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Trinity 1.8.2

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61.webp Since iLvL has been completely removed from the game, when you look at an item , it says Required Level: 61. It means I cannot equip it until I am 61. Due to this problem, when I try to mark 61+ items my bot tries to pick up old style ones such as Required Level:60 but iLvL 61+.
 
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just saw one thing conencted to this

Code:
[Trinity] TrinityTownPortal started - clearing area, waitTime=-1, startHealth=60989
Replaced hook [ProfileOrderBehavior_Hook] 3f10b7ce-c029-4356-a91b-a7ef234cd6cf
Closing questreward dialog
[Trinity] Town Portal timer finished

my monk trying to portal to town like 10 times and in the end of the chanelling he move the hand and starting to cast it again
no mobs or AOE in the cellar...

where in trinity files i can find a solution - increase TP timer or what?
 
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Anyway you could add an option about Electrified monsters, at the moment it just kites around like crazy hardly ever attacking(especially when the minions are also electrified), basically i would rather it tanked the electric as it doesn't hurt that much.
 
rrrix if I mark 61+ items bot tries to pick up old style iLvL 61+ items. I just want to pick up only and only new 61 required level items in order to get new materials. thanks

Ah now I understand - thanks for clarifying. I'll adjust the logic to be this.

Anyway you could add an option about Electrified monsters, at the moment it just kites around like crazy hardly ever attacking(especially when the minions are also electrified), basically i would rather it tanked the electric as it doesn't hurt that much.

It's at the bottom of the avoidance slider list:

QPisakz.png
 
I noticed "Orbiter" shows up twice in the Avoidance slider thingy :)

First "Orbiter" should only be rename to "Frozen Pulse".

Code:
<!-- FrozenPulse -->
            <Grid>
                <Grid.ColumnDefinitions>
                    <ColumnDefinition Width="*"/>
                    <ColumnDefinition Width="2*"/>
                    <ColumnDefinition Width="2*"/>
                </Grid.ColumnDefinitions>
                <TextBlock Margin="2" Text="Orbiter" FontWeight="Bold" VerticalAlignment="Center"/>
                <Slider Grid.Column="1" Template="{DynamicResource Slider}" 
                            Interval="500" Maximum="30" Minimum="2" 
                            SmallChange="1" LargeChange="5"
                            TickPlacement="None" IsMoveToPointEnabled="True"
                            Value="{Binding Path=DataContext.Avoid.FrozenPulse, RelativeSource={RelativeSource FindAncestor, AncestorType=UserControl, AncestorLevel=2}}" 
                            HorizontalAlignment="Stretch" Margin="2"/>
                <Slider Grid.Column="2" Template="{DynamicResource Slider}" 
                            Interval="500" Maximum="100" Minimum="0" 
                            SmallChange="1" LargeChange="5"
                            TickPlacement="None" IsMoveToPointEnabled="True"
                            Value="{Binding Path=AvoidFrozenPulseHealth, Converter={StaticResource percentConverter}}" 
                            HorizontalAlignment="Stretch" Margin="2"/>
            </Grid>

should ofcourse be:

Code:
<!-- FrozenPulse -->
            <Grid>
                <Grid.ColumnDefinitions>
                    <ColumnDefinition Width="*"/>
                    <ColumnDefinition Width="2*"/>
                    <ColumnDefinition Width="2*"/>
                </Grid.ColumnDefinitions>
                <TextBlock Margin="2" Text="Frozen Pulse" FontWeight="Bold" VerticalAlignment="Center"/>
                <Slider Grid.Column="1" Template="{DynamicResource Slider}" 
                            Interval="500" Maximum="30" Minimum="2" 
                            SmallChange="1" LargeChange="5"
                            TickPlacement="None" IsMoveToPointEnabled="True"
                            Value="{Binding Path=DataContext.Avoid.FrozenPulse, RelativeSource={RelativeSource FindAncestor, AncestorType=UserControl, AncestorLevel=2}}" 
                            HorizontalAlignment="Stretch" Margin="2"/>
                <Slider Grid.Column="2" Template="{DynamicResource Slider}" 
                            Interval="500" Maximum="100" Minimum="0" 
                            SmallChange="1" LargeChange="5"
                            TickPlacement="None" IsMoveToPointEnabled="True"
                            Value="{Binding Path=AvoidFrozenPulseHealth, Converter={StaticResource percentConverter}}" 
                            HorizontalAlignment="Stretch" Margin="2"/>
            </Grid>
 
