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Trinity 1.8.4

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Issue with avoidances. It does not matter what distance or health level is selected the issues below always occur.
1. Bot will not avoid the arcane beams, just stands in the line as they spin around.
2. Bot does a bad job at avoiding molten explosions and the ice ball freeze. Will sometimes run back into them at the last minute and get hit.
3. Bot gets stuck on walls and instead of turning around and attacking, just stands there until the wall disappears. The same thing happens when it cannot get through a "wall" of mobs. There needs to be some kind of check in place that it can't move to the next location and to continue attacking then try again later. If there already is such a check, it needs to be fixed.
4. More of a minor visual issue but the bot will get stuck sometimes running between 2 ground effects, or between a ground effect and an item/mob. It looks unnatural and very "bot-like" It does not simply leave the AoE area and then continue attacking (if it has range) or wait until the AoE is gone and then rush back in if it's melee only. It will start spazzing out running back and forth until the AoE is gone. It seems like there needs to be some check put in place to stop moving and wait for the ground effect to be gone before trying to move back into the area. If that's even possible.
 
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Can you please fix the "pick white items" bug where even when its unchecked it still picks up whites?
 
I believe health globes are bugged a little as my monk runs 1 screen away to pick up globes when he's at 85%+ health. My health globe settings is 45% so I'm not sure if this is a trinity or demonbuddy bug

P.s.
I was wondering if it was possible to increase the priority of the bot using exploding palm on mobs at half health for the massive AOE damage?
And maybe remove the sweeping wind recasts without any mobs around if Inna's set is unchecked?
 
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Bot will miss Rare/Magic/White items if it's

1.) In molten core/AoE when dropped, and bot paths too far

2.) Inventory is full and Bot paths too far to safe port to town
 
Update to previous issue, copied over latest Trinity download and bot is happy to farm for me again :)
Its still giving me those errors about BreakTaker, dont remember seeing those before and that Plugin has been dead(not updated, but working) for a while.

1.8.4 is however working awesome for me with the bestxp profile, DAMN! Can see on the fly now too! :D Good work overall man, THANKS!

-General issues for improvement-
- Still problems to avoid the frozen orbs or whatever they are called causing my barb to be frozen and usually dead, same with the molten explosion stuff that goes bang bang = dead barb.
These two should be avoided all the time but I see many times they are simply ignored or avoided slightly only to run straight back into them the next moment and then avoiding again rinse repeat back and fourth ending up hitting the thing and looking very suspicious. Using default settings for avoidance.
- Wall affix elites are another story, this totally borks my barb big time, he will try to headbutt his way through wall instead of fighting what is trapped next to him. Is there anyway to improve the logic here to at least fight thus life on hit regen and live longer? :)
- Elite prioritization in combat, my barb often spins away from the elite and attacks an cluster next to it or it's minion. While this is in theory what we have told the bot to do with trash cluster and so fourth it presents a problem, at least for me: If it has bad affixes I usually end up dead before I can finish it off after my barb is done ignoring it for a while.
- With the Wrath of the berserker rune to dodge 80% I feel an option to let the bot ignore AOE beside being frozen would be nice.
-Open Chest Logic: Wait one sec to let the loot rain down, its silly to open it then run away to miss all the gold that drops when standing next to it. It also looks weird when it runs back and fourth to collect any items deemed worthy to pick up :)
- Shrine Prioritization: Many times my barb is spinning at mobs right next to a shrine, annoying if it is an exp, magic fine, fleeting, atk speed, well any kind of shrine mostly. Can it prioritize to grab them when it is within a certain radius?

Feature Request 1: Don't pickup blue "exquisite essence" I don't want blue items and I most definitely don't want blue crafting junk :)
Feature Request 2(Improvement): Town Run Logic: To minimize town run time needed and duplicate actions.
1 Salvage items (Learn recepies WOULD BE AWESOME! It could try to learn what you have if not stash/sell. Of course a log of what has been learned would be ideal/needed)
2 Sell items to be sold and repair gear.
3 Stash gems and such after salvage is done so you dont do it twice to save some time and look less suspicious. No one stashes salvage then goes to salvage and then go back to stash that :)
 
I'm having a problem with Spirit Barrage, my WD seems to prefer the basic attack instead of it. I tried editing my WitchDoctor.cs, but the changes won't come into effect. Tried start/stop, restart, deleting caches, deleting compiles assemblies etc. What am I doing wrong?

