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Trinity 2.6.7 & QuestTools 3.3.12

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Alerean go on Home Page - Buddy Auth Portal to remove maxsession and make a fresh install in a fresh folder with all latest things, tks for all reports & supports, i cry i've forgot to do before :)

versa4e, can you try with this plz :
(!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950))
or this
(!Sets.ThousandStorms.IsMaxBonusActive || GetHasBuff(SNOPower.X1_Monk_DashingStrike))

edit:
For shield bash users plz active the Targetting logging (advanced tab) and povide me the log result

Newest trinity and dh settings:
link to post
 
Last edited:
Alerean go on Home Page - Buddy Auth Portal to remove maxsession and make a fresh install in a fresh folder with all latest things, tks for all reports & supports, i cry i've forgot to do before :)

Thanks, working fine now. Any ETA on a potion fix? T6 on my seasonal toon is pretty brutal without potion use. It still seems to Rend spam, so I'm assuming there were no changes on that front.
 
Last edited:
View attachment 2544 2015-04-12 18.42.txtHere is Log from Crusader shield BASH User

+
Also, I try to change Original BASH logic.

I noticed that bastions of will have a problem.

If we are In Closestrange (7F, which is set by Buddy) He will keep cast primary resource skill.

Also, out of Closest Range, He will cast a shield bash.
 
Last edited:
See for instance, in that picture you have Vault OOC set to 1500, thats 1.5 seconds. Now I used tactical advantage(lasts 2 seconds) so I put my vault delay at just about 2000 to 2100 delay for vault OOC. when using the latest version, the bot will not vault when ooc constantly except every random 4-10 seconds even if no monsters just pathing around. The version before that, would vault until it ran out of discipline, and then vault as soon as it had enough discipline again. So thats why I was curious why the vault ooc was not working properly, i thought perhaps 1500 wasn't 1.5 seconds in the new update and even tried lowering it to like 400 and same thing.
 
View attachment 175132Here is Log from Crusader shield BASH User

+
Also, I try to change Original BASH logic.

I noticed that bastions of will have a problem.

If we are In Closestrange (7F, which is set by Buddy) He will keep cast primary resource skill.

Also, out of Closest Range, He will cast a shield bash.

replace line 187 at 201 in Trinity/Combat/Abilities/CrusaderCombat.cs by :
Code:
                        // Justice
                        if (IsNull(bastionPower) && CanCast(SNOPower.X1_Crusader_Justice) && closestTarget.RadiusDistance < 7f)
                            bastionPower = new TrinityPower(SNOPower.X1_Crusader_Justice, 7f, closestTarget.Position);

                        // Smite
                        if (IsNull(bastionPower) && CanCast(SNOPower.X1_Crusader_Smite) && closestTarget.RadiusDistance < 15f)
                            bastionPower = new TrinityPower(SNOPower.X1_Crusader_Smite, 15f, closestTarget.ClusterPosition(10f));

                        // Slash
                        if (IsNull(bastionPower) && CanCast(SNOPower.X1_Crusader_Slash) && closestTarget.RadiusDistance < 15f)
                            bastionPower = new TrinityPower(SNOPower.X1_Crusader_Slash, 15f, closestTarget.ClusterPosition(10f));

                        // Punish
                        if (IsNull(bastionPower) && CanCast(SNOPower.X1_Crusader_Punish) && closestTarget.RadiusDistance < 7f)
                            bastionPower = new TrinityPower(SNOPower.X1_Crusader_Punish, 7f, closestTarget.Position);

and line 83 at 94+ in Trinity/Combat/Abilities/CombatBase.cs by:
Code:
Skill _currentSkill = SkillUtils.ById(_power.SNOPower);
                if (_currentSkill != null)
                {
                    if (_currentSkill.IsCostPrimary)
                        LastCostSkillUseTime = DateTime.UtcNow;

                    else if (_currentSkill.Category == SpellCategory.Primary && (_power.MinimumRange <= 1 || (CurrentTarget != null && _power.TargetPosition.Distance2D(Player.Position) - CurrentTarget.Radius <= _power.MinimumRange + 2f)))
                        LastPrimaryUseTime = DateTime.UtcNow;
                }

                powerResultInfo += String.Format(" TimeSincePrimaryUse={0} TimeSinceSpendSkillUse={1}", DateTime.UtcNow.Subtract(LastPrimaryUseTime).TotalMilliseconds, DateTime.UtcNow.Subtract(LastCostSkillUseTime).TotalMilliseconds);
                Logger.Log(TrinityLogLevel.Verbose, LogCategory.Targetting, "Used Power {0} " + powerResultInfo, _power.SNOPower);

and tel me know, this should fix bastion of will, what is exactly wrong with shield bash ??
 