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Hello all,

Can a few of you post up your TrinityLogs\ItemsDropped.csv files? I'd like to see what's dropping for you and if we're missing any items!

Thanks!
 
Here you go :)

Few questions tho:
1. The Exp/hour thingy (which isn't working atm, it just says 0) is that fixable within Trinity or do we need to wait for a DB fix?
2. Eventho I've checked the option to skip Elites, it doesn't always skip them. Most of the times it just keeps attacking the single 1 elite, while it shouldn't. In most cases the Elite is even over 75% health, no other trash around it. (Trinity 1.8.2 + DB .337) Any thoughts?
 

Attachments

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Hm...I have a question about wizard's spell teleport. I'm using a passive skill Illusionist which makes teleport / slowtime almost instant when hit by an enemy. The problem is the Bot isnt teleporting away from mobs and kiting them, dont know if this is possible but the bot never uses teleport away from minions.
 
Hi rrrix,

Thanks for your hard work! Here are some issues that I am currently having:

When Nephalem Glory drops the bot stops for good 5-10 seconds.

As a WD with Grave Injustice passive my toon keeps re-casting pets as soon as they come out of cooldown for no reason but fails to use soul harvest or big bad voodoo when they come out of cooldown before the normal delay.

I will upload the logs as soon as I get home.
 
Ah now I understand - thanks for clarifying. I'll adjust the logic to be this.



It's at the bottom of the avoidance slider list:

QPisakz.png

So electrified also comes under thunderstorm? Cause I thought thunderstorm was a new affix for monsters? :P
 
just saw one thing conencted to this

Code:
[Trinity] TrinityTownPortal started - clearing area, waitTime=-1, startHealth=60989
Replaced hook [ProfileOrderBehavior_Hook] 3f10b7ce-c029-4356-a91b-a7ef234cd6cf
Closing questreward dialog
[Trinity] Town Portal timer finished

my monk trying to portal to town like 10 times and in the end of the chanelling he move the hand and starting to cast it again
no mobs or AOE in the cellar...

where in trinity files i can find a solution - increase TP timer or what?

i already reported this issue, i think this is a bug about skill SW..
 
i clicking off in trinity that bot should pick up white and greys, but it still pick them up, anyway to make it not to pick up all this crap white loot?
 
Sorry but i tried replacing TRINITY 1.8.2 folder over my existing folder but DB crashes =x
What am i doing wrong?
 
Ive noticed the range on Electrocute (rune Arc Lightning) and Desentigrate (rune Entropy) is not correct. A lot of times the cone of dmg is just outside of where the mobs are. This mainly happens on range who kite away they will be just out of the range and the bot doesn't move slightly closer. Also if you have the illusionist ability for wizard it would be nice for the mirror images to be cast on cool down. . I changed frozen orb variable down to 200 that helps it be cast more efficiently. Otherwise I cant think of anything else that would need changing for wizard
 
Also: I hear you loud and clear... Wizards suck :)

I haven't honestly even played my Wiz yet. Will get to this tonight!

Wizards are very tanking, and extremely easy to boost dmg wise.. I can see them being excellent farmers. plus lets be honest they are the most fun :P
 
Im having same issue as other guy, have it set to salvage blues + rares but NOT whites and legs, statsh is full of rares/blues. For some reason its not salvaging
 
anyone know how to make it NOT identify any legendaries, just loot them and stash them ?
 
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