• Visit Rebornbuddy
  • Trinity Settings Explained

    Discussion in 'Demonbuddy Guides' started by jubisman, Mar 9, 2016.

    1. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      It has been about 4 years since Trinity first made the rounds. We have come a long way since Giles first created that little plugin that could handle combat, town runs and picking up items. Builds have come and gone, playstyles have become more complex, and Diablo 3 itself has progressively become a more complete and nuanced game. As such, Trinity has been constantly changing and adapting to the new game metas and the community's botting needs. While this is certainly good, it also has the added side effect of making the plugin more setting-dependant so as to make sure everyone's bots are doing what they are supposed to be doing.

      As a result, the current state of the trinity settings UI is something that, although quite comprehensive, can be scary and confusing to new (and also not-so-new) users. The objective of this guide is to explain these settings as clearly as possible so that everyone knows what and where to change to better suit their needs.

      Feel free to ask any questions here and I'll try and answer them to the best of my ability. If you have a bug report I am going to ask that you do so in Trinity's official forum instead of here, just so we keep this organized.

      Glossary:

      AoE: stands for 'Area of Effect'. This is used to describe any attacks or ground effects that are not melee attacks or projectiles (ie, arrows, magic beams, etc.).
      OOC: stands for 'Out Of Combat'. Does not necessarily mean you're currently not engaged in combat, but rather that Trinity doesn't currently have a target that it wants to engage.
      CD: stands for Cooldown. 'Off CD' means 'immediately after the cooldown time is finished.

      Index:
      1. Combat
      1.1 Misc

      1.2 Class-specific settings
      1.2.1 Common settings between classes
      1.2.2 Crusader
      1.2.3 Barbarian

      1.2.4 Monk
      1.2.5 Wizard
      1.2.6 WitchDoctor
      1.2.7 DemonHunter

      2 Objects
      3 Items
      3.1 Pickup

      3.2 Kanai's Cube
      3.3 Gambling
      3.4 Item List
      3.5 ItemRules

      3.6 Town Run
      3.7 Mobile Notification

      4 Advanced
      5 Debug
      6 Avoidance
      7 Paragon
      8 TabUI



      If you like my work and would like to donate as a token of your appreciation, you can do so via PayPal here.
       
      Last edited: Mar 23, 2016
      TarasBulba and hams like this.
    2. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      1. Combat
      1.1 Misc
      1.1.1 Elite Mob Settings

      [​IMG]

      • Trigger range for Elite combat: sets a radius in yards, starting from your character, inside of which every elite will be weighted. Any and all elites that fall outside of this radius will not be weighted and will thus be ignored completely. Note that being weighted doesn't necessarily mean it will be attacked, just that Trinity is aware that it's there. All the elite options below will check for this radius first. Use this to set how far you want your bot to stray if it decides to attack elites.
      • Always kill elites below % Health: checks the current health of all elites within range. If any of the 'ignore' options (see below) are checked, this will override them and make sure elites are targeted. This slider is meant for situations where you would normally ignore elites and go after trash only, but they may still be worth killing if they suffered enough collateral damage. For example, you're ignoring elites to save time, but your attacks deal lots of AoE damage and some elites will eventually drop to, say, 10% health. At this point you may actually want to kill said elites to collect progression globes and make some extra time. If you set this slider to anything bigger than 10%, that's exactly what the bot will do. All 'ignore' checks will be overriden so that low HP elites are attacked.
      • Ignore Elite/Rare/Unique: ignores all types of elites in the game except bosses.
      • Ignore Yellow/Rare Packs: ignores Rare (the yellow ones) elites, but not their minions (the white ones that tag along with the yellows). Useful for builds that deal low single target damage or builds that are overall to squishy to take on elites.
      • Ignore Blue/Champ Packs: ignores Champion (the blue ones) elites. Useful for builds that deal high single target damage, but poor AoE damage.
      • Override Profile Tags: makes sure all of the above settings are obeyed even when the current profile says otherwise. Not very useful anymore now that most profiles are Adventurer profiles that were written to work together with Trinity. Might still be useful with some old profiles though.

      1.1.2 Trash Mob Settings

      [​IMG]

      • Ignore trash further away than: just like 'Trigger range for Elite combat' does for elites, this sets a radius starting from your character inside of which all trash units will be weighted. Note that here too, the enemies will not be targeted, but they will be accounted for when checking for the other trash options below. Use this to shift your bot's attention from nearby only to very far away when targeting trash mobs.
      • Trash Pack Cluster Radius: when a trash unit is weighted, this will set a radius around it. This is normally used to count units around it that form a cluster of trash mobs.
      • Minimum Trash Mob Pack Size: sets a minimum amount of units before we start attacking. This number is the number of trash units that are inside 'Trash Pack Cluster Radius'. So if you set your cluster size to, say, 15 and your pack size slider to 20, Trinity will only ever attack clusters of 20+ trash inside a small 15-yard circle, so you should be careful not to set absurd densities here and cause to bot to never attack anything. Try and watch good clusters in rifts, the best ones will probably be 10~15 units inside a 40-yard radius. It's also important to note that this slider is usually not overridden by anything else, so if you're doing bounties, set this to 1 to make sure all 'Kill All Enemies in X' bounties are done properly.
      • Always kill Trash below % Health: same as 'Always kill elites below % Health', only for trash. Usually used for the same reasons. So if you want to finish off big mobs that offer decent amounts of progression that would otherwise be ignored, use this slider.
      • Ignore Below Health % w/ DoT: ignores trash units that have Death on Time effects on them (usually described in the game as 'enemies will burn/bleed until they die') that are below the set health. Usually only useful for builds that rely heavily on DoT damage.
      • Extend trash-kill range after combat: increases the radius in which trash mobs are weighted after Trinity is told to stop combat. This is meant to kill any ranged units that may have survived after you have finished a rift/quest/bounty and are now attacking you while you are trying to teleport back to town.
      • Force-kill Summoners: makes sure summoner units are weighted higher than summoned units. The purpose of this is to prevent the bot from falling in an endless loop of killing summons slower than the summoners can spawn them. Not very useful anymore now that most builds deal a lot of AoE damage really fast.

      1.1.3 Monster Rift Value

      [​IMG]

      Rift value is the amount of progression (in percentage) that a monster will provide upon death inside a Nephalem Rift or a Greater Rift. For a list of monsters and their respective progressions, please check this awesome list provided by Warpath: http://www.warpath.eu/progression.html
      • Always ignore below %: causes all units with a progression % smaller than the set amount to be ignored. Useful when you don't want to waste precious time trying to kill enemies that barely offer any progression. All elites inside rifts have their weight inflated to represent the progression given by the progression globes they drop, so this slider will only apply to trash.
      • Always kill trash above %: overrides most other 'ignore' settings when it finds a mob that will provide enough progression. This can possibly cost time if it causes the bot to constantly stop to attack big lone mobs, so use with caution.
      • Always kill when combined rift value is more than: sums all the rift values of all units inside 'Trash Pack Cluster Radius' and then decides whether or not to attack based on the set value. I suggest using this as a backup for 'Minimum Trash Mob Pack Size', so if you would normally only attack 15+ mobs, but you have 14 in front of you that offer a lot of progression, this will make sure they are targeted.

