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Trinity 2.1.21 and QuestTools 2.1.38

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when will be repaired Soul Harvest - Witch Doctor bot does not use this
 
@Rrrix

Dh spam Marked For Death on Ghom... how can i fix it? Thanks

Please! someone can help me?
 
Last edited:
my fixes for Trinity, red coloured

1. DataDictionary.cs
new never town portal area, i meet stuck here when bot trying to tp to town when full, near the Tristram Gates
Code:
        public static HashSet<int> NeverTownPortalLevelAreaIds { get { return neverTownPortalLevelAreaIds; } }
        private static readonly HashSet<int> neverTownPortalLevelAreaIds = new HashSet<int>()
        {
            202446, // A1 New Tristram "Attack Area"
            [COLOR="#FF0000"]19947, // A1 New Tristram "Attack Area"[/COLOR]
			
            284069, // A5 Westmarch Overlook
            308323, // A5 Westmarch Wolf Gate
            315938, // A5 Westmarch Wolf Gate
            316374, // A5 Westmarch Storehouse
            311624, // A5 Westmarch Cathedral Courtyard
            311623, // A5 Streets of Westmarch
            309413, // A5 Westmarch Cathedral

        };

2. DataDictionary.cs
new mob, counted in the game like white, but he is Unique, looks like Jondar
Type: Monster Name: Adventurer_D_TemplarIntroUnique_AdventureMode-2748 ActorSNO: 361347
and all this section edited with better look

Code:
        // A list of bosses in the game, just to make CERTAIN they are treated as elites
        /// <summary>
        /// Contains ActorSNO of known Bosses
        /// </summary>
        public static HashSet<int> BossIds { get { return bossIds; } }
        private static readonly HashSet<int> bossIds = new HashSet<int>
        {
            96192, 89690, 95250, 193077, // Siegebreaker, Azmodan, Cydea, Heart-thing
            80509, 220160, 3349, 114917, 133562, //Kulle, Small Belial, Big Belial, Diablo 1, terror Diablo
            62975, // Belial TrueForm
            6031, 51298, //Maghda, Kamyr (MiniBoss before Belial)
            87642, // Ghom
            255929, 256711, 256508, 256187, 256189, 256709, // I dunno?
            137139, // Another Cydaea
            144001, 144003, 143996, 143994, // Diablo shadow clones (needs all of them, there is a male & female version of each class!)
            86624, 156353, 51341, 5350, 3526, // Jondar, Chancellor, Queen Araneae (act 1 dungeons), Skeleton King, Butcher
	    [COLOR="#FF0000"]361347, //Jondar from the Adventure mode[/COLOR]
            215103, // Istaku            
            4630, // Rakanoth
            256015, // Xah'Rith Keywarden
            115403, // A1 Cain Skeleton boss
            4373, 4376, 177539, // A1 Robbers
            168240, // A2 Jewler quest
            84919, // Skelton King
            108444, // ZombieFemale_A_TristramQuest (Wretched Mothers)
            176889, // ZombieFemale_Unique_WretchedQueen

            164502, // sandMonster_A_Head_Guardian

            // A5
            316839, // x1_deathOrb_bodyPile
            375106, // A5 x1_Death_Orb_Monster
            375111, // A5 x1_Death_Orb_Master_Monster
            279394, // A5 Adria 

            300862, // X1_BigRed_Chronodemon_Event_ForgottenWar
            318425, // X1_CoreEliteDemon_Chronodemon_Event_ForgottenWar

            300866, // X1_Angel_TrooperBoss_Event_ForgottenWar

            346482, // X1_PandExt_TimeTrap 
            367456, // x1_Pand_Ext_Event_Hive_Blocker

            347276, // x1_Fortress_Soul_Grinder_A

            374751, // x1_PortalGuardian_A
            307339, // X1_Rockworm_Pand_Unique_HexMaze
            297730, // x1_Malthael_Boss
        };

3. DataDictionary.cs
rainbow goblin
Code:
        /// <summary>
        /// A list of all known SNO's of treasure goblins/bandits etc.
        /// </summary>
        public static HashSet<int> GoblinIds { get { return goblinIds; } }
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, [COLOR="#FF0000"]405186,[/COLOR]
         };

4. DataDictionary.cs
add goblins to this list to override profile tag for combat radius, dunno if it works
Code:
        /// <summary>
        /// Contains ActorSNO of ranged units that should be attacked even if outside of kill radius
        /// </summary>
        public static HashSet<int> RangedMonsterIds { get { return rangedMonsterIds; } }
        private static readonly HashSet<int> rangedMonsterIds = new HashSet<int> {
            365, 4100, // fallen
            4304, 4300, // goat shaman 
            4738, // pestilence 
            4299, // goat ranged
            62736, 130794, // demon flyer
            5508, // succubus 
            5388, 4286, 256015, 256000, 255996,
	    [COLOR="#FF0000"]5984, 5985, 5987, 5988, 405186, //goblins[/COLOR]
       };

