What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Trinity 1.9.1 & QuestTools 2.0

Status
Not open for further replies.
Is the gold inactivity timer working for anyone? It doesn't appear to be functional since the 1.9 upgrade. I understand the minor bugs that came with the updates, but the gold timer has always been the last safety net for making most profiles fully afkable.

I hope this one gets addressed soon! Thank you.
 
Last edited:
Dont know if this is Trinity or Demonbuddy issue:

For some reason my bot suddenly stop attacking and just idle for like 5-7 seconds, then he decides to pick up the pace again.

I never had the problem on old Trinity versions or Demonbuddy versions.

If I am watching the bot and he starts to just "idle". I can just press somewhere on the map and he picks up the pace instantly.
 
Using 1.9.1 trinity, 2.0 quest and newest db beta with .7 musketeers profile, my Demon Hunter is using the companion wolf as soon as it enters the larder for GHOM. It isn't waiting until after it actually gets into the boss match with Ghom so I am losing out on the 30% damage increase. How can I fix this?

EDIT: Happens with all companions - doesn't matter which rune is on.
 
Last edited:
Could someone help me with reducing the priority of Wave of Force? In 1.8 it was perfect; use magic missile (with mirrorball) for all targets except if you get surrounded, then use Wave of Force. But since I've updated Trinity, it runs up to everyone and forces the Wave of Force even if they're quite far away, which is less than ideal.
 
I try to run ghom profile, ranged one, no matter what I do, all my ranged characters try to stay below his stinky ass. Why cant ranged chars fight ranged as they used to? I even set kite range to 30, but they still try to run to the mob (and back since there is gas there) so they dont attack at all.
 
I try to run ghom profile, ranged one, no matter what I do, all my ranged characters try to stay below his stinky ass. Why cant ranged chars fight ranged as they used to? I even set kite range to 30, but they still try to run to the mob (and back since there is gas there) so they dont attack at all.

I used to have this issue until I did a complete fresh install of DB beta, 2.0 quest tools and trinity 1.9.1 with .7 musketeers
 
I used to have this issue until I did a complete fresh install of DB beta, 2.0 quest tools and trinity 1.9.1 with .7 musketeers

Steps as I read this comment:

1) dl latest trinity + questools, DB and musketeers .8
2) install DB
3) delete trinity and questools profile folders
4) extract new trinity and questools folders
5) change bot settings (difficulty level and protected bag slots, new game timer doesnt get saved when you log off DB)
6) run bot and load ghom ranged profile
7) bot goes to expected starting position and then... moves below his ass. Starts attacking and taking innecesary damage.

Thanks for the tip mate, but this aint working at all.

With the witch doctor, the only way that I found to not go close q combat is by selecting only poison darts and zombie dogs. Whenever I try to put any other skill in my bar, bot starts going CQC again.
 
Using 1.9.1 trinity, 2.0 quest and newest db beta with .7 musketeers profile, my Demon Hunter is using the companion wolf as soon as it enters the larder for GHOM. It isn't waiting until after it actually gets into the boss match with Ghom so I am losing out on the 30% damage increase. How can I fix this?

EDIT: Happens with all companions - doesn't matter which rune is on.
Could someone help me with reducing the priority of Wave of Force? In 1.8 it was perfect; use magic missile (with mirrorball) for all targets except if you get surrounded, then use Wave of Force. But since I've updated Trinity, it runs up to everyone and forces the Wave of Force even if they're quite far away, which is less than ideal.

I go into my wizard.cs (or DemonHunter.cs) found in (your-root-db-folder)/plugins/trinity/combat/abilities, and search for "// (name of ability)".

For example I wanted to decrease the distance my wizard was using disintegrate vs. enemies, as I felt he was using it a touch too far away and sometimes not hitting, so I searched in the file for "// disintegrate", found a line stating a distance in feet (f), and lowered it. worked perfectly.

For the Demon Hunter companion I found this:

// Companion
if (!Player.IsIncapacitated && CombatBase.CanCast(SNOPower.X1_DemonHunter_Companion) && TargetUtil.EliteOrTrashInRange(30f) &&
Player.SecondaryResource >= 10)

Just to play around, save a backup of the file first, somewhere else, then modify the information. For the DH I would either lower the EliteOrTrashInRange to (15f) and see if that changes something, if not, change it back, or lower it further. Perhaps even remove the !Player.IsIncapacitated, but that seems pretty standard on all abilities AND that if statement has multiple requirements, thus the this && this && this format etc.

Just a trial and error methodology of making your character abilities function in the way you want them too. Also, you learn something about coding the plugin too!

