Ya you can do that or you can just download the whole thing.
I use this myself so I usually add the newest Trinity updates.
One killer feature it has is that you can add booleans in ItemRules like this. You can pick up items that can easily be enchanted.
[QUALITY] == "Rare" # [TYPE] == "Ring" && ([CRIT%] >= 5) + ([CRITDMG%] >= 40) + ([MAXSTAT] >= 400) >= 2
DHs Preparation still isnt fixed. DH will never use it..
Spirit Barrage has been broken since
Please tell me how to revert this change I tried everything I know how to do and nothing effects it. It will rather walk into melee range and auto attack than use spirit barrage in most cases. The only time it seems to work is on bosses. Otherwise it just stands there whacking away with my sword. Thank you
Also with big bad voodoo now it walks and stands on top of the mobs it is targeting.
anyone got a link to .24? I need to roll back.
Got issues with corrupt growth not being destroyed and bot getting stuck. Also bounty bags are being stashed rather than being opened even though Trinity option is ticked to open them.
I posted a fix for the spirit barrage + essence and forum-pm-ed it to rrrix.
Unfortunately I've got no experience with GIT I posted the produced svn-patch on pastebin: [C#] test - Pastebin.com
If anyone would like to add this to a dev-branch for rrrix to integrate, please do.
What the changes do:
- Removed resource cost of Gargantuan (free to cast since RoS)
- Stopped senseless Zombiedog spam (ie, stop recasting on elites), also removed resource cost limitation
- Moved Spirit Barrage with Rush of Essence up in prio, above acid rain, and gave it a <= 30 usage start(used as primary attack now) and made it more spammy.
I use this myself for a Spirit-barrage+rush of essence with acid rain as main attack and it's been working pretty ok (Aside from facetanking those slammers and certain big bosses, but that happened before these changes too).
Finetuning probably still has to happen. If anyone feels inclined to put this patch in a GIT branch, please note it in here so we don't get it more than once![]()
if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.Witchdoctor_SpiritBarrage))
{
return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 21f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM);
}
bool hasManitou = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_SpiritBarrage && s.RuneIndex == 4);
+ bool hasWellOfSouls = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_SpiritBarrage && s.RuneIndex == 1);
+ bool hasRushOfEssence = ZetaDia.CPlayer.PassiveSkills.Any(s => s == SNOPower.Witchdoctor_Passive_RushOfEssence);
+ // Spirit Barrage + Rush of Essence
+ if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.Witchdoctor_SpiritBarrage) && Player.PrimaryResource >= 108 &&
+ hasRushOfEssence && Player.PrimaryResourcePct <= 0.30 && !hasManitou)
+ {
+// if (hasWellOfSouls)
+// return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 2, 2);
+
+ return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, basicAttackRange, Vector3.Zero, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 0, 0, WAIT_FOR_ANIM);
+ }
+
// Spirit Barrage Manitou
if (!UseOOCBuff && CombatBase.CanCast(SNOPower.Witchdoctor_SpiritBarrage) && Player.PrimaryResource >= 100 && TimeSinceUse(SNOPower.Witchdoctor_SpiritBarrage) > 18000 && hasManitou)
{
@@ -392,19 +403,6 @@
return new TrinityPower(SNOPower.Witchdoctor_AcidCloud, rangedAttackMaxRange, bestClusterPoint, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);
}
- bool hasWellOfSouls = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_SpiritBarrage && s.RuneIndex == 1);
- bool hasRushOfEssence = ZetaDia.CPlayer.PassiveSkills.Any(s => s == SNOPower.Witchdoctor_Passive_RushOfEssence);
-
- // Spirit Barrage + Rush of Essence
- if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.Witchdoctor_SpiritBarrage) && Player.PrimaryResource >= 108 &&
- hasRushOfEssence && Player.PrimaryResourcePct <= 0.25 && !hasManitou)
- {
- if (hasWellOfSouls)
- return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 2, 2);
-
- return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 21f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM);
- }
-
// Zombie Charger backup
if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.Witchdoctor_ZombieCharger) && Player.PrimaryResource >= 140)
{
What does moved up in priority mean, how do you actually do that? Do you just move it up in the file so that it gets ran first?
Code:if (!UseOOCBuff && !IsCurrentlyAvoiding && !Player.IsIncapacitated && CombatBase.CanCast(SNOPower.Witchdoctor_SpiritBarrage)) { return new TrinityPower(SNOPower.Witchdoctor_SpiritBarrage, 21f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 2, 2, WAIT_FOR_ANIM); }
I use this, and my bot will literally basic attack trash mobs to death instead of using spirit barrage. It does work on elites though(somewhat), which makes no sense to me.
Code:snip {
I'll give this a shot later, but what is the reasoning behind putting the same code in two locations? The spirit barrage + rush of essence code is in two places with minor changes. I'm not accusing you of doing it wrong, I don't know much about editing these files and wanted to know if it was just an error or something I don't know about.
rrrix still MIA?