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Trinity 1.7.3.9

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Thanks for the new build.

I noticed there is a bug for wizards. The bot won't cast familiar under several circumstances. I search the forums and found that this bug has been around for a while. One guy seems to have found that since the game client does not track whether the familiar skill is up, DB is incorrectly looking for it.

http://www.thebuddyforum.com/demonb...ug-wizard-snopowers-magicweapon-familiar.html

Other people who have reported the bug:
http://www.thebuddyforum.com/demonbuddy-forum/124578-wizard-bot-skips-familiar-skill.html
http://www.thebuddyforum.com/demonbuddy-forum/111125-wizard-isnt-using-familiar.html
 
Is optimizing code heavily for the WD to be realeased in the next version of DB Hardcore Edition rrrix, and I wish somehow the avoidance sliders be removed or deliver with the code somehow. Right now these settings are saved seperately, and I know not every user will realize they have to include this modified file instead of default values for things to work as intended.

Take the WD for example, the hottest build currently is CoB. Because of its very short range, avoidance for molten and plague must be set to 0, to stand there and tank, if the toon run around it will have no means to replenish life and die, but the 'traditional' settings are avoidance at 90%...

Also, 0-dog build is still not working, I can't find a way to fix it. Won't summon dogs after sacrifice.

And spirit walk seems to cast as soon as it is available, no matter how I changed the code, even when I disable all code lines for OCC, it stills casts (Trinity OOC movement unticked).

I wonder is there anyway for me to code a branch and you approve it to merge in the main Trinity code? I have no knowledge on this.

Cheers and keep up the good work rrrix!

:)
 
Another thing,

I tried to code sacrifice such that it will be use only when having at least 3 dogs. This is because when sacrifice is used in synergy with Firebats, casting it rightaway will disrupt firebat channeling and cause a hefty mana drop, the toon resorts to default or weak low mana attack, and dies. But it seems the function PlayerOwnedZombieDog doesn't count dogs spawned from Circle of Life (that's just my guess), so when I included this condition, the toon wouldn't use sacrifice anymore. :)
 
Noticed i'm stashing potions now when above 100... Can this be changed? I set pots to "Pickup all" "Ignore all" and what not, but still the same
 
rrrix mouse wheel dont work in Trinity Variables window
can you fix this in next release?
will be very usefull
 
Running FallenDev Zorked Act 1 profile with fresh install of DB & Trinity. He ignores the Keywarden. Don't know if something is telling it to not kill Keywarden without 5NV, but yeah. Is there something I am missing? Also ignoring Savage Beasts.

Thanks
 
Running FallenDev Zorked Act 1 profile with fresh install of DB & Trinity. He ignores the Keywarden. Don't know if something is telling it to not kill Keywarden without 5NV, but yeah. Is there something I am missing? Also ignoring Savage Beasts.

Thanks

If that feature is implemented PLEASE let me know how to activate it because im always killing him while passing by and a couple of keys cant hurt if the bot is going to hill him anyway.

Maybe you got him on profile blacklist ?
 
If that feature is implemented PLEASE let me know how to activate it because im always killing him while passing by and a couple of keys cant hurt if the bot is going to hill him anyway.

Maybe you got him on profile blacklist ?

Yeah, went into the profile and found the blacklist. Though, Keywarden was under the ID: 255996, and when I checked d3db.com it had the ID: 255997.

Wiz not casting sparkflint

Have the same problem on my Wizard (:
 
rrrix how about this new combat ignore tag

is it shows itself in logs somehow or not?

like
[15:51:15.247 N] [Trinity] CombatIgnore ENABLED: 4 new rulers found and now in action!
 
Please leave feedback whether this temporarily fix your Wizard Sparkflint problem. It's not the most elegant method, and I don't have a lv60 Wizard to test. I'm just crossing my fingers it works for you guys. :rolleyes:

View attachment Wizard.cs
 
You guys that are running Sparkflint with your wizzies: Are you running an Archon Wiz or something else? When my bot drops Archon to rebuff Magic Weapon: Blood Magic, it will automatically rebuff Sparkflint then. I haven't really been paying attention to it much, because it always seems to be on, but maybe I am just missing it not being on all the time?

