduce some of the processing needed to keep track of those effects.
TLDR: can someone help me to put set bonus conditions into the trinity code. Also how to check if you have a talent or a buff? i.e. Blood Vengeance, Nephalem Glory)
So far this is what I have been able to piece together with stuff from the code.
Now that I have figured out how to do the passive skill check for blood vengeance, I want to do something a little more difficult. I want to add in an option for the bot to always pick up health globes when out of combat and it has nephalem buff.
First I modified the triggers for firing the Demon Hunter ability "Companion" to remove all the rune checks because Marauder's gives you every pet type. Is there a way that I can return those rune checks but also have an OR statement that checks for Marauder's 4 piece bonus being active?
The other modification I made was to just remove the ! in front of the reapers wraps line so that if I don't have the legendary item Reapers Wraps on it will behave like I do. I want to return it to its default logic state, but also add in an OR statement so that having the Blood Vengeance talent will also use the slider in the config UI.
While also modifying the logic for health globes, it would be awesome to also see it picking up ALL health globes after combat IF we have the Nephalem Glory buff.
One more modification I made was to remove the Discipline check from Vault because I am rocking the Danetta's two piece. Would be cool to return the lines to normal but add in an OR statement to check for Danetta's.
Basically the only examples I have found inside the code are only using the full set bonus as the criteria, would be great if anyone had links to where I can look at syntax? I want to make some contributions to the Trinity by adding in behavior modifications when people have certain set bonuses. For example, I have to modify the avoidance behavior to disregard molten, desecrator, and plague because I have the Blackthorne's 4 piece. What would be much better is adding in a set bonus check for Blackthornes into Trinity so that it can just disregard them completely as long as you have the set bonus. This would help reduce some of the processing needed to keep track of those effects.
TLDR: can someone help me to put set bonus conditions into the trinity code. Also how to check if you have a talent or a buff? i.e. Blood Vengeance, Nephalem Glory)
So far this is what I have been able to piece together with stuff from the code.
Code:
//hope this sets up a new variable?
bool hasBloodVengeance = HotbarSkills.PassiveSkills.Any(s => s == SNOPower.DemonHunter_Passive_Vengeance);
//this section for the weight
if (Legendary.ReapersWraps.IsEquipped || hasBloodVengeance)
{
if (myHealth > 0d && myHealth < V.D("Weight.Globe.MinPlayerHealthPct") || Player.PrimaryResourcePct <= _playerHealthGlobeResource)
cacheObject.Weight = .9 * MaxWeight;
}
else
{
if ((myHealth > 0d && myHealth < V.D("Weight.Globe.MinPlayerHealthPct")))
cacheObject.Weight = .9 * MaxWeight;
}
// and the extra bonus weight
if (Me.IsInCombat && Player.PrimaryResourcePct < 0.3 && (Legendary.ReapersWraps.IsEquipped || hasBloodVengeance) && (TargetUtil.AnyMobsInRange(40, 5) || TargetUtil.AnyElitesInRange(40)))
//Editing the Set file for Ring of Royal Grandeur
bool hasRORG = Legendary.RingofRoyalGrandeur.IsEquipped;
[COLOR="#FF0000"]//Using Notepad++ to do replace all using extended mode
SecondBonusItemCount = 4,
ThirdBonusItemCount = 6
//To this
if (hasRORG)\n {\n SecondBonusItemCount = 3,\n ThirdBonusItemCount = 5\n }\n else\n {\n SecondBonusItemCount = 4,\n ThirdBonusItemCount = 6\n }\n
//also these
FirstBonusItemCount = 2,
SecondBonusItemCount = 3
//to this
FirstBonusItemCount = 2,\n if (hasRORG)\n {\n SecondBonusItemCount = 2\n }\n else\n {\n SecondBonusItemCount = 3\n }\n
//then this
FirstBonusItemCount = 2,
SecondBonusItemCount = 4
//to this
FirstBonusItemCount = 2,\n if (hasRORG)\n {\n SecondBonusItemCount = 3\n }\n else\n {\n SecondBonusItemCount = 4\n }\n
//and finally
FirstBonusItemCount = 2,
SecondBonusItemCount = 4,
ThirdBonusItemCount = 5
//to
if (hasRORG)
{
SecondBonusItemCount = 3,
ThirdBonusItemCount = 4
}
else
{
SecondBonusItemCount = 4,
ThirdBonusItemCount = 5
}[/COLOR]
OOPS have to take all that out now... lol cannot use IF in the reference file?
Now that I have figured out how to do the passive skill check for blood vengeance, I want to do something a little more difficult. I want to add in an option for the bot to always pick up health globes when out of combat and it has nephalem buff.
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