What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity 1.7.3.2

Status
Not open for further replies.
can you kick the whirling mobs on act 2 from the black list ? when a elite pack comes from the whirlings he will not attack them :-(

or any one can tell me which file i have to edit for blacklisted mobs ?
 
can you kick the whirling mobs on act 2 from the black list ? when a elite pack comes from the whirlings he will not attack them :-(

or any one can tell me which file i have to edit for blacklisted mobs ?

Dimatron, thats most likely caused by the profile and not trinity. Are you using kurnst's act 2 in a rush? If so, that would be why and I'd look there to find a fix.
 
Delete the blacklist entry in the beginning of the profile code and it will be okay.

Code:
<TargetBlacklists>
  <TargetBlacklist actorId="3981" /> 
  </TargetBlacklists>

BUT.. the Dune Dervishes are blacklisted for a reason and the reason is, that they have too much hp and therefor die slowly which causes WOTB to drop. If you are killing elites, not skipping them, your barb will run through the pack of Dervishes and won't waste time.. if by any chance they are able to catch up with you, then the next time you are fighting elites the dervishes will most likely die while you are killing the other elites. Anyway, removing them from the blacklist won't be beneficial in any way. You are much better off skipping them.
 
Delete the blacklist entry in the beginning of the profile code and it will be okay.

Code:
<TargetBlacklists>
  <TargetBlacklist actorId="3981" /> 
  </TargetBlacklists>

BUT.. the Dune Dervishes are blacklisted for a reason and the reason is, that they have too much hp and therefor die slowly which causes WOTB to drop. If you are killing elites, not skipping them, your barb will run through the pack of Dervishes and won't waste time.. if by any chance they are able to catch up with you, then the next time you are fighting elites the dervishes will most likely die while you are killing the other elites. Anyway, removing them from the blacklist won't be beneficial in any way. You are much better off skipping them.
your wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishes
 
your wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishes

In fact it depends on your class.. with a barb and the correct settings/MP, you never loose your WOTB buff, so you WW through them, and they can't block you with jail or frozen orbs.. BUT with my monk, i had to remove them from blacklist, because elites dervishes kicked my ass each time..
 
You are both wrong, this profile works best with SKIPPING not KILLING elites. There is another profile that has been reported to yield better results for mp10 farming with KILLING elites. Dervishes are blacklisted because they slow you down and this is the way it has to be.

1.
your wrong,my bots dying main from this rune dervishesh they block my char and kill it,so it`s pointless to blacklist them way less death with rune dervishes
a) Skipping elites- you need them blacklisted
b) Killing elites- you kill the rest faster and your wotb does not go down on dervishes alone
If your char runs better without blacklisting them, this means you are using the WRONG settings for MP10 farm, dude. Again, i do not have a char to run KILLING elites, so i might be wrong, but i seriously doubt it.. i've been around a while.

2.
In fact it depends on your class.. with a barb and the correct settings/MP, you never loose your WOTB buff, so you WW through them, and they can't block you with jail or frozen orbs.. BUT with my monk, i had to remove them from blacklist, because elites dervishes kicked my ass each time..

It does not depend on the class, because we are talking BARBS only here, no one runs that profile with a monk, much less the rest, lol. The correct settings for MP10 skipping are the ones the profile creator suggested, because they allow you to bypass small groups.. now, this new version of Trinity has some problems with that profile and barbarians, therefor talking about "perfect" settings for it is kinda of strange.. You are telling me, that you don't get your barb killing single mobs and blacklisted mobs and it is spamming sprint as fast as before? When i tested it, these things seemed broken. I don't think there are any directly available features to tinker with, that will fix these problems. I may be wrong, tho, because i did not spend a lot of time on the issue, just reported it here.
 
rrix or anyone who devs on this release, can you lend some help with the issue for Sprint for dumping fury in wotb mode? I want to run this release but it is just impossible without getting this feature to work. As my previous posts say i have looked into the code but cant see anything wrong with why it isnt dumping fury in wotb. any update? any ideas i could try to edit in the code?
 
WOTB dump fixed

Hi guys,

I fixed the bug with spamming sprint in WOTB. It was a simple fix, but it took me an hour to find it, since it requires a certain knowledge of Trinity.

Feel free to replace Trinity/Combat/Abilities/BarbarianCombat.cs of 1.7.3.1 by the attached file.

It now dumps fury even more than with 1.7.2.13, so my WOTB lasts longer.

Have fun,
Fluffy
 

Attachments

Hi guys,

I fixed the bug with spamming sprint in WOTB. It was a simple fix, but it took me an hour to find it, since it requires a certain knowledge of Trinity.

Feel free to replace Trinity/Combat/Abilities/BarbarianCombat.cs of 1.7.3.1 by the attached file.

It now dumps fury even more than with 1.7.2.13, so my WOTB lasts longer.

Have fun,
Fluffy

Can you clarify the changes you've made? I'm using a modified BarbarianCombat.cs file to allow HOTA vs. elites.

Also, anyone else find barbs having a hard time avoiding Ice balls? Any settings I should be playing around with to help the bot avoid certain AoEs?
 
Can you clarify the changes you've made? I'm using a modified BarbarianCombat.cs file to allow HOTA vs. elites.

Also, anyone else find barbs having a hard time avoiding Ice balls? Any settings I should be playing around with to help the bot avoid certain AoEs?

I modified the version from this post: http://www.thebuddyforum.com/demonbuddy-forum/121902-wotb-build-running-ww-hota-4.html#post1214698

You can download the attachment if you use HOTA + sprint + WOTB + xxx.

I changed just one line. Use some text file comparator to see the change.
 