      1.1.4 General Ignore Settings

      [​IMG]

      • Ignore when Reflecting Damage: checks all the elites nearby for the 'Reflecting Damage' buff and ignores them if it's up. You usually only want this if you notice your bot repeatedly dying to elites with this kind of affix.
      • Ignore High Hitpoint Monsters: ignores the following trash units: Mallet Lord, Executioner, Punisher, Golgor, Great Horned Goliath and Horned Charger. Useful for builds that deal low single-target damage.
      • Ignore Power Globes: the yellow globes that drop sometimes when you kill enemies. Normally you don't really have any reason to ignore these, but you're the boss.
      • Ignore Progression Globes: ignores all progression globes that are dropped by elites in rifts. Currently doesn't distinguish between regular and greater rifts, but since it's a requested feature, it will most likely be implemented sooner rather than later.

      1.1.5 Misc Combat Settings

      [​IMG]

      • Treasure goblins: defines the priority that you want Trinity to give to treasure goblins (this applies to all types of goblins). Normal treats it like a regular elite, Prioritize gives it higher priority than elites and Kamikaze will cause the bot to ignore everything else around it and go after the goblins.
      • Follower Boss Fight Dialog: only used if you're multibotting. Accept will cause Trinity to always accept Boss Fight invitations sent by other bots/players. Decline while on Bounty will accept it always, except when an active bounty is detected.
      • Wait for loot drop - Delay after kill: sets a timer for your bots to wait after an enemy dies. Most monsters have death animations and therefore take a couple hundred milliseconds to actually drop their loot/globes. This option makes sure your bot wait for these animations so as to make sure it doesn't run away before any loot is dropped.
      • Use movement spells Out of Combat: allows trinity to cast any movement spell you may have equipped to move faster when not fighting any enemies. Movement spells are any and all spells that cause your character to move faster or to move in a way that is not running. Most movement spells have specific switches in settings in their respective class tabs.
      • Attempt to collect health globes: assigns weight to health globes dropped by enemies. The lower your health is, the higher priority the globes will have. Also applies to health wells.
      • Use NavMesh to prevent stucks: uses a line of sight check to make sure the point where we want to move to is not currently blocked.
      • Give higher priority to health globes: ignores everything else until you get to the nearest globe. This only kicks in if you're currently below the set Globe Health % (there's one globe slider for every class). Also applies to health wells.
      • Flee In Ghost Mode: causes the bot to move away from the spot where it died. Ghost Mode is that mode where your character is invincible for a short while after reviving. This is to make sure you don't die repeatedly from staying in the same murderous spot every time.
      • Wait for Convention Element: activates any special code within Trinity that relates to the element buffs provided by the Convention of Elements legendary ring. New builds usually won't be affected by this by default, this behavior is done on a case-by-case basis. Currently supports most Season 5 builds.

      1.1.6 Avoidance Settings

      [​IMG]

      • Path Around AoE: should cause the bot to walk around AoE instead of running away from it. Currently does not work as intended, as the bot will usually flipflop in the face of most AoE.
      • Kite to Avoid Death on Low HP: kiting means alternating between attacking and running away so that enemies don't get to close. This option detects your health and triggers this kind of behavior if it's below the current Potion Health % in your class-specific tabs.
      • Attempt to avoid AoE: will try to avoid waking over any sort of AoE, and, if currently on top of AoE, will try to walk away from it. Currently does not work quite as intended, as the bot will usually flipflop in the face of most AoE and sometimes will actually fall within range while doing so.
      • Attack Mobs in AoE: will override the two previous settings if it detects any attackable enemies on top of AoE.
      • Avoid Savage Beast Charge: specific code that detects the pre-charge animation for Savage Beast and tries to move away from its path. Used to be important in the Vanilla days, but pretty much useless right now.
      • Avoid Fire Chains: uses a special bit of code to try to detect the position of fire chains. I suggest enabling this only if you're seeing your bots die repeatedly due to this specific affix.
      • Avoid AoE out of combat: attempts to avoid AoE outside of combat so as to not take any unnecessary damage. Suffers from the same flipflopping problems as the other avoidance options.
      • Attack Mobs When Blocked: detects whether or not your path is currently blocked by ignored enemies, and forces Trinity to attack them in case it is. Useful for builds that don't have a lot of mobility.
       
      Last edited: Mar 13, 2016
      drinkmaker613 likes this.
    3. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      1.2 Class-specific settings
      1.2.1 Common settings between classes

      While these settings are present in all class tabs, they are saved and stored individually, so making changes in the Crusader tab will only affect the crusader tab. All other tabs will remain unchanged.

      1.2.1.1 Globes and Potions

      [​IMG]

      • Potion %: sets the amount of health percentage below which Trinity will use a potion. Note that Trinity currently has no means of detecting which potion you want to use, so if you have more than one potion in your inventory, the wrong one may be selected.
      • Globe Health %: sets the amount of health percentage below which Trinity will start weighting health globes. There is some hard coded behavior in Trinity that will trigger globe collecting when one of your party members drop below 25% health. Globe collection also supports WD's Gruesome Feast and DH's Blood Vengeance passives, and globes will be weighted differently if these skills are detected.
      • Globe Resource %: sets the amount of (primary) resource below which Trinity will start weighting health globes only if you currently have Reaper's Wraps equipped (on yourself or in Kanai's cube, doesn't matter).

      1.2.1.2 Avoidance and Kiting

      [​IMG]

      All avoidance sliders work the same. The Radius column sets a circle whose center is the detected AoE center and Trinity will try to avoid stepping inside of it if your character is currently below the percentage of health set in the Health % column. So if you set Arcane's Radius to 15 and Health % to 90%, Trinity will try to stay 15 yards away from all arcane sentries only if you drop below 90% health. Note that these values are directly connected to 'Attempt to avoid AoE' and therefore suffer from the same bugs.

      [​IMG]

      Will try to keep a certain amount of yards away from all enemies and attack from there. If any enemies walk within range, Trinity will try to walk away out of range before continuing attacking.

