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Trinity not handling The Short Man's Finger (witch doctor)

macaw2000

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I updated to the new Trinity and ran again. Attached is a new log file.

As soon as it got to a pack that was not close enough, the bot jogged back and forth quickly but never attacked. If I swap out the Short Man's Finger (which then uses a single gargantuan), it behaved well. The problem is that every top-200 Witch Doctor uses Short Man's Finger so it's been difficult for me to gear around that item. It seems the bot tries to keep max distance from a mob and assumes the dogs and gargantuans will attack but they don't. Eventually the greater rift just times out or a mob wanders close enough.
 

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Jubisman - thanks. I have been following that thread and making mods to the combat routine to try to fix things. Do you have your hands on a Short Man's Finger? It behaves very strangely and you can take it off and put it on to see a remarkable difference.
 
The build detection uses that item, that's why you see a change in behavior when you equip it. Just grab that file i attached there and the spazzy movement will go away.
 
Hi Jubisman - I've definitely been trying the Trinity build you posted in that thread. It's not handling Short Man's Finger though. It behaves completely different with Short Man's Finger than without.
 
That's what I'm saying. It's behaving differently because the build detection checks for Short Man's Finger.

Here, look

Code:
public static bool IsHellToothPetDoc
        {
            get { return Sets.HelltoothHarness.IsFullyEquipped && Legendary.TheShortMansFinger.IsEquipped &&
                    !(Runes.WitchDoctor.AngryChicken.IsActive || CacheData.Hotbar.ActivePowers.Contains(SNOPower.Witchdoctor_Hex_ChickenWalk)); }
        }

I'm guessing you're keeping full Helltooth's, so when you take or add the ring you'll be changing whether or not IsHelltoothPetDoc is true. If you change that, trinity will follow a completely different set of instructions. It has nothing to do with The Short Man's Finger per se, it has to do with the build detection and the subsequent behavior that triggers.
 
Ohhhh gotcha! I see it now. There is a whole separate routine for Helltooth + Short Man's. Just for grins I commented out the check to see how it does...

Code:
/* if (IsHellToothPetDoc)
            {
                return GetPetDocPower();
            } */

EDIT: That did the trick... sailed through a level 65 GRIFT
 
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My issue is that I am not casting Garg at all for some reason, I do not run full logs (just error) and no errors came up. I use Short Man's, unsure if it's related, have seen many posts with issues pertaining to it.
Checked info log, it's recognizing Short Man's, as well as Garg bein' on skillbar, yet still not casting it, ever...
 
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