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Unified Trinity Community Edition

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okay thanks back to grinding gold then so i can buy 1 or 2 more items from innas :)
 
@ yubn9ne

yes I noticed this too
use this till Magi is back in town to fix it
it was posted up around unified .44 I think

Sorry it quoted the wrong post
 

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Last edited:
got any tip how i could fix this?
im using the last update
I didnt change anything. How obvious is it? mine seems pretty consistent. Have you changed any barb settings in the config like selective ww targets or avoidance defaults?
 
Also, to the people talking about the summoning spam: this has been implemented a long time ago back in old Unified and this is the first time I'm seeing someone talk about it like it's a bad thing :confused:
 
I have a major request for enhancement. I would really love it if you could add more granularity to the item pickup config. This would allow us to customize exactly which items/iLvls we would like to collect. I feel like we only need this for magic/rare items. The way lengdaries are currently handled is fine IMHO. This would allow for greater streamling and reduce number of townruns. Let me know what you guys think.

For example, instead of just a category called Weapon. Add multiple like:

One-Handed
Axes
Daggers
Maces
Spears
Swords
Ceremonial Knives
Fist Weapons
Mighty Weapons

Two-Handed
Axes
Maces
Polearms
Staves
Swords
Daibo
Monk
Mighty Weapons

Ranged
Bows
Crossbows
Hand Crossbows
Wands

Off-Hand
Shields
Mojos
Orbs
Quivers

Instead of Generic Armor/Jewlery/Follower section have:

Helms
Spirit Stones
Voodoo Masks
Wizard Hats

Pauldrons

Chest Armor
Cloaks

Bracers

Gloves

Belts
Mighty Belts

Pants

Boots

Amulets
Rings

Follower Special
Enchantress Focuses
Scoundrel Tokens
Templar Relics
 
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Hey I remember suggesting the exact same thing in another thread once. Are you my brother or something?
 
need the horadic hamburger sno added to legendaries to pick up. Looks like its not in the list probably because it is listed differently then normal legendaries

[4A59EC48] Type: Item Name: offHand_norm_base_flippy_01-15843 ActorSNO: 200485
 
rrrix how does trinity handle burrowed and similar units now?
I saw in the RefreshDiaObject.cs that you disabled it. And that what is in there is not ksmazes fix.


PHP:
                        // Safe is-attackable detection
                        tmp_unit_bThisAttackable = true;
                        if (tmp_unit_bThisBoss || theseaffixes.HasFlag(MonsterAffixes.Shielding))
                        {
                            try
                            {
                                DiaUnit thisunit = thisobj as DiaUnit;   //fix1
                                tmp_unit_bThisAttackable = !thisunit.IsInvulnerable; //fix1
                            }

PHP:
                            // Get the burrowing data for this unit
                            bool bBurrowed;
                            if (!dictGilesBurrowedCache.TryGetValue(tmp_iThisRActorGuid, out bBurrowed) || tmp_unit_bThisBoss)
                            {
                                try
                                {
                                    DiaUnit thisunit = thisobj as DiaUnit;        //fix2
                                    bBurrowed = !thisunit.IsAttackable;            //fix2
                                }

Code:
if (thisUnit.IsUntargetable)
            {
                bWantThis = false;
                c_IgnoreSubStep += "Untargettable+";
            }
            if (thisUnit.IsHidden)
            {
                bWantThis = false;
                c_IgnoreSubStep += "IsHidden+";
            }
            if (thisUnit.IsInvulnerable)
            {
                bWantThis = false;
                c_IgnoreSubStep += "IsInvulnerable+";
            }
            if (thisUnit.IsBurrowed)
            {
                bWantThis = false;
                c_IgnoreSubStep += "IsBurrowed+";
            }
            if (thisUnit.IsHelper || thisUnit.IsNPC || thisUnit.IsTownVendor)
            {
                bWantThis = false;
                c_IgnoreSubStep += "IsNPCOrHelper+";
            }

IsAttackable is bad. It includes uninterruptable, which is not criteria for being attackable.
 
need the horadic hamburger sno added to legendaries to pick up. Looks like its not in the list probably because it is listed differently then normal legendaries

[4A59EC48] Type: Item Name: offHand_norm_base_flippy_01-15843 ActorSNO: 200485

We don't track item/legendary ActorSNO's.

