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Trinity 1.8.22

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build - Demon Hunter - Game Guide - Diablo III

for smooth run we need
- increase SpellDelay in TVars for Caltrops to 5500
- decrease SpellDelay for Cluster Arrow to 500

decrease range for Cluster Arrow in .cs file (we want to see this option in TVars, please)

Code:
// Cluster Arrow
            if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_ClusterArrow) && !Player.IsIncapacitated &&
                Player.PrimaryResource >= 30)
            {
                return new TrinityPower(SNOPower.DemonHunter_ClusterArrow, 35f, Vector3.Zero, CurrentWorldDynamicId, CurrentTarget.ACDGuid, 1, 1, WAIT_FOR_ANIM);
            }

Punishment rune of preparation broken now, we need cooldown for it
i fixed it in .cs file

Code:
// Preperation w/ Punishment
                if (hasPunishment && CombatBase.CanCast(SNOPower.DemonHunter_Preparation, CombatBase.CanCastFlags.NoTimer) && Player.SecondaryResource >= 25 && Player.PrimaryResourceMissing >= 75 && TimeSinceUse(SNOPower.DemonHunter_Preparation) >= 1000)
                {
                    return new TrinityPower(SNOPower.DemonHunter_Preparation, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);
                }

Sentry turrents working good now, but we need additional strings for this offhand
Bombadier's Rucksack - Game Guide - Diablo III

i have it now, and with it better use turrets by cooldown 4 times
like
1 circle [*] 6s [*] 6s [*] 6s [*] 12s
6+6+6+12=30 livetime of the sentry
 
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Barbs still don't use earthquakes... :/ yeah i did have enough fury..so i still have to go back to older version
 
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Having this annoying problem. Im running newest trinity and newest Adventure Mode Bounties - Community Edition -profile... few hours its running ok but then it ends up on act 1 new tristram's wooden gate and stucks there.. this have happened now 3 times a row..

Heres log for it
 

Attachments

Several times I've read that Trinity can be updated via SVN, but did not find any links. Do not tell where to find it?
 
Having this annoying problem. Im running newest trinity and newest Adventure Mode Bounties - Community Edition -profile... few hours its running ok but then it ends up on act 1 new tristram's wooden gate and stucks there.. this have happened now 3 times a row..

Heres log for it


same here, running out of memory, maybe? i dont know how to explain that.
 

Attachments

Wondering if anyone has the same problem with their DH not using Preperation?
 
i have huge load
[Trinity][Performance] Execution of the block RefreshHotbar took 1569.05ms.
[Trinity][Performance] Execution of the block TargetCheck took 1781.69ms.
[Trinity][Performance] Execution of the block UpdateCachedPlayerData took 1635.15ms.
[Trinity][Performance] Execution of the block RefreshDiaObjectCache.UpdateBlock took 1646.30ms.
[Trinity][Performance] Execution of the block RefreshDiaObjectCache took 1647.41ms.
[Trinity][Performance] Execution of the block TargetCheck.RefreshCache took 1647.73ms.
[Trinity][Performance] Execution of the block TargetCheck took 1648.01ms.
[Trinity][Performance] Execution of the block UpdateCachedPlayerData took 1527.58ms.
[Trinity][Performance] Execution of the block RefreshDiaObjectCache.UpdateBlock took 1759.52ms.
[Trinity][Performance] Execution of the block RefreshDiaObjectCache took 1760.77ms.
[Trinity][Performance] Execution of the block TargetCheck.RefreshCache took 1761.11ms.
[Trinity][Performance] Execution of the block TargetCheck took 1908.82ms.
 
I don't understand "free bag slots for town runs" and "free bag slots in town" for what do i need those 2 settings?
My bot has got protected bag slots but it seems like the bot thinks only some of the not protected slots are avaible.. so it is going to sell if he has got 5-6 items instant of possible e.G. 12 items he can carry... how to fix this? thanks in advanced!
 
witch doctor destroying doors

'''What steps will reproduce the problem?'''
Playing a witch doctor and encountering a door or destructible that needs to be destroyed to continue on.

'''What is the expected result?'''
Witch doctor should use one of the abilities to destroy the door, in my case this would be spirit barrage.

