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Trinity Future Requests

Mammon

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Thought we should add a combined thread with featured future requests and suggestions.

Some thoughts of mine:
Checkbox for autoaccept invite
Checkbox for autoaccept bossfight
Checkbox for autoaccept mercenary notification (in town when multi, join party if solo)

Gather your thoughts, write some words, press enter :)
 
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a command on Random waitTime
something like this

<WaitTimer questId="1" TrinityWaitTimeRandom="100!200!300!500!600!"/>
 
Can you use TrinityRandomWait for other examples as well?
What about the TownRun..

I think there should be randomization on it.
I notice my toons allways go to the exact same spot after salvaging.
Any one who could make a more randomized waypointed TownRun without messing it up?
 
Can you use TrinityRandomWait for other examples as well?
What about the TownRun..

I think there should be randomization on it.
I notice my toons allways go to the exact same spot after salvaging.
Any one who could make a more randomized waypointed TownRun without messing it up?

Town run is mostly run by DB
Trinity only replaces small bits
 
tesslerc, are you able to help me with the barbarian requests I've been putting up? Regarding Leap and Furious Charge skills..
 
PLEASE STOP THE BOT FROM SELLING FROM INVENTORY FROM RANDOM LOCATIONS!

I hope this goes from future fix to 'immediate' fix.

omgosh, how unbelievable robotic that is........ any human player I asked.. does standard human thing....

READ left to right

Sell Left To Right.....

how about random vendors, something I have working already in a custom trinity build. This random click location when selling was over thought, and seemingly VERY dangerous.
 
Yeah, not when selling. Just movement randomization so they don't stand and wait exactly the same amount of seconds before initiating next process line.
 
I have a suggestion for a feature to be put in trinity in future. I am finding "zoomed in" mode useful for my chars to be in, but the only way to put them in that mode is to do it by hand by pressing Z key. So i am thinking an automated zoom in the beginning of a new profile would be a cool think to have. Not entirely sure this is the best place to drop that, but i figured this topic is abut future stuff anyway :)
 
tesslerc, are you able to help me with the barbarian requests I've been putting up? Regarding Leap and Furious Charge skills..

Pm me a link to the thread I'll take a look
I don't have a barb but if it's simple logic I can try
 
Randoms effect + XML commands
how about next few =)

RandomMonsterPower min=" " max=" "
RandomGoldPile min=" " max=" "
RandomRepairDurability min=" " max=" "


Trinity \ ItemTab
Potion Cap add or fix *Cap At 98* vs current *Cap At 100* this will fix situation with +1 potion stack in inventory
 
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Option to choose between multiple profiles inside of LoadOnce, one route runs Skyrown > Stonefort and the other Stonefort > Skycrown to mix it up.

<TrinityLoadOnce questId="1" stepId="1" >
<ProfileList>
<LoadProfileOnce profile="(Skycrown Battlements and Stonefort.xml) or (Stonefort and Skycrown Battlements.xml)" />
<LoadProfileOnce profile="Skycrown Battlements and Stonefort.xml!Stonefort and Skycrown Battlements.xml" />
</ProfileList>
</TrinityLoadOnce>

One of them
 
Resplendent Chests need to be a high priority container that the bot will actively seek out, just like how the bot will actively seek out a goblin if detected

Bot completely misses these yellow chests if open container range is too low, 15 yards is the default setting
 
Hello, I want to clarify that I am not very good in English: p
For my part, a graphical interface for modifying the combat routine would be welcome. I tried to manually edit the file but I constantly WitchDoctor.cs an error.
Being able to change via this interface that a skill is activated every X seconds or according to HP, but also in terms of energy for the sacrifice build or that do not spam the secondary skill at the expense of my bears: p
thank you for your attention to this matter ^ ^
 
Option to choose between multiple profiles inside of LoadOnce, one route runs Skyrown > Stonefort and the other Stonefort > Skycrown to mix it up.

<TrinityLoadOnce questId="1" stepId="1" >
<ProfileList>
<LoadProfileOnce profile="(Skycrown Battlements and Stonefort.xml) or (Stonefort and Skycrown Battlements.xml)" />
<LoadProfileOnce profile="Skycrown Battlements and Stonefort.xml!Stonefort and Skycrown Battlements.xml" />
</ProfileList>
</TrinityLoadOnce>

One of them

Just do this:
Code:
		<TrinityLoadOnce questId="....." stepId="1" >
			<ProfileList>
				<LoadProfileOnce profile="Skycrown_Start.xml" />
				<LoadProfileOnce profile="Stonefort_Start.xml" />
			</ProfileList>
		</TrinityLoadOnce>

Just make 2x profiles like you need to do anyway.. Skycrown start will do skycrown -> Stonefort and stonefort_start will do stonefort -> skycrown.

And if you have 1 big random profile selector like rrrix did in his profile then just make 1 small profile that will be loaded once called SkyFort_Selector.xml
this profile inside will have the code i posted above.

Randoms effect + XML commands
how about next few =)

RandomMonsterPower min=" " max=" "
RandomGoldPile min=" " max=" "
RandomRepairDurability min=" " max=" "


Trinity \ ItemTab
Potion Cap add or fix *Cap At 98* vs current *Cap At 100* this will fix situation with +1 potion stack in inventory

RandomMonsterPower - could be possible, though it is pretty silly as i don't think anyone changes MP.. ever.. and max you can set this up with YAR.
with yar:
Select for each bot multiple times the same profile, each time give it a different MP level. This way each time it restarts the bot, it will select a random one of those.

RandomGoldPile - irrelevant.. it's not like they can track that you pick up only stacks over X gold, as with even 5 pickup radius you will somtimes pickup gold piles as small as 100g. And for big piles - you will always go for them, if they are within range.

RandomRepair.. also.. if it's doing a town run - it will repair. if it isn't doing a town run the chances of it stopping EXACTLY at X durability is 0. it usually takes more hits and will end up with less than what you configured.

Hello, I want to clarify that I am not very good in English: p
For my part, a graphical interface for modifying the combat routine would be welcome. I tried to manually edit the file but I constantly WitchDoctor.cs an error.
Being able to change via this interface that a skill is activated every X seconds or according to HP, but also in terms of energy for the sacrifice build or that do not spam the secondary skill at the expense of my bears: p
thank you for your attention to this matter ^ ^

Well this could be possible, but it would make it too hard, too much prone to user error.
The way it is now is probably the best way, users that have no idea how to change it will enjoy a pretty solid routine that is almost aligned with what they would call perfect. And if you care enough it's pretty easy to go in and change it yourself (there is a stickied thread explaining how to do that) - doing a graphical interface for each skill and each option is way too much and not worth the time anyone will need to put into this to make it work.
 
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I had in mind an interface in the genre of combat routin GENERIC allows only personal skills in the action bar.
Because it does not allow the Generic use "spirit walk" out of combat or use a skill when the energy level is low (only HP)
 
I am looking for a Monk tickbox which lets the Monk run and kill with Tempest Rush ONLY
 
@tesslerc that's actually a nice idea to get around the problem. Will give it a try later, thanks :P
 
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