To Rrrix (or anyone else that may know how to set this up): Rather than dropping Archon to rebuff on Magic weapon running out, can we instead get it to drop Archon when running with Energy Armor and that timer drops? Energy armor runs a full minute less than MW and always drops first, and I/we lose a good minute of Energy Armor time (especially running with pinpoint barrier, I/we lose a lot of potential dps).
 
You guys that are running Sparkflint with your wizzies: Are you running an Archon Wiz or something else? When my bot drops Archon to rebuff Magic Weapon: Blood Magic, it will automatically rebuff Sparkflint then. I haven't really been paying attention to it much, because it always seems to be on, but maybe I am just missing it not being on all the time?

To Rrrix (or anyone else that may know how to set this up): Rather than dropping Archon to rebuff on Magic weapon running out, can we instead get it to drop Archon when running with Energy Armor and that timer drops? Energy armor runs a full minute less than MW and always drops first, and I/we lose a good minute of Energy Armor time (especially running with pinpoint barrier, I/we lose a lot of potential dps).

Good observation. Never have noticed this before. :)
 
And now that I watched my bot a little more, I did just notice that Familiar/Sparkflint wasn't rebuffed. It seems that if there are critters nearby and the bot has to decide between rebuffing and killing, it goes into kill mode and will rebuff Energy Armor and Magic Wep, but sometimes forget to buff Familiar/Sparkflint. So far, it looks like a hit or miss thing.
 
You guys that are running Sparkflint with your wizzies: Are you running an Archon Wiz or something else? When my bot drops Archon to rebuff Magic Weapon: Blood Magic, it will automatically rebuff Sparkflint then. I haven't really been paying attention to it much, because it always seems to be on, but maybe I am just missing it not being on all the time?

To Rrrix (or anyone else that may know how to set this up): Rather than dropping Archon to rebuff on Magic weapon running out, can we instead get it to drop Archon when running with Energy Armor and that timer drops? Energy armor runs a full minute less than MW and always drops first, and I/we lose a good minute of Energy Armor time (especially running with pinpoint barrier, I/we lose a lot of potential dps).

No sparkflint from the start or rebuff (yes archon). You can go in Trinity and go to Wizard and set the rebuff to go on shield ;)
 
No sparkflint from the start or rebuff (yes archon). You can go in Trinity and go to Wizard and set the rebuff to go on shield ;)

*smacks forehead*

Thanks :) I never saw that drop down..sheesh.


Edit: Was watching the bot a bit more and it seems to derp sometimes and not buff Spark like I said before. I am at a loss as to why yours isn't working right. Maybe deleting the compiled assembly folder and letting DB rebuild it might work...it's worth a shot. Other than that, maybe posting a log for Rrrix might shed some light.
 
I can't figure it out and was wondering is there any way to set my trinity so that my barb will bash until he reaches a certain fury then start using hota/rend? I am able to hit 100cc while hand playing but my barb always uses hota at small amounts of fury would like it to hit certain fury so I am at 100cc again thanks.
 
I can't figure it out and was wondering is there any way to set my trinity so that my barb will bash until he reaches a certain fury then start using hota/rend? I am able to hit 100cc while hand playing but my barb always uses hota at small amounts of fury would like it to hit certain fury so I am at 100cc again thanks.


return !UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && !IsWaitingForSpecial && CanCast(SNOPower.Barbarian_HammerOfTheAncients) &&
Player.PrimaryResource >= 20 && Player.CurrentHealthPct >= Settings.Combat.Barbarian.MinHotaHealth;

Change this to about 90-95 in BarbarianCombat.cs
 
You'll die more often if your barb doesn't have huge eHP thou? :)
 
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