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  • Trinity 2.9.1 and QuestTools 3.4.19

    Discussion in 'Trinity' started by rrrix, May 14, 2015.

    1. beardi

      beardi Member

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      If you have Gogok Equipped then of course it's going to choose it..

      It chooses the highest % chance to upgrade gem which is equipped i.e the Gogok because it's only R50, so take Equipped gems down to the bottom and Gogok there too.
       
    2. BottyBoi

      BottyBoi New Member

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      I've said which gems I have equipped. Gogok is not one of them. Thanks for your input though.

      I have bane of the trapped at the very top, doesn't matter. Goes for other ones anyway.
       
      Last edited: May 16, 2015
    3. austin909

      austin909 Member

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      In profile zerg mode(like <CombatSetting combat="false" />)
      The bot can't attack corrupt growth in A4.
      And then stucked...
       
    4. TarasBulba

      TarasBulba Moderator Moderator

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      Trinity fork handles the WW barb much better, it would be nice if the devs implemented these changes in the original.
       
    5. infinity

      infinity Member

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      Telling us Fork works with the new Beta ? That's new.... Thought it dint.
       
    6. TarasBulba

      TarasBulba Moderator Moderator

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      What I meant is the fork with DB#404 worked better barb.
       
    7. Benevolene

      Benevolene Member

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      My WW barb keeps getting stuck on corners and at walls with enemies behind them.
       
    8. TarasBulba

      TarasBulba Moderator Moderator

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      Also, I wonder would it be better if the radius for the zigzag was much smaller, I've done some testing and boss dps increased considerably.
       
    9. jubisman

      jubisman New Member

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      My bad, I was running low on caffeine at the time. Fixed now.

      This is a TVar IIRC, so you can change that on your own. Just go to the variables tab and mess around with Barbarian.Whirlwind distance values, check what best suits you.
       
      Last edited: May 16, 2015
    10. beardi

      beardi Member

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      I wonder if someone could implement Fujiyama's Dashing strike code into this or a future version of Trinity? It is much more effective at dashing than this release due to the fact that it dashes past a mob instead of directly underneath it.

      Code:
       
      // Dashing Strike            if (CanCastDashingStrike)
                  {
                      
                      if (Legendary.Jawbreaker.IsEquipped &&
                          (
                              (Hotbar.Contains(SNOPower.Monk_FistsofThunder) && SpellHistory.TimeSinceUse(SNOPower.Monk_FistsofThunder) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_DeadlyReach) && SpellHistory.TimeSinceUse(SNOPower.Monk_DeadlyReach) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_WayOfTheHundredFists) && SpellHistory.TimeSinceUse(SNOPower.Monk_WayOfTheHundredFists) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_CripplingWave) && SpellHistory.TimeSinceUse(SNOPower.Monk_CripplingWave) < TimeSpan.FromMilliseconds(4900))
                          )
                      )
                      {
                          return JawBreakerDashingStrike();
                      }
      
      
                      // Raiment set, dash costs 75 spirit and refunds a charge when it's used
                      
                      
                      if (Sets.ThousandStorms.IsSecondBonusActive && 
                          (
                              (Skills.Monk.DashingStrike.Charges > 1 && (Skills.Monk.DashingStrike.TimeSinceUse > 200 || CacheData.Buffs.HasCastingShrine)) || 
                              (Player.PrimaryResource > 250 && Skills.Monk.DashingStrike.Charges > 0 && (Skills.Monk.DashingStrike.TimeSinceUse > 200 || CacheData.Buffs.HasCastingShrine)) ||
                              (Player.PrimaryResource > 150 && Skills.Monk.DashingStrike.Charges > 0 && (Skills.Monk.DashingStrike.TimeSinceUse > 500|| CacheData.Buffs.HasCastingShrine)) || 
                              (Player.PrimaryResource > 75 && Skills.Monk.DashingStrike.Charges > 0 && (Skills.Monk.DashingStrike.TimeSinceUse > 1000 || CacheData.Buffs.HasCastingShrine)) || 
                              (CacheData.Buffs.HasCastingShrine && Skills.Monk.DashingStrike.Charges > 0)
                          ) &&
                          (
                              (Hotbar.Contains(SNOPower.Monk_FistsofThunder) && SpellHistory.TimeSinceUse(SNOPower.Monk_FistsofThunder) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_DeadlyReach) && SpellHistory.TimeSinceUse(SNOPower.Monk_DeadlyReach) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_WayOfTheHundredFists) && SpellHistory.TimeSinceUse(SNOPower.Monk_WayOfTheHundredFists) < TimeSpan.FromMilliseconds(4900)) ||
                              (Hotbar.Contains(SNOPower.Monk_CripplingWave) && SpellHistory.TimeSinceUse(SNOPower.Monk_CripplingWave) < TimeSpan.FromMilliseconds(4900))
                          )
                      
