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Trinity 1.8.28

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rrrix

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Download Trinity 1.8.28

QuestTools 1.5.53


IF you have any problems:
1) Try a fresh install, do not keep any plugins or settings directories
2) Attach your log file to this thread

Bug reports:
What's the problem?

What steps will reproduce the problem?

What is the expected result?

What happens instead?

Please provide any additional information.

Changelog 1.8.28

  • Added AlternateMarkers to TrinityExploreDungeon (similar to AlternateActors)
  • Added "Dump All Items" command to Scoring/TownRun
  • Trinity will no longer log to Error level for memory read errors
  • Fixed WD not casting Gargantuan
  • Fixed WD not casting Zombie Dogs OOC
  • Added Dump Merchant Items button
  • Quest Monsters are now LoS whitelisted (should help with bounty events)
  • Wizard Explosive Blast is now use off cooldown, and as a pull spell
  • Added Wizard Teleport: Safe Passage support
  • Added Wizard Diamond Skin: Sleek Shell support
  • Merged most of Ubim's WD updates for spell costs
  • Trinity should ignore non-quest monsters that are too far away from Cursed Chests or Cursed Shrines while in active events
  • Added option to ignore clicking player resurrection headstones



Changelog 1.8.27


  • DemonHunter: Added Min Hatred for RapidFire option
  • DemonHunter: Added Checkbox to use Vengeance on Elites only
  • WitchDoctor Fetish Armoy will now be used when elites are on screen
  • WitchDoctor Gargantuan runes now supported
  • Added Wizard Teleport Calamity rune support
  • Opening Horadric Caches should now work again
  • Refactored WitchDoctor combat logic into new Combat Class
  • Added Experimental Kite Mode Options for DemonHunter... still needs some work
  • Malthael boss fight should work better (less dying :))
  • Fixed player summons not being counted
  • Added safety check to SafeClickUIButtons (IsLoadingWorld and Exception catch for Readmemory error)
  • Set default value to of OpenHoradricCache to true
  • Added "Wait for loot delay" option for Containers
  • Refactored OOC Movement for Vault, Teleport
  • Squelched OutOfMemoryExceptions in Navigator.MoveTo
  • TrinityExploreDungeon profile tag logging is less noisy
  • Bounty Events will now only be waited for when there's a cursed chest or shrine nearby
  • Horadric Caches will no longer be stashed if we have the option to open them selected
  • WitchDoctor now has option to spam Fetish Army
  • Added option to disable Bounty Events
  • Window Title updating should work again
  • TrinityExploreDungeon now uses similar logic to the "RiftBot" plugin
  • TrinityExploreDungeon should no longer reset the Grid on death
  • Fixed not resetting timer in TrinityExploreDungeon ResetCachedDone
 
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Is the thing we talked about fixed in this version?

Edit:
Guess it is :p
 
cant find the problem.

try all things i can think of. still don't work go in to the game just quit. know how the profile should work
 

Attachments

Is the thing we talked about fixed in this version?

Edit:
Guess it is :p

I really really really tried to reproduce the PathPrecision thing you and Gorm mentioned, but it's working 100% as it should from all my tests. I ran all the Rift and Bounty profiles and a few specific test profiles as well.
 
try all things i can think of. still don't work go in to the game just quit. know how the profile should work

That's a profile problem, not a Trinity problem. Please report it under the profile thread. It's likely that you're not following the instructions given in the first post of that profile.
 
I really really really tried to reproduce the PathPrecision thing you and Gorm mentioned, but it's working 100% as it should from all my tests. I ran all the Rift and Bounty profiles and a few specific test profiles as well.

I appreciate you take the time to check this thing. Can you explain how you tested it so I can do the same? With all my tests, It's not working. He's moving on top of the nodes as if pathPrecision is not doing anything.

Edit:
Did you mark the nodes around the bots death as unexplored in case he dies to many times to revive at grave? I'm thinking specifically if the death is causes by the rift boss.
 
