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Trinity 1.9.4 & QuestTools 2.0.70

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Goblin still not being prioritized, i guess it is being categorized as a trash mob and since my radius trigger for trash mobs is set to 5 the bot never gets that close from the goblin to activate it.

Please categorize demonic vessel as chests, even tho the option OPEN CHESTS is marked the bot passes through it and never opens it.
 
Looting Problem

To rrix:
What's the problem?
I set "Town Run" to 10 and "In Town" to 30. I test it with Ghom profile. My character will pick up rares until there are 8/9 slots left. If there are only 8/9 slots left and there is a legendary/rare on the floor, my character will not pick it up and portal back to town sell all rares and restart the game. Maybe there is something wrong with "In Town" function?

What steps will reproduce the problem?
Using the Ghom profile.

What is the expected result?
When i portal back to town and there are less than 30 slots in my bag, i should sell all items in my bag. So i will not miss any item especially legenday.

What happens instead?
I sell my items when there are less than 10 slots in my bag.
 

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To rrix:
What's the problem?
I set "Town Run" to 10 and "In Town" to 30. I test it with Ghom profile. My character will pick up rares until there are 8/9 slots left. If there are only 8/9 slots left and there is a legendary/rare on the floor, my character will not pick it up and portal back to town sell all rares and restart the game. Maybe there is something wrong with "In Town" function?
(...)
Up to that.

For me this whole free bag slots thingy is bugged since the beginning. Or I just don't know how it works, so have no idea how to set it properly >.<
 
Not 100% sure if this is a Trinity bug or not. But using the comunity bounty profiles running act4. Running a fire Crusader, and all night the bot tried to use the steed charge with fire run and it stayed stuck behind a Vile Lesion. never attacking or the unstucker being triggered.
 
For Demon Hunter I've noticed that sometimes the combat routine will vault backwards into a wall repeatedly until death if surrounded rather than vaulting in a different direction to get away. Is this due to a rune or logic? Can the logic be beefed up at all? Let me know if you need a log or anything but I doubt it will help much.

Edit: Trail of cinder rune helps sometimes because that way at least the dudes around me take some damage if the vault moves me at all. Action shot just doesn't do enough damage to a group.
Edit2: Cursory glance look at MainFindSafeZone... square being occupied doesn't matter for vault. It also doesn't matter if there's a safe path to the safe point. Vault will go through anything.
Edit3: Yeah a log would be useful. I'll pull it as soon as it happens again.

Code:
08:44:20.035 DEBUG DefaultNavigationProvider Navigator.Clear
08:44:20.046 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid found <567.5, 655, 145.3551>, distance: 15, weight: 410
08:44:20.046 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid stats Total=2025 CantStand=1002 ZDiff 0 GT45Raycast 0 Avoidance 11 Monsters 743 pathFailures 0 navRaycast 0 pointsFound 496 shouldKite=True isStuck=False avoidDeath=False monsters=0 timers=0/0.0 1/0.0 2/0.0 3/0.0 4/0.0 5/8.0 6/0.0 7/0.0 8/1.0 9/0.0 10/0.0 11/0.0 
08:44:20.047 DEBUG DefaultNavigationProvider Generating path to Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE - <540.4628, 684.7635, 145.4551>
08:44:20.048 DEBUG DefaultNavigationProvider Successfully generated path from {X=172,Y=134} to {X=178,Y=120} in 00:00:00.0002909 with 15(5) hops
08:44:20.056 DEBUG DefaultNavigationProvider Client path generated.
08:44:20.057 DEBUG DefaultNavigationProvider Generated path to <540.4628, 684.7635, 145.4551> (Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE) with 5 hops.
08:44:20.085 DEBUG TrinityDebug [Trinity][CacheManagement]  Hotbar Skills (Skill/RuneIndex/Slot):  X1_DemonHunter_EntanglingShot/0/HotbarMouseLeft DemonHunter_ElementalArrow/0/HotbarMouseRight DemonHunter_Vault/0/HotbarSlot1 X1_DemonHunter_Vengeance/4/HotbarSlot2 DemonHunter_MarkedForDeath/2/HotbarSlot3 X1_DemonHunter_Companion/2/HotbarSlot4
08:44:20.087 DEBUG DefaultNavigationProvider Navigator.Clear
08:44:20.098 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid found <567.5, 655, 145.3551>, distance: 14, weight: 413
08:44:20.098 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid stats Total