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Trinity 1.7.3.6

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Hi everyone

i`ve got one more bug with my wd.

when it dies many times some items get red and mobz kill hero at respawn point. i see you made "emergency exit" - sounds good but... when bot remaiking game

log says
Code:
[06:41:26.528 N] [Trinity] Durability is zero, emergency leave game

and leaving game. then remake and again


Fix

Got the second Problem(when 0% durability game restart loop) fixed:

I changed one if part in the TargetCheck.cs:

Code:
// We keep dying because we're spawning in AoE and next to 50 elites and we need to just leave the game
                if (DateTime.Now.Subtract(Trinity.LastDeathTime).TotalSeconds < 30 && ZetaDia.Me.Inventory.Equipped.Average(i => i.DurabilityPercent) < 0.05 [B]&& !ZetaDia.Me.IsInTown[/B])

Added the bold part of the code To ensure the bot does not perform the quit while he's in town.

Or wait 1.7.3.7
 
once more. sometimes my wd stop and i see message (ingame) "target is too far" wait some time and resume with normal

and i recieve essage "skill unavailiable" - i think it because sacrifice


i use build
Active Skills

Zombie Charger - Zombie Bears
Mass Confusion - Devolution
Soul Harvest - Vengeful Spirit
Sacrifice - Pride
Spirit Walk - Honored Guest
Big Bad Voodoo - Slam Dance
Passive Skills

Gruesome Feast
Circle of Life
Grave Injustice

in act 3 it stops at barricades (cant destroy them) set is destroy destructibles ony when stuk. tried use always but it doesnt work.

if need more info - say :)
p.s. sry 4 my english
 
Thank you for your contribution, rrrix.

back to botting again recently and I have some question,,

[1]

I can't use codes like "iAnythingWithinRange[Range_??] == ??" anymore that was in older trinity

I want my bot to use Soul Harvest skill only for higher stack or the same. (or when skill buff is off)

And also boost up movement speed in fields with no monsters around. so.. I made these


below was a part of my customized codes for my witch doctor I 'd botted last year.

(hashPowerHotbarAbilities.Contains(SNOPower.Witchdoctor_SpiritWalk) && iAnythingWithinRange[RANGE_50] == 0 &&

(GilesBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 1 && (iAnythingWithinRange[RANGE_15] == 1)) || (GilesBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 2 && (iAnythingWithinRange[RANGE_15] == 2)) || (GilesBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 3 && (iAnythingWithinRange[RANGE_15] == 3)) || (GilesBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 4 && (iAnythingWithinRange[RANGE_15] == 4)) || (GilesBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 5 && (iAnythingWithinRange[RANGE_15] >= 5))) &&

at least i can modify later codes with this

(TargetUtil.AnyMobsInRange(16, 1) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 1) ||
(TargetUtil.AnyMobsInRange(16, 2) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 2) ||
(TargetUtil.AnyMobsInRange(16, 3) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 3) ||
(TargetUtil.AnyMobsInRange(16, 4) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 4) ||
(TargetUtil.AnyMobsInRange(16, 5) && GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) <= 5)) &&


But, I can't modify "TargetUtil.AnyMobsInRange(Range, UnitNumber)" as I intend
because there is no place to put =< => == in TargetUtil.AnyMobsInRange(X, Y)

And took a look in to other cs files, I can't find anything that might substitute for iAnythingWithingRange code in newer trinity.

Maybe i'm just fool who can't find something that is just in front of me.

Could you let me know how can i find substitute codes that work as I intened?

[2]

When in town can i have my bot use spirit walking skill for speed boost-up?
(back then I experienced at least 1minute loss per hour in act3 by not using these skills in town)

I tried to modify town related codes several times in older version but didn't succeed

Something like this should do it:

Code:
TargetUtil.AnyMobsInRange(16f, GetBuffStacks(SNOPower.Witchdoctor_SoulHarvest) + 1, false)
 
Wouldn't it be possible to have rules concerning items salvage based on improvement of HP, DPS and PROTECTION rather than only on scoring ? Improvement rules could be, for example, keep this items if it improves either HP and DPS, or DPS and PROTECTION, or PROTECTION and HP, if not, keep this item if its score is above x...

Paging Dr. Gniller to ItemValuation.cs
 
When using 'Ignore elites at 5NV stacks' bot dies alot when using profiles that go into caves, bot tries to click the stone portal out button but most of the time an elite pack is sitting there making his gear go red (assuming you have 5VN already)
ignoring leets option doesnt work well... even with my fix - sometimes bot decide to kill leets

Can someone confirm this... it's not killing elites when ignore elites is checked, but it's killing elites when ignore elites is checked?