As for the Wave of Force issue, lets look at the wizard.cs file, and compare the two abilities and what they seem to be doing:

Magic Missile :

// Magic Missile
if (!useOocBuff && !isCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_MagicMissile))
{
var bestPierceTarget = TargetUtil.GetBestPierceTarget(45f);
int targetId;

if (bestPierceTarget != null)
targetId = hasConflagrate ?
bestPierceTarget.ACDGuid :
CurrentTarget.ACDGuid;
else
targetId = CurrentTarget.ACDGuid;

return new TrinityPower(SNOPower.Wizard_MagicMissile, 45f, targetId);
}


Wave of Force :

// Wave of force
if (!useOocBuff && !Player.IsIncapacitated && Player.PrimaryResource >= 25 && CombatBase.CanCast(SNOPower.Wizard_WaveOfForce, CombatBase.CanCastFlags.NoTimer))
{
return new TrinityPower(SNOPower.Wizard_WaveOfForce, 5f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 2);
}

So basically I see that missiles will be used if !isCurrentlyAvoiding && Hotbar.Contains(SNOPower.Wizard_MagicMissile) while Wave of force will be used if !Player.IsIncapacitated && (primary resource equal or greater than requirement) %% CombatBase.CanCast(SNOPower.Wizard_WaveOfForce).

What would happen if we changed !isCurrentlyAvoiding to !Player.IsIncapacitated? Would be interesting to test. It may simply use the ability at the range specified, and then once mobs get in close it would switch to Wave of force. Logic states that if both abilities are being told if"the same thing", the ability with the greatest range, will be used first and foremost. I think you can even specify mob density around you before Wave of force is used.



Don't take my advice as fact: I just opened these files for myself for the first time 20 minutes ago. I could be an idiot, but a little deductive reasoning could take us somewhere useful!
 
Steps as I read this comment:

1) dl latest trinity + questools, DB and musketeers .8
2) install DB
3) delete trinity and questools profile folders
4) extract new trinity and questools folders
5) change bot settings (difficulty level and protected bag slots, new game timer doesnt get saved when you log off DB)
6) run bot and load ghom ranged profile
7) bot goes to expected starting position and then... moves below his ass. Starts attacking and taking innecesary damage.

Thanks for the tip mate, but this aint working at all.

With the witch doctor, the only way that I found to not go close q combat is by selecting only poison darts and zombie dogs. Whenever I try to put any other skill in my bar, bot starts going CQC again.

So basically what I just read was:

Theres an ability on my toons bar that it is defaulting to before a ranged skill, and thus is sitting on Ghom's ass and dying.

So observe what ability its prioritizing as #1, and go into your trinity ability file for your class found at (your-root-db-folder)/plugins/trinity/combat/abilities, and search for "// (name of ability)" and see what the difference between the #1 priority ability is, and the ranged ability you want it to default to. See my above post for my thought process on the matter.

Cheers,
D
 
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.BrainBehavior.(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.Decorator..()
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.()


Why do I get this when the bot is at 0 durability and it ends game saying it'll go repair but then it just pauses the bot and spams that error...
 
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.BrainBehavior.(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.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.()

Running DemonbuddyBETA v1.1.1876.406, trinity 1.9.1, Quest tools 2.0.1, Rift Bot A4 Bounties Only
getting this error every time i change map locations to act 4 the silver spire lvl 1. other then that no problems with bot it is performing great!! TYVM :)
 
Last edited:
Dont know if this is Trinity or Demonbuddy issue:

For some reason my bot suddenly stop attacking and just idle for like 5-7 seconds, then he decides to pick up the pace again.

I never had the problem on old Trinity versions or Demonbuddy versions.

If I am watching the bot and he starts to just "idle". I can just press somewhere on the map and he picks up the pace instantly.

Anyone?
 

Yup. I get this to when I have avoidance turned on. Let's say you kill a molten elite and he explodes, instead of just moving away and keep attacking the other elites he just move away from it, stands there and wait for the explosion to expire. Demonbuddy is showing "safepoint" when this happens.
 
Exception when terminating bot thread. System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.Logic.BrainBehavior.(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.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.()

Running DemonbuddyBETA v1.1.1876.406, trinity 1.9.1, Quest tools 2.0.1, Rift Bot A4 Bounties Only
getting this error every time i change map locations to act 4 the silver spire lvl 1. other then that no problems with bot it is performing great!! TYVM :)

Getting this also from GHOM run three musketeers.

Also the bot is always doing town runs every game even if the inventory is not full.
 
Last edited:
Status
Not open for further replies.
Back
Top