See for instance, in that picture you have Vault OOC set to 1500, thats 1.5 seconds. Now I used tactical advantage(lasts 2 seconds) so I put my vault delay at just about 2000 to 2100 delay for vault OOC. when using the latest version, the bot will not vault when ooc constantly except every random 4-10 seconds even if no monsters just pathing around. The version before that, would vault until it ran out of discipline, and then vault as soon as it had enough discipline again. So thats why I was curious why the vault ooc was not working properly, i thought perhaps 1500 wasn't 1.5 seconds in the new update and even tried lowering it to like 400 and same thing.
it vault ooc if 0 monster in 85f away, maybe that, yep 1500 for 1.5s
 
Alerean go on Home Page - Buddy Auth Portal to remove maxsession and make a fresh install in a fresh folder with all latest things, tks for all reports & supports, i cry i've forgot to do before :)

versa4e, can you try with this plz :
(!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950))
or this
(!Sets.ThousandStorms.IsMaxBonusActive || GetHasBuff(SNOPower.X1_Monk_DashingStrike))

edit:
For shield bash users plz active the Targetting logging (advanced tab) and povide me the log result

Newest trinity and dh settings:
link to post
Tested (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950)) and it's not working.
I am telling that it works if u change !Sets.ThousandStorms.IsMaxBonusActive to Sets.ThousandStorms.IsMaxBonusActive, it works for me perfectly. Maybe I am missing something?
 
Hello BuddyMe,

Could you please help me with this problem? I already cited the issue here that is happening here since yesterday assembla releases.
I tried everything. Fresh latest beta DB install, antivirus complete off, latest QT an trinity 2.6.4.
I get this error on console with newest trinity 2.6.4:
Code:
DemonbuddyBETA v1.1.2251.516 started
This is a BETA build of Demonbuddy. This is not meant for general usage. Please report any issues you may have in the beta thread on our forums.
This build may have bugs, and new features which may not be fully tested. Use at your own risk!
Logging in...
T: 5247330613493588124 H: 944667091
Attached to Diablo III with pid: 4560
Flashing window
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(26,7) : warning CS0105: The using directive for 'System.Text' appeared previously in this namespace
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(27,7) : warning CS0105: The using directive for 'System.IO' appeared previously in this namespace
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Items\ItemWrapper.cs(12,18) : warning CS0660: 'Trinity.Items.ItemWrapper' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Combat\Enemies.cs(156,37) : warning CS0108: 'Trinity.Combat.TargetCluster.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)' hides inherited member 'Trinity.Combat.TargetArea.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)'. Use the new keyword if hiding was intended.
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs(764,59) : error CS1061: 'Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager' does not contain a definition for 'BaseHealthPotion' and no extension method 'BaseHealthPotion' accepting a first argument of type 'Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager' could be found (are you missing a using directive or an assembly reference?)
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1901,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_C_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1902,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1903,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter_02'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1904,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter_03'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1905,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1906,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_E_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1907,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_F'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1908,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_F_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1909,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_H'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1910,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_I'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1911,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1912,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J_FX_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1913,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Helpers\ToStringReflector.cs(16,32) : warning CS0168: The variable 'properties' is declared but never used
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Objects\Skill.cs(102,26) : warning CS0472: The result of the expression is always 'true' since a value of type 'Zeta.Game.Internals.Actors.SNOPower' is never equal to 'null' of type 'Zeta.Game.Internals.Actors.SNOPower?'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Objects\Skill.cs(102,62) : warning CS0472: The result of the expression is always 'true' since a value of type 'Trinity.Resource' is never equal to 'null' of type 'Trinity.Resource?'
[Armory] v1.3.0 Initialized
[GearSwapReloaded] 1.0.4.3 Initialized
[Armory] v1.3.0  Enabled
[GearSwapReloaded] Plugin Enabled
[GearSwapReloaded] Priorities loaded successfully
[GearSwapReloaded] Managed Gear loaded successfully
[QuestTools][Plugin] v3.3.11 Enabled
Current bot set to Order Bot
Loaded profile Act 4 Bounties
Full log attached as well.
I have no idea what is it but I see some "trasureGoblin" issues there. And due that error, the Trinity plugin doesn't appear on plugin tab from DB and not able to run it.
Please help me if someone knows how to fix it. Also, is it only me having this problem? Very weird.
Thanks in advance.
View attachment 6096 2015-04-12 15.18.txt
 
Last edited:
BuddyMe // Tested what u said.

Okay ,first Shield Bash Never Cast. even there are so many mobs in my range. Just keep attacking with primary resource attack.

