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Trinity 1.7.1.18

Just to confirm:
1) You want an option to completely disable arcane strike for combat, so it will only use Disintegrate in archon form?
2) Increase Familiar buff priority above armors, magic weapon, etc?
3) Activate archon any time it sees at least one monster (even non-elites?)

1. yes for combat a compleat remove is best.
ps: for destroy destructables desintegrate comes too deep (only familar hits most of the time). Disitegrate would be best for destory if the wave allways hits. but its not importend cause arcane strike works fine vs destructables.

2. yes
allways buff familiar first (db cant check for familiar cause no icon, and if its casted last with less then 20 arcane power left it dont get buffed again) i did this by copy past familiar before magic weap

3. yes
ps: at best there is a slider at wiz combat with 1-9 count range (most wizard wanna use [25] >= 1 cause if you use 3 with high non elit combat range archon aktivate too late)
 
Just found why trinity keep a lot of trash in last vesrsions. Just instaled new clean .18, and got that problem. Always w8 for darkys version, but at morning his repository were online. So instaled clean version and my bots start gathering craps, so investigate some, and found that .18 got old version of item rules implemented and didnt read lvl reqirments rules, just ignore this condidion.

Could Constants.cs be implemented somewhere else, that not be implemented in all versions or smth, i edit it in all new versions, becouse using trinity scoring as safety rules, and never know that is smth change there.
 
rrrix,

made the changes to the code you suggested. No change. As soon as I enter whimsy it starts to initiate tp to town and log out of game.

log and profile attached
 

Attachments

Hello rrrix,
Excuse me if I write it in the wrong section, I'm new to the boting and new to this forum as well.

I really like the trinity(tried 17-18) but one thing annoying me really much and I don't know how to fix it :

I play for wizard and facing following issue :
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)

I read this twice and tried to modify something without luck.

My tries :

Code:
 // 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);
                }
Code:
   // 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);
                }
Code:
// 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);
                }

My last guest is to change this part of code but I'm not sure about this :
Code:
// 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);
                }
            }

Any help will be appreciated.

P.S. I'm not a noob in codding (c#) but still unable to find what exactly can be reason of this...
P.P.S I noticed it don't use arcane orb if the mobs are to close to the bot
 
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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?
+++
 
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?

Yes, known issue! Sorry about that, debugging remnants snuck into this build...
 
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)

Sorry to hear this! .17 had a major backtracking bug for sure, but .18 should be much better - so I hope that's what you tested with last night.

Some questions
Which profile(s) are you running?
What class are you running, and which build?
Do you have > 12% movement speed?
What pickup rules are you using? Trinity Scoring, or the built in hard or soft pickup rules?

Thanks for testing guys, sorry it's going the wrong way for you.
 
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

:o
 
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

:o

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" ??
 
No problem rrrix, nothing that annoying and every new version you made had more positive than negative things anyway ^^

I'm also getting "[Trinity]No longer in game world" quite often, spams the message about 10 times in less than 1 sec but doesn't affect the bot movement in any way.
Do you know the cause for both problems (above and inventory) or can I supply you with some logs to help you?
 
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.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!
 
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" ??

Yes, I like to craft every now and then, and i feel like it could maybe speed up the process of farming runs and everything. because it has to go to stash twice everytime it banks.

But i also noticed that you said it might break something. So i was just curious as to if/when it was ever to be implemented.
just seems like you would have to move the salvage function before the stash item function, but then also have to consider not salvaging the items you want to keep.

BTW, keep up the great work. without the community, we would be hard-pressed to make nearly the profits we make today
 
rrrix : can you please answer to my question? Can I help you help me? :p
 
rrrix : can you please answer to my question? Can I help you help me? :p

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)

Can you clarify? I'm not sure what you mean...

Is 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.
 
.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!

Understood. I had TrinityMoveTo also use the new PathFinding/Trinity navigation code I wrote. I've removed this from the next version - so it will now always use the built-in DB Navigator. Grab the latest from git (master branch only now!) if you want to try it out. Should fix this problem.
 
Is 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.
Yes excuse me (English is not my native languidge :( ) I'll try to explain better :
Is it not using Arcane Orb when it has arcane power?
Exactly, it is preferring to use default attack instead of arcan orb even when the arcan power is full.

I don't understand what the problem is, or what you want to be different.
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 hope it helps, you have done great jobe with trinity !
 
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Thanks for .17 its have good stability and i dont have any crash since release! But weakness is backtracking, I now trying .18, and xp/gold is increased!
 
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