What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity 1.8.25

Status
Not open for further replies.
My bot doesn't pick up gold ... it's a known trinity issue? It happened after last trinity update
 
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

I'm kinda of new and would love too see how to setup loot rules for items that can easily be enchanted. Anyone have this working and can guide me to setting this up? Currently running http://www.thebuddyforum.com/demonb...s/158846-rift-bot-yet-another-rifter-123.html with version 24.

Thanks in advance,

Smitie
 
I think rrrix might have died or something. No posts since the forum went down. :)
 
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.


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 :)
 
You guys are really impatient :D juse use .24 until .25 is fixed. Chill out. Just because he hasn't posted a trinity update in three days doesn't mean he died.
 
Problem: bot skips loot while in Archon. (Eventho combat looting is on)
Version: Trinity .25, DB Beta .394
What happened / how to reproduce: I'm using a wizard, with Archon (improved archon), using it only on elites. During the fight with an elite, it pops Archon. It kills the elite whilst in Archon, loot drops and the bot will 'ignore' the loot and continue the level (walking further like no loot ever dropped, killing other monsters, etc). As soon as Archon is over, it starts to pick up loot again. (If you're to far away from the killed elite and the loot it dropped, it won't go back and pick it up!) If for some reason the bot comes back into 'loot-range', it will pick it up tho. But chances are slim it will get into range again.
What should have happened: Archon or not, if combot looting is on, it should always pick up the loot. (Like it does when its not in Archon)


Additional suggestion: The adventure mode plugin is no longer a separated plugin, but now intergrated within Trinity. Could something like this also be done with the RiftBot plugin?
 
Last edited:
how can i always use the spirit walk? (witch doctor skill)
i can easily clear T6 ghom with own play but bot does not clear T6 because NOT USING SPIRIT WALK AT ALL. except when he return to town. :(
 
hey guys having issues with .25. The bot doesn't want to kill corrupt growth in act 4 even though I have it set to destroy destructable stuff in the settings
 
Trinity] Found Object 368169!
[Trinity] Waiting for Event
[Trinity] Gold inactivity after 181s. Sending abort.
[Trinity] Gold Inactivity timer tripped - Anti-stuck measures exiting current game.

Bot found shrine and then doesn't activate it, just stands there, waiting for nothing.
I am using v.24 since v.25 too buggy.

Any clues what to do?
 
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.
 
Last edited:
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.

If you download the last DemonBuddy release version you get Trinity .24 together.
 
Ok guys, we get it. You are having issues with Trinity. So is everyone else. My suggestion is that you download the .24 version and use it for now. My guess is that Rrixx is taking his time to get a solid .26 out. There have been so many changes lately that he has been rushing these updates out to please the community. It has gotten to the point where he needs time to get a version as close to perfect as possible ready for release. Give it a few days and you will more than likely have a very good version. He also isnt a machine. He needs to eat, sleep, and take care of life just like everyone else.

If you need a rifting / bounty profile that works currently i would suggest you follow this post http://www.thebuddyforum.com/demonb...files/158846-rift-bot-yet-another-rifter.html
It is working great for me at the moment and all you have to do is follow the instructions given by the profile creator.

Hope this helps some people and hope it helps by Rrixx some time before the lynching mob comes knocking!
 
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 :)


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:
             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)
             {

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.
 
Last edited:
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.


Moved up in priority indeed means moved up in the file. This is by virtue of the "return" keyword. First function to do the return means that action will be taken that tick.

Your above code is likely never executed then.

The file is a svn diff. It shows what got added (marked by a + at line start) and what got removed (marked by - at line start). It also indicates the start and end line number of the changes made. This file (as-is) is not ment to be plainly copy-pasted into existing code, but to be imported into an SVN repository.
 
Status
Not open for further replies.
Back
Top