Second, Bastions Of Will part.
I changed Closest Target.Position. It work. Now He can cast other skil.

And what u said, In Combatbase.cs line 83 to 93 . I repleaced what U wrote. But It still problem with buff up. He never attack even Buff is off. Keep spamming resource spending skills.


Last.
I just changed ShieldBash Logic simply.
// Shield Bash
if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
{

return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, CurrentTarget.ACDGuid);
}

It work.
It is emergency fix.
I also interesting abt barbarian furious charge logic implement to Crusader Shield bash.

Thx
 
Hello BuddyMe,

Could you please help me with this problem? I already cited the issue here that is happening here since yesterday assembla releases.
I tried everything. Fresh latest beta DB install, antivirus complete off, latest QT an trinity 2.6.4.
I get this error on console with newest trinity 2.6.4:
Code:
DemonbuddyBETA v1.1.2251.516 started
This is a BETA build of Demonbuddy. This is not meant for general usage. Please report any issues you may have in the beta thread on our forums.
This build may have bugs, and new features which may not be fully tested. Use at your own risk!
Logging in...
T: 5247330613493588124 H: 944667091
Attached to Diablo III with pid: 4560
Flashing window
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(26,7) : warning CS0105: The using directive for 'System.Text' appeared previously in this namespace
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(27,7) : warning CS0105: The using directive for 'System.IO' appeared previously in this namespace
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Items\ItemWrapper.cs(12,18) : warning CS0660: 'Trinity.Items.ItemWrapper' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Combat\Enemies.cs(156,37) : warning CS0108: 'Trinity.Combat.TargetCluster.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)' hides inherited member 'Trinity.Combat.TargetArea.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)'. Use the new keyword if hiding was intended.
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Combat\HandleTarget.cs(764,59) : error CS1061: 'Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager' does not contain a definition for 'BaseHealthPotion' and no extension method 'BaseHealthPotion' accepting a first argument of type 'Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager' could be found (are you missing a using directive or an assembly reference?)
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1901,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_C_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1902,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1903,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter_02'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1904,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_Splitter_03'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1905,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_D_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1906,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_E_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1907,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_F'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1908,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_F_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1909,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_H'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1910,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_I'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1911,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1912,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J_FX_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Configuration\DataDictionary.cs(1913,27) : error CS0117: 'Zeta.Game.SNOActor' does not contain a definition for 'treasureGoblin_J_WhatsNew'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Helpers\ToStringReflector.cs(16,32) : warning CS0168: The variable 'properties' is declared but never used
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Objects\Skill.cs(102,26) : warning CS0472: The result of the expression is always 'true' since a value of type 'Zeta.Game.Internals.Actors.SNOPower' is never equal to 'null' of type 'Zeta.Game.Internals.Actors.SNOPower?'
Compiler Error: c:\Games\Diablo III\Tools\Demonbuddy\DemonbuddyBETA\Plugins\Trinity\Objects\Skill.cs(102,62) : warning CS0472: The result of the expression is always 'true' since a value of type 'Trinity.Resource' is never equal to 'null' of type 'Trinity.Resource?'
[Armory] v1.3.0 Initialized
[GearSwapReloaded] 1.0.4.3 Initialized
[Armory] v1.3.0  Enabled
[GearSwapReloaded] Plugin Enabled
[GearSwapReloaded] Priorities loaded successfully
[GearSwapReloaded] Managed Gear loaded successfully
[QuestTools][Plugin] v3.3.11 Enabled
Current bot set to Order Bot
Loaded profile Act 4 Bounties
Full log attached as well.
I have no idea what is it but I see some "trasureGoblin" issues there. And due that error, the Trinity plugin doesn't appear on plugin tab from DB and not able to run it.
Please help me if someone knows how to fix it. Also, is it only me having this problem? Very weird.
Thanks in advance.
View attachment 175137

1. In your db folder delete the folder named compiledasseblies
2. delete the trinity folder

----
Download the trinity provided here --- > https://www.thebuddyforum.com/demon...sttools-3-3-12-a-post1918938.html#post1918938
Download the Questtools provided here --> https://www.thebuddyforum.com/attac...6-3-questtools-3-3-12-a-questtools-3-3-12-zip

Extract it and put the trinity in the plugin folder --
Start db again and try.

Buddyme Have stated a few times in this thread that we should not use the assembla version at the time being cause its BROKEN!!! :)

Edit:
Also is Gearswap Reloaded even working??
According to the output you're also using questtools v. 3.3.11 --
 
Last edited:
Bot don`t use Fist of Thunder "Quieckening" sometimes, it just staying and that`s all =) .
 
