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Trinity 1.8.28

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Something like this for unique boss's. Though this one would only apply to Static Pulse. for Heat Wave we would not want to use that at all against a unique boss because a Fire Wizard normally uses Magic Missile Conflag and stacks that burn damage.. long with mirrorball offhand:)

These would have to be settings, though, since for example on my Wizard I do use Wave of Force as my primary damage dealer even on bosses (haven't gotten a 2 MM mirrorball yet). I changed my logic locally to spam wave of force -- even if you have MM conflag it's still probably worthwhile to use up your AP as much as possible.
 
I really really really tried to reproduce the PathPrecision thing you and Gorm mentioned, but it's working 100% as it should from all my tests. I ran all the Rift and Bounty profiles and a few specific test profiles as well.

<TrinityExploreDungeon questId="1" boxSize="30" boxTolerance="0.1" pathPrecision="31" until="ObjectFound" actorId="256054" objectDistance="100" />


QvgXZNL.png


TXVPJtD.png


Code:
[Trinity] TrinityExploreDungeon Started
========== Grid segmentation resetting!!! ============
========== Grid segmentation resetting!!! ============
Replaced hook [ProfileOrderBehavior_Hook] 01b725da-6b5d-41ff-af09-eff53441d068
========== Grid segmentation resetting!!! ============
DungeonExplorer has new areas to explore. Generating new route.
Returning route!
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
DungeonExplorer has new areas to explore. Generating new route.
Returning route!
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
Start/Stop Button Clicked!
 
Seeing a lot of red errors while doing the full questing profile. Currently in A5.

Code:
Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.Add(T item)
   at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
   at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
   at Trinity.MiniMapMarker.MoveToNearestMarker(Vector3 near)
   at Trinity.MiniMapMarker.<>c__DisplayClass39.<VisitMiniMapMarkers>b__36(Object ret)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Decorator..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.Sequence..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector..()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.()
 
Still using fetish army on the damn growths in level 4.
NO there was NOTHING around. So this is still a mess
if they are on cooldown it uses haunt????????
can we set or how do we set what spell to use on them.
I still can't figure out why you went crazy on these things and set them at such high priority.
how about NEVER attack on till you get to it. Then use a cheap spell that gains mana, or power or something.
DAMN they don't fight back.
 
Last edited:
WD stops using Gargantuan? Bruiser is the rune..

Haven't used gargantuan since 1.25 apparently.
 
WD stops using Gargantuan? Bruiser is the rune..

Haven't used gargantuan since 1.25 apparently.

Is this a question or a bug report? It should trigger on elites or if no Gargantuan is present.
 
Still using fetish army on the damn growths in level 4.
NO there was NOTHING around. So this is still a mess
if they are on cooldown it uses haunt????????
can we set or how do we set what spell to use on them.
I still can't figure out why you went crazy on these things and set them at such high priority.
how about NEVER attack on till you get to it. Then use a cheap spell that gains mana, or power or something.
DAMN they don't fight back.

I'm pretty sure the reason corrupt growths have a high weight is to that you don't get stuck and it blocks progress -- better to make sure you kill it than the bot gets stuck and times out.

If you don't want it to Fetish Army on the growth, try changing the fetish army check in WitchDoctorCombat.cs to this:
Code:
// Fetish Army, elites only
if (CombatBase.CanCast(SNOPower.Witchdoctor_FetishArmy) && 
     (TargetUtil.EliteOrTrashInRange(30f) || TargetUtil.IsEliteTargetInRange(30f) || Settings.Combat.WitchDoctor.UseFetishArmyOffCooldown)
     && CurrentTarget.ActorSNO != 210120 && CurrentTarget.ActorSNO != 210268) // Don't fetish corrupt growths
{
     return new TrinityPower(SNOPower.Witchdoctor_FetishArmy);
}

I haven't tested it, but it should work, I think. There might also be a better way to do it. You could also make similar changes to the other spells you don't want them to use on corrupt growths.
 
Some WD issues here.
Bot no Longer summons ZombieDogs when in town. Instead it waits for combat. ( can someone post how to fix that pls ?)

Question: is there a way to count how many Fetishes you have out ? If you recast Fetish Army it will kill off all the Fetishes you have summoned from Fetish Sycophants passive. So if i have 20+ of them out I definitely don't want to recast Fetish Army again.
 
rrrix, you are a legend!


For Witch Doctor class, here are my findings:

Trinity .26
Spirit Walk: This was cast outside combat only, which was good for movement.
Zombie Dogs: This was cast whenever off cooldown, regardless of conditions.
Gargantuan: This was cast outside cooldown too.

Trinity .27
Spirit Walk: This is now cast both in and out of combat, which sometimes saves lives. However sometimes it does not cast in combat until death.
Zombie Dogs: This is now cast off cooldown only if there are less than 3 dogs, awesome!
Gargantuan: This does not cast at all, regardless of runes now.

How to get DB to cast Spiriti Walk below say 60% health?
How to get Gargantuan to cast on cooldown?

I am happy to edit them myself, thanks a lot for all this.
 
I dont know if this is an issue with Trinity or the profile, but im running act 1 bounties and the bot completes them perfectly now for me at least with latest update except that when it does manage to complete a bounty it still goes on and tries to explore the whole dungeon even though it already finished the bounty so I need to restart bot in town when it get stuck in "explore loop".
 
Changelog 1.8.27

  • Added Wizard Teleport Calamity rune support

FYI, not all wizards play with the cookie-cutter Archon ability. I use calamity as a DPS nuke, I had to delete over 300 lines of archon code so I could run trinity using calamity. Therefore, it'd be fantastic if you could not make that rune reliant on whether or not we're using Archon. I.e. make it it's own spell, just like diamond skin or explosive blast. Illusionist will enable the bot to use Teleport to get away 100% of the time.
 