      1.2.2 Crusader

      [​IMG]

      • Use Steed Charge OOC: determines whether or not Trinity will cast Steed Charge when not fighting any enemies.
      • Spam Steed Charge In Combat: the opposite of 'Use Steed Charge OOC'. This option is meant to be used with the 'Spiked Barding' rune as it will cause the bot to zigzag on top of enemies while charging with the purpose of dealing Thorns damage.
      • Use Akarats off CD: refers to the 'Akarat's Champion' skill and means Trinity will use it whenever available. Note that this option currently only applies to in-combat situations, meaning that the skill will not be cast out of combat whenever off cooldown.
      • Use Laws off CD: applies to all three 'Laws' skills and will make Trinity cast those whenever they are available. Note that this setting will override the 'Health Pct' sliders (more on that below) during combat, but not out of it. Trinity will also not cast any Laws spells if their active effects are still, well, active.
      • AoE count sliders: AoE in this context means 'enemy units' instead of 'ground effects'. What these sliders do is they set a minimum number of units within the spell cast range that will cause Trinity to cast that spell. For example, Sweep Attack has a range of 8 yards (defined by the game), so if you set 'Sweep Attack AoE count' to 4, Trinity will only ever cast it when it detects 4 or more units within a 8-yard radius form your character. Note that these sliders usually only apply to trash mobs, and will be overridden then there are elites nearby. This is done to increase efficiency seeing as you will almost always want to use your most powerful attacks on elites, regardless of how many of them are around.
      • Health Pct sliders: these set a minimum health below which Trinity will attempt to cast a spell. If you wish your bots to cast one of these skills for reasons other than healing, you can set the sliders to 100% health and Trinity will only consider the other criteria (usually hard-coded, such as any amount of enemies within the spell range) when deciding whether or not to cast them. Note that this does not apply for the LoN Bombardment and Invoker builds. If you are running one of these, these sliders become 'Emergency Health %', meaning that the skills will be cast normally in their proper CoE rotation slots and for healing purposes when you take too much damage.
      • Range sliders: defines a custom range (that can be different than the default skill rage) in which enemies will be accounted for. Basically what this does is it tells Trinity how far away from enemies it has to be to start attempting to cast a spell, but it doesn't stop the bot from casting it in close range too.

      1.2.3 Barbarian

      [​IMG]

      • Hota/WW Threshold: this option is a relic from a really old build that relied on alternating between Hammer of the Ancients and Whirlwind to heal and deal damage. It looks for both skills and, if they are present, sets a minimum health percentage below which to cast HotA.
      • Ignore Pain Off Cooldown: overrides the Health % slider and forces Trinity to cast Ignore Pain whenever available and in combat. Note that Trinity will also automatically cast this skill whenever it detects that the player has been stunned/frozen/otherwise impaired.
      • Ignore Pain Min Health %: sets a minimum health percentage below which Trinity will cast Ignore Pain.
      • Whirlwind: Always use for Movement: tells trinity whether or not to use WW instead of default movement to move. Applies to both in and out of combat. Currently now working with the Bul-Katho's sword set, as it will move using WW regardless of settings when these swords are equipped.
      • Range to stop WW for clicking things: range in yards from an item inside of which WW will be forcibly stopped. This is necessary because the bot cannot successfully pick up an item from the ground most of the time while whirlwinding.
      • Min. Threatening Shout Mob Count: minimum amount of enemy units within range (25 yards for Threatening Shout) for Trinity to cast the skill.
      • Threatening Shout Delay (ms): sets a timer that stops Trinity from casting Threatening Shout twice in a row. It does this by starting the timer every time the skill is cast and not allowing it to be cast again until this timer runs out.
      • Rend Delay (ms): sets a timer that stops Trinity from casting Rend twice in a row. Note that whenever 'Lamentation' is equipped, Trinity will always cast Rend twice in a row, and the timer will kick in after the second cast.
      • Ancient Spear Delay (millisecond): sets a timer that stops Trinity from casting Rend twice in a row. Note that if the 'Boulder Toss' rune is detected, some custom behavior may override this, such as having to refresh buffs or to dump fury.
      • War Cry Delay (millisecond): sets a timer that stops Trinity from casting War Cry twice in a row. It's worth noting that this will cause Trinity co recast War Cry when the timer goes out regardless of its buff being active or not.
      • Fury Dump always: makes Trinity look for a fury spending skill to cast whenever your current fury is greater than 80%. This is usually used for healing purposes, but some builds use it as a means of dealing damage.
      • Multi-Target Based ZigZag: this is actually in the wrong section as it is a Whirlwind option. What it does is it uses a special bit of code to zigzag over several targets instead of zigzagging on a single one, on by one. Should pretty much always be left on if you're using WW.
      • Use Threatening Shout OOC: forces Trinity to cast this skill OOC, usually for keeping the buff up in between battles.
      • Leap OOC: attempts to use Leap to navigate OOC. Sometimes not very efficient because Trinity will leap over short distances because of how path finding works.
      • Furious Charge OOC: uses FC to navigate and has similar problems to 'Leap OOC'.
      • When to use Sprint: gives you the option to only use it in combat, out of if, or both. Usually depends on how fast your build regenerates/spends fury.

      1.2.3.1 Barbarian - Wrath of the Berserker

      • When to use WotB: 'Hard Elites' here means any elite that has at least one of the following affixes: Arcane Enchanted, Frozen, Jailer, Molten, Nightmarish or both Reflect Damage and Electrified at the same time. Currently this affix detection doesn't seem to be working very well. 'Any Elite or Ignore Elites' means that it will cast WotB whenever facing any elites, or that it will not cast it all (except when one of the checkboxes criteria is met, but more on that below) when ignoring elites (in the Misc section). 'Use Whenever in Combat' is different from 'Whenever not on Cooldown' in that the former only allows it to be cast when Trinity has an enemy target, while the latter will cause it to be cast whenever available, regardless of target.
      • Use on Goblins: casts WotB whenever a goblin is in range and has been weighted by Trinity.
      • Fury Dump: same as 'Fury Dump always', but only applies when WotB is active and is overridden by that option (so you may only leave that option checked if you want fury dumping always and not only while in WotB mode).
      • Ignore Gold Stacks: forces Trinity to ignore gold piles that would otherwise be picked up. This is for when you don't have 100% WotB uptime and don't want to waste what you have by picking up gold from the ground.
      • Use WOTB on emergencies: forces Trinity to cast WotB whenever that mode is down and the player drops below 40% health. This is to make use of the increased toughness and damage provided by skill as a means of survival.
       
