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Trinity 1.7.1.18

rrrix

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Jul 11, 2010
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Download Trinity 1.7.1.18

Changelog 1.7.1.18:


  • Improved new Navigator/Pathfinder - Should fix backtracking and stuttering issues
  • Adjusted speed sensor to better detect when we need to destroy destructables (only when we're stuck!)
  • Increased gold weight significantly to help reduce backtracking after combat.
  • Increased default ObjectDistance (60f) in TrinitExploreDungeon for AlternateActors and increased default PathPrecision (15f) for PrioritizedScenes.
  • ItemRules now has an optional account-specific ItemRules set (soft/hard/custom) setting through the GUI (still possible to use config.dis as well)

Please use this thread for feedback and bug reports.

Update: REQUIRES that you delete your old GilesTrinity directory in plugins, or use a fresh install with a new Demonbuddy root directory.

Changelog 1.7.1.17:


  • Removed all WeaponSwap related code. See this for more info: http://www.thebuddyforum.com/demonbuddy-forum/plugins/trinity/102820-item-swap-future.html
  • TrinityExploreDungeon is now fully "release ready". Documentation to follow. Features include reduced backtracking, automatically moving to minimap markers, prioritized scenes, ignored scenes, and more!
  • Monk Tempest Rush has new usage options - Always, Movement Only, Elites and Groups, and all Combat. TR is now maintained after combat as needed as well.
  • PlayerMover will no longer use special movement within 10 seconds of being stuck
  • Disabled checking for Toggle Looting tags and missing Profile PickupLoot elements (your bot should now always loot regardless of bad profiles, like before Trinity .13)
  • Disabled check for Profile KillMonsters element (combat now default enabled, but still togglable through ToggleTargetting tag)
  • Included 4seti's fix for "1 slot left in bag and not townrunning" - hopefully it works?
  • Added dynamically increasing radius for Unstucker based off how many stuck attempts - should no longer run away 1/2 a mile and get lost...
  • Increased Barricade destructable range
  • Added fixed kite locations for Azmodan avoidance
  • Added a few memory safety checks in target handler and player mover - should help reduce crashes
  • Modified PlayerStatus to no longer cache Primary/Secondary resource, health, and position and is now read directly from DB (this is "fast" since DB .298 / BETA .140)
  • TrinityMoveTo will now use the PathFinder in Generated areas, and the Navigator in static areas (should be more reliable) - tested with many profiles including questing, alkaizer, etc.
  • Added logic to blacklist targets that are added/removed from object manager too many times (fixes weird stucks trying to pickup gold)
  • Improved layout of Advanced tab / logging options
  • Fixed backwards destructible weighting (now weights destructables correctly according to distance)
  • Changed default ItemRules2 rules to "soft"
  • Added new XmlTag: TrinityOffsetMove. Documentation to follow.
  • Fix for trash mob in/out of range flip/flop (while moving to attack).
  • Merged Persistent Stats from tomasd. Trinity will now record and save persistent statistics in a seperate file, including per-world stats.
KNOWN ISSUES 1.7.1.17:


  • Wizards without a signature spell will not use the default attack, for example CM/WW builds (seems to be a limitation within Demonbuddy... still trying to find a fix)
  • Wizards will not cancel archon buff (Coming Soon?!)
  • Tempest Rush Movement will sometimes get stuck on corners and objects and requires the unstucker to kick in.
  • Demonbuddy DungeonExplorer will (at maybe, 0.01% of the time) read and cache incorrect scenes, causing long stucks in generated dungeons. TrinityExploreDungeon has an built in 15 minute timer (adjustable!) as a workaround.

If you have issues,
ATTACH A LOG FILE.
DO NOT COPY AND PASTE LOG TEXT INTO WINDOW
LOGS MUST BE ZIPPED - free zip utility: 7-Zip


Please don't make me repeat myself every time... Thanks!
 
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TrinityExploreDungeon examples:

See the latest Questing Profile pack
See the latest [Act 3 Inferno] by yours truely

Special thanks for Gnome for the inspiration, Gardettos for the testing, and Nesox for the guidance!

