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Trinity 1.7.3.2

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I've found that the bot doesn't seem to use WOTB on cooldown - just fought to elites at one time with full fury and WOTB off cooldown. Anyone know what conditions triggers WOTB? I've disabled use WOTB on Goblins as well WOTB vs. hard elites, so I'd expect the barb to use WOTB whenever its off cooldown AND has enough fury?

!UseOOCBuff &&
Player.PrimaryResource >= V.I("Barbarian.WOTB.MinFury") &&
// Don't still have the buff
!GetHasBuff(SNOPower.Barbarian_WrathOfTheBerserker) &&
CanCast(SNOPower.Barbarian_WrathOfTheBerserker) &&
// Only with Battle Rage
(Hotbar.Contains(SNOPower.Barbarian_BattleRage) && GetHasBuff(SNOPower.Barbarian_BattleRage) || !Hotbar.Contains(SNOPower.Barbarian_BattleRage)) &&
// Not on heart of sin after Cydaea
CurrentTarget.ActorSNO != 193077 &&
(WOTBGoblins || WOTBIgnoreElites || WOTBElitesPresent ||
//Or if our health is low
Player.CurrentHealthPct <= Settings.Combat.Barbarian.PotionLevel);
The conditions are complicated:
- Only in combat.
- If he has enough fury.
- If the buff is not up.
- If the the timer has elapsed.
- If Battle Rage is up.
- If not on heart of sin after Cydaea.
- If there is a goblin, or ignoring elites, or if there are elites, or if the health is low.
 
I still use the old Trinity for the moment, because the new one requires some tweaking. Where are the devs though? There are no new commits in the Git repository.
 
Yeah, me too, i am sure rrrix will fix it, just have patience. There is nothing wrong with the old trinity in the meantime :P
 
crash crash and crash when open diablo and open demondubby and auto shut off diablo and demonbuddy
 
RRRIX thanks very much for this release seems pretty solid for my monk as the new combat fixes for it are terrific - not sitting still in plagues is a good thing :)
 
works fine only problem when changing any variable in the variables tab demonbuddy crashes
 
public static bool CanCastIgnorePain
{
get
{
return
!UseOOCBuff &&
CanCast(SNOPower.Barbarian_IgnorePain) &&
Player.CurrentHealthPct <= V.F("Barbarian.IgnorePain.MinHealth");

Using Mob Rule in a party, how do I setup this parameter to check for any player's health instead of just the Barb's (if there is a way)?
 
You can't do that. I mean, it used to be impossible, but it might be a way to do that in that NOW, as there has been "better" support for SimpleFollow built in. But, afaik, you can't do that.
 
I am currently testing this new version of Trinity and trying to keep my files up to date with your comments guys. A few things i've noticed.
I am running mp10 barb, Rend build in Weeping Hollow with Ignore Elites/Uniques/Rares(actually i have all check options checked in the MISC tab).
Dumb fury is slow. True. That's why i replaced the BarbarianCombat.cs file with FluffyPulsar's BarbarianCombat.cs file from this page http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/125717-trinity-1-7-3-1-a-7.html . Now it works perfect but a problem occurs sometimes and can't say what the reason might be.
Sometimes the bot fights with full fury(or enough to use Wotb) in normal mode .. without using Wotb for a long time. Wotb is fully recharged and the fury is to the max long enough...but he is not turning in Wotb. I didn't test this long enough with the original BarbarianCombat.cs to say if the changes in that file are causing it...and i am saying again that this is no happening every time..but i've noticed it in 2 runs in a row.
1 more thing...Wotb dumb fury is fast with this edited file..but i am worried that it's too fast. Don't get me wrong..this is nice...but dumping fury that fast makes the bot looks little wired often(he is doing it inside and outside of a fight). He is making really fast sprint spell activation animation..and that makes me little bit worried..it doesn't look natural as a normal player. But maybe i shouldn't be worried that much..maybe.

Rrrix...i thought visiting an unactive shrine (after being visited already) is fixed in this version since in past topic you said that you are aware of it. I've noticed this shit happen again. Guide me if you need more info about it..which log checks i should check to provide you with the necessary information.

I keep testing the new Trinity in the other areas to see how the poison trees are deal with..and others. Everything else in Weeping Hollow looks super.
 
Note that my change to sprint simply disables the timer check. I changed nothing else, and yes, I also noticed WOTB not being activated sometimes (that's another bug). I will leave those fixes to devs who are more familiar with the code since I use the older Trinity for now anyway.

If you are worried about sprint being used to detect the bot, you needn't worry. I can think of at least 20 ways to detect the bot reliably. I'm sure Blizzard knows about all common bots (on all accounts). They just don't ban everybody for many reasons (bots make them money). Just keep botting till you can as long as it's profitable (which it isn't anymore). I bot cos it's fun (never done that before). If they ban me, so be it. :)
 
The only bug make me wanna try new version is "attack spore of poison tree" in the old version. But try new version and got stuck all the time at begin of the run with Fallen Dev A1 profile. The bot keep trying "PreTownRun" after using portal to Festering wood and I just dont understand why.
 
I got trinity 1.7.3.1 to work with a fresh install and it's going great. My only issue now is trying to figure out how to customize loot rules more specifically than just by item level.

I'd like to pick up:

Demonic Essences
Legendaries
Rings
Amulets
Manifers
Stranglers
Warlord Gauntlets
Archon Gauntlets
Conquest Sword
Rune Sword
Galraki
Arch Axe
Centurion Spear
Doom Hammer
Golden Talon
Pulverizer
Heaven Hand
Darkblade
Piercer
Basilard
Hellion Crossbow

Is there a plugin that allows something like this?

Thanks,
 
You can switch from Trinity scoring to file based rules. I first used Soft rules to see how it goes (this stashes items mostly worth 3k). Hard rules work a little better (10-15 items a day per bot), but these items are still worth 10-500k mostly, and they just don't sell, so my stash keeps filling up. Now I use Gnillers Super-Tight Loot Rules. He almost never stashes anything, but at least I don't have to waste time.
 
rrix promised in previous topic he will fix bug with Shrines in this build but he dont
bot trying to pick up already empty shrine

i can find his post if you dont trust me
 
dont use gnillers item loot rulers - mostly it trashed items costs billions, or 5-8$ to
there s enough proofs in his topic
 
dont use gnillers item loot rulers - mostly it trashed items costs billions, or 5-8$ to
there s enough proofs in his topic

Show some proof please, with an actual 'expensive' item that was trashed.
All I saw in his thread was people crying over and over saying their bot barely stashes anything and they are worried good items are vendored. But I couldn't see any actual proof.
 
I just find the way to fix. The condition of SetPreTownRunPosition method in TownRun.cs is not tight enough. We should check if the player is not in town before set the position. Otherwise it will set PreTownRunPosition to the town position and got stuck when go back to the map.

/// <summary>
/// Records the position when we first run out of bag space, so we can return to that same position after a town run
/// </summary>
internal static void SetPreTownRunPosition()
{
// only set PreTownRunPosition when player is not in town
if (PreTownRunPosition == Vector3.Zero && PreTownRunWorldId == -1 && !Trinity.Player.IsInTown)
{
PreTownRunPosition = Trinity.Player.Position;
PreTownRunWorldId = Trinity.Player.WorldID;
}
}
The only bug make me wanna try new version is "attack spore of poison tree" in the old version. But try new version and got stuck all the time at begin of the run with Fallen Dev A1 profile. The bot keep trying "PreTownRun" after using portal to Festering wood and I just dont understand why.
 
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