      Last edited: Mar 13, 2016
    4. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      1.2.4 Monk

      [​IMG]

      • Disable Mantra Spam: mantras will be cast off cooldown by Trinity by default. Enabling this option disables all mana casting except for emergency Mantra of Salvation casts for when your character is immobilzed/close to dying. Useful for when the build requires the passive mantra effects, but not the active ones.
      • Spam Sweeping Wind on Low HP: currently this does nothing due to my own lack of attention. I got rid of any effect this option had while cleaning up the combat code for monk and neglected to get rid of this option, which was used for an old build that has since become obsolete. My apologies for that.
      • Disable Exploding Palm: stops Trinity form casting EP at all. Useful in builds that require a specific EP rune whose effect is applied by means other than directly casting it.
      • Cast Primary Before SSS: used only for Uliana's builds. Stops Trinity from casting Seven-sided strike and makes it use primaries instead until the current target get debuffed with Exploding Palm.
      • Use SSS off CD: also commonly associated with Uliana's builds. This will make Trinity cast SSS at the current target whenever possible except when 'Cast Primary Before SSS' is also checked.
      • Non-Stop Blinding Flash: will force Trinity to cast Blinding Flash whenever available, in or out of combat.
      • Non-Stop Inner Sanctuary: will force Trinity to cast Inner Sanctuary whenever available, in or out of combat.
      • Breath Of Heaven OOC: casts BoH out of combat whenever available.
      • Min. Cyclone Strike Trash Count: minimum amount of trash units within range (34 yards if the 'Implosion' rune is active, 24 yards otherwise) for Trinity to cast the skill.
      • Cyclone Strike Delay (ms): sets a timer that stops Trinity from casting Cyclone Strike more than once in a row. It does this by starting the timer every time the skill is cast and not allowing it to be cast again until this timer runs out.
      • Mantra Delay (ms) only visible if 'Disable Mantra Spam' is unchecked. Sets a timer to stop Mantras from being cast too often.
      • Min. Wave of Light Trash Count :minimum amount of trash units within range (55 yards if the 'Tzo Krin's Gaze' is equipped, 16 yards otherwise) for Trinity to cast the skill.
      • Serenity Health %: amount of health percentage below which to cast Serenity.
      • Apply Exploding Palm to X Units: only works if either the full Uliana's set is equipped or if the Inna's EP build is detected. Trinity will try to apply EP to X number of enemies inside the same cluster before proceeding to cast something else.
      • Apply Static Charge to X% of Units: used in the old Static Gen build that has since been nerfed. Makes Trinity apply Static Charge to the set percentage of mobs within 20 yards of the player.
      • Dashing Strike Delay (ms): sets a timer that stops Trinity from casting Dashing Strike more than once in a row. Usually set to a value slightly lower than the duration of the active buff to make sure said buff is always up.
      • Use Dashing Strike OOC: attempts to use Dashing Strike to navigate OOC. Sometimes not very efficient because Trinity will dash over short distances because of how path finding works, although it does noticeably save time in rifts.
      • Apply Delay to OOC Casting: forces Trinity to obey 'Dashing Strike Delay (ms)' even when out of combat. Useful for making sure you always have the active buff up when starting combat.
      • Tempest Rush Section: to be honest I have never seen this being used, so determining how it works still requires some testing and investigation.

      1.2.4.1 Monk - Epiphany

      • When to use Epiphany: 'Hard Elites' here means any elite that has at least one of the following affixes: Arcane Enchanted, Frozen, Jailer, Molten, Nightmarish or both Reflect Damage and Electrified at the same time. Currently this affix detection doesn't seem to be working very well. 'Any Elite or Ignore Elites' means that it will cast WEpiphany whenever facing any elites, or that it will not cast it all (except when one of the checkboxes criteria is met, but more on that below) when ignoring elites (in the Misc section). 'Use Whenever in Combat' is different from 'Whenever not on Cooldown' in that the former only allows it to be cast when Trinity has an enemy target, while the latter will cause it to be cast whenever available, regardless of target.
      • Use on Goblins: casts Epiphany whenever a goblin is in range and has been weighted by Trinity.
      • Use Epiphany on emergencies: forces Trinity to cast Epiphany whenever that mode is down and the player drops below 40% health. This is to make use of the increased toughness and damage provided by skill as a means of survival.

      1.2.5 Wizard

      [​IMG]

      • Kite (dropdown): tells Trinity in what form to kite and only works if kite distance is bigger than zero.
      • Black Hole Min Enemy Count: minimum amount of trash units within range (45 yards for Black Hole) for Trinity to cast the skill.
      • Disable Energy Twister: stops Trinity form casting Energy Twister at all. Usually only useful if the 'Etched Sigil' legendary is equipped.
      • Teleport Safe Passage % Health: sets the minimum health percentage to use Teleport when the 'Safe Passage' rune is equipped. You can set this to 100% to make Trinity cast Teleport as often as possible (see the delay slider below).
      • Teleport Delay (ms): sets a timer that stops Trinity from casting Teleport more than once in a row. Usually only useful when your Teleport cooldown time becomes negligible due to some other effect.
      • Apply (Teleport) delay to OOC casting: forces Trinity to obey 'Teleport Delay (ms)' even when out of combat.

      1.2.5.1 Wizard - Archon

      • Archon Mob Count: sets the minimum number of enemy units within a certain range (specified by 'Archon Min Range') that will cause trinity to cast Archon.
      • Archon Min Range: sets the radius, in yards, within which Trinity will count the number of enemies to trigger Archon.
      • Archon Elite Trigger Range: sets the radius within which spotting an Elite unit will cause Archon to be cast.
      • Use Archon on Elites Only: overrides both 'Archon Mob Count' and 'Archon Min Range' and forces Trinity to only cast Archon based on the 'Archon Elite Trigger Range' setting.
      • Disable X Skill: gives the option to disable whatever Archon skills you don't want to use while in that form.

      1.2.6 WitchDoctor

      [​IMG]

      While the WitchDoctor settings are the smallest among all classes, it's certainly not the least developed class in Trinty. On the contraty, WD has some of the most complex and nuanced build-specific code among all classes. It's just that for one reason or the other adding more settings to it was barely ever necessary.

      • Zero Dogs/Spam Sacrifice: forces Trinity to cast Sacrifice whenever possible with the intent of making it sacrifice as many Zombie Dogs as possible. This option is for an older build which I'm not sure is ever used anymore.
      • Use Fetish Army Off Cooldown: casts Fetish Army whenever possible, in or out of combat.
      • Use Horrify Off Cooldown: casts Horrify whenever possible, in or out of combat. Useful to keep buffs up and to debuff ignored enemies as you pass.
      • Use Big Bad Voodoo Off Cooldown: casts BBV whenever possible and the player is not currently already buffed by it.
      • Use Spirit Walk Off Cooldown: casts Spirit Walk whenever possible, in or out of combat.
      • Firebats Range: range in yards within which any enemy unit will trigger the skill (unless there is any other skill active that holds higher priority than this one).

