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

Trinity 1.9.2 & QuestTools 2.0.14

Status
Not open for further replies.

rrrix

New Member
Joined
Jul 11, 2010
Messages
3,449
Reaction score
61
Download Trinity 1.9.2

Download QuestTools 2.0.14


Changelog 1.9.2


  • Crusader will now use Blessed Shield when off CD
  • Removed all references to, and blacklisted Pandemonium Fortress portals (QuestTools handles these now)
  • Fixed exception for Trinity Settings file locking
  • Fixed exception for PushBulletKey Trim
  • SafeClickUIElements will now only click one UI element per tick
  • Re-added "TargetRangeRequired <= 1f || " to TargetHandler, may fix DH range complaints
  • GoldInactivity is no longer reset on TownPortal, or on WaitTimer tags
  • Fixed Error with Frenzy refresh
  • Removed more Hungarian Notation
  • Refactored Variables.cs
  • Removed unused variables


SVN's Updated
 
Download Trinity 1.9.2

Download QuestTools 2.0.14


Changelog 1.9.2


  • Crusader will now use Blessed Shield when off CD
  • Removed all references to, and blacklisted Pandemonium Fortress portals (QuestTools handles these now)
  • Fixed exception for Trinity Settings file locking
  • Fixed exception for PushBulletKey Trim
  • SafeClickUIElements will now only click one UI element per tick
  • Re-added "TargetRangeRequired <= 1f || " to TargetHandler, may fix DH range complaints
  • GoldInactivity is no longer reset on TownPortal, or on WaitTimer tags
  • Fixed Error with Frenzy refresh
  • Removed more Hungarian Notation
  • Refactored Variables.cs
  • Removed unused variables


SVN's Updated

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.()

Spams this when I start a script over and over...fresh latest beta install. What do? I'm not the only one.
 
Not picking up pills of gold ... also ... any idea on when a fix for delay on chest will come be out?

Thank you :)
 
hey rrrix, do happen to know if the following is a bug or just misconfiguration?! And if it is misconfiguration would you please advise me the correct settings?

my trinity is considering the inventory full even tho 18 slots of it are still empty ([Trinity] No more space to pickup a 2-slot item, town-run requested at next free moment.).. i have tried messing within trinity's settings to see if it debugs, i believe it is a bug, cuz no matter what i set it always thinks that those 18 slots are not free for use.
 
* Grotesque avoidance is not working. Bot just stands there when they explode.
* Bot goes into "hibernation" mode when avoiding Molten Explosions. It moves away from them as it should then just stand there doing nothing while waiting for them to subside before continue to attack. (Demonbuddy is showing "Safepoint" when this happens)

* Avoidance is also missing from some of the Rift Guardian bosses. Specifically those damage dealing circles on the ground. (I can help with this if you tell me what information you need to add it to Trinity)
* Wait delay for chests is not doing anything
* I'm not sure "Enable Wait for Bounty Events" does anything either. The bot sometimes get to far away after the event so it wont go after the chest/shrine
* Sometimes the treasure goblin gets away because the bot sometimes prioritize the trash between itself and the goblin
* The gold inactivity timer keeps ticking when I pause the bot
* The bot is doing some weird targeting thing when opening chests. It stops, walk one yard, stops again, walk 1 yard, then opens the chest. It doesn't happen all the time. It depends on what angle the bot is approaching the chest from

* Bot tends to flipflop between chests/shrines and another target if the "open container range" is to high. If I set it lower, it fixes the problem, but is missing a lot of chests. This is specially the case in maps like Zoltun Archives and Catacomb type of layout maps
 
Last edited:
Spams this when I start a script over and over...fresh latest beta install. What do? I'm not the only one.
hey rrrix, do happen to know if the following is a bug or just misconfiguration?! And if it is misconfiguration would you please advise me the correct settings?

my trinity is considering the inventory full even tho 18 slots of it are still empty ([Trinity] No more space to pickup a 2-slot item, town-run requested at next free moment.).. i have tried messing within trinity's settings to see if it debugs, i believe it is a bug, cuz no matter what i set it always thinks that those 18 slots are not free for use.

Attach a log please.
 
@rrrix:

Here are the 3 last WorldId's for rift levels:

Code:
Level 8 WorldID: 288810
Level 9 WorldID: 288814
Level 10 WorldID: 288816

They're missing from Trinity. You've also put 288806 in there as level 8 but should be 288810.

Is there a reason you blacklisted Death Gates in Pandemonium Fortress?
 
@rrrix:

Here are the 3 last WorldId's for rift levels:

Code:
Level 8 WorldID: 288810
Level 9 WorldID: 288814
Level 10 WorldID: 288816

They're missing from Trinity. You've also put 288806 in there as level 8 but should be 288810.

Is there a reason you blacklisted Death Gates in Pandemonium Fortress?

[*]Removed all references to, and blacklisted Pandemonium Fortress portals (QuestTools handles these now)
He's added them to quest tools
 
@rrrix:

Here are the 3 last WorldId's for rift levels:

Code:
Level 8 WorldID: 288810
Level 9 WorldID: 288814
Level 10 WorldID: 288816

They're missing from Trinity. You've also put 288806 in there as level 8 but should be 288810.

Is there a reason you blacklisted Death Gates in Pandemonium Fortress?

Thanks.

QuestTools handles the portals now in ExploreDungeon - i've been working on perfecting these for about 2 days, since EVERY TIME my bot gets either into the Kill Mathael bounty or a Rift world with the Pandemonium fortress tileset, it gets stuck. It's near perfection now... stay tuned :)
 
Attach a log please.

Sure i can do that. Which of the following have to be logged within the logfile?

ss511.jpg


Thank you
 
Sure i can do that. Which of the following have to be logged within the logfile?

Thank you

Lets just start with the defaults :) Attach your log as is. I'm also seeing the error very randomly, but, wanted to see if it happens at the same point you get it.
 
Thanks.

QuestTools handles the portals now in ExploreDungeon - i've been working on perfecting these for about 2 days, since EVERY TIME my bot gets either into the Kill Mathael bounty or a Rift world with the Pandemonium fortress tileset, it gets stuck. It's near perfection now... stay tuned :)

I like the sound of that. I actually made the bot work perfectly with the Death Gates in my specialized Pandemonium Fortress profile (unreleased), but It required a waypoint tag after taking the portal with the straightLinePathing="true" attribute to make it work and as you know that Is not possible in rifts. There is almost an infinite amount of variations of the Pandemonium Fortress maps even though many of them look exactly the same, there are small variations that makes waypoints impossible.

One example is that there could be two identical maps, but their "x" and "y" positions in the "sandbox" is different.
 
Last edited:
Status
Not open for further replies.
Back
Top