5. DataDictionary.cs
added all missed turret's SNO
Code:
        public static HashSet<int> DemonHunterSentryIds { get { return demonHunterSentryIds; } }
        private static readonly HashSet<int> demonHunterSentryIds = new HashSet<int> { 
            141402, [COLOR="#FF0000"]150025, 150024, 168815, 150026, 150027[/COLOR]
        };

6. DataDictionary.cs
i think we dont need this anymore, white items deleted from the materials for craft, so i delet it
Code:
        public static HashSet<string> WhiteItemCraftingWhiteList { get { return whiteItemCraftingWhiteList; } }

        private static HashSet<string> whiteItemCraftingWhiteList = new HashSet<string>()
        {
            "Ascended Pauldrons",
            "Ascended Armor",
            "Ascended Bracers",
            "Ascended Crown",
            "Ascended Pauldrons",
            "Archon Sash",
            "Ascended Faulds",
            "Ascended Greaves",
            "Ascended Gauntlets",

            "Limb Cleaver",
            "Doubleshot",
            "Whirlwind Staff",
            "Flesh Render",
            "Penetrator",
            "Ascended Shield",
            "Punyal",
            "Dire Axe",
            "Tsunami Blade",
            "Kerykeion",
            "Steppes Smasher",
            "Grandfather Flail",
            "Oxybeles",
            "Persuader",
            "Skullsplitter",
            "Suwaiya",
            "Tecpatl",
            "Diabolic Wand"
        };

7. Weighting.cs
tweaks for doors, i need this for Royal Crypts profile to prevent backtraking, etc. Radius lowered and one subsection commented
Code:
                        case GObjectType.Door:
                            {
                                // Ignore doors where units are blocking our LoS
                                if (ObjectCache.Any(u => u.IsUnit && u.HitPointsPct > 0 && u.Distance < cacheObject.Distance &&
                                        MathUtil.IntersectsPath(u.Position, u.Radius, Player.Position, cacheObject.Position)))
                                {
                                    cacheObject.Weight = 0;
                                    objWeightInfo += " Unitblocking";
                                    break;
                                }

                                [COLOR="#FF0000"]// Prioritize doors where units are behind them
                                //if (ObjectCache.Any(u => u.IsUnit && u.HitPointsPct > 0 && u.Distance > cacheObject.Distance &&
                                    //MathUtil.IntersectsPath(cacheObject.Position, cacheObject.Radius, Player.Position, u.Position)))
                                //{
                                    //cacheObject.Weight += 15000d;
                                    //objWeightInfo += " BlockingUnit";
                                //}[/COLOR]

                                // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                                if (cacheObject.RActorGuid == LastTargetRactorGUID && cacheObject.Distance <= [COLOR="#FF0000"]20f[/COLOR])
                                {
                                    cacheObject.Weight += 1000;
                                    objWeightInfo += " RePick";

                                }
                                // We're standing on the damn thing... open it!!
                                if (cacheObject.RadiusDistance <= [COLOR="#FF0000"]10f[/COLOR])
                                {
                                    cacheObject.Weight = MaxWeight;
                                    objWeightInfo += " <12f";
                                }
                                break;
                            }

8. WitchDoctorCombat.cs
added one section for keep buff with Sacrifice_ProvokeThePack rune, but its still not ideal. cant add proper recast timer, 2 sec after we got 5 of it. Also if i add && hasProvokeThePack to the code script stop working at all, dunno why
Code:
// Sacrifice with Provoke The Pack
                bool hasProvokeThePack = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_Sacrifice && s.RuneIndex == 4);
                bool hasProvokeThePackBuff = Trinity.GetHasBuff(SNOPower.Witchdoctor_Sacrifice);
                if (CanCast(SNOPower.Witchdoctor_Sacrifice) && Trinity.PlayerOwnedZombieDogCount > 0 &&
                TargetUtil.IsEliteTargetInRange(20f) && (GetBuffStacks(SNOPower.Witchdoctor_Sacrifice) < 3))
                {
                    return new TrinityPower(SNOPower.Witchdoctor_Sacrifice);
                }

also usual sacrifice section commented, because it broke ProvokeThePack logic for me

