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Trinity 1.7.3.7

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rrrix hi, i use 1.7.3.8 and i want my barb to spam rend less often... how i can do this? i look at the combat file but its new type
i cant find smthing like

(TimeSinceUse(SNOPower.Barbarian_Rend) > 2500
 
and another thing
log ago you, rrrix, fix issue when bot trying to pick up legendary being bloked by mobs, or leets near him, in old versions bot just dont pick up legendary, or trying to pick up and die

now all works great - he fighting a little after legendary dropped, and after this pick up it, even if leets is near and we use option "ignore leets" or "Skip leets with 5 nv"

but can you implement smthing similar to a rare items? now bot forget some jewerly and gloves if leets near it...
 
rrrix hi, i use 1.7.3.8 and i want my barb to spam rend less often... how i can do this? i look at the combat file but its new type
i cant find smthing like

(TimeSinceUse(SNOPower.Barbarian_Rend) > 2500
There is a variable in the trinity options->advanced->variables list
 
i just like to suggest a small thing.

can you put a option to buy potions from town with a given condition like this

(this condition should only work on town)
if in town checks potions, it should always be 100 before going back to battle.
if not 100 the bot must buy potions from the merchant.
then goes back to battle.
so we can turn of the pick up potions.

i know that all of our bot uses pot on emergency cases and sometimes more than emergency like if the bot got stucked with the waller, jailer etc.

the bot picks up potion in the battlefield causing to lose like 1-5 seconds of killing or exploring.

i know that 100 stack of potion is very enough for 1 good run with oasis =)

i hope you understand what iam trying to say. sorry for my english.
 
not sure if something i set up wrong or the profile i'm using. But my barb sometimes doesn't ignore elites even though i have it set to ignore. I have also noticed it sticking in locations not sure how to get the coordinates or I would post the ones that I have found.
 
There is a variable in the trinity options->advanced->variables list

i setup 3000 milliseconds between casts and minimum nonranged mobs near hero to 2

but nothing changes... especially when 1 leet last, barb have more than 25% hp but anyway he cast rend too often
 
BTW which was the first trinity with option "skip elites with 5 nv"?
 
1.7.3.4
Added Combat logic and GUI option to Ignore Elites when we have 5 NV Stacks
 
rrrix look at this please...
its trinity explore dungeon issue, right?
in 1.7.3.7 and 1.7.3.8 too

bot stuck and dont run to the exit(very often), when he near it, like i draw on the map
this is the code of profile
Code:
<!-- The Forgotten Ruins -->
	<If condition="CurrentLevelAreaId == 61632">
      <TrinityOffsetMove questId="1" stepId="1" offsetX="-40" offsetY="-30" offsetZ="-5" pathPrecision="5" statusText="Dodge Pillar"/>
      <TrinityExploreDungeon questId="1" stepId="1" until="ObjectFound" actorId="179951" boxSize="10" boxTolerance=".20" townPortalOnTimeout="true" statusText="Searching for way back to Oasis">
        <AlternateActors>
          <AlternateActor actorId="135248" objectDistance="200" />
        </AlternateActors>
      </TrinityExploreDungeon>

	  <WaitTimer questId="1" waitTime="3000" />
      <UseObject questId="1" stepId="1" actorId="135248" isPortal="True" destinationWorldId="70885" interactRange="50"/>
      <!--UsePortal questId="1" stepId="1" portalMarkerHash="-2108639540" destinationWorldId="70885" interactRange="25" /-->
      <AcceptConfirmation questId="1" pauseTime="1000" />
      <LoadProfile profile="Oasis+FR_v0.4.xml" nodelay="true" />
    </If>

when i manually walk him little closer - he go to the portal stone ant tp-out




can you fix this?
(at least two times in the log i see this problem)
 

Attachments

.3.8 version skips some elites, uniqe mobs in decaying crypt
as zorked write propably its problem that trinity read them like normal trash mobs, and when stay 1 (for me trash count2) just ignore them

example yellow female zombie attacked it untill all other trash diead, and after ignore

scan from dump actors

[05:35:19.854 N] [QuestTools] Unit ActorSNO: 6640 Name: ZombieFemale_C-11368 Type: None Radius: 8.84 Position: x="451" y="1548" z="0" (451, 1548, 0) Animation: Zombie_Female_attack_01 has Attributes: Level=63, TeamID=10, HitpointsCur=1259960163, HitpointsMax=1272512498, HitpointsMaxTotal=1272512498, Slow=1, LastDamageACD=2018640021, BuffVisualEffect=1, DamageShield=1, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,

and 1 more scan same yellow

[03:35:27.149 N] [QuestTools] Unit ActorSNO: 6640 Name: ZombieFemale_C-11368 Type: None Radius: 8.84 Position: x="483" y="1551" z="0" (483, 1551, 0) Animation: Zombie_Female_idle_neutral has Attributes: Level=63, TeamID=10, HitpointsCur=1259921579, HitpointsMax=1272512498, HitpointsMaxTotal=1272512498, Slow=1, Blind=1, LastDamageACD=2018640021, BuffVisualEffect=1, ScreenAttackRadiusConstant=1114636288, TurnRateScalar=1065353216, TurnAccelScalar=1065353216, TurnDeccelScalar=1065353216, UnequippedTime=1, CoreAttributesFromItemBonusMultiplier=1065353216,
 
i decrease the distance and waittimer but anyway almost everytime i see bot just dont go to the cornet if he find the Actor
he just do away and stuck... and go to explore all location but dont go to exit...