Newest trinity and dh settings:
link to post
(same as before, i re-put it at every page)

Tested (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950)) and it's not working.
I am telling that it works if u change !Sets.ThousandStorms.IsMaxBonusActive to Sets.ThousandStorms.IsMaxBonusActive, it works for me perfectly. Maybe I am missing something?
Because i want he use it only if he has buff, and i can't know if an hotbar buff is active or not

Can you replace line 83/98+ in Combat/Abilities/CombatBase.cs by :
Code:
Skill _currentSkill = SkillUtils.ById(_power.SNOPower);
                if (_currentSkill != null)
                {
                    var dest = _power.TargetPosition != Vector3.Zero ? _power.TargetPosition : CurrentTarget != null ? CurrentTarget.Position : Vector3.Zero;

                    if (_currentSkill.IsCostPrimary)
                        LastCostSkillUseTime = DateTime.UtcNow;

                    else if (_currentSkill.Category == SpellCategory.Primary && (_power.MinimumRange <= 1 || (CurrentTarget != null && dest.Distance2D(Player.Position) - CurrentTarget.Radius <= _power.MinimumRange + 2f)))
                        LastPrimaryUseTime = DateTime.UtcNow;
                }

                powerResultInfo += String.Format(" TimeSincePrimaryUse={0} TimeSinceSpendSkillUse={1}", DateTime.UtcNow.Subtract(LastPrimaryUseTime).TotalMilliseconds, DateTime.UtcNow.Subtract(LastCostSkillUseTime).TotalMilliseconds);
                Logger.Log(TrinityLogLevel.Verbose, LogCategory.Targetting, "Used Power {0} " + powerResultInfo, _power.SNOPower);

                return true;
and retry (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950)) ?
BuddyMe // Tested what u said.

Okay ,first Shield Bash Never Cast. even there are so many mobs in my range. Just keep attacking with primary resource attack.

Second, Bastions Of Will part.
I changed Closest Target.Position. It work. Now He can cast other skil.

And what u said, In Combatbase.cs line 83 to 93 . I repleaced what U wrote. But It still problem with buff up. He never attack even Buff is off. Keep spamming resource spending skills.


Last.
I just changed ShieldBash Logic simply.
// Shield Bash
if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
{

return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, CurrentTarget.ACDGuid);
}

It work.
It is emergency fix.
I also interesting abt barbarian furious charge logic implement to Crusader Shield bash.

Thx
So !
replace the actual shields bash logic by :
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(65f);
                    if (bestPiercePoint != Vector3.Zero)
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, bestPiercePoint);
                }

and same as versa4e, line 83/98+ in Combat/Abilities/CombatBase.cs by :
Code:
Skill _currentSkill = SkillUtils.ById(_power.SNOPower);
                if (_currentSkill != null)
                {
                    var dest = _power.TargetPosition != Vector3.Zero ? _power.TargetPosition : CurrentTarget != null ? CurrentTarget.Position : Vector3.Zero;

                    if (_currentSkill.IsCostPrimary)
                        LastCostSkillUseTime = DateTime.UtcNow;

                    else if (_currentSkill.Category == SpellCategory.Primary && (_power.MinimumRange <= 1 || (CurrentTarget != null && dest.Distance2D(Player.Position) - CurrentTarget.Radius <= _power.MinimumRange + 2f)))
                        LastPrimaryUseTime = DateTime.UtcNow;
                }

                powerResultInfo += String.Format(" TimeSincePrimaryUse={0} TimeSinceSpendSkillUse={1}", DateTime.UtcNow.Subtract(LastPrimaryUseTime).TotalMilliseconds, DateTime.UtcNow.Subtract(LastCostSkillUseTime).TotalMilliseconds);
                Logger.Log(TrinityLogLevel.Verbose, LogCategory.Targetting, "Used Power {0} " + powerResultInfo, _power.SNOPower);

                return true;
and let me know
Bot don`t use Fist of Thunder "Quieckening" sometimes, it just staying and that`s all =) .
i try something that should fix it

Tks to helpers !
 