Last edited:
My wizard is no longer using explosive blast after updating to .27
 
<TrinityExploreDungeon questId="1" boxSize="30" boxTolerance="0.1" pathPrecision="31" until="ObjectFound" actorId="256054" objectDistance="100" />[/CODE]

I went to Silver Spire Level 1, used this:

Code:
    <TrinityExploreDungeon questId="1" until="FullyExplored" boxSize="30" boxTolerance="0.01" pathPrecision="30" />

and this is the result - it works.

Code:
[Trinity][ProfileTag] Nodes [Unvisited: Route:37 Grid:37 | Grid-Visited: 4] Box:30/0.01 Step:MainBehavior PP:30 Dir: E 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 65 Direction: E) duration=2 distance=65 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 64 Direction: E) duration=1 distance=64 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 62 Direction: E) duration=1 distance=62 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 60 Direction: E) duration=1 distance=60 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 58 Direction: E) duration=1 distance=58 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 57 Direction: E) duration=1 distance=57 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 55 Direction: E) duration=1 distance=55 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 54 Direction: E) duration=1 distance=54 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 52 Direction: E) duration=2 distance=52 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 51 Direction: E) duration=1 distance=51 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 49 Direction: E) duration=1 distance=49 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 48 Direction: E) duration=3 distance=48 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 46 Direction: E) duration=1 distance=46 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 45 Direction: E) duration=2 distance=45 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 43 Direction: E) duration=1 distance=43 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 42 Direction: E) duration=2 distance=42 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 40 Direction: E) duration=3 distance=40 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 40 Direction: E) duration=2 distance=40 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 37 Direction: E) duration=1 distance=37 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 36 Direction: E) duration=1 distance=36 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 34 Direction: E) duration=2 distance=34 
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 32 Direction: E) duration=2 distance=32 
[Trinity][ProfileTag] Dequeueing current node <1248.75, 478.75, 0> - Node <1248.75, 478.75, 0> is within PathPrecision (29/30)
[Trinity][ProfileTag] Nodes [Unvisited: Route:36 Grid:36 | Grid-Visited: 5] Box:30/0.01 Step:SetNodeVisited PP:30 Dir: E

Then I tried this:

Code:
<TrinityExploreDungeon questId="1" until="FullyExplored" boxSize="30" boxTolerance="0.01" pathPrecision="90" />

And it works:

Code:
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: S 
[Trinity][ProfileTag] Current node was already marked as visited!
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: N 
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:MainBehavior PP:90 Dir: N 
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 112 Direction: N) duration=13 distance=112 
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 109 Direction: N) duration=1 distance=109 
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 96 Direction: N) duration=1 distance=96 
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 92 Direction: N) duration=1 distance=92 
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 91 Direction: N) duration=1 distance=91 
[Trinity][ProfileTag] Dequeueing current node <1011.25, 711.25, 0> - Node <1011.25, 711.25, 0> is within PathPrecision (87/90)
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:SetNodeVisited PP:90 Dir: NW 
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: NW 
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:MainBehavior PP:90 Dir: NW 
[Trinity][Navigator] Navigator Moved dest=x="1021" y="656" z="0" (DungeonNode x="1021" y="656" z="0" Distance: 93 Direction: NW) duration=17 distance=93 
[Trinity][Navigator] Navigator Moved dest=x="1021" y="656" z="0" (DungeonNode x="1021" y="656" z="0" Distance: 91 Direction: NW) duration=1 distance=91 
[Trinity][ProfileTag] Dequeueing current node <1021.25, 656.25, 0> - Node <1021.25, 656.25, 0> is within PathPrecision (88/90)
[Trinity][ProfileTag] Nodes [Unvisited: Route:28 Grid:28 | Grid-Visited: 8] Box:30/0.01 Step:SetNodeVisited PP:90 Dir: SW
 
FYI, not all wizards play with the cookie-cutter Archon ability. I use calamity as a DPS nuke, I had to delete over 300 lines of archon code so I could run trinity using calamity. Therefore, it'd be fantastic if you could not make that rune reliant on whether or not we're using Archon. I.e. make it it's own spell, just like diamond skin or explosive blast. Illusionist will enable the bot to use Teleport to get away 100% of the time.

Hi Farix,

No idea what you're talking about :)

Non-Archon Teleport is in no way related to Archon Teleport. The calamity teleport in combat logic works completely independently of Archon Teleport.

I was not using Archon when I tested it.
 
Well i'm just farming ghom with it because i have wand of woh, it was using it on CD and works perfectly with .26, with .27 it just doesn't use the ability at all, nothing else changed.
 
@rrrix

Its still happening. The bot goes back to revisit already explored nodes on death.
Bot dies at line 177287
https://mega.co.nz/#!AY9TAAgB!VOH90o8fQFPDXwBLZl-txVK2mXhCn2Kq-aOTxJPZQ6I

The dungeon explorer was not reset:

Code:
05:21:43.442 INFO  Logger [QuestTools] Player died! Position=<1296.062, 927.7783, 0.1> QuestId=312429 StepId=2 WorldId=288454
05:21:43.443 INFO  ProfileOrderManager ProfileOrderManager.OnPlayerDied, Resetting caches.
05:21:43.443 DEBUG ProfileOrderManager Resetting current behavior.
05:21:43.444 INFO  BrainBehavior Clicked revive at corpse button
05:21:48.756 INFO  ProfileManager Loaded profile Rift Bot Optimized Explore
05:21:48.962 INFO  ToggleTargetingTag ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
05:21:48.963 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 8c279044-aa4f-432a-a9a4-d1090f4492d7

Can you please turn this on, and all others off?

e1kNkQJ.png


The logs will clearly state if the dungeon explorer is being reset on death.
 
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