      1.2.7 DemonHunter

      [​IMG]

      • When to Kite/Flee: DemonHunter has a slightly more sophisticated kiting logic than other classes. The way it works is you pick in which situations to kite, i.e. Always In Combat, against Bosses Only or against Elites Only (which includes bosses as well). The way this works is Trinity looks for the mob types within the specified range (see the sliders below) and if it matches the settings it will attempt to kite. Note that for the 'Elites Only' option any and every elite unit within range is enough to trigger kiting behavior.
      • Kite Trigger Range: works the same as 'Min.Distance Before Kite'. Trinity will draw a circle with an X-yard radius around the player and if enemy units step inside it will stop attacking and try to move away from them.
      • Stop Kiting At Distance: sets up a maximum distance between you and the closest target so that you don't get too far away from enemy units while kiting. This is useful as ranged skills have a limit to how far you can cast them and kiting too far away usually means your bot will have to walk back within range to be able to cast it.
      • Minimum Strafe Hatred: sets the minimum amount of hatred to cast Strafe, meaning that dropping below this value will stop trinity from casting the skill.
      • Minimum RapidFire Hatred: sets the minimum amount of hatred to cast Rapid Fire.
      • Vault movement delay: sets a timer (in milliseconds) that stops Trinity from casting Vault more than once in a row. It does this by starting the timer every time the skill is cast and not allowing it to be cast again until this timer runs out. Applies to both in and out of combat casting.
      • Preparation %: sets the amount of resource, in percentage, below which Trinity will cast Preparation. Applies to Hatred if the 'Punishment' rune is active, and to Discipline otherwise.
      • Spam Smoke Screen: casts Smoke Screen whenever it's available (in combat only).
      • Vengeance Elites Only: casts Vengeance only when an elite unit has been weighted in a 100-yard radius. If left unchecked Trinity will cast this skill either when that condition is met or when six or more enemy units are detected within a 60-yard radius from the player.
      • Companion Off CD: casts Companion whenever it's available (in combat only). Normally used to maximize the active effect uptimes.
      • Rain of Vengeance Off CD: casts RoV whenever it's available. Targets the biggest enemy cluster within a 80-yard radius.
      • When to use Vault: gives you the option to only use it in combat, out of if, or both. Usually depends on how fast your build regenerates/spends discipline.

      1.2.7.1 DemonHunter - Shadow Power
      • Required Health %: sets a minimum health percentage below which Trinity will cast Shadow Power and can be overriden by all the other options (see below). Note that Shadow Power will never be recast if the buff is still up.
      • Use when avoiding: forces Trinity to cast Shadow Power before starting the avoidance behavior.
      • Spam Shadow Power: casts Shadow Power whenever it's available (in combat only).
      • Use when surrounded: currently doesn't actually check whether or not the player is surrounded, but rather forces Trinity to cast the skill whenever an enemy unit gets within a 6-yard radius.
      • Spam when elites nearby: casts Shadow Power whenever it's available as long as there is at least one elite unit within a 40-yard radius from the player.
       
      Last edited: Mar 13, 2016
      steelseries likes this.
    5. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      2 Objects

      [​IMG]

      • Enable Wait for Bounty Events: currently doesn't really do anything (will probably be removed soon).
      • Resurect Dead Players: detects whenever there's a player gravestone nearby and attempts to interact with it to revive them.
      • Container Open Range: sets a distance in yards from the player within which containers will be weighted by Trinity.
      • Give higher priority to Containers: ignores everything else until you open all the allowed container types (see below) within range. Normally used together with 'Harrington's Waistguard'.
      • Container type selection: sets exactly which types of container you want the bot to open. 'Open Any Container' overrides all other options and will force Trinity to attempt to open everything even when the other 'type' options are checked/unchecked. 'Weapon Racks' also applies to Armor Racks.
      • Wait delay after opening containers: forces the bot to wait until the timer runs out after interacting with a container. This is necessary because all containers have drop animations that happen before Trinity can detect anything being dropped. Increase this if your character moves so fast that it moves away and has to backtrack every time it opens a container.
      • Health Well Minimum Health: used to set a minimum health percentage below which to weight health wells, but currently doesn't do anything (will probably be removed soon).
      • Ignore/Use shrines: tells Trinity whether or not to interact with shrines, pylons and cursed shrines. Selecting 'Ignore shrines' will override all the options below.
      • Give higher priority to shrines: ignores everything else until you successfully interact with all the shrines/pylons nearby.
      • Use X (type of shrine): use these to tell Trinity exactly what types of shrines/pylons you want it to be using.
      • Destructible attack range: makes Trinity only attack destructible objects when they fall within a certain range (in yards) of the player.
      • Force Ignore Destructibles: forces Trinity to ignore all destructible objects. Usually not recommended because it's pretty much guaranteed to cause stucks, but you're the boss.
      • Skip Destructibles unless Stuck: makes Trinity attack any destructibles that are currently obstructing the bot's path.
      • Destroy Destructibles: forces Trinity to go out of its way to attack any desctructibles it detects.

      3 Items
      3.1 Pickup
      3.1.1 Item Rules Mode

      [​IMG]

      • Trinity Scoring Only: uses a point-based system in which the usually more desirable affixes (i.e., main stat, vitality, CHC, CHD, etc.) are weighted higher than the least desirable ones. Used to be the standard way of deciding what to stash back in the day, but doesn't work so well now that builds often have specific stat requirements. You can control the minimum scores for stashing items under Settings->Items->Town Run, in the 'Stash/Keep Scoring' section.
      • File Based Script Rules: this is a text based rule set created by darkfriend77 and has the advantage of being as specific as you want it to be if you know how to use it. You can find detailed information on how this works by going to DB/Plugins/Trinity/ItemRules/ItemRules2.txt.
      • Demonbuddy Loot Rules: this is DB's default looting system and you can set this by going to the settings window in Demonbuddy and navigating to a preexisting XML rule set in the 'Vendoring Section'. This has not been used for a really long time and to be quite honest I don't think anyone knows how exactly it works anymore.
      • Item List: currently the most popular item rules mode, Item List has an easy to use interface that allows to select what items you want to keep and what (minimum) attributes/affixes these items should have to be stashed, as well as the possibility of sharing your item list settings with other people. Currently does not support legendary passives (like Leoric's Crown's gem effect multiplier) and has some affixes missing, most of them secondary. You can find an in-depth guide on how to use Item List here.

      3.1.2 Equipment Pickup Options

      [​IMG]

      This section pretty straightforward. You select you want to pick up and deselect what you don't. Keep in mind that while 'Item Rules Mode' applies to stashing, this section is strictly for pick up, meaning that if you deselect something here Trinity won't have the chance to go though any of the criteria you may have selected in there. So you usually want to make sure you have the 'Pickup Legendaries' option selected.