Structure:

Code:
<!-- 
TrinityExploreDungeon
    TrinityExploreDungeon is fuly backwards compatible with the built-in Demonbuddy ExploreArea tag. It provides additional features such as:
    Reduced backtracking (via pathPrecision attribute and combat skip ahead cache)
    Moving to investigate MiniMapMarker pings and the current ExitNameHash if provided and visible (mini map marker 0 and the current exitNameHash) - enabled by default
    Moving to investigate Priority Scenes if provided (PrioritizeScenes subtags)
    Ignoring DungeonExplorer nodes in certain scenes if provided (IgnoreScenes subtags)
    Multiple ActorId's for the ObjectFound end type (AlternateActors sub-tags)
-->
<!-- 
<TrinityExploreDungeon
  questId=""            Same as ExploreArea
  stepId=""                Same as ExploreArea
  boxSize=""            Same as ExploreArea. Default 15
  boxTolerance=""        Same as ExploreArea. Default 0.55
  until=""                Almost the same as ExploreArea. Default is FullyExplored
    OPTIONS: FullyExplored (default), ObjectFound, ExitFound, SceneFound
  actorId=""            Same as ExploreArea (used with until="ObjectFound")
  objectDistance=""        Same as ExploreArea. (used with until="ObjectFound"). The distance an object needs to be before the object is "found" and the tag ends.
  exitNameHash=""        Same as ExploreArea (used with until="ExitFound")
  sceneId=""            Used with until="SceneFound"
  pathPrecision=""        How far away from a Dungeon Node we will be before it's marked as "visited". Default is 1/2 of box size, minimum 15. Tip: use this to reduce backtracking. set to 2.5-3x boxSize if box size is less than 30.
  timeoutType=""        The timeout type. Default is Timer. GoldInactivity will reset any time the bot picks up gold. Timer is started when the tag is started. When the timeout is breached, the tag will end and the profile will proceed to the next tag.
    OPTIONS: None, GoldInactivity, Timer
  timeoutValue=""        The number of seconds before the timeout is triggered and the tag is ended. Default is 900 (15 minutes)
  ignoreMarkers=""        Boolean ( True/False ) - Default True. Tells the explorer whether or not it should investigate / move to MiniMapMarker pings 
  markerDistance=""        The distance before we've marked the minimap marker as "Visisted". Default 25
  >
  
  Working tag provided below for easy copy/paste
  -->
Code:
<TrinityExploreDungeon
    questId="101758"        
    stepId="1"            
    boxSize="10"        
    boxTolerance="0.70"    
    until=""            
    actorId=""        
    objectDistance=""    
    exitNameHash=""    
    sceneId=""        
    pathPrecision="40"    
    timeoutType=""    
    timeoutValue=""    
    ignoreMarkers="False"    
    markerDistance="25f"    
      >


  <!-- List Wrapper for Priority Scenes - required if using PriorityScenes. -->
  <!-- Priority scenes will make the bot move to the nearest point of the scene as soon as the scene is loaded (nearby). -->
  <!-- Useful for finding exit scenes. PathPrecision is OPTIONAL - the distance to the calculated navigation point before the scene is marked as "Visited" -->
    <PrioritizedScenes>                        
        <!-- Priority scene by sceneId: For use with a Scene SNOId ("same number when used with IsSceneLoaded()). Must be exact match! -->
        <PriorityScene sceneId="" pathPrecision="" />         
        <!-- Priority Scene by Name:  Will match any scene that contains this string. Empy string ignored. Example: sceneName="Exit" will prioritize exit scenes and move to the center of the scene as soon as the scene is loaded into memory.-- >
        <PriorityScene sceneName="" pathPrecision="" />        
    </PrioritizedScenes>
    
    <!-- Ignored Scenes sub-tag: List Wrapper for Ignore Scenes - required if using Ignore Scenes. -->
    <IgnoreScenes>        
    
        <!-- IgnoreScene by sceneId: For use with a Scene SNOId ("same number when used with IsSceneLoaded()). Must be exact match. -->
        <IgnoreScene sceneId="" />
        
        <!-- IgnoreScene by sceneName: Will match any scene that contains this string. Empy string ignored. Example: sceneName="Keep_N_" will ignore Dungeon Nodes inside Keep Depths 2 "Dead end north cap" scenes. -->
        <IgnoreScene sceneName="" />        
    </IgnoreScenes>
    
    <!-- AlternateActors sub-tag List Wrapper  required if using Alternate Actors. -- >
    <AlternateActors>            
    
        <!-- AlternateActor sub-tag: ActorId is required, objectDistance default is 10f (recommend to set it to 60! Will increase in next version.) -->
        <AlternateActor actorId="" objectDistance="" /> 
    </AlternateActors> 
    
