mephuser1000
Active Member
- Joined
- Jun 10, 2011
- Messages
- 1,636
- Reaction score
- 1
hmm 1.16 works far better for me than 1.17 and 1.118 (barb 700 gph instead of 550 with 1.17/1.18)
Can't remember which version had the IPH fixed.
hmm 1.16 works far better for me than 1.17 and 1.118 (barb 700 gph instead of 550 with 1.17/1.18)
// Arcane Orb
if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ArcaneOrb) &&
((PlayerStatus.PrimaryResource >= 20 && !PlayerStatus.WaitingForReserveEnergy)) &&
GilesUseTimer(SNOPower.Wizard_ArcaneOrb))
{
float fThisRange = 25f;
if (Settings.Combat.Wizard.CriticalMass)
fThisRange = 15f;
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, USE_SLOWLY);
}
// Arcane Orb
if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ArcaneOrb) &&
((PlayerStatus.PrimaryResource >= 10 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
GilesUseTimer(SNOPower.Wizard_ArcaneOrb))
{
float fThisRange = 35f;
if (Settings.Combat.Wizard.CriticalMass)
fThisRange = 20f;
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 1, SIGNATURE_SPAM);
}
// Arcane Orb
if (!UseOOCBuff && !PlayerStatus.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ArcaneOrb) &&
((PlayerStatus.PrimaryResource >= 35 && !PlayerStatus.WaitingForReserveEnergy) || PlayerStatus.PrimaryResource >= MinEnergyReserve) &&
GilesUseTimer(SNOPower.Wizard_ArcaneOrb))
{
float fThisRange = 40f;
if (Settings.Combat.Wizard.CriticalMass)
fThisRange = 20f;
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, fThisRange, vNullLocation, -1, CurrentTarget.ACDGuid, 1, 1, USE_SLOWLY);
}
// Pick the best destructible power available
if (UseDestructiblePower)
{
if (!GetHasBuff(SNOPower.Wizard_Archon))
{
return GetWizardDestructablePower();
}
else
{
if (CurrentTarget.RadiusDistance <= 10f)
return new TrinityPower(SNOPower.Wizard_Archon_ArcaneStrike, 20f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, USE_SLOWLY);
return new TrinityPower(SNOPower.Wizard_Archon_DisintegrationWave, 19f, vNullLocation, -1, CurrentTarget.ACDGuid, 0, 0, USE_SLOWLY);
}
}
+++Since 1.7.17 (using latest DB) my bots keep their inventory open after a townrun is done. This happens around 20% of the time when doing a townrun, did anyone encounter the same problem?
Since 1.7.17 (using latest DB) my bots keep their inventory open after a townrun is done. This happens around 20% of the time when doing a townrun, did anyone encounter the same problem?
Sorry, I had to perform the same old routine to v18: Downgrading all the "latest" Trinity versions back to my reference stable version which was way before v15.
Same old problems (very sure that I used a clean install):
- Backtracking even in non-randomized areas
- Gold inactivity timer either activating too early or never activating (infinite loop)
- Death Handling set to "Logout" but bot didn't quit game but instead reloads profile upon death and restarts at earlier already explored waypoints.
- Bot still attacks every bonepile
- Bot misses gold and legs/sets
- Bot stands in Arcane/Desecrate/Molten Bombs/Frozen even though avoidance is set at 20+ yards and 90% Life.
hmm 1.16 works far better for me than 1.17 and 1.118 (barb 700 gph instead of 550 with 1.17/1.18)
rrrix, your hobby sucks lol, if this trinity is a hobby. all these people asking for you to fix their problems.
btw, how is the salvaging thing going, or is it not possible to implement at this time
![]()
I definitely enjoy the actual development work much more than reading these threads
What do you mean salvaging thing? The stuff Harmacintyre posted about? "Change TownRun order from stash/sell/salvage to salvage/sell/stash" ??
rrrix : can you please answer to my question? Can I help you help me?![]()
Normally default attack should be used to break obstacles or when arcane power is at 0. Trinity should use skill "arcane orb" but instead it use default attack and use arcane orb sometimes (once or twice in a battle) instead of always till the arcan power will be over. (but it will not be over I have a good gear)
.18 is definitely better rrrix, thank you!
TrinityMoveTo doesn't quite move as far as .16 did (specifically cursed towers which descend down, I could usually do in one or 2 tags in .16...now requires more). But not a huge deal, I just added some more points. I assume because it is a static area and it no longer is hitting the nav server from what you had posted in the changelog for .17.
Thanks for the hard work!
Yes excuse me (English is not my native languidgeIs it not using Arcane Orb when it has arcane power? or is it using it too much, even to break destructables? I don't understand what the problem is, or what you want to be different.
Exactly, it is preferring to use default attack instead of arcan orb even when the arcan power is full.Is it not using Arcane Orb when it has arcane power?
I would like it to cast arcan orb till there is no arcane power anymore and than start to use default attack till it get enough to use arcane orb once again.I don't understand what the problem is, or what you want to be different.