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Trinity 1.8.19

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

For the first code portion, look at similar examples in the code. I put it at:
Code:
        /// <summary>
        /// Not currently implimented
        /// </summary>
        [XmlAttribute("leaveWhenFinished", true)]
        public bool LeaveWhenExplored { get; set; }
		
        /// <summary>
        /// Not currently implimented
        /// </summary>
        [XmlAttribute("leaveAfterBounty", true)]
        public bool LeaveAfterBounty { get; set; }

The LeaveWhenExplored portion is already there, I added the LeaveAfterBounty portion (~ line 65 in file)

2nd portion, Ctrl + F for "CheckIsObjectiveFinished"
Look at the line that says:
Code:
                new Decorator(ret => GetIsBountyDone(),
Change it to:
Code:
                new Decorator(ret => LeaveAfterBounty && GetIsBountyDone(),
 
Archon cooldown isn't being detected correctly or something. Not being used on C/d against elites. Seems to still think of it as a 120second c/d.
Using 100CD Archon rune w/ CDR gear.
 
Sweet, thanks!
If you're proficient at C#, Is there something I could do in the weighting.cs file to make the bot focus on killing rather than running through everything to pick up loot/gold, open chests/weapon racks etc until it's safe? It gets him killed quite alot.
There's no combat looting option in 1.8.19, but there's a check for monsters in range. It shouldn't pickup gold unless you walk through it while fighting, as far as the mobs in range? Try extending your kill range so that it will weight items as 1 if there are monsters in range.

As for chests, they only get half weighted if a monster is in the way. You may want to look at adding:
Code:
								if (AnyMobsInRange)
									cacheObject.Weight = 1;
After line 879 in Weighting.cs. Or, to hardcode a range: if (TargetUtil.AnyMobsInRange(30f)) instead of if (AnyMobsInRange) where 30 is some range.
 
Archon cooldown isn't being detected correctly or something. Not being used on C/d against elites. Seems to still think of it as a 120second c/d.
Using 100CD Archon rune w/ CDR gear.

This is big for me, I would kill stuff x50 times faster and never die if it detetcted proper CD's. My archon only has a 8 second downtime w/ all runes (vyrs set).
 
Archon cooldown isn't being detected correctly or something. Not being used on C/d against elites. Seems to still think of it as a 120second c/d.
Using 100CD Archon rune w/ CDR gear.
In the 'Variables' tab of Trinity config settings, look at SpellDelay.Wizard.Archon. The default is 100000 (1000 = 1second) so it's set to wait 100 seconds no matter what.

(Cough cough you can change these)
 
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There's no combat looting option in 1.8.19, but there's a check for monsters in range. It shouldn't pickup gold unless you walk through it while fighting, as far as the mobs in range? Try extending your kill range so that it will weight items as 1 if there are monsters in range.

As for chests, they only get half weighted if a monster is in the way. You may want to look at adding:
Code:
								if (AnyMobsInRange)
									cacheObject.Weight = 1;
After line 879 in Weighting.cs. Or, to hardcode a range: if (TargetUtil.AnyMobsInRange(30f)) instead of if (AnyMobsInRange) where 30 is some range.

This is great! Thanks alot. You're 100% more helpful than rrrix on these questions. He don't even acknowledge my existence on this forum. :)
I understand some of the things in the weighting.cs file because of the comments that is left above most settings. It's the float and double values I don't understand. I don't know what 55f or 14500d means. If it means what it looks like or if it translates into some whole other values.
 
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For the first code portion, look at similar examples in the code. I put it at:
Code:
        /// <summary>
        /// Not currently implimented
        /// </summary>
        [XmlAttribute("leaveWhenFinished", true)]
        public bool LeaveWhenExplored { get; set; }
		
        /// <summary>
        /// Not currently implimented
        /// </summary>
        [XmlAttribute("leaveAfterBounty", true)]
        public bool LeaveAfterBounty { get; set; }

The LeaveWhenExplored portion is already there, I added the LeaveAfterBounty portion (~ line 65 in file)

2nd portion, Ctrl + F for "CheckIsObjectiveFinished"
Look at the line that says:
Code:
                new Decorator(ret => GetIsBountyDone(),
Change it to:
Code:
                new Decorator(ret => LeaveAfterBounty && GetIsBountyDone(),

Nothing.... still geting a lot of errors, I'm newbie, sorry.
 
Am i the only one having problem that it isnt using potions? legendary or regular potions
 
Barb:Call of the ancients should not be recast if they are already active, for those with the Immortal Kings bonus. Would also be nice if they were cast as soon as the game started so it gets it on cooldown.
 
Please set Cache put at stash 1, cause stash 4 full of mat lol
 
plz rrix!
In .20 make a setting for letting us choose bank slot for horadric caches
Thanks a lot!
 
The bot keeps getting stuck at dungeon exits (running a male barbarian).

Ex: [Trinity] Found exitNameHash 345839840!

But then the bot sits there and stares at it until it reaches the inactivity time and resets the game. It's happened in a few games now.

I'm running a different character to test now and I will update.

Update: Looks like it is happening with my WD also. (for the same exit - Cave of the Moon Clan Level 2).

Update2: It may only be your (rrrix's) Act1 redux profile causing the issue. Both characters were able to use other exit stones.
 
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Opening Horadic caches + picking up rift key stones would be appreciated :)
 
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)

This will cause the 3 sec buff to never be used...
 
This is great! Thanks alot. You're 100% more helpful than rrrix on these questions. He don't even acknowledge my existence on this forum. :)
I understand some of the things in the weighting.cs file because of the comments that is left above most settings. It's the float and double values I don't understand. I don't know what 55f or 14500d means. If it means what it looks like or if it translates into some whole other values.

Don't take it personally. I get about 25 PM's a day, and have 10 projects where people are constantly asking me for things.
 
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)
                    )
                ),

This doesn't make sense - why would you want to keep exploring? I guess I can add it, but.... it doesn't make sense to me :)
 
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