Attachments

As for the AoE, there is tab for barbarians in Trinity (has been there for a long time). You can tweak radius to tell the bot to stay away, but I guess the defaults have been tested.

Btw, the bot still does some stupid stuff compared to the previous Trinity, and he dies more.
 
Hi guys,

I fixed the bug with spamming sprint in WOTB. It was a simple fix, but it took me an hour to find it, since it requires a certain knowledge of Trinity.

Feel free to replace Trinity/Combat/Abilities/BarbarianCombat.cs of 1.7.3.1 by the attached file.

It now dumps fury even more than with 1.7.2.13, so my WOTB lasts longer.

Have fun,
Fluffy

Thank you for this, saved me the time of figuring it out myself :)
I will test it when I get home. So you say this new version is still acting funny/dying more? Have you noticed and specific behaviors?
 
Thank you for this, saved me the time of figuring it out myself :)
I will test it when I get home. So you say this new version is still acting funny/dying more? Have you noticed and specific behaviors?
I will have to test it much more to make any conclusions, but from what I've observed:
He kills everything that attacks him unless blacklisted. This means that he stops in the middle of a run, and tries to kill a single mob. It also means that he tries to finish all mobs in a pack, staying there too long. I kill only white mobs on higher MPs, and if he stays too long, the elites catch up with him, and kill him, because he can't handle them all too well. Therefore, I have twice more deaths. Had to decrease MP by 1.
Sometimes he stops as if stuck, and if elites are around (ignored), it's bad. :)
I also tried the new kiting feature. Useless for barbs. Better let him die in glory.

Some of this can be bad luck...
 
As for the AoE, there is tab for barbarians in Trinity (has been there for a long time). You can tweak radius to tell the bot to stay away, but I guess the defaults have been tested.

Btw, the bot still does some stupid stuff compared to the previous Trinity, and he dies more.

Thanks for the fix, going to test it now and I'll get back to you.

Regarding the AOE, I know of the tab, but it doesn't seem to have an effect as the bot just doesn't react appropriately to Ice Balls, and I find most of my deaths are due to being frozen! I'll monitor more to see what the issue is. Anyone else having a similar issue by any chance? I'm currently botting on MP8 VoA so might not be such an issue at lower MPs.
 
I will have to test it much more to make any conclusions, but from what I've observed:
He kills everything that attacks him unless blacklisted. This means that he stops in the middle of a run, and tries to kill a single mob. It also means that he tries to finish all mobs in a pack, staying there too long. I kill only white mobs on higher MPs, and if he stays too long, the elites catch up with him, and kill him, because he can't handle them all too well. Therefore, I have twice more deaths. Had to decrease MP by 1.
Sometimes he stops as if stuck, and if elites are around (ignored), it's bad. :)
I also tried the new kiting feature. Useless for barbs. Better let him die in glory.

Some of this can be bad luck...

That. As i said before, the issue with this type of farming isn't just in WOTB. The fact that it attacks single mobs and (this might be a figment of my imagination) attacks even blacklisted mobs sometimes, that is the worst part of it. Any way how to fix that? :)
 
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?
 
Somewhere in the code below is the capability of making WC cast whether in combat or not. I'm not a coding genius, and it would probably take me a really long time of trial & error to figure it out. I want to allows Warcry to cast out-of-combat (much like sprint does). This way when I have a Barb using simple-follow-powerlevel, he'll actually cast it.

// War cry, constantly maintain
if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_WarCry) &&
(Player.PrimaryResource <= 60 || !GetHasBuff(SNOPower.Barbarian_WarCry)) &&
SNOPowerUseTimer(SNOPower.Barbarian_WarCry, true) && (!GetHasBuff(SNOPower.Barbarian_WarCry) || PowerManager.CanCast(SNOPower.Barbarian_WarCry)))
{
return new TrinityPower(SNOPower.Barbarian_WarCry, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);
 
1.webp
in my opinion the most easy way to reset the rage.
works for me without losing WOTB across locations.
this feature for some reason does not work "to use only after a hard elite"
------------
interested in two questions :)
1. why demonhunter trying to kill distant mobs standing in front of the usual packs of mobs? and why did he come close to him? there is a solution to fix it?
2. game freezes after 2 hours of work without error = \

Sorry for google translator
 
Somewhere in the code below is the capability of making WC cast whether in combat or not. I'm not a coding genius, and it would probably take me a really long time of trial & error to figure it out. I want to allows Warcry to cast out-of-combat (much like sprint does). This way when I have a Barb using simple-follow-powerlevel, he'll actually cast it.

// War cry, constantly maintain
if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Barbarian_WarCry) &&
(Player.PrimaryResource <= 60 || !GetHasBuff(SNOPower.Barbarian_WarCry)) &&
SNOPowerUseTimer(SNOPower.Barbarian_WarCry, true) && (!GetHasBuff(SNOPower.Barbarian_WarCry) || PowerManager.CanCast(SNOPower.Barbarian_WarCry)))
{
return new TrinityPower(SNOPower.Barbarian_WarCry, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);

That's the code from Barbarian.cs. Note that this class is not used anymore. It has been replaced by BarbarianCombat.cs:
CanCast(SNOPower.Barbarian_WarCry, CanCastFlags.NoTimer) &&
!Player.IsIncapacitated &&
(Player.PrimaryResource <= V.F("Barbarian.WarCry.MaxFury") || !GetHasBuff(SNOPower.Barbarian_WarCry));
There is no UseOOCBuff check, so he casts it regardless of combat. He casts it if the fury is below the value of variable Barbarian.WarCry.MaxFury (default is 60), because it generates fury, or he will cast it if it's not up. The behavior has been changed compared to the old Trinity.
 
Status
Not open for further replies.
Back
Top