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Trinity 1.8.19

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View attachment 124845
It not only avoidance my friend


View attachment 124846

Another problem, the potion and health globe setting doesnt work either. I fixed by myself


For the second picture, also, Im not sure, but is the line supposes to be

PlayerEmergencyHealthPotionLimit = Settings.Combat.MonkSetting.PotionLevel;
Instead of

PlayerEmergencyHealthPotionLimit = Settings.Combat.Monk.PotionLevel;

I am not sure though

[
NVM, I see how it is monk instead of monksetting
 
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Guys is anyone else getting low ticks? and what apper to be tiny lags in movement?
I did not have this on version 1.8.15.
ranging from 28-60 FPS
And when i close DB game is buttery smooth again. steady 60 FPS
--edit--
attached log, dunno if it will help.
made the log show the 4 checked boxes from front page.
 

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[Trinity] Clicking UI element Bounty Reward Dialog (152330240)
[Trinity] Active bounty returned null, Assuming done.
[Trinity] Bounty is done. Tag Finished.
Using town portal
Using town portal
Bounty is to kill a rare spawn.
Ignored Loot. Gem, Rare, Material and straight teleport to town.

Sorry don't have full log now, in progress of log. Will upload later.
*** With log now ***

Edit: It's only happen when the rare spawn [bounty target] is the last monster surrounding, it'll straight tp to town.
 

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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.


This solved the potion problem, I am really just quoting to add this to the last page here, because i know people are too impatient to read a few pages back.
 
[Trinity] I'm sorry, but I seem to have let you die :( Now restarting the current profile.
Loaded profile xxx
ProfileOrderManager.OnPlayerDied, Resetting caches.
Clicked revive at corpse button
Loaded profile xxx

Propose on different approach when revive on corpse. Do not restart current profile but continue it, because it will be more efficient.
Restart profile only whenever revive on last checkpoint or town.
 
EDIT: Potion seems fixed with code updates from earlier pages.

My DH seems to just stand still a lot during combat now, just taking hits and not doing anything, even though she has resources to do stuff (and she could at least kite or something as well). Was this happening a lot before? I don't think it was. Anyway, she's dying from this even with the potion problem now fixed.
 
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Hey Rrrix, as always nice work mate.

Regarding Wizards and Arcane Orb - Frozen Orb, with the latest hotfix they have reduced the size of the explosion at the end of its travel. Because of this I have watched the bot continuosly cast at stationary enemies that are just that little bit too far away, which means the orbs explosion damage (the main damage) doesn't hit the enemy! The easiest place to witness this is the Fields of Misery and the nests. The fix is pretty simple, in the Wizard.cs file i changed line 293:
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 40f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM);
TO
return new TrinityPower(SNOPower.Wizard_ArcaneOrb, 35f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM);

I have also uploaded the Wizard.cs File from Trinity 1.18.19 with the change on pastie: #9074555 - Pastie


Thanks for all your work mate,
Dark
 
how can i do for trinity use Fetish Army from start on my WD not only at elites/boss/goblin because the 4p bonus of Zunimassa set?
"(4) Set: Your Fetish Army lasts until they die."

Zunimassa's Trail - Game Guide - Diablo III

p.d. i dont know why, but is not using legendary potion

Thanks for your work and sorry for my bad english

Can you open Trinity config -> Items tab -> Scoring/Townrun tab
Click the button "Dump Equipped Items"
Attach your log file after (so i can see the entire output of everything)
 
on three mushketers profile topic people says - legendary potions not pickup, its true ? bug with trinity or DB ?
 
on three mushketers profile topic people says - legendary potions not pickup, its true ? bug with trinity or DB ?

link?

Seems like a lot of people have them. Maybe custom item rules ignoring them... Trinity picks them up out of the box.
 
on three mushketers profile topic people says - legendary potions not pickup, its true ? bug with trinity or DB ?
i do picked 1 legendary potion, but i'm not sure is it pick up all kind of legendary potion. Mine is Bottomless of kulle-aid
 
Wizard not cast the skill “Meteor” since 1.8.18, but 1.8.17 can cast the skill "Meteor"

Method 1:
1. Go into Plugins\Trinity\Combat\Abilities, and find Wizard.cs
2. Find below code:
1.webp
3. Replace it with below code:
2.webp


Method 2:
Choose passive: Arcane Dynamo.
 
Terrible, terrible avoidance with this version. Bot just stays still and attacks, taking all kind of ranged/melee/AoE damage. Despite the avoidance/healing settings, most of the time it does not use healing orbs / healing wells that are standing RIGHT next to the character and dies. With this version I get 25 deaths per hour with a profile that I used to have zero. I guess ill just hold until better version is out.
 
rrix the .20 version on assembla seems to not use potions anymore
 
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