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Trinity 1.8.19

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is it possible to change the attack range of blessed hammers for the crusader, because he casts them from pretty far
 
here log for wrong used slow time at ghom...
used slow time at outranged boss...<.< look my previous posts for picture...
 

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Monk mantras now spam every 3 seconds even when the "Don't spam mantra" option is checked.
I can confirm this, reducing gph and exp/h by about 10%. Not that bad though, maybe it's time for me to change my mantra to overawe again =)
 
I can confirm this, reducing gph and exp/h by about 10%. Not that bad though, maybe it's time for me to change my mantra to overawe again =)

More than that for me. I need the spirit for LTK to keep me alive :P
 
Is there any luck towards using spells with greatly reduced cooldowns? I have 8 second archon but the bot still only uses it every 100 :(
 
Not using any potions at all since Trinity update =/ (Using latest DB Beta)
 
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When using the tag "TrinityExploreDungeon" if a bounty is completed while on that tag, it immediately exits the dungeon instead of finishing exploring. Is there an attribute for ignoring a bounty that might have completed while exploring?
ex:
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True"/>

The map is Hell Rift 1/2, there is always a bounty on that map but sometimes there's more chests / cursed chest further on in the map that I'd like to get to.

tldr:
I'd like to explore when I want to explore, and exit after bounty when I want to exit after bounty.

Edit: Nevermind. I'm proficient at C# and I can implement this myself, will post the edits.

Edit2:
Added XML attribute to TrinityExploreDungeon called "leaveAfterBounty":
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True" leaveAfterBounty="false"/>

Trinity/XmlTags/TrinityExploreDungeon.cs
Code:
        [XmlAttribute("leaveAfterBounty", true)]
        public bool LeaveAfterBounty { get; set; }

Added LeaveAfterBounty to the bool with GetIsBountyDone() (LeaveAfterBounty needs to be first or you get spammed with log messages)
Code:
        /// <summary>
        /// Checks to see if the tag is finished as needed
        /// </summary>
        /// <returns></returns>
        private Composite CheckIsObjectiveFinished()
        {
            return
            new PrioritySelector(
                TimeoutCheck(),
                new Decorator(ret => LeaveAfterBounty && GetIsBountyDone()
                    new Sequence(
                        new Action(ret => Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "Bounty is done. Tag Finished.", IgnoreLastNodes)),
                        new Action(ret => isDone = true)
                    )
                ),
 
Last edited:
For everyone who encounters potion problem (aka everyone) here is the fix:
Open Plugins/Trinity/Combat/HandleTarget.cs with Sublime Text, Visual Studio, Notepad++ or any other editor.
Find
Code:
bool hasPotion = ZetaDia.Me.Inventory.Backpack.Any(p => p.GameBalanceId == -2142362846);
line.

Add this code just below it:
Code:
if (hasPotion && Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit && !IsWaitingForPower && !IsWaitingForPotion
                        && !Player.IsIncapacitated && SNOPowerUseTimer(SNOPower.DrinkHealthPotion))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Targetting, "Setting isWaitingForPotion: MyHP={0}, Limit={1}", Player.CurrentHealthPct, PlayerEmergencyHealthPotionLimit);
                        IsWaitingForPotion = true;
                        runStatus = HandlerRunStatus.TreeRunning;
                    }

Save the file and restart DB.

All credits go to rrix, it's his code till the last ";", he just lost it in the latest Trinity.
 
ok so this happens every time i try to use trinity, from v.14 to now, i have tried uninstalling and reinstalling EVERYTHING cant get it to work, but bot runs fine if i turn trin off any suggestions?
 

Attachments

For everyone who encounters potion problem (aka everyone) here is the fix:
Open Plugins/Trinity/Combat/HandleTarget.cs with Sublime Text, Visual Studio, Notepad++ or any other editor.
Find
Code:
bool hasPotion = ZetaDia.Me.Inventory.Backpack.Any(p => p.GameBalanceId == -2142362846);
line.

Add this code just below it:
Code:
if (hasPotion && Player.CurrentHealthPct <= PlayerEmergencyHealthPotionLimit && !IsWaitingForPower && !IsWaitingForPotion
                        && !Player.IsIncapacitated && SNOPowerUseTimer(SNOPower.DrinkHealthPotion))
                    {
                        Logger.Log(TrinityLogLevel.Debug, LogCategory.Targetting, "Setting isWaitingForPotion: MyHP={0}, Limit={1}", Player.CurrentHealthPct, PlayerEmergencyHealthPotionLimit);
                        IsWaitingForPotion = true;
                        runStatus = HandlerRunStatus.TreeRunning;
                    }

Save the file and restart DB.

All credits go to rrix, it's his code till the last ";", he just lost it in the latest Trinity.

Ty good sir that took care of it working like a charm now
 
Thank you @rrrix, my problem with shield bash finally get solved ; )
 
The new Trinity update ignores "TrinityExploreDungeon" after a bounty is completed. The bot will just teleport to town and leave game.
 
The new Trinity update ignores "TrinityExploreDungeon" after a bounty is completed. The bot will just teleport to town and leave game.
Do you still have the Bounty plugin? If so delete it an restart db that solved it for me
 
Also, "disable mantra spam" for Monks in the config settings is just being completely ignored. It's spamming Mantra of Retribution regardless of the setting....

And if I check Trinity/Combat/Abilities/Monk.cs the setting isn't even used anywhere in the file.... it was completely forgotten.

Change line 288 in Trinity/Combat/Abilities/Monk.cs to:
Code:
            if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && !Settings.Combat.Monk.DisableMantraSpam)

This will force the bot to honor the setting in the plugin config (rather than have it as a useless checkbox)
 
Last edited:
When using the tag "TrinityExploreDungeon" if a bounty is completed while on that tag, it immediately exits the dungeon instead of finishing exploring. Is there an attribute for ignoring a bounty that might have completed while exploring?
ex:
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True"/>

The map is Hell Rift 1/2, there is always a bounty on that map but sometimes there's more chests / cursed chest further on in the map that I'd like to get to.

tldr:
I'd like to explore when I want to explore, and exit after bounty when I want to exit after bounty.

Edit: Nevermind. I'm proficient at C# and I can implement this myself, will post the edits.

Edit2:
Added XML attribute to TrinityExploreDungeon called "leaveAfterBounty":
<TrinityExploreDungeon questId="312429" stepId="2" until="FullyExplored" boxSize="40" boxTolerance="0.001" pathPrecision="15" ignoreMarkers="True" leaveAfterBounty="false"/>

Trinity/XmlTags/TrinityExploreDungeon.cs
Code:
        [XmlAttribute("leaveAfterBounty", true)]
        public bool LeaveAfterBounty { get; set; }

Added LeaveAfterBounty to the bool with GetIsBountyDone() (LeaveAfterBounty needs to be first or you get spammed with log messages)
Code:
        /// <summary>
        /// Checks to see if the tag is finished as needed
        /// </summary>
        /// <returns></returns>
        private Composite CheckIsObjectiveFinished()
        {
            return
            new PrioritySelector(
                TimeoutCheck(),
                new Decorator(ret => LeaveAfterBounty && GetIsBountyDone()
                    new Sequence(
                        new Action(ret => Logger.Log(TrinityLogLevel.Info, LogCategory.UserInformation, "Bounty is done. Tag Finished.", IgnoreLastNodes)),
                        new Action(ret => isDone = true)
                    )
                ),

Sorry, I don't understand where or what exactly I should add in the TrinityExploreDungeon.cs
 
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