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Trinity 2.8.4 & QuestTools 3.4.16

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this is really beautiful work. thank you very much! does GR45 pretty easily with my crap gear. the only issue is that it sometimes doesn't pickup progress orbs and sometimes it just leaves rares/elite packs behind, i THINK that happens when it dashes too far away from them (from pack to pack to pack) :/
 
1. DH sometime just "idle" in bunch of mobs and boss until dying.
2. DB not using Bottomless Potion Of Regeneration after 35% hp left.

DB:518
Qtools: 3.4.16
Trinity:2.8.4
Kadala:2.7.2


Exact same issue for me !
And it doesn't matter which potion you use it won't work with any Potion.
 
I wasn't able to get the bot to ignore elites in grifts w/ the trinity setting under combat/misc until I commented out these lines in Weighting.cs. I'm sure it's only one or two of the lines but I just knocked all 3 out to be sure.

// !DataDictionary.RiftWorldIds.Contains(Player.WorldID) &&
// !DataDictionary.QuestLevelAreaIds.Contains(Player.LevelAreaId) &&
// !profileTagCheck &&

For high grifts ignoring elites seems to be a pretty common strategy amongst top players. I think maybe this should be re-worked in trinity so the option will actually toggle in grifts.
 
Hello friends,

Could someone test out a wizard with desintegrate skill with the latest assembla trinity / qt and let me know if you get game disconnect or not, please?
I've already explained this weird bug here and it still happening. Tried it with original trinity, BuddyMe and Fujiyama versions and all get me dced from game. Someone told me that could be an internet issue but I'm pretty sure it's not. I've been using recent trinity releases and this only happens when bot uses desintegrate.
You don't need any gear or high level wizard. All you need is to place desintegrate on your skillbar and let bot play for a while...
Please let me know if all goes fine, or not... I really want make a wizard but I can't level it up without desintegrate.
Thanks in advance, friends.
 
[QuestTools][MoveToObjectiveTag] Found Unexplored Scene SceneHash=17640 Name=a1dun_Leor_S_Dead_End_01 Exits=South UnexploredExits=South

Thats the only issue i've noticed so far. In ACT 1 bounties (by WiN or BuddyMe) and Act 4 bounties barb with BK Weapons. When you can notice bounty quest on minimap yet your map is not discovered yet guy gets stuck (mostly in corners) and thats all. He will wait until gold / xp timer kicks him off the game.

I will post log later on but as far as i noticed nothing unexpected shows up in logs just this one exacly when he gets stuck.
 
1. DH sometime just "idle" in bunch of mobs and boss until dying.
2. DB not using Bottomless Potion Of Regeneration after 35% hp left.

DB:518
Qtools: 3.4.16
Trinity:2.8.4
Kadala:2.7.2
Exact same issue for me !
And it doesn't matter which potion you use it won't work with any Potion.

I have the same issue. Is this DH specific thing or do other toons have the same problem.

Also DH does not Kite away from Rift guarding.Once the guardian lands on top of you for various reasons, toon will stay right next to him and keep attacking till death.
 
ive been noticing that sometimes the exp inactivity timer gets tripped even while killing things.
had it set at 240, 300, and 600 but regardless the timer still gets tripped out of no where, even right after killing something
 
rrrix, can you please add support for Taeguk? There is a plugin that used to be great, but doesn't work anymore.
 
Hello friends,

Could someone test out a wizard with desintegrate skill with the latest assembla trinity / qt and let me know if you get game disconnect or not, please?
I've already explained this weird bug here and it still happening. Tried it with original trinity, BuddyMe and Fujiyama versions and all get me dced from game. Someone told me that could be an internet issue but I'm pretty sure it's not. I've been using recent trinity releases and this only happens when bot uses desintegrate.
You don't need any gear or high level wizard. All you need is to place desintegrate on your skillbar and let bot play for a while...
Please let me know if all goes fine, or not... I really want make a wizard but I can't level it up without desintegrate.
Thanks in advance, friends.

I have reported this issue 2 years ago. This bug persists from the original diablo 3 and disintegrate is not playable.
 
I'm new to the item list and loot rules, and noticed that the "keep legendaries only" didn't work in 2.8. Is it working now? If so, are there any steps beyond checking the box?
 