      3.1.3 Auto-equip while leveling

      [​IMG]

      This is a relatively new feature in Trinity and as such probably still has a few bugs. The 'Items' option causes Trinity to evaluate new items that have been picked up and compares them to the ones that are currently equipped. If the new items are overall better Trinity will swap them for the old one that was equipped. You can keep Trinity from replacing your weapons/offhands by checking the respective option. The 'Skills' option makes Trinity looks for new spells/runes/passives after your character level up and equips something in any slots that are empty. Note that none of this will work once your characters hit level 70 to avoid replacing build pieces with random gear.

      3.1.4 Misc Pickup Options

      [​IMG]

      This is where you can select what kind of item drops you want Trinity to pick up. You'll usually want pretty much everything here to be picked up, but it's nice to have the options anyway.

      3.1.5 Gems

      [​IMG]

      Let's you select what gems you want to pick up as well as the minimum quality for them, meaning that, if you're level 70, selecting 'Marquise+' will cause Trinity to pick up all marquise and imperial gems of the allowed types, while selecting 'Imperial+' will tell it to ignore all marquise gems and go only for the imperial ones. Note that legendary gems are in no way affected by these settings and will always be picked up.

      3.1.6 Crafting Materials: Grey / White / Blue / Yellow

      [​IMG]

      Works the same as the 'Gem Quality' dropdown, letting you select the minimum quality of the crafting materials you want the bot to pick up. Also let's you quickly ignore all crafting mats by selecting 'None'.

      3.1.7 Gold Pickup Settings

      [​IMG]

      Use the checkbox to select whether or not you want Trinity to collect gold piles and set the slider to the minimum amount you want it to bother with. For example, if you allow gold pickup and set the slider to 100k, Trinity will ignore all the gold piles below that values, but it will go out of its way to collect everything above it.

      3.1.8 Ignore Item Situations

      [​IMG]

      These options are meant to improve survivability by stopping Trinity from picking things up when they are on top of Aoe/near elites. The 'Ignore Two Handed Weapons' option is a relic form back when two-handers were useless when compared to one-handers, but it could be useful in some situations, like if the build you're going for doesn't use 2-handed weapons anywhere and you don't want to waste time picking them up just to have them salvaged in the next town run.

      3.1.9 Reset

      [​IMG]

      'Set Questing' and 'Set Champion Hunting' are from a time when Champion Elites (the blue ones) dropped lots of legendary items and it was common for players to use this to farm legendaries. This has long since been nerfed, but you can still use these buttons to quickly switch between having Trinity pick up all equipment (Set Questing) or only the legendaries (Set Champion Hunting).
       
      Last edited: Mar 15, 2016
    6. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      3.2 Kanai's Cube
      3.2.1 Extract Legendary Powers

      [​IMG]

      Allows Trinity to extracted Legendary powers that haven't been extracted to the cube yet. Lets you chose between only extracting (and thus consuming the item in the process) items that would otherwise be salvaged (see 3.1.1 Item Rules Mode for more information), all items that are not ancient and every single legendary that hasn't yet been extracted, including the one that would be normally stashed. Also has an option to get non-extracted legendaries from the stash in case you have been saving those for extraction purposes.

      3.2.2 Convert Crafting Materials

      [​IMG]

      The description in here pretty much says it all. Use this if you want Trinity to convert crafting materials in the cube for you during town runs. It's possible that this feature is still buggy as I remember seeing some reports of it failing to convert materials properly (we'll look into this eventually if that's the case, I promise).

      3.2.3 Upgrade Rares to Legendary

      [​IMG]

      Uses the 'Hope Of Cain' recipe in the cube to upgrade any type of rare equipment to legendary that the bot may have picked up during the last run. This process consumed 25 Death's Breaths, 50 Reusable Parts, 50 Arcane Dust and 50 Veiled Crystals per upgrade, so make sure you have enough materials in your stash and/or backpack if you want to use this feature. Another thing you can do with this is manually go to the blacksmith and craft as many of the equipment pieces as you can carry and then force a town run to have Trinity upgrade everything for you.

      3.2.4 Limits

      [​IMG]

      Currently only supports checking for Death's Breaths since it's the only crafting material you can't convert to and from. Useful for when you want to save some DB's to use them for something else later on, like enchanting items or crafting gems.

      3.3 Gambling

      [​IMG]

      Here you can select exactly what types of equipment you want Trinity to spend your blood shards on. You can make Trinity spend them whenever a certain minimum limit is reached ('Never Spend Shards Below), or whenever a maximum limit is reached ('Save Shards Until'). This will be done during regular town runs, but you can select 'Go to town when limit reached' to stop whatever the bot may be doing at the moment and force one.

      3.4 Item List

      [​IMG]

      Please follow this link for a detailed guide on how Item List works.

      3.5 ItemRules

      [​IMG]

      Please check '3.1.1 Item Rules Mode' for more info. You can find detailed information on how ItemRules work by going to DB/Plugins/Trinity/ItemRules and reading ItemRules2.txt.
       
      Last edited: Mar 15, 2016
    7. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      3.6 Town Run
      3.6.1 Misc Town Run Options

      [​IMG]

      • Open Horadric Cache's: forces Trinity to open any Horadric Caches that are currently inside the player's inventory, but does not open stashed caches. Uncheck this if you want Trinity to stash all the Horadric Caches so you can have all that sweet package opening experience for yourself.
      • Stash Legendary Potions: if left unchecked all the legendary potions that are picked up will stay in your inventory since Trinity is hard coded never to sell/dump them. So enable this if you want the potions to be kept in your stash instead of in your inventory. Keep in mind that if you do select this you'll have to set protected bag slots via DB settings to keep your potion of choice from being bundled together with the other ones during stashing.
      • Stash Vanity Items: this is from back when vanity items such as wings and banners had to be carried around in the inventory if you wanted to wear them. Now you can select such items from the wardrobe instead of carrying them around, so this option will most likely be removed in future versions.
      • Stash Whites: stashes any type of white (read regular, statless except for amor, items) equipment. Generally not very useful, but you call the shots.
      • Stash Blues:stashes any type of blue (i.e., magic) equipment, regardless of stats.
      • Sell/Salvage All Rares: either sells or salvages yellow (rare) items, depending on your settings (see '3.6.3 Sell/Salvage Options when item is not stashed' below). Works in the opposite way as the two previous option in that if you leave this option unchecked Trinity will start stashing every rare item it picks up (unless you're using the Trinity Scoring stashing system).
      • Apply Pickup Validation to Stashing (experts only): checks your settings for 'Equipment Pickup Options' (see section 3.1.2) and trashes everything that it wouldn't normally have picked up. This includes most gambled items as well as quest rewards. Used to serve a purpose when Trinity had a habit of picking up items accidentally, but since this is no longer the case this option has become somewhat pointless.
      • Keep Legendaries Unidentified (this will prevent itemlist from working): forces Trinity to not identify any legendary it picked up, meaning that it will now stash every single one of them. Used to be important in the old Auction House days, but not so much anymore that it's gone.
      • Drop Legendaries in Town: useful for when you're running multiple bots in the same party, or maybe you want your bots to help a friend out. After all legendaries are identified, Trinity will drop them on the ground so that the other party member can pick them up. 'Stash' makes it drop legendaries that would otherwise be stashed (according to your item rule mode of choice), and 'Trash' keeps the 'Stash' ones for yourself and drops the rest on the floor. 'All' will drop every single legendary you have collected. Note that legendary potions and gems are not dropped at all, regardless of what option you have selected.