:rolleyes:
 
Can someone confirm this... it's not killing elites when ignore elites is checked, but it's killing elites when ignore elites is checked?

:rolleyes:


Not sure about all that but he randomly skips elites when "Skip with 5 Stacks" is checked =/

Also rrrix would it at all be possible to add a check box for "Ignore Unique Always" when ending Dhalgour Oasis he tends to stop and fight that stupid snake on the bridge when under 5 stacks :(
 
So, I was looking at how dogmeat implemented his Dual/TriGen + Combo Strike logic, and did some research on D3 forums on common builds and such. It seems there's quite a few ways to approach the rotation when using TriGen. I have the "cookie cutter" trigen build + Exploding Palm working with 1.7.3.7, but, i'm not exactly sure on the optimum way to do the rotation. It seems the Combo strike buff only needs 1 use of each generator to proc the buff, but WotHF/Blazing Fists and Deadly Reach/Foresight require 3 uses in order to get the buffs from those, so the timing/order is tight considering we only have 3 seconds for the combo strike buff.

If anyone has a link to an extremely detailed description of the multitude of various uses (e.g. MP0 fresh 60's / MP10 Trash farming / Uber runs) and various builds and spell priority use order ... that would help.
 
I will try to help a bit.
1st. Nirvana Monk - Game Guide - Diablo III
The basic logic of this build is hit as much mobs as you can around you to apply the Fist of Fury, then when mobs got the debuff and are clumped together use Blinding Flash + Breath of Heaven for extra dmg and u have infinite spirit for like 6-10 bells. Use Dashing strike to move faster and avoid aoe.

2nd. Dual gen bell Monk - Game Guide - Diablo III
The point is to keep the Blazing Fist buff on hitting a target every 2-3 seconds to have extra dmg from passive.Keep SW up as much and use bell to bring down large groups of enemies and restore life trough life steel.

3rd. Speed palm build Monk - Game Guide - Diablo III
Same thing as above, when getting into mobs apply speed palm on 1-3 targets, always kill the one with the lowest hp so the rest would take dmg from it. Rinse and repeat.

4th.Bell with high mobility Monk - Game Guide - Diablo III
The purpose is to have a high uptime on SW and move quickly trough the mobs with dashing strike, when a large group is formed use Blinding Flash and spam Bell until all dead or empty spirit.

5th. Tri gen Monk - Game Guide - Diablo III
Use Fist of Thunder as main attack, keep the blazing fist buff always on and refresh 3 strikes of deadly reach every 30 seconds, this way your dmg gets boosted by 18% from deadly reach and another 24% from 3 spirit generators on passive.

There is a lot of info here
[compilation - Kim Monk] All About Monk. - d2jsp Topic
[Information] Monk Guides, Builds & Mechanics - Forums - Diablo III
 
I can add that my monk now do some KAMIKAZEEEEE versus witches in weeping hollow? can you remove that, dies everytime because of the other monster surrounds him..


EDIT:

And nests too in FoM are kamikaze target.
 
I can add that my monk now do some KAMIKAZEEEEE versus witches in weeping hollow? can you remove that, dies everytime because of the other monster surrounds him..
Yeah, second to that.

For some reason queens have much higher priority than before :<
 
Please Rrrix take into consideration tweaking TrinityTownPortal (and the default townportal when full bags) so that it override blacklist and just kill everything around. If it is possible, that is.
 
Once more abut WD
i use Mass Confusion - Devolution
can you make smth like "minimum mob to use MC" in WD tab - will be useful to not waste it on 1 mob and then die in a pack of 20.

and range of use is wrong. max range i`ve seen is about ~84m to target. it just used it with no effect.

found
Code:
[07:06:04.708 N] [1D310F14] Type: Unit Name: Goatman_Melee_A-23629 ActorSNO: 4282, Distance: 84.9843

bot stoppped and wanna attack pack



using sacrifice vs destructibles - waste of dogs and time
 
new build seems great but the elite health slider doesn't seem to work... i put it at 15% and it now attacks all elites. Other than that this build seems to get very high iph!

edit. just saw latest build so I guess slider is fixed, haven't seen any other probs
 
Hello,

I make new monk character. Trinity combat works well with all builds except Tempest Rush. While using TR to run to next point, monk always come back to kill mob though there is only one mob behind :(

Did I configure wrong or something?

Thank.
 
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