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I appreciate you take the time to check this thing. Can you explain how you tested it so I can do the same? With all my tests, It's not working. He's moving on top of the nodes as if pathPrecision is not doing anything.

Enable profile tag logging while using TrinityExploreDungeon. It will tell you exactly what it's doing. You should also try increasing the pathPrecision attribute to see if it works better.
 
Enable profile tag logging while using TrinityExploreDungeon. It will tell you exactly what it's doing. You should also try increasing the pathPrecision attribute to see if it works better.

Of course Trinity would report it's working because it think it's working. The logic is right, but there might be some issues with the integration of Demonbuddy?
 
Cant give you a log right now i will post one later if its still needed. Doing act 4 bounty's and getting this error

[Trinity] Error while refreshing DiaObject ActorSNO: 219613 Name: a4dun_Spire_CorruptionGeyser-26237 Type: Monster Distance: 53 Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, Size: 760

Update : im having a problem with Needing to town-run after receiving a cache with open Cache on. bot just sits there and does nothing. I know you will need a log for this so ill try and get one for you asap.
Update 2: after 2 game resets it opened the cache.
Update3: View attachment 5236 2014-04-26 19.01.txt
 
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oki will se but the ting its have worked fore me before the uppdate. but i will lock closer
 
DH Sentry

Hello there

It seems sentry its bugged since .26

Instead of just casting the turret at the place, it moves the char to the place then cast. this happens regardless of distance trigger, kite distance and on 2 different profiles

View attachment 5020 2014-04-26 21.56.txt
 
Of course Trinity would report it's working because it think it's working. The logic is right, but there might be some issues with the integration of Demonbuddy?

You obviously haven't even enabled the profile tag logging option and attempted to read it's output :)
 
You obviously haven't even enabled the profile tag logging option and attempted to read it's output :)

Of course I have. I did and I watched the bot for over an hour yesterday and with pathPrecision set to 30 and boxSize 15, it still moves within 5 yards of the node.

That is just one example.
 
Of course I have. I did and I watched the bot for over an hour yesterday and with pathPrecision set to 30 and boxSize 15, it still moves within 5 yards of the node.

That is just one example.

Please attach the log of it showing that.
 
Hello rrrix,

Wizard Wave of Force has changed quite a bit in RoS.. Wave of Force with the exception of one rune (Impacful Wave [5sec]) has no cool downs anymore. Which means it is now one of the primary arcane power spenders used as main DPS. Especially Heat Wave and Static Pulse Rune.

Static Pulse needs a bit of a special rule-set because of its ability. (15% more Lighting damage taken for 4 seconds after being hit).
That means when fighting unique boss's it should only be cast every 4 seconds to keep the 15% Damage bonus alive and use the signature spell to kill the boss. Same for champion packs if only 2 or less remain. Because unless the elite pack has at least 3 targets we can not generate enough arcane power of em to sustain casting.

Code:
(!UseOOCBuff && !Player.IsIncapacitated && Player.PrimaryResource >= 25 && TimeSinceUse(SNOPower.Wizard_WaveOfForce) >= 4000 && (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 20f))
Something like this for unique boss's. Though this one would only apply to Static Pulse. for Heat Wave we would not want to use that at all against a unique boss because a Fire Wizard normally uses Magic Missile Conflag and stacks that burn damage.. long with mirrorball offhand:)

and something like this to deal with elites/normals..
Code:
(!UseOOCBuff && !Player.IsIncapacitated && Player.PrimaryResource >= 25 && CombatBase.CanCast(SNOPower.Wizard_WaveOfForce) && (TargetUtil.AnyElitesInRange(20, 2) || (CurrentTarget.IsTreasureGoblin && CurrentTarget.RadiusDistance <= 20f) || TargetUtil.AnyMobsInRange(20, 3))
 
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My DH doesnt seem to kite at all on GHOM te three musketeers profile. It even run right up to him at melee distance then starts attacking.
 
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