      3.6.2 Free Bag Slots for Town Run

      [​IMG]

      Tells Trinity the minimum number of free slots in the inventory it should always keep free. So if you set 'When not in Town' to 15, the moment the bot picks up an item and the number of free slots drops below 15 slo, a town run routine will automatically start to free inventory space. You normally want 'When in Town' to be set to a higher value so that your inventory doesn't get clogged while the bot is trying to gamble or loot caches.

      3.6.3 Sell/Salvage Options when item is not stashed

      [​IMG]

      Lets you pick whether you want to sell or salvage different types of trash items (white/blue/yellow/legendary). Usually you want to salvage everything for the crafting materials, but selling is always a good option if you're short on gold.

      3.6.4 Max Item Stack Counts

      [​IMG]

      These options have been disabled and therefore no longer actually do anything. This section will most likely be removed from future releases.

      3.6.5 Stash/Keep Scoring

      [​IMG]

      This is where you set your minimum 'keep' scores for the Trinity Scoring item evaluation mode (described in 3.1.1). If for whatever reason you decide to use Trinity Scoring, this is where you lower or raise the thresholds, depending on whether you think Trinity is stashing too few or too many items, respectively.

      3.7 Mobile Notification

      [​IMG]

      You can configure Trinity to send notifications to you phone and/or email whenever certain items are stashed. The currently supported phone apps are Prowl, NotifyMyAndroid, Pushover and Pushbullet, although the last 2 are bugged since their respective UI elements are stacked on top of each other. This should be fixed in the next official release of Trinity. Note that while this feature uses Trinity Scoring to know when to send notifications, all items are automatically scored after being identified, so it will work regardless of what item evaluation mode you are currently using (see section 3.1.1). This scoring system has the downside of requiring some experimentation with the score thresholds for when you want to be notified.
       
      Last edited: Mar 16, 2016
    8. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      4 Advanced
      4.1 Trinity Support Required Logs

      [​IMG]

      None of these are actually required anymore for support, but rather they are the logging options that are most likely to help when you are having trouble with Trinity. These are usually what me and xzjv will ask you to turn on when the cause of a problem isn't immediately obvious.

      • Use Trinity Status Bar: uses DB's status bar (the bottom bar on the DB window) to log whatever the bot is doing at that exact moment. I recommend always leaving this one on as it can be very insightful when your bots appear to be acting stupid for no reason.
      • Use Profile Tag Logging: not so useful anymore now that most profiles are just XML files that call everything from their respective plugin. You should turn this one on if you're running a non-adventurer, non-autofollow, non-uberbot profile and you have noticed the bot acting weird, as this will make DB log whatever the profile is ordering the bot to do.
      • Log Targetting System: logs the 'thought process' that Trinity undergoes every time it picks/switches targets. This logging is really spammy, so it won't appear on DB while it's happening, but it will show in the .txt log file inside DB/Logs.
      • Log Target Weight System: logs every weight assigned to every object nearby (this includes items, globes, enemies, shrines, well, etc.) as well as why each object was assigned said weight. Useful when Trinity seems to be ignoring things that you don't want it to be. Like 'Log Targetting System' this only shows in the actual .txt file.
      • Log Cache System: logs everything that gets added to the cache and the reasons for doing so. Anything not in the cache is completely invisible to Trinity, meaning that if something doesn't get added then the plugin won't even know it exists. Sometimes things are not in the cache that should be, and this option lets you find out why it is not there. Only shows up in the actual .txt file.
      • Log Behavior System: shows log messages that are miscellaneous in nature, and too specific/spammy to be of interest to anyone except developers.

      4.2 Misc Settings

      [​IMG]

      • Show Battletag in Title bar: useful for keeping track of which instance of DB is controlling which character when multibotting.
      • Show Hero Name in Title bar: also used to keep things organized when multibotting.
      • Show Hero Class in Title bar: same as above.
      • Lazy Raider Click to Pause: pauses DB whenever you left-click on the D3 window. Useful for when you catch your bot doing something stupid and want to quickly take over control.
      • Disable All Movement: lets you move your characters freely while Trinity handles combat for you.
      • Allow Duplicate Messages: by default Trinity suppresses sequential, repeated log messages. This option disables that suppression.
      • Use Experimental Town Run: replaces the default town run behavior with a new one. This was done because there are a couple of nasty bugs involving the old town run routine right now, but this new one is also not free of bugs since it's still in its early stages. You should probably stick the the default one (i.e., leave this unchecked) unless you're seeing your bots salvage unidentified items or items it should be stashing.
      • Use Experimental Avoidance: as mentioned in section 1.1.6 Avoidance Settings, the default Trinity avoidance is quite buggy. This is a new approach to avoidance that will hopefully solve most of those bugs, but still needs some work done. I recommend you test both modes and stick to whatever seems to work better for you.

      4.3 Unstucker

      [​IMG]

      Detects when the bot is stuck and attempts to move in random directions to get unstuck. Checking 'Allow game restart' will cause Trinity to exit the game and start a new one if too many consecutive unstucking attempts fail.

      4.4 Inactivity Timers

      [​IMG]

      Sometimes things will go wrong and the unstucker doesn't work or kick in. The inactivity timers force Trinity to leave the current game after too many seconds go by without either picking up any gold or gaining any experience. If you have both the gold and the exp timers checked, only one of them tripping will cause the bot to leave the game.

      'Enable Demonbuddy Inactivity' shuts down the above timers and uses the default one built into DB. You can set this timer by going to the DB settings window, in the 'Misc' section.

      4.5 TrinityLogs Directory

      [​IMG]

      Trinity has its own log folder (DB/TrinityLogs) where it can save detailed information on items that are dropped/picked up/stashed/salvaged and also on stuck locations. You can go through these if you suspect Trinity is doing things it wasn't supposed to be doing with items or to report a repeat stuck location.

