Kevin Spacey
Community Developer
- Joined
- Aug 31, 2013
- Messages
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for zerg profiles we need cast fetish army (WD) Off-CD AND out-of-combat too
For some reason my char just runs right past chests.... even with open containers checked...
only problem is the greater rift trials my char gets to high keys to solo, and the "end combat at wave" does not seem to work for me.
In Interpreter.cs:
itemDic.Add("[ANCIENT]", item.AncientRank);
should be:
itemDic.Add("[ANCIENT]", (float)item.AncientRank);
This is not a float, it's an int (it's either 0 or 1).
Why do you think this needs to be a float?
protected virtual object EvalCompExpr(ParseTree tree, params object[] paramlist)
{
object obj = this.GetValue(tree, TokenType.AddExpr, 0);
int i = 1;
if (obj is bool)
{
while (this.GetValue(tree, TokenType.AddExpr, i) != null)
{
if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
return (bool)obj == (bool)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
return (bool)obj != (bool)this.GetValue(tree, TokenType.AddExpr, i++);
Console.WriteLine("Major Mistake comparator not allowed! #133");
}
}
else if (obj is float)
{
while (this.GetValue(tree, TokenType.AddExpr, i) != null)
{
if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
return (float)obj == (float)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
return (float)obj != (float)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.SMALLEQ, i - 1) != null)
return (float)obj <= (float)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.GREATEQ, i - 1) != null)
return (float)obj >= (float)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.SMALLTH, i - 1) != null)
return (float)obj < (float)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.GREATTH, i - 1) != null)
return (float)obj > (float)this.GetValue(tree, TokenType.AddExpr, i++);
Console.WriteLine("Major Mistake comparator not allowed! #132");
}
}
else if (obj is string)
{
while (this.GetValue(tree, TokenType.AddExpr, i) != null)
{
if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null)
return (string)obj == (string)this.GetValue(tree, TokenType.AddExpr, i++);
else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null)
return (string)obj != (string)this.GetValue(tree, TokenType.AddExpr, i++);
Console.WriteLine("Major Mistake comparator not allowed! #133");
}
}
return obj;
}
This is currently not working, I have yet to look into it. xzjv recently modified the Trials logic and seems to have broken it.
For the same reasons why "itemDic.Add("[LEVEL]", (float)item.Level);". Trinity's rule evaluator only supports bool, float and string types. See ParseTree.cs for example:
[HIDE]
[/HIDE]Code:protected virtual object EvalCompExpr(ParseTree tree, params object[] paramlist) { object obj = this.GetValue(tree, TokenType.AddExpr, 0); int i = 1; if (obj is bool) { while (this.GetValue(tree, TokenType.AddExpr, i) != null) { if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null) return (bool)obj == (bool)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null) return (bool)obj != (bool)this.GetValue(tree, TokenType.AddExpr, i++); Console.WriteLine("Major Mistake comparator not allowed! #133"); } } else if (obj is float) { while (this.GetValue(tree, TokenType.AddExpr, i) != null) { if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null) return (float)obj == (float)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null) return (float)obj != (float)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.SMALLEQ, i - 1) != null) return (float)obj <= (float)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.GREATEQ, i - 1) != null) return (float)obj >= (float)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.SMALLTH, i - 1) != null) return (float)obj < (float)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.GREATTH, i - 1) != null) return (float)obj > (float)this.GetValue(tree, TokenType.AddExpr, i++); Console.WriteLine("Major Mistake comparator not allowed! #132"); } } else if (obj is string) { while (this.GetValue(tree, TokenType.AddExpr, i) != null) { if (this.GetValue(tree, TokenType.EQUAL, i - 1) != null) return (string)obj == (string)this.GetValue(tree, TokenType.AddExpr, i++); else if (this.GetValue(tree, TokenType.NOTEQUAL, i - 1) != null) return (string)obj != (string)this.GetValue(tree, TokenType.AddExpr, i++); Console.WriteLine("Major Mistake comparator not allowed! #133"); } } return obj; }
sorry, maybe this question has already been asked, but is now not set for the minimum percentage of gems upgrade? bot is trying to do this with a 15% chance.....
My friend is using an older version of Trinity, and his picks up mats, white armor/wep and salavages it. Trinity cant seem to salvage white items or pick up Reusable Parts + Arcane Dust
Make sure that In the Trinity Settings Under Items > Pickup you have "pickup gray Items" and "Pickup white Items" checked.
Also still in Items > Pickup in the "Misc Pickup Options" you have the "Misc Item Level" set to Common+
Then go to Trinity Settings Items > Town Run and check Salvage for White Items.
Hope this Helps !
Now the bot should pickup White Items and Gray Items, will also Pickup all the mats. (Reusable parts)
Trinity 2.4.2
Removed effective range limitation from Barbarian Furious charge logic (it will now go insane distances and smash screens full of mobs)