'''What happens instead?'''
Witch doctor tries to somehow melee the door but isn't in melee range, will slowly step towards door while continuing to stop and melee attack this usually ends up destroying the door but takes a while to creep up to the door. The second problem occurs when there is 2 doors next to each other and the character just switches between both of them and never ends up destroying either one, this just looks stupid as the character swings once at one door then turns around and swings at other door the process goes on for a while i usually just stop the bot and destroy the doors myself.

'''Please provide any additional information below.'''
I have tried changing destructible attack range in trinity and it doesn't seem to do anything.
 
confirmed one thing
destroy destructibles attack range not really an attack range, but trigger-detect range to attack it
and its bad
 
Not sure whats going on here...

I used ezupdater and its upto date. also using bountyprofile.

I ran this hours ago and it was fine. and now it wont run. I changed nothing since I first ran it when it worked fine. wtf?

btw I think im using rev.76 but i dont know how to make sure. How do I find what rev im useing?

[Trinity] New Game - resetting everything
Waiting 6.5 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment2, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
[Trinity] Exception in Pulse: System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 000003E0, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaActivePlayer.get_LoopingAnimationEndTime()
at Trinity.GameUI.SafeClickUIButtons()
at Trinity.Trinity.OnPulse()
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000033C, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.ACDItem.get_Gold()
at Zeta.Game.Internals.Actors.ACDItem.get_ItemStackQuantity()
at Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager.get_Coinage()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
Loaded profile Act 1 - Loader
[Trinity] New Game - resetting everything
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
Loaded profile Act 1 - Loader
Game joined, Resetting profile caches.
Act 1 Bounties
Checking if we have all bounties complete
[BountyProfile] Bounties complete returned null.
Leaving game, reason: No more bounties that we can do. Resetting game.
Last run acquired 0 gold.
[Trinity] New Game - resetting everything
Waiting 5.2 seconds before next game...
Creating new game. Params: [Act: OpenWorld, Difficulty: Torment2, Quest: -1, QuestStep: -1, ResumeFromSave: False, IsPrivate: True]
Loaded profile Act 1 - Loader
GameChanged. Clearing actors
[Trinity] New Game - resetting everything
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
Loaded profile Act 1 - Loader
Game joined, Resetting profile caches.
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
Act 1 Bounties
 
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Network disconnect popup.... Could someone help me please?:S

[Trinity] System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Game.Internals.Actors.ACDItem.get_IsTwoSquareItem()
at Trinity.Trinity.FindValidBackpackLocation(Boolean IsOriginalTwoSlot) in c:\xxxxxxxxxx\Plugins\Trinity\Items\ItemHandling.cs:line 992
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.OrderBot.(Object )
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
 
@rrrix, i modified one line of code for the meteor, because it wasn't cast on the good point.. (i used same as Blizzard)

Edit : in fact not working.... lol

in Trinity\Combat\Abilities\Wizard.cs
// Meteor - no arcane dynamo
if (!UseOOCBuff && !Player.IsIncapacitated && !hasArcaneDynamo && CombatBase.CanCast(SNOPower.Wizard_Meteor, CombatBase.CanCastFlags.NoTimer) &&
(TargetUtil.EliteOrTrashInRange(65) || TargetUtil.ClusterExists(15f, 65, 2, true)))
{
var bestMeteorClusterUnit = TargetUtil.GetBestClusterPoint(15f, 65f, false);
return new TrinityPower(SNOPower.Wizard_Meteor, 65f, bestMeteorClusterUnit.Position);
}

I find this much better now !

Hope it can help !
 
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@rrrix, i modified one line of code for the meteor, because it wasn't cast on the good point.. (i used same as Blizzard)

Edit : in fact not working.... lol

in Trinity\Combat\Abilities\Wizard.cs


I find this much better now !

Hope it can help !

You code wont' work, you're trying to use a Vector3 from GetBestClusterPoint as a TrinityCacheObject and access it's position.

GetBestClusterUnit and GetBestClusterPoint are effectively the same and will return the same value.

The thing with meteor is that it doesn't work very well on fast moving (or really, anything moving) monsters since it has a 1.5 second delay between when it's cast and when it hits.
 
1.8.22 posted, fixes a few things, git/svn updated too.
 
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