      4.6 Trinity Support Specialized logs

      [​IMG]

      These are complimentary logging options in case the ones in '4.1 Trinity Support Required Logs' are not sufficient. I recommend leaving these unchecked unless asked otherwise by a developer, lest you logs become huge HDD consuming masses of text.

      4.7 Actions Per Second:

      [​IMG]

      Sets a limit to how many things Trinity can do per second, such as walk, punch, pick up, attempt to interact with shrines, etc.. Diablo has some sanity checks in place that will kick you out of the game if it detects the character attempting to cast too many spells in too short a time span, so lower this if you're seeing too many disconnects while in combat. Increasing this may increase the rate at which your bots attack, but this is capped by your current TPS (see section 4.8 Ticks Per Second), so raising this value won't help if your TPS is too slow.

      4.8 Ticks Per Second:

      [​IMG]

      This is how many times per second DB gets info from D3, which basically means how fast the bot is thinking. Increasing this value will theoretically make the bot capable of making faster decisions, but it increases CPU consumption and the benefits are usually not very apparent, so use this with caution.
       
    9. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      5 Debug

      [​IMG]

      These are shortcuts for dumping info from the game and they're really only useful for developers, but feel free to press the buttons if you're bored.

      6 Avoidance

      [​IMG]

      This tab only shows up if you have 'Use Experimental Avoidance' selected (see '4.2 Misc Settings' for more information). Here you can select what type of AoE you want to avoid, as well as the minimum health to start doing so. You can also set a 'Distance Multiplier', which is a safety factor based on the radius of the AoE. So if for example, you're avoiding a ground effect that has an effective radius of 15 yards, setting this multiplier to 2 will cause Trinity to try and avoid stepping inside a circle with a radius of 30 yards with the ground effect in its center.

      7 Paragon

      [​IMG]

      Trinity can spend your paragon points for you as your characters level up. This works based on priorities, where the stats on the top of each list have priority over the ones below and therefore will be upgraded first. You can rearrange the priorities according to your needs by dragging and dropping each stat around.

      You can also limit how many points can be added to a certain stat by checking 'Limit'. Upon reaching said limit Trinity will stop assigning paragon points and will instead starting using them on next stat with highest priority.

      8 TabUI

      [​IMG]

      The TabUI can be accessed via the main DB window and can be used to access the settings (by clicking 'Configure'), to open Trinty's built-in radar/visualizer, to dump information from D3 and to perform certain functions within the game.

      8.1 Items

      • Configure: opens Trinity's settings window.
      • Sort Backpack: stops whatever the bot is currently doing to organize the items in your backpack.
      • Sort Stash: same as above, only it organizes the stash this time and is somewhat buggier. I recommend moving your character right next to the stash chest with DB stopped and only then clicking this button, otherwise the bot may start acting stupid.
      • Clean Stash: takes everything from your stash except for health potions and puts them in the backpack. Once the backpack is full, Trinity will start a new town run routine that will go through all the usual motions, including checking your item rules and selling/salvaging anything that doesn't pass the 'should stash' checks. Use this with caution! I have never used this button before and therefore I cannot guarantee that it is free of bugs.
      • Convert to Magic/Common/Rare: converts between crafting materials. Note that you need to have everything in your backpack for this to work (i.e., the material you want to convert from, Deaths Breath's and items of the type you want to convert to) and you need to have the cube window open in D3 for these to work (these buttons work even when DB is stopped). Very useful for automating the extremely boring process of converting materials in D3.

      8.2 Debugging

      Same as '5 Debug'. Only used by developers.

      8.3 Tools

      • Dump My Build: dumps a detailed report of all the character's currently equipped items and skills, just like the one that's dump whenever you start DB.
      • Drop Legendaries: drops all legendaries in your backpack on the ground, wherever the bot may be.
      • Open Log File: opens the current session log file (the one in DB/Logs).
      • Start/Stop/Test Internals: these are debugging buttons just like the ones in section 8.2 and the same rule applies. They are only here because we ran out of space for buttons in the 'Debugging' column.

      8.3 Visualizer

      [​IMG]

      The Visualizer is a neat little feature that me and xzjv use for debugging purposes, but it can also be used to 'see' Diablo through Trinity's eyes. What this thing does is it 'draws' things like monster/avoidance radii, current path and avoidance nodes, thus making it easy to see why Trinity is making the decisions it's making and how it's picking what to attack or where to run to next. I suggest using this if you're curious, but it can also be helpful when you're wondering why your bots seem to be acting all silly for no apparent reason.
       
      Last edited: Mar 23, 2016
    10. jubisman

      jubisman New Member

      Joined:
      Aug 17, 2012
      Messages:
      1,732
      Likes Received:
      28
      Trophy Points:
      0
      I hereby declare this thread officially open :D

       
    11. screwedx

      screwedx New Member

      Joined:
      Feb 18, 2016
      Messages:
      36
      Likes Received:
      0
      Trophy Points:
      0
      First: THANK YOU!!!
       
    12. Krasus

      Krasus Member

      Joined:
      Jan 28, 2016
      Messages:
      68
      Likes Received:
      1
      Trophy Points:
      8
      Hi! TY for u work, it very helpful!
      Can u update info with new options? Avoidance kiting group, for example
       
    13. DaBraddah

      DaBraddah New Member

      Joined:
      Sep 25, 2015
      Messages:
      24
      Likes Received:
      0
      Trophy Points:
      0
      Could we have an updated explanation? I am only assuming that with the current Trinity (Aug 2016) that "Apply Exploding Palm %" is now the same meaning described above for "Apply Static Charge to X%" in a similar fashion.

      [​IMG]

      Am I correct?
       
      Last edited: Aug 11, 2016
    14. TurnedUpTimmy

      TurnedUpTimmy New Member

      Joined:
      Aug 13, 2017
      Messages:
      1
      Likes Received:
      0
      Trophy Points:
      1
      i actually dont got a combat tab in my trinity settings.. Am i doing something wrong?
       
    15. infinity

      infinity Member

      Joined:
      Feb 11, 2011
      Messages:
      185
      Likes Received:
      2
      Trophy Points:
      18
      - DaBraddah, Aug 12, 2016
       
    16. russianvr4

      russianvr4 New Member

      Joined:
      Aug 17, 2017
      Messages:
      10
      Likes Received:
      2
      Trophy Points:
      3
      is this thread irrelevant now?
       
    17. lagse

      lagse New Member

      Joined:
      Nov 27, 2011
      Messages:
      29
      Likes Received:
      0
      Trophy Points:
      1
      it's all irrelevant
       

    Share This Page