^ this time he make few cycles and in the end find the exit from second try
 
i decrease the distance and waittimer but anyway almost everytime i see bot just dont go to the cornet if he find the Actor
he just do away and stuck... and go to explore all location but dont go to exit...



^ this time he make few cycles and in the end find the exit from second try

Look at the code in my questing profiles - there's tons of examples of how to do this, probably even for the location you're exploring :)
 
Just pushed a fix for notifications to git. Also changed the WD casting logic... need to try and see if that fixes the "WD standing around" stuff...
 
I also noticed, that the Spirit Walk features aren't working at all. Actually, the only time spirit walk is being used at all, is when the "out of combat movement skills use" is turned on. Why don't you put in the options in WD's own Trinity bar, like the zero dogs option. It is critical to be able to use it EITHER when HP is under a specified percentage, or when the mana is. I can't make it work, no matter what i do.
Horrify doesn't seem to work at all, as well. Again, only when i set it up for movement speed out of combat use. There are a couple of viable options here, especially the armor increase. This is a life saver. It is really important to be able to set it up to use at low hp, much like the barbarian Ignore Pain use.
Besides that, mine also won't attack elites, but you know about that issue already.
I was looking into Soul Harvest and i really think it needs some logic to be designed for it. Right now, it will use is on 2 or more mobs or any elites. That isn't quite enough, as many times it will only gain one or two stacks. I think it will be much better, if the WD went to a group of mobs (before attacking them) used SH and then killed them. Also, when Acid rain (for example, maybe any skill with huge range) is used as a main attack, it will cast that first and there won't be any mobs left to stack up SH. Also, it would be VERY nice if it could recognize the number of stacks it has. For example, if it has 4 or more, it won't use it again until SH wears off.

Right now, i am playing little hardcore, just for fun. I tried to bot a bit, but it doesn't look safe ;P i was thinking, there are too many options about avoidance etc. Maybe it would be better, if there was a single option to turn on or off, like "Hardcore mode". It would include modified avoidance, so that the toons won't die(a bit more range on the affixes, defensive-minded aoe escape, kite under % hp, kite to save yourself, kite using escape/ms modifier skills at low hp).

p.s. I saw a friend of mine using Bot Exploit, which is a cheap ripoff of DB (my opinion) and it uses some buggy features (u know, it teleports and stuff). But, i noticed something really cool. It is able to exit the game, while in combat or while NOT in town, without waiting the 10 seconds. I was thinking, could this be implemented? In a "hardcore mode", maybe. Much like Diablo 2 chicken life used to work.

Cheers ;p keep up the great work, rrrix :)
 
Just pushed a fix for notifications to git. Also changed the WD casting logic... need to try and see if that fixes the "WD standing around" stuff...

Working on Elite packs now... But there's a problem with the "Grave Injustice" passive, the cooldowns are shortened by it - but the bot cant know. I changed spell delay of "Spirit Walk" and "Soul Harvest" to 200, works a little better now.
 
I also noticed, that the Spirit Walk features aren't working at all. Actually, the only time spirit walk is being used at all, is when the "out of combat movement skills use" is turned on. Why don't you put in the options in WD's own Trinity bar, like the zero dogs option. It is critical to be able to use it EITHER when HP is under a specified percentage, or when the mana is. I can't make it work, no matter what i do.
Horrify doesn't seem to work at all, as well. Again, only when i set it up for movement speed out of combat use. There are a couple of viable options here, especially the armor increase. This is a life saver. It is really important to be able to set it up to use at low hp, much like the barbarian Ignore Pain use.
Besides that, mine also won't attack elites, but you know about that issue already.
I was looking into Soul Harvest and i really think it needs some logic to be designed for it. Right now, it will use is on 2 or more mobs or any elites. That isn't quite enough, as many times it will only gain one or two stacks. I think it will be much better, if the WD went to a group of mobs (before attacking them) used SH and then killed them. Also, when Acid rain (for example, maybe any skill with huge range) is used as a main attack, it will cast that first and there won't be any mobs left to stack up SH. Also, it would be VERY nice if it could recognize the number of stacks it has. For example, if it has 4 or more, it won't use it again until SH wears off.

Right now, i am playing little hardcore, just for fun. I tried to bot a bit, but it doesn't look safe ;P i was thinking, there are too many options about avoidance etc. Maybe it would be better, if there was a single option to turn on or off, like "Hardcore mode". It would include modified avoidance, so that the toons won't die(a bit more range on the affixes, defensive-minded aoe escape, kite under % hp, kite to save yourself, kite using escape/ms modifier skills at low hp).

When are you going to learn some C# and chip in? :)

p.s. I saw a friend of mine using Bot Exploit, which is a cheap ripoff of DB (my opinion) and it uses some buggy features (u know, it teleports and stuff). But, i noticed something really cool. It is able to exit the game, while in combat or while NOT in town, without waiting the 10 seconds. I was thinking, could this be implemented? In a "hardcore mode", maybe. Much like Diablo 2 chicken life used to work.

This will never happen with DB... we don't support or even allow hacks or any form cheating. Just good clean human-imitating (at least, we attempt to..) botting.
 
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