Last edited:

So !
replace the actual shields bash logic by :
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(65f);
                    if (bestPiercePoint != Vector3.Zero)
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, bestPiercePoint);
                }

and same as versa4e, line 83/98+ in Combat/Abilities/CombatBase.cs by :
Code:
Skill _currentSkill = SkillUtils.ById(_power.SNOPower);
                if (_currentSkill != null)
                {
                    var dest = _power.TargetPosition != Vector3.Zero ? _power.TargetPosition : CurrentTarget != null ? CurrentTarget.Position : Vector3.Zero;

                    if (_currentSkill.IsCostPrimary)
                        LastCostSkillUseTime = DateTime.UtcNow;

                    else if (_currentSkill.Category == SpellCategory.Primary && (_power.MinimumRange <= 1 || (CurrentTarget != null && dest.Distance2D(Player.Position) - CurrentTarget.Radius <= _power.MinimumRange + 2f)))
                        LastPrimaryUseTime = DateTime.UtcNow;
                }

                powerResultInfo += String.Format(" TimeSincePrimaryUse={0} TimeSinceSpendSkillUse={1}", DateTime.UtcNow.Subtract(LastPrimaryUseTime).TotalMilliseconds, DateTime.UtcNow.Subtract(LastCostSkillUseTime).TotalMilliseconds);
                Logger.Log(TrinityLogLevel.Verbose, LogCategory.Targetting, "Used Power {0} " + powerResultInfo, _power.SNOPower);

                return true;
and let me know

i try something that should fix it

Tks to helpers !



Hi Buddyme, that worked pretty well for shield bash, but here is a new problem :
the bot would try to cash shieldbash on at a target half way across the screen or even behind a wall. is this a range issue? I tried changing 65f to 15f, didn't help.
 
Hi Buddyme, that worked pretty well for shield bash, but here is a new problem :
the bot would try to cash shieldbash on at a target half way across the screen or even behind a wall. is this a range issue? I tried changing 65f to 15f, didn't help.
op :)
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(40f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 40f, bestPiercePoint);
                }
 
edit . this one is better
// Shield Bash
if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
{
var bestPiercePoint = TargetUtil.GetBestPiercePoint(65f);
if (bestPiercePoint != Vector3.Zero)
return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 65f, bestPiercePoint);
}

second you wrote , sometimes don't cast shield bash often.
 
You make me happy :)
The WW barb is working alot better, but still tends to stop the WW and start using Rend or Bash on elites.
It would be nice to have it only do that every 4th sec and WW the rest of the time.
 
Can you replace line 83/98+ in Combat/Abilities/CombatBase.cs by :
Code:
Skill _currentSkill = SkillUtils.ById(_power.SNOPower);
if (_currentSkill != null)
{
var dest = _power.TargetPosition != Vector3.Zero ? _power.TargetPosition : CurrentTarget != null ? CurrentTarget.Position : Vector3.Zero;

if (_currentSkill.IsCostPrimary)
LastCostSkillUseTime = DateTime.UtcNow;

else if (_currentSkill.Category == SpellCategory.Primary && (_power.MinimumRange <= 1 || (CurrentTarget != null && dest.Distance2D(Player.Position) - CurrentTarget.Radius <= _power.MinimumRange + 2f)))
LastPrimaryUseTime = DateTime.UtcNow;
}

powerResultInfo += String.Format(" TimeSincePrimaryUse={0} TimeSinceSpendSkillUse={1}", DateTime.UtcNow.Subtract(LastPrimaryUseTime).TotalMilliseconds, DateTime.UtcNow.Subtract(LastCostSkillUseTime).TotalMilliseconds);
Logger.Log(TrinityLogLevel.Verbose, LogCategory.Targetting, "Used Power {0} " + powerResultInfo, _power.SNOPower);

return true;
and retry (!Sets.ThousandStorms.IsMaxBonusActive || (TimeSincePrimaryUse >= 0 && TimeSincePrimaryUse < 5950)) ?
That worked, ty!
 
Hi BuddyMe,

I tried the last fix you posted for monk dashing strike, and it works as intended now : uses the dash only when the set buff is active.
But I don't understand why it only uses the dashing strike when the character is about 30f from the ennemies, it should use it at a smaller distance because it takes a lot of time for the character to always run back and so, looses a lot of dps.

Thanks ;)

EDIT : Logic is however completely fine in rift, it just doesn't fit in trial rifts. thanks for the great work :) So yeah I watched how your logic works and it seems to be jumping through targets TO another monster, problem is when the monk is alone vs a rift guardian, it just uses spirit generator without using DC to proc damage
 
Last edited:
op :)
Code:
// Shield Bash
                if (CanCast(SNOPower.X1_Crusader_ShieldBash2))
                {
                    var bestPiercePoint = TargetUtil.GetBestPiercePoint(40f);
                    if (bestPiercePoint != Vector3.Zero && NavHelper.CanRayCast(bestPiercePoint))
                        return new TrinityPower(SNOPower.X1_Crusader_ShieldBash2, 40f, bestPiercePoint);
                }

thanks for the quick response, buddy. this code does stop the bot from trying to shield bash across the room, but when it can't shield bash, it tries to auto-attack the target now @_@
 
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