This. we can't use one of our best spells now :(
 
does not disable the mantra spam monk, this only happens with the mantra of evasion
 
sometimes when my barb is trying to break things he does it too far away so he keeps trying and sometimes running back and forth between the objects, been runnning with weapon throw now just to fix this issue, is there another way?
 
still waiting for Archon blast fix... bot do not use it in archon form
 
still waiting for Archon blast fix... bot do not use it in archon form

Yeah everything is in the code for it... seems to be some sort of weird bug with the UsePower parameters. I need some time to sit and debug this one.
 
talking about archon abilities, can I just delete the whole
Code:
// Arcane Strike Rapid Spam at close-range only
                if (!UseOOCBuff && !Player.IsIncapacitated && CurrentTarget.RadiusDistance <= 10f && TargetUtil.AnyMobsInRange(15f, 2) &&
                    CurrentTarget.IsBossOrEliteRareUnique && !Settings.Combat.Wizard.NoArcaneStrike)
                {
                    return new TrinityPower(SNOPower.Wizard_Archon_ArcaneStrike, 7f, Vector3.Zero, -1, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM);
                }
To make it only use the Disintegration Wave? Trying to test different things to optimize for CotA runs.
 
find error message with DH

18:58:59.463 [Trinity] Warning: unknown Trinity Variable requested: SpellDelay.X1_DemonHunter_Companion
 
Yeah everything is in the code for it... seems to be some sort of weird bug with the UsePower parameters. I need some time to sit and debug this one.





In my last post i said about:

Code:
I think i found a little bug in the profile/Trinity of (profile) - azmodan

Bug/Problem:

- When i killed azmodan the loots(yellow) are dropping, he picked a few items but than was my inventory full so he teleported back to town to salvage or backstats the items in the loot box. After that he makes a new game. 
So he left a couple items back there.

I dont know maby the item lvl was low so he get the commend to dont pick it up or maby its a bug. 



Profile:

- Core-Kill AzomdanV2


I tested twice this kind of bug. What i did is make my inventory 1 empty slot before he fights to Azomadan.

After he defeats Azomadan the loots is dropping, for example 8 pickable items. So he picks 1 after that he goes to the town to sel/or put in the box. After that he makes direclty a new game


And i know for sure that 8 items where pickable items. Soo he doesnt go back to the last teleport location to pick that items and THAN go back to town and makes a new game.


Write this bug on your buglist.

Usersettings:

- Normal latest build- No beta.
- Trinity 1.8.4
- Questtools 1.5.4


UPDATE: 11-03-2014

Tested this again still the same.. He doesnt go back to loot/pick the items that remains at azmodan.

Please fix this.
 
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In my last post i said about:

Code:
I think i found a little bug in the profile/Trinity of (profile) - azmodan

Bug/Problem:

- When i killed azmodan the loots(yellow) are dropping, he picked a few items but than was my inventory full so he teleported back to town to salvage or backstats the items in the loot box. After that he makes a new game. 
So he left a couple items back there.

I dont know maby the item lvl was low so he get the commend to dont pick it up or maby its a bug. 



Profile:

- Core-Kill AzomdanV2


I tested twice this kind of bug. What i did is make my inventory 1 empty slot before he fights to Azomadan.

After he defeats Azomadan the loots is dropping, for example 8 pickable items. So he picks 1 after that he goes to the town to sel/or put in the box. After that he makes direclty a new game


And i know for sure that 8 items where pickable items. Soo he doesnt go back to the last teleport location to pick that items and THAN go back to town and makes a new game.


Write this bug on your buglist.

Usersettings:

- Normal latest build- No beta.
- Trinity 1.8.4
- Questtools 1.5.4


UPDATE: 11-03-2014

Tested this again still the same.. He doesnt go back to loot/pick the items that remains at azmodan.

Please fix this.

There is nothing to "fix". This is a problem with your profile and configuration.

1) You should set your minimum free backpack slots to > 8
2) You can include a TrinityTownRun in your profile before Azmodan to ensure you have free bag slots.
3) You should use a 1-5 second WaitTimer after killing Azmodan to ensure Trinity has enough time to pickup items before moving to the next profile behavior
 
Is it possible to add an option for the Barbarian only to use Rend when there are x enemys near the barb?
And probably also an option only to use Rend every x seconds.
Because currently sometimes he just stands around and Spams Rend, even though only 1 enemy is near.
Thanks :-)
 
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