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Trinity 1.8.19

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@rrrix: Does Cursed Chests have their own GObjectType because changing anything here does nothing. I've tried lowering the "Open Container Range" as low as 15 and he still rush for the chest through mobs/elites etc.. like there is no tomorrow.

Code:
                        case GObjectType.Container:
                            {
                                // Need to Prioritize, forget it!
                                if (prioritizeCloseRangeUnits)
                                {
                                    objWeightInfo += " prioritizeCloseRangeUnits";
                                    cacheObject.Weight = 0;
                                    break;
                                }

                                float maxRange = Settings.WorldObject.ContainerOpenRange;
                                if (cacheObject.InternalName.ToLower().Contains("chest_rare"))
                                    maxRange = 250f;

                                if (navBlocking)
                                {
                                    objWeightInfo += " NavBlocking";
                                    cacheObject.Weight = 0;
                                    break;
                                }

                                // Weight Containers
                                cacheObject.Weight = (maxRange - cacheObject.CentreDistance) / maxRange * 100d;

                                // Very close containers get a weight increase
                                //if (cacheObject.CentreDistance <= 8f)
                                //    cacheObject.Weight += 600d;

                                // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                                //if (cacheObject.RActorGuid == LastTargetRactorGUID && cacheObject.CentreDistance <= 25f)
                                //    cacheObject.Weight += 400;

                                // If there's a monster in the path-line to the item, reduce the weight by 50%
                                if (CacheData.MonsterObstacles.Any(cp => MathUtil.IntersectsPath(cp.Position, cp.Radius, Player.Position, cacheObject.Position)))
                                    cacheObject.Weight *= 0.5;

                                // See if there's any AOE avoidance in that spot, if so reduce the weight to 1
                                if (CacheData.TimeBoundAvoidance.Any(cp => MathUtil.IntersectsPath(cp.Position, cp.Radius, Player.Position, cacheObject.Position)))
                                    cacheObject.Weight = 1;
                                break;

                                if (TargetUtil.AnyMobsInRange(30f))
                                    cacheObject.Weight = 1;
                            }

                    }

This is really bad for a ranged class like a Wizard. :)
I don't think a log from me can help you with this, can it? There is no error and the script is most likely doing what it's suppose to.

I will attach the log file anyways.
View attachment 2136 2014-04-12 19.02.txt.zip

Appreciate if you could shed some light on this.
 
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I'm using version .19, but I'm almost sure .20 will do the same behavior.

Problem:

I want to sell all rare items (Including follower items). I've increased the item stash/keep score requirements to the max allowed by Trinity but still it doesn't sell every rare item I pick up.

- Also Trinity Stashes all follower items, it seems there's no score provided for these items.

Example:

Max Score of Weapons that Trinity allows me is 110000. I can't increase past this value. But some weapons value is over this value like this one:

(Taken from the StashLog)
WeaponRange - HandCrossbow 'Engulfing Helix'. Score = 112787
DPS=2221. Max Disc.=10

Also very rarely some armor/jewelry go over the max score allowed too.

Solution:

- Allow the user to increase score sliders over the maximum allowed at the moment. (Wouldn't solve the follower items not being sold)
- Have a checkbox like the Salvage All Rares but instead of savaging it would sell all rares.


Mine sells perfectly fine; seems like an user error to me.

Trash all rares should be checked, and "None" selected for Salvage options.
 
Because it wasn't working "always" - only "sometimes"

It wasn't working if someone had both legendary and regular potions
It wasn't working for legendary potions

I'm trying to get it to work "always" - with correct re-use timing (DB can't detect if a potion is off cooldown)

Thanks so much for your effort I really appreciate.
 
Also i have noticed that while playing barb he is not using Bash - Punish to get 3 stacks. Well... he is not using it at all. Other stackable primary skills like Frenzy works fine.
 
Using .20 with DB Beta and doing rifts, randomly it seems to not want to pick up reusable parts and arcane dust. A majority of the time it does, but every now and then it chooses not to. Going to run a fresh DB session with all of the log information checked and see if I can get it to dump it to a log file for you.
 
Guy's Having issues / bugs / something you want rrrix to look at, Do as he ask's and attach a log.

Trinity 1.8.19

IF YOU HAVE ERRORS, PERFORMANCE PROBLEMS OR ANY BUG:

Zip and attach your LOGS as a ZIP file. How to attach a logfile?

<PID> <DATE>.txt

With these options enabled in the Trinity Advanced tab:

ZE5ypRz.png

 
View attachment 8616 2014-04-12 11.55.zip

I attached a log. This was inside of a rift, and it ran for a few minutes, engaging several elite packs. While the log contains the skill vegenance, I can't tell if it was trying to use it. It didn't actually within the game.

I am not sure if you can get a sense that the character is not kiting stuff from elite packs from this. My character was not as in as much harm, but hopefully this can help you with the vegenance problem.
 
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View attachment Logs.ziphey rrix, attached you will find my logs from the past few hours. I have been running into the potion problem as well. I have a leg potion, bot collects health potions in inventory as well. leg potion is set to the Q hotkey on the toolbar. hope this helps!
I am using the 1.8.20 files from the git
 
@rrrix: Does Cursed Chests have their own GObjectType because changing anything here does nothing. I've tried lowering the "Open Container Range" as low as 15 and he still rush for the chest through mobs/elites etc.. like there is no tomorrow.

This is really bad for a ranged class like a Wizard. :)
I don't think a log from me can help you with this, can it? There is no error and the script is most likely doing what it's suppose to.