                      )
                      {
                          bool ignoreUnitsInAOE = false;
                          if (Player.CurrentHealthPct < 0.4) {ignoreUnitsInAOE = true;}
                          
                          RefreshSweepingWind(true);
                          
                          if (CurrentTarget.IsBossOrEliteRareUnique)
                          {
                              
                              TrinityCacheObject dashtarget = TargetUtil.GetFarthestEliteWithinRange(50f, ignoreUnitsInAOE);
                              float direction = (float)MathUtil.FindDirectionRadian(Player.Position, dashtarget.Position);
                              dashtarget.Position = MathEx.GetPointAt(Player.Position, dashtarget.RadiusDistance + 5f, (float)direction);
                              
                              
                              //SpellHistory.RecordSpell(SNOPower.X1_Monk_DashingStrike);
                              return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, dashtarget.Position);
                          }
                          else
                          {
                              TrinityCacheObject dashtarget = TargetUtil.GetBestPierceTarget(50f, ignoreUnitsInAOE);
                              float direction = (float)MathUtil.FindDirectionRadian(Player.Position, dashtarget.Position);
                              dashtarget.Position = MathEx.GetPointAt(Player.Position, dashtarget.RadiusDistance + 5f, (float)direction);
                              
                              //SpellHistory.RecordSpell(SNOPower.X1_Monk_DashingStrike);
                              return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, dashtarget.Position);
                          }
      
      
                      }
      
      
                      if (!Sets.ThousandStorms.IsSecondBonusActive)
                      {
                          // We get a charge every 8 seconds. If we have 2 charges, be dashing
                          if (Skills.Monk.DashingStrike.Charges > 1 && (Skills.Monk.DashingStrike.TimeSinceUse > 200 || CacheData.Buffs.HasCastingShrine) )
                          {
                              Logger.Log("SecondBonusActive = False");
                              return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position);
                          }
      
      
                          if ((Skills.Monk.DashingStrike.TimeSinceUse > 200 || CacheData.Buffs.HasCastingShrine) && Skills.Monk.DashingStrike.Charges > 1 && CurrentTarget.IsEliteRareUnique || TargetUtil.ClusterExists(15f, 3) &&
                              TargetUtil.IsUnitWithDebuffInRangeOfPosition(15f, TargetUtil.GetBestClusterPoint(), SNOPower.Monk_ExplodingPalm) ||
                              TargetUtil.AnyMobsInRangeOfPosition(CurrentTarget.Position, 20f, 3) && Skills.Monk.ExplodingPalm.IsTrackedOnUnit(CurrentTarget) ||
                              _hasSwk && TargetUtil.AnyMobsInRange(50f))
                          {
                              Logger.Log("SecondBonusActive = False");
                              RefreshSweepingWind(true);
                              //SpellHistory.RecordSpell(SNOPower.X1_Monk_DashingStrike);
                              return new TrinityPower(SNOPower.X1_Monk_DashingStrike, MaxDashingStrikeRange, CurrentTarget.Position, Trinity.CurrentWorldDynamicId, -1, 2, 2);
                          }
                      }
                  }
      
      Had trouble adding the various variables myself so the source is here if anyone fancies a go :)

      https://www.assembla.com/code/fujiyama-unifiedtrinity-fork/git/nodes/master/Trinity
       
      Last edited: May 16, 2015
    11. losingstreak1

      losingstreak1 New Member

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      dont want to hate on the hard work put into updates and stuff, but whats with the lack of love for Demon hunter trinities. the combat is always so bad. and usually its just simple avoidance and not facetanking bosses.
       
