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Trinity 1.8.28

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Hi, is there anyone know how to fix the spamming of hydra skill from wizard? I read some thread and they said i need to remove the NoTime from wizard.cs so the delay can be work probably. And here is my question, if i remove the Notime and equip Serpent's Sparker (which let you summon two hydra at a time), how can i make it summon 2 hydras and wait for 15 seconds to summon again?:confused:
 
@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.
 
@rrrix, Sorry it was just a quick dirty fix. I did some more digging and found that its required range of DemonHunter_Companion and DemonHunter_Vengeance. Both are pulled as 0 so the bot gets in his face to use them before using skills that are actually ranged attacks.
 
@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.

Anyone know if this was fixed? Most profiles pretty useless without this.
 
I notice trinity now attacks all the trash mobs around the elite before attacking the elite which uses all my archon time then when it gets to the elite the archon is already on CD. Also if i dont loot anything to sell then repair trinity does not repair by itself it just stops when my gear is red. And one more thing i notice is it kills the cursed chest mobs then sees more mobs far away and it runs toward them to attack them instead of opening the cursed chest. and... if legs drop and if there's mobs ahead to attack it will keep attacking until its out of loot radius and it leaves the loot behide.
 
Monsters with high priority (elites/rift guardians) bot will hug the unit before initiating combat. This is the correct goblin behavior however not optimal for elites, because sometimes you just die.
 
Could you make the gold pile slider higher than 4000, its really low or make it so 0 doesnt pick up any gold. I cant see any other way to modify it.
 
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:
Code:
if ((TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)
To:
Code:
if (TargetRangeRequired <= 1f || (TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)

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:
Code:
                return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance);
Just change to:
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 :D (This is cleaner)
 
@caffiene
Sweet, I didn't read through every thing just looked for the difference that caused it to stop working. I ended up sting the target range to 35 for target type unit in handletarget.cs for a blanket effect. Knowing how the constructor works will definitely make for a cleaner fix. Thanks for the info.
 
* 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.
 

Attachments

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:
Code:
                return new TrinityPower(SNOPower.X1_DemonHunter_Vengeance);
Just change to:
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 :D (This is cleaner)

that edit gives me a ton of errors in the ghom run
 
EDIT---------NEVER MIND PLEASE REFER TO PAGE 21-22
Hi I have been running Ghom profile for a while. There is one single thing preventing me from running T6 is that the bot will always run towards Ghom face to face and then start firing. Why can't it just start shooting whenever Ghom is in range? It appears it's not a profile problem because I tried to tweak the moveto and trinitymoveto coordinates in the profile away from Ghom but the bot still runs right into it. Just wondering do you guys have the same problem with your DH or is it just me?
 
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* 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.

This, have the same problem. It seems to be almost completely random. Or at least it doesn't make any sense for me when it happens. When the bot enters some dungeons he will often feel the need to town run and do nothing, then use waypoint back and run to the dungeon again clearing it. Then once in a while this happens when he does.

Edit: I'm using some protected slots in inventory, but this never gave me any problems before.
 
I encountered such a problem that trinity doesnt touch weapon\armor racks. Any way to fix it? Öpen chest textbox is checked.
 
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.
 
DemonHunter.cs
Code:
((!hasPreparation && Player.SecondaryResource >= 14) || (hasPreparation && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation
Should be actually
Code:
((!hasPunishment && Player.SecondaryResource >= 14) || (hasPunishment && Player.SecondaryResource >= 39)) && // Save some Discipline for Preparation
Since you need 25 Discipline only if you have punishment.
Also change
Code:
bool hasPreparation = Hotbar.Contains(SNOPower.DemonHunter_Preparation);
to
Code:
bool hasPunishment = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.DemonHunter_Preparation && s.RuneIndex == 0);
And comment line 85 ( original declaration of hasPunishment )
 
Last edited:
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