I will attach the log file anyways.
View attachment 124962

Appreciate if you could shed some light on this.
They are considerd Interactables if I'm not mistaken, not Containers until you complete the event. (GizmoType.Switch when you dump objects with DB)

Code:
                                // If there's a monster in the path-line to the item, reduce the weight by 50%
                                if (CacheData.MonsterObstacles.Any(cp => MathUtil.IntersectsPath(cp.Position, cp.Radius, Player.Position, cacheObject.Position)))
                                    cacheObject.Weight *= 0.5;
									
                                if (AnyMobsInRange)
                                    cacheObject.Weight = 1;
Adding those last 2 lines after the monster obstacles check in the "case GObjectType.Interactable:" fixed my cursed chest rushing if it was in combat.
 
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View attachment 124973hey rrix, attached you will find my logs from the past few hours. I have been running into the potion problem as well. I have a leg potion, bot collects health potions in inventory as well. leg potion is set to the Q hotkey on the toolbar. hope this helps!
I am using the 1.8.20 files from the git

You need to do a fresh install - Trinity did not compile correctly for you. Delete the existing Trinity Plugins directory before installing a new version.
 
They are considerd Interactables if I'm not mistaken, not Containers until you complete the event. (GizmoType.Switch when you dump objects with DB)

You should consider applying for rrrix's "receptionist". Doing all the reports so he can do the legwork. :)

Thanks for this information. It makes sense.
How far is the range considered with (AnyMobsInRange)?
 
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You should consider applying for rrrix's "receptionist". Doing all the reports so he can do the legwork. :)

Thanks for this information. It makes sense.
How far is the range considered with (AnyMobsInRange)?
When I looked, I'm pretty sure it has to do with your Kill radius. If you want to set a range just use TargetUtil.AnyMobsInRange(60f) where 60 is some range (f for float value). 60 is a pretty big range
 
Excuse me sir but when im trying to click start bot and i tab up my diablo its just saying creating game then i get a error about that it couldn't create the game?
what is that all about? :o

Thanks for reading!
 
When I looked, I'm pretty sure it has to do with your Kill radius. If you want to set a range just use TargetUtil.AnyMobsInRange(60f) where 60 is some range (f for float value). 60 is a pretty big range

My bot is working perfectly now. Thank you very much. :)

Edit: Btw, legendary potion works now for me with latest revision (66). Only potion I have in inventory and potion slot.
 
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Just a quick potion fix that should work for most of you on .20 Trinity:

Find this block of code in HandleTarget.cs (Plugins\Trinity\Combat) (it's the part of "if" condition):
Code:
SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) < TimeSpan.FromSeconds(30)

Replace it with:
Code:
(SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) > TimeSpan.FromSeconds(30) ||
                    SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue)

Your condition should look like:
Code:
if (!Player.IsIncapacitated && Player.CurrentHealthPct > 0 && 
                    (SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) > TimeSpan.FromSeconds(30) ||
                    SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue) &&  
                    Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit)

Enjoy.

P.S. I suppose the part
Code:
 SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue
isn't needed, but w/e, i'm on .19, so can't really check. Should work anyway, and rrix will provide real fix soon.
 
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Excuse me sir but when im trying to click start bot and i tab up my diablo its just saying creating game then i get a error about that it couldn't create the game?
what is that all about? :o

Thanks for reading!
I assume it's an adventure mode profile. Open your .xml file for the profile, find "<GameParams" and where it has
Code:
quest="X" step="X"
delete those completely. Save the file, and reload the profile.


If it's not an adventure mode profile, you need to have the proper quest finished or at least be at the beginning of it in order to create the game.
 
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I assume it's an adventure mode profile. Open your .xml file for the profile, find "<GameParams" and where it has
Code:
quest="X" step="X"
delete those completely. Save the file, and reload the profile.

Yup. It's the Hell Rift bounty profile. Why delete those two, they not needed anymore?

@rrrix: Btw, the kiting does not work very well with elevation in areas. Like hills etc.. I can set the kiting distance to 20 and still the bot can run all the way up to the mobs. Mostly happens with elites/champs though.
 
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Just a quick potion fix that should work for most of you on .20 Trinity:

Find this block of code in HandleTarget.cs (Plugins\Trinity\Combat) (it's the part of "if" condition):
Code:
SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) < TimeSpan.FromSeconds(30)

Replace it with:
Code:
(SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) > TimeSpan.FromSeconds(30) ||
                    SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue)

Your condition should look like:
Code:
if (!Player.IsIncapacitated && Player.CurrentHealthPct > 0 && 
                    (SpellHistory.TimeSinceUse(SNOPower.DrinkHealthPotion) > TimeSpan.FromSeconds(30) ||
                    SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue) &&  
                    Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit)

Enjoy.

P.S. I suppose the part
Code:
 SpellHistory.GetSpellLastused(SNOPower.DrinkHealthPotion) == DateTime.MinValue
isn't needed, but w/e, i'm on .19, so can't really check. Should work anyway, and rrix will provide real fix soon.

The 2nd part isn't needed. DateTime.UtcNow.Subtract(DateTime.MinValue) will be more than 30 seconds :)

It was actually the "<" - should have been ">" as you also put it - already updated on svn.
 
Yup. It's the Hell Rift bounty profile. Why delete those two, they not needed anymore?

@rrrix: Btw, the kiting does not work very well with elevation in areas. Like hills etc..
They are used to enter a game on a certain quest ID and step. If you had that step/quest available in Campaign, there would be no error. But since you don't it throws an error. And since it's adventure mode, those variables are basically irrelevant.
Deleting them is the equivalent of setting them both to "-1", because they aren't needed for adventure mode.
 
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