ULTIMATE-SEVEN
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does not use the potions endless
Potions - Game Guide - Diablo III
Potions - Game Guide - Diablo III
does not use the potions endless
Potions - Game Guide - Diablo III
@rrrix
Just wondering if you will look into the gold inactivity timer not working.
Not sure if you missed the posts about it or what.
Thanks.
I did a bit of testing and found a dirty fix for my DH not attacking from range.
Bug report:
What's the problem? DH moves into melee range before attacking.
What steps will reproduce the problem?
Fresh install of Demon Buddy BETA 1.1.1862.403 using Three Musketeers 0.7 Ghom Standard
What is the expected result?
Character to attack from range.
What happens instead?
Character runs up next to Ghom then starts to attack.
Please provide any additional information.
Dirty Fix found:
In Trinity\Combat\HandleTarget.cs change line 399:
To:Code:if ((TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)
Code:if (TargetRangeRequired <= 1f || (TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)
return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance);
return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance, 60f);
public TrinityPower(SNOPower snoPower)
{
SNOPower = snoPower;
MinimumRange = 0f;
TargetPosition = Vector3.Zero;
TargetDynamicWorldId = CombatBase.Player.WorldDynamicID;
TargetACDGUID = -1;
WaitTicksBeforeUse = V.F("Combat.DefaultTickPreDelay");
WaitTicksAfterUse = V.F("Combat.DefaultTickPostDelay");
PowerAssignmentTime = DateTime.UtcNow;
}
You know, if you just change the range of Vengeance in the DemonHunter.cs combat file it will set that as the minimum range >.<
Line 42 in Trinity\Combat\Abilities\DemonHunter.cs:
Just change to:Code:return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance);
Code:return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance, 60f);
Because the default constructor for TrinityPower with just an ability sets the minimum range to 0:
Code:public TrinityPower(SNOPower snoPower) { SNOPower = snoPower; MinimumRange = 0f; TargetPosition = Vector3.Zero; TargetDynamicWorldId = CombatBase.Player.WorldDynamicID; TargetACDGUID = -1; WaitTicksBeforeUse = V.F("Combat.DefaultTickPreDelay"); WaitTicksAfterUse = V.F("Combat.DefaultTickPostDelay"); PowerAssignmentTime = DateTime.UtcNow; }
That minimum range value is what's used in the code you made a dirty fix for(This is cleaner)
* What's the problem?
Bot starts a town run "[Trinity] No more space to pickup a 2-slot item, now running town-run routine." then starts listing items to the log like its going to sell/salvage stuff. But instead, it repeats "[Trinity] No more space to pickup a 2-slot item, now running town-run routine." over and over again while standing in town.
* What steps will reproduce the problem?
I don't have a reliable repro, it happens rarely, it has happened on Trinity v1.8.28 and previous versions.
* What is the expected result?
that is completes a town run.
* What happens instead?
it stands in town forever or until gold timer expires.
Please provide any additional information.
I encountered such a problem that trinity doesnt touch weapon\armor racks. Any way to fix it? Öpen chest textbox is checked.
You are not by any chance using the Rift Bot Compilation package? I blacklisted all racks in Trinity with it.
((!hasPreparation && Player.SecondaryResource >= 14) || (hasPreparation && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation
((!hasPunishment && Player.SecondaryResource >= 14) || (hasPunishment && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation
bool hasPreparation = Hotbar.Contains(SNOPower.DemonHunter_Preparation);
bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0);