    12. SGgags

      SGgags New Member

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      Thx rrrix and the rest. It's awesome.
       
    13. losingstreak1

      losingstreak1 New Member

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      anyone know how to set fan of knives and smokescreen to just keep spamming off cooldown with no other stipulations? so even when out of combat
       
    14. austin909

      austin909 Member

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      About DemonHunter.
      It looks like Player.SecondaryResourceMax is always 30, even passive skills or equipment to increase the maximum value of Discipline.
      This problem will make Player.SecondaryResourcePct and Player.SecondaryResourceMissing cannot work well.

      Through debug code, I found the problem seems to be in _me.MaxSecondaryResource.It always return 30.
      _me is DiaActivePlayer,so it looks like a DB issue.

      Update: DiaActivePlayer.MaxPrimaryResource have same issue.It is always return 125.
       
      Last edited: May 17, 2015
    15. Bulleye1234

      Bulleye1234 New Member

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      Edit HandleTarget.cs:

      Original(remove red line):

      Code:
      if (Player.ActorClass == ActorClass.Barbarian)
                              {
                                  bool wwToItem = (CurrentTarget.Type != TrinityObjectType.Item || (CurrentTarget.Type == TrinityObjectType.Item && CurrentTarget.Distance > 10f [COLOR="#FF0000"]&& NavHelper.CanRayCast(CurrentTarget.Position)[/COLOR]));
                                  // Whirlwind against everything within range
                                  if (Player.PrimaryResource >= 10 && CombatBase.CanCast(SNOPower.Barbarian_Whirlwind) && wwToItem &&
                                      (TargetUtil.AnyMobsInRange(20, false) || Sets.BulKathossOath.IsFullyEquipped) && !IsWaitingForSpecial)
                                  {
                                      Skills.Barbarian.Whirlwind.Cast(CurrentDestination);
                                      LastMoveToTarget = CurrentDestination;
                                      return GetRunStatus(RunStatus.Running, "Whirlwind");
                                  }
                              }
      Edited (add red line):

      Code:
      if (Player.ActorClass == ActorClass.Barbarian)
                              {
                                  bool wwToItem = (CurrentTarget.Type != TrinityObjectType.Item || (CurrentTarget.Type == TrinityObjectType.Item && CurrentTarget.Distance > 10f));
                                  // Whirlwind against everything within range
                                  if (Player.PrimaryResource >= 10 && CombatBase.CanCast(SNOPower.Barbarian_Whirlwind) [COLOR="#FF0000"]&& NavHelper.CanRayCast(CurrentTarget.Position)[/COLOR] && wwToItem &&
                                      (TargetUtil.AnyMobsInRange(20, false) || Sets.BulKathossOath.IsFullyEquipped) && !IsWaitingForSpecial)
                                  {
                                      Skills.Barbarian.Whirlwind.Cast(CurrentDestination);
                                      LastMoveToTarget = CurrentDestination;
                                      return GetRunStatus(RunStatus.Running, "Whirlwind");
                                  }
                              }
      
       
      TarasBulba and Benevolene like this.
    16. xzjv

      xzjv Community Developer

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      yes this has not worked for a very long time; i reported it to nesox about a year ago, not fixed.
       
    17. xzjv

      xzjv Community Developer

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    18. munkafan

      munkafan Member

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      Anyone else having trouble with the new updates in Rifts that it sometimes just ignores elites and rift boss to kill trash or exploring the map instead?
       
    19. Arotished

      Arotished New Member

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      Why does the WD need to be close to the mobs even if you set 10, 15, 20 or even 30 kite range?
       
    20. austin909

      austin909 Member

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