Code:
[COLOR="#FF0000"]// Sacrifice
                //if (CanCast(SNOPower.Witchdoctor_Sacrifice) && Trinity.PlayerOwnedZombieDogCount > 0 &&
                    //(TargetUtil.AnyElitesInRange(15, 1) || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 9f)))
                //{
                    //return new TrinityPower(SNOPower.Witchdoctor_Sacrifice);
                //}[/COLOR]
i dont suppose you can attach a updated version of your DataDictionary.cs i always seem to screw up the editing
 
Hello,

Same problem here with latest Demonbuddy update: Trinity doesn't appear in plugin options menu. I'm getting this error when starting DB:

Yes... the same problem here. It seems the latest version of Trinity is not working with the latest version of Demonbuddy. Getting this errors when I start DB:

Demonbuddy v1.1.2150.383 started
Logging in...
...
Attached to Diablo III with pid: 6324
Flashing window
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: La directiva using para 'Zeta.Game.Internals' aparece previamente en este espacio de nombres
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: No se puede convertir implícitamente el tipo 'Zeta.Game.Internals.Actors.GemQuality' en 'int'. Ya existe una conversión explícita (compruebe si le falta una conversión)
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: La variable 'ex' se ha declarado pero nunca se utiliza
 
Hello,

Same problem here with latest Demonbuddy update: Trinity doesn't appear in plugin options menu. I'm getting this error when starting DB:

Yes... the same problem here. It seems the latest version of Trinity is not working with the latest version of Demonbuddy. Getting this errors when I start DB:

Demonbuddy v1.1.2150.383 started
Logging in...
...
Attached to Diablo III with pid: 6324
Flashing window
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: La directiva using para 'Zeta.Game.Internals' aparece previamente en este espacio de nombres
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: No se puede convertir implícitamente el tipo 'Zeta.Game.Internals.Actors.GemQuality' en 'int'. Ya existe una conversión explícita (compruebe si le falta una conversión)
Compiler Error: c:\Users\usuario\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: La variable 'ex' se ha declarado pero nunca se utiliza

Dont copy over old one always Start a new folder
 
Hi rrrix!
Can you please add a setting that will control pickup trial rifkeys?
I think many people here do not want to get more trial keys
Thanks in advance
 
Is there any way to lower the minimum gem chance to 1%? If you have upgrade keystone as a priority and you cannot complete the rift in time, the bot will not choose upgrade gem and just stand in front of Urshi
 
I was wondering if anyone can help with modification of the demonhuntercombat.cs so that it only spams smoke screen if there are actual enemies in range and not spam it constantly. Thanks in advance.
 
Is there any way to lower the minimum gem chance to 1%? If you have upgrade keystone as a priority and you cannot complete the rift in time, the bot will not choose upgrade gem and just stand in front of Urshi
Just go to Plugins\QuestTools\UI and open ConfigWindow.xaml. Add this line "<ComboBoxItem Content="1%" Tag="1" />" so that it looks like this
Code:
                                <ComboBoxItem Content="100%" Tag="100" />
                                <ComboBoxItem Content="90%" Tag="90" />
                                <ComboBoxItem Content="80%" Tag="80" />
                                <ComboBoxItem Content="70%" Tag="70" />
                                <ComboBoxItem Content="60%" Tag="60" />
                                <ComboBoxItem Content="50%" Tag="50" />
                                <ComboBoxItem Content="40%" Tag="40" />
                                <ComboBoxItem Content="30%" Tag="30" />
                                <ComboBoxItem Content="20%" Tag="20" />
                                <ComboBoxItem Content="10%" Tag="10" />
                                [U]<ComboBoxItem Content="1%" Tag="1" />[/U]
Then open DB again, go to QT's config window and change the Minimum % to 1
 
Is there anyone the same problem?

Compiler Error: c:\Users\...\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(67,35) : error CS0266: Não é possível converter implicitamente o tipo 'Zeta.Game.Internals.Actors.GemQuality' em 'int'. Existe uma conversão explícita. Precisa de cast?
 
Is there anyone the same problem?

Compiler Error: c:\Users\...\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(67,35) : error CS0266: Não é possível converter implicitamente o tipo 'Zeta.Game.Internals.Actors.GemQuality' em 'int'. Existe uma conversão explícita. Precisa de cast?


Yes, I believe lots of people are having this issue.
 
Hello

Is there anyone the same problem?

Compiler Error: c:\Users\...\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(67,35) : error CS0266: Não é possível converter implicitamente o tipo 'Zeta.Game.Internals.Actors.GemQuality' em 'int'. Existe uma conversão explícita. Precisa de cast?

I have the same problem ...! Help please
 
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