  </TrinityExploreDungeon>




EXAMPLE 1:
Keeps 2 from Act 3 Inferno by rrrix
This example will:
  • Ignore any dungeon explorer nodes in scenes that contain the names listed in IgnoreScenes. These are typically dead-end scenes.
  • "PathPrecision" in this example is set to 40 ... automatically set to 1/2 of boxSize
  • The tag will end after 35 seconds of not finding any gold. ... timeoutType="GoldInactivity" timeoutValue="35"
  • MiniMapMarkers will not be investigated... ignoreMarkers="True"
Code:
    <!-- In Keep Depths 2, Explore large areas only -->
      <TrinityExploreDungeon questId="101758" stepId="1" until="FullyExplored" boxSize="80" boxTolerance="0.10" timeoutType="GoldInactivity" timeoutValue="35" ignoreMarkers="True">
        <IgnoreScenes>
          <IgnoreScene sceneName="_N_" />
          <IgnoreScene sceneName="_S_" />
          <IgnoreScene sceneName="_E_" />
          <IgnoreScene sceneName="_W_" />
        </IgnoreScenes>
      </TrinityExploreDungeon>


EXAMPLE 2:
Arreat Crater Level 2, from Questing profiles. This will "usually" find the exit (i have a tag afterwards that reduces box-size to 40 if it doesn't)
This example will:
  • Explore until it finds the exit
  • Will move to all miniMap Marker (including map marker 0, and the map marker of the exit to next area)
  • PathPrecision is set to 20 (1/2 of boxSize)
  • Prioritize the Exit scene - when this scene is loaded, the bot will move straight there

Code:
      <TrinityExploreDungeon questId="101758" stepId="14" boxTolerance="0.10" boxSize="40" until="ExitFound" exitNameHash="43541786">
        <PrioritizeScenes>
          <PriorityScene sceneName="Exit" />
        </PrioritizeScenes>
      </TrinityExploreDungeon>


EXAMPLE 3:
Chamber of the Lost Idol (random Act 2 dungeon)
This example will:
  • Explore until it finds EITHER the idol, or the portal back to stinging winds
  • pathPrecision is set to 50, dungeon nodes will be marked as visited when they're 50 yards away for reduced backtracking
  • boxSize and boxTolerance are small allowing for "complete" exploration
  • Will move to the scene where the Idol is found (matched by name)
Code:
      <TrinityExploreDungeon questId="74128" stepId="5" until="ObjectFound" actorId="307" pathPrecision="50" boxSize="10" boxTolerance="0.70" objectDistance="90">
        <AlternateActors>
          <AlternateActor actorId="185067" objectDistance="90" />
        </AlternateActors>
        <PriorityScenes>
          <PriorityScene sceneName="Poltahr" />
        </PriorityScenes>
      </TrinityExploreDungeon>


EXAMPLE 4:
Drop in replacement for ExploreArea - will mimic ExploreArea functionality, with slightly reduced backtracking.
Can be improved with pathPrecision="" attribute, and removing ignoreMarkers attribute (or setting to True)
Code:
    <TrinityExploreDungeon questId="101758" stepId="10" boxTolerance="0.10" boxSize="60" until="ExitFound" exitNameHash="2083727832" ignoreMarkers="True" />
 
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fat update. sounds awesome ;)

going to test this on one of my bots.

ty rrrix for your hard work!!

update #1: Radio Buttons for Use Shrines / Destructables dont always show there setting. Sometimes both Radio's are unset. Seems like a GUI Bug :)
update #2: Destructable Handling is a little bit weird. Sometimes the Char runs back and Destroy some destructables he has already passed.
 
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flashing windows too
all version to me :(
I resinstall all in my computer and ... nothing
 
from 298, my bot doesnt work. if i download trinity no work, but if i dont put the pluging, db run
 
from 298, my bot doesnt work. if i download trinity no work, but if i dont put the pluging, db run

If you Install Trinity you hung on "Flashing Window" right?

Close your Buddy -> Clear "Compiled Assemblies" and Start your buddy. This fixed the same problem on my bots.
 
I just realized that you HAVE to delete the old GilesTrinity directory in your plugins folder.

There have been file name changes that will cause compilation errors if you don't delete the GilesTrinity directory prior to this installation.

Make sure you backup your ItemRules if you have them customized (or move them out of the GilesTrinity directory!)

IF THIS UPDATES BREAKS YOUR DEMONBUDDY, MAKE A FRESH INSTALL!
 
when stash is full we need an option to keep items in the inventory before it will be filled

[12:46:18.151 D] [Trinity]There was an unknown error stashing an item.
[12:46:18.151 N] Bot Thread Ended. Was this requested?
[12:46:18.506 D] [YetAnotherRelogger] Scanned 14 log items in 133ms

i mean when the stash is full and bot doing townrun routine it just open the stash after ID and... doing nothing

is this suppose to be?
 
when stash is full we need an option to keep items in the inventory before it will be filled

[12:46:18.151 D] [Trinity]There was an unknown error stashing an item.
[12:46:18.151 N] Bot Thread Ended. Was this requested?
[12:46:18.506 D] [YetAnotherRelogger] Scanned 14 log items in 133ms

i mean when the stash is full and bot doing townrun routine it just open the stash after ID and... doing nothing

is this suppose to be?