Can you please:
* Stop your bot
* Drop this on the ground
* Load combat bot profile
* Enable cache Debug system
* Enable Weight debug system
* Start bot, see if it picks it up. If not, send me your log file

btw I have Pinata working in the next version :cool:

Thanks :)
 
Thanks for this good work.

One issue I noticed while experimenting on my barb is that unchecking 'Attempt to avoid AOE' has no effect, could you look into this ?
 
I have a major request for enhancement. I would really love it if you could add more granularity to the item pickup config. This would allow us to customize exactly which items/iLvls we would like to collect. I feel like we only need this for magic/rare items. The way lengdaries are currently handled is fine IMHO. This would allow for greater streamling and reduce number of townruns. Let me know what you guys think.

For example, instead of just a category called Weapon. Add multiple like:

One-Handed
Axes
Daggers
Maces
Spears
Swords
Ceremonial Knives
Fist Weapons
Mighty Weapons

Two-Handed
Axes
Maces
Polearms
Staves
Swords
Daibo
Monk
Mighty Weapons

Ranged
Bows
Crossbows
Hand Crossbows
Wands

Off-Hand
Shields
Mojos
Orbs
Quivers

Instead of Generic Armor/Jewlery/Follower section have:

Helms
Spirit Stones
Voodoo Masks
Wizard Hats

Pauldrons

Chest Armor
Cloaks

Bracers

Gloves

Belts
Mighty Belts

Pants

Boots

Amulets
Rings

Follower Special
Enchantress Focuses
Scoundrel Tokens
Templar Relics

You shouldn't be using Trinity loot scoring then.

You should either use the built in ItemRules and write your own XML, or use darkfriend77 loot scripts and customize then that way.

The Trinity loot system is designed to be simple, because other powerful (and complex) options already exist.
 
We don't track item/legendary ActorSNO's.

Can you please:
* Stop your bot
* Drop this on the ground
* Load combat bot profile
* Enable cache Debug system
* Enable Weight debug system
* Start bot, see if it picks it up. If not, send me your log file

btw I have Pinata working in the next version :cool:

Thanks :)

You say load combat bot profile. Unsure what that is. Do you mean the generic combat routine or is there an actual profile called combat bot?

yay for pinatas
 
Cool, I don't see it on Git, though. Have you commited it yet?

It's in a branch - Refactor1

rrrix why does it require new config each time i update? :(

Because hti just setup per-bnet account configurations with the last update. We're changin the system man!

Thanks for this good work.

One issue I noticed while experimenting on my barb is that unchecking 'Attempt to avoid AOE' has no effect, could you look into this ?

I will look :)
 
this doesnt seem to be working hti

oups CombatLooting working in next version (thx rrrix) :cool:

am i forsed to have 4x inna items and a 2handed for my sweeping winds to work ??

Work's without 2h, I can test without Inna Set Option activated.

I have a major request for enhancement. I would really love it if you could add more granularity to the item pickup config. This would allow us to customize exactly which items/iLvls we would like to collect. I feel like we only need this for magic/rare items. The way lengdaries are currently handled is fine IMHO. This would allow for greater streamling and reduce number of townruns. Let me know what you guys think.

For example, instead of just a category called Weapon. Add multiple like:

One-Handed
Axes
Daggers
Maces
Spears
Swords
Ceremonial Knives
Fist Weapons
Mighty Weapons

Two-Handed
Axes
Maces
Polearms
Staves
Swords
Daibo
Monk
Mighty Weapons

Ranged
Bows
Crossbows
Hand Crossbows
Wands

Off-Hand
Shields
Mojos
Orbs
Quivers

Instead of Generic Armor/Jewlery/Follower section have:

Helms
Spirit Stones
Voodoo Masks
Wizard Hats

Pauldrons

Chest Armor
Cloaks

Bracers

Gloves

Belts
Mighty Belts

Pants

Boots

Amulets
Rings

Follower Special
Enchantress Focuses
Scoundrel Tokens
Templar Relics

Not in plan for the moment, but may be after :confused:
 
i've noticed in my Hulksmash build that Ground stomp is really buggy(does it at random times with only 1 enemy in range while 5-6 are outside it) and went afk to sleep for 5 hours and came back to my barb running around stronghold from what seems about 4.5 hrs(only did 300k exp entire time). I did go back to 1.6.3.4 for now till those bugs are sorted out, but did love the new setup!
 
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