Did a FRESH install of DB.518BETA and with Trinity 2.8.4 and QuestTools 3.4.16 (and R-Rift.xml rev17) and I watched my Barb doing five T6 Rifts (equip: 6 wastes, BK), it worked WITHOUT any issues. Good job
 
goblin detect code was reverted to old version i think pre 2.6 Trinity in DataDictionary.cs
Code:
        public static HashSet<int> GoblinIds { get { return goblinIds; } }
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, 405186, 380657
         };
should be
Code:
        public static HashSet<int> GoblinIds { get { return goblinIds; } }
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            (int)SNOActor.treasureGoblin_A,
            (int)SNOActor.treasureGoblin_A_Slave,
            (int)SNOActor.treasureGoblin_B,
            (int)SNOActor.treasureGoblin_C,
            (int)SNOActor.treasureGoblin_C_Unique_DevilsHand,
            (int)SNOActor.treasureGoblin_C_WhatsNew,
            (int)SNOActor.treasureGoblin_D_Splitter,
            (int)SNOActor.treasureGoblin_D_Splitter_02,
            (int)SNOActor.treasureGoblin_D_Splitter_03,
            (int)SNOActor.treasureGoblin_D_WhatsNew,
            (int)SNOActor.treasureGoblin_E_WhatsNew,
            (int)SNOActor.treasureGoblin_F,
            (int)SNOActor.treasureGoblin_F_WhatsNew,
            (int)SNOActor.treasureGoblin_H,
            (int)SNOActor.treasureGoblin_I,
            (int)SNOActor.treasureGoblin_J,
            (int)SNOActor.treasureGoblin_J_FX_WhatsNew,
            (int)SNOActor.treasureGoblin_J_WhatsNew,
            5984, 5985, 5987, 5988, 405186, 380657, 408989, 413289
         };
 
the only Thing I noticed is, that the Map waypoints sometimes are broken. I dont know whether its a class specific issue (I Play WW barb). My barb e.g. tries to reach waypoints through walls and keeps WW until exp inactivity timer gets active. That is what he Spams:
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 9 nodes in 8ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 9 nodes in 8ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 8 nodes in 8ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 7 nodes in 6ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 10 nodes in 8ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 9 nodes in 8ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 8 nodes in 7ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 7 nodes in 6ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 6 nodes in 6ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 12 nodes in 11ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 14 nodes in 12ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 13 nodes in 11ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 12 nodes in 12ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 12 nodes in 12ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 11 nodes in 9ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 11 nodes in 9ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 11 nodes in 10ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 10 nodes in 9ms
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Visited Route with 9 nodes in 8ms

any suggestions how to fix?
 
Bul-Khatos doesn't work that well with Zerg profiles. The barb doesn't use WW for movement when enemies are near him.
For regular profiles the changes work really well, often getting GR 35+ clear times under 3 minutes.
 
I have reported this issue 2 years ago. This bug persists from the original diablo 3 and disintegrate is not playable.
Thank you for your reply, friend.
I really hope rrrix or xzjv can fix this desintegrate bug.
Again, thank you.
 
Bul-Khatos doesn't work that well with Zerg profiles. The barb doesn't use WW for movement when enemies are near him.
For regular profiles the changes work really well, often getting GR 35+ clear times under 3 minutes.
Why do you want zergmode? Just set the settings in trinity to be atleast 3 mobs grouped before he attacks, then he runs through mostly everything with no stopping, and he spins all the time !
I clear t6 rifts really fast and up to 38 without dying. Like 2-3 min/run.
And this also work really well with bonty farming and key farming.
 
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I'm using dashing strike build for my monk, farming t6 rifts mostly. Other than it isn't that effective in resource management (sometimes runs out of dashes, which is never supposed to happen as your survival can depend on it), when there's molten on the floor, it's like to wants to go away from it (dashes away) but then it dashes into it again. I'm not sure if it's for loot, or mobs, or whatever, but it nearly killed the character a few times, which is definitely not too good on HC.

Im not sure if its a setting I missed, or if thats just how it is now, but i was curious so wanted to post.

Great job as always though with the as always quick updates and for your work in general.
 
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