Yes, this is intended. You need to clear your stash...
 
I just realized that you HAVE to delete the old GilesTrinity directory in your plugins folder.

There have been file name changes that will cause compilation errors if you don't delete the GilesTrinity directory prior to this installation.

Make sure you backup your ItemRules if you have them customized (or move them out of the GilesTrinity directory!)

IF THIS UPDATES BREAKS YOUR DEMONBUDDY, MAKE A FRESH INSTALL!


ReInstalling DB on Errors all the time is like eating tons of medicaments instead of fixing the origin of your sickness :)

If my DB gets fucked up by Plugin Updates i simply do these 3 Steps

1.) Remove the Plugin you have overwritten with a new one.
2.) Install the Plugin again
3.) Clear Compiled Assemblies Folder

This procedure has always worked for me and i hope it helps ;)
 
Just posted a new zip with empty files. Should fix compilation errors (if you were having them).
 
Installed and ran for a while. It seems to do a lot more backtracking and "bouncing" back-and-forth in place than the last version (with identical settings as I'd been using). Because of this, it moves through the runs a lot slower and my archon up-time is reduced significantly. This is leading to a lot more deaths. 13-20 deaths per hour with a p54 wiz at 200k dps at mp0 (should be 0 deaths).

As an aside, I'm still having trouble with my wiz suiciding itself by walking in to molten cores. I was having this problem with the last version as well, regardless of how I adjusted my molten core settings. A majority of my deaths are suicide by molten core.
 
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I just realized that you HAVE to delete the old GilesTrinity directory in your plugins folder.

There have been file name changes that will cause compilation errors if you don't delete the GilesTrinity directory prior to this installation.

Make sure you backup your ItemRules if you have them customized (or move them out of the GilesTrinity directory!)

IF THIS UPDATES BREAKS YOUR DEMONBUDDY, MAKE A FRESH INSTALL!

all ok

thx :)
 
Installed and ran for a while. It seems to do a lot more backtracking and "bouncing" back-and-forth in place than the last version (with identical settings as I'd been using). Because of this, it moves through the runs a lot slower and my archon up-time is reduced significantly. This is leading to a lot more deaths. 13-20 deaths per hour with a p54 wiz at 200k dps at mp0 (should be 0 deaths).

As an aside, I'm still having trouble with my wiz suiciding itself by walking in to molten cores. I was having this problem with the last version as well, regardless of how I adjusted my molten core settings. A majority of my deaths are suicide by molten core.

I'll take another look at molten cores, should be a relatively simple bug. My bots don't really die to this, so doesn't bother me i guess :)

Which profile were you running? I see mine bounce back and forth on occasion for gold and destructables sometimes, but not any worse than previous versions.
 
Monks with Inna set checked, doesn't keep the sweeping winds buff alive. It only case it if it is missing.
 
I want the tempest rush to be good and the other monk code to not be broken. Is this the case?

I cant test it myself for a few more hours.
 
When using tempest rush combined with Sweeping Winds - Inner Storm, and inna's set, it seems to stop the tempest rush casting, so that it has to recast. This way the monk is drained of energy, and can't keep up the tempest rush casting, even tho his spirit reg should allow it.
 
When using tempest rush combined with Sweeping Winds - Inner Storm, and inna's set, it seems to stop the tempest rush casting, so that it has to recast. This way the monk is drained of energy, and can't keep up the tempest rush casting, even tho his spirit reg should allow it.

Yes, this is also a known issue. Unfortunately it is a technical problem in how the bot runs and there is no simple or easy solution - Demonbuddy can only do one "action" at a time. If Tempest Rush isn't re-cast again within ~ 150ms, the channeling drops and we have to start tempest rush all over again, including the 15 spirit startup cost and another 10 spirit to tick Tempest Rush. I find that anytime below ~ 40 spirit seems to just not work very well.

The challenge here is a competition between doing all the other actions of the bot - movement, rebuffing SW, generating paths and routes, among other things - and keeping tempest rush alive. This is also a limitation of running a bot - playing manually it is not difficult to keep Tempest Rush channeling, but the bot works differently and is not the same as a real player using a mouse and keyboard.

The current release is a best effort with how Trinity and Demonbuddy currently work. Unfortunately the design of this system makes keeping tempest rush active extremely difficult. Once 1.0.7 comes I'm sure I will be more inclined to re-design the entire thing, maybe even start from scratch, as Tempest Rush damage is getting a huge boost and Monks will again be OP :)

One suggestion, is to set the "TR Min Spirit" and "TR Min Distance" sliders to 60/10 (defaults) - your bot will not use TR like a human, but, it will be at least more consistent.

rrrix
 
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