I really can not find it in the config.Download Trinity 1.8.13
Changelog 1.8.13
- Added "LazyRaider" (left click to pause bot) - thanks elvatoloco
could you explan how and where to use this.
I really can not find it in the config.Download Trinity 1.8.13
Changelog 1.8.13
- Added "LazyRaider" (left click to pause bot) - thanks elvatoloco
I really can not find it in the config.
could you explan how and where to use this.
No, Trinity scoring is a total nightmare - I didn't create it, someone else did. I can't even begin to understand the logic inside of it without getting a headache. Someone else can try to reformulate the numbers for RoS, but not me - I'll start from scratch before that, and, it will take quite a while.
If you just want to salvage/sell all rares, set your options appropriately
Scoring/TownRuns Tab
Rares == None in Salvage options
Click the Salvage All Rares checkbox (it won't salvage them if you have Salvage Option == None)
![]()
where to click?Bring game window into focus
Left click
Thank you for your hard work rrrix. I wonder if anyone has the same problem. The bot does not pick up Death's Breath. I am using profile Legendary road and the setting isView attachment 122597View attachment 122598.
Hi rrrix, first off thanks for the awesome plugin, and no i'm not about to jump into a list of requests.
For the item scoring, it seems to work off the file Constants.cs, is that correct?
At least the file mentions Weapon, Armor and Jewlery scoring.
If that's so it seems that the scoring just uses a basic algorithm to work out if the item has high stats for various attributes based on a list of maximum values in that particular file.
For instance:
If a weapon has maximum int on a weapon (for a one handed that's set to 320 int), it gets 4,000 added to it's score, and if it's over 320 it gets bonus points etc. It does this for most of the stats, which is then added together and given a total score is produced that is then compared to the 'Stash/Keep Score Requirments'.
So to get this up and running again, all we need to do is enter in new maximum values for the various items, ie, a wand had a 'maximum' value set for wands at 320, but now wands could have a 'maximum' value of 900, which based on the old scoring would give that weapon a value of 50,000 for that alone, not including all the other stats etc. So if we change the 'maximum' for onehanded weapons to 900, now that same item would only get 4,000 points for that stat.
Of course this all depends on if the Constants.cs file is the file that handles scoring.
If it is then it's just a case of fixing these values, which shouldn't be too hard considering Blizz tell us the value ranges on their website.
If you could let me know then we can start getting this underway and take some load of you!
Cheers mate.
Any reason not do make darkfriends77 rules the default ones? or adapt then into "leveling" ones? btw, loved the armory, really looking see it implemented into trinityHi darktitan,
Check out both:
Trinity\Items\Constants.cs
Trinity\Items\ItemValuation.cs
There's MANY "magic numbers" pretty much strewn through both files. I did take a shot early on in the game to update the constants with newer values as Blizz revamped Items and Loot periodically, but never kept up with it since it was just so painful to even get the arrays in order.
Questions that come to mind are:
- Why is the maximum scoring 111000/60000/60000?
- What do those scores actually mean, in terms of the Items i'll keep in my stash?
- Are items weighted on the maximum stat and ideal use of an item (e.g. a "Barbarian" item vs. a "Witch Doctor" item)?
- Where did the maximum stat values come from?
- Why is everything an array of integers?
I'm actually surprised people were able to use the scoring for as long as they were, it was out of date even beyond patch 1.0.4 (about when I took over "GilesTrinity"). There is a some history behind it all.
In reality, darkfriend77's ItemRules are much more powerful, easier to read and understand and can be leveraged to do more than "valuation" can. Gniller had a great set of rules going at one point in 1.0.7/1.0.8, but those are no longer valid with 2.0+. You've probably seen a few new rulesets floating around.
If I were to go about it, I'd use a framework similar to what I've setup in Armory. There's absolutely no reason (except incompetence) to use Procedural style programming in a language like C#.
&"•Why is the maximum scoring 111000/60000/60000?"
"•Where did the maximum stat values come from?"
Sort of, from my understanding of the algorithm it works like this:"•Are items weighted on the maximum stat and ideal use of an item (e.g. a "Barbarian" item vs. a "Witch Doctor" item)?"
Not a clue, but with the blizz website having ranges, and community support i'm sure a new list can be gotten."•Where did the maximum stat values come from?"
That you'd have to ask the original developer!"•Why is everything an array of integers? "
Definetly agree with you here, but there's one thing you didn't hit upon, ease of use. Darkfriend77's is way more powerful, but takes alot more time and knowledge to setup. Moving a slider along and hitting go is quick and easy, which is why it's survived so long lol. I personally didn't mind just going through my stash and seeing what i wanted to keep and chuck, as long as the items were already filtered above a certain threshold. Also it catches item's that i might not of thought of looking for.In reality, darkfriend77's ItemRules are much more powerful, easier to read and understand and can be leveraged to do more than "valuation" can
Item scoring isn't a high priority right now because legendaries are always better. Eventually you will be able to find a legendary/set that's just as good if not better.
If you're looking for specific rare items with specific stats, it's better to write a few lines of rules of what you're looking for the old fashioned way.
About that legendary system or numbers system, dont change that at all. What i realy want is to stash al the legendary, however legendary are most of the time better than normal items soo.. I f you find a legendary item it must to stash.
What you said about numbers system is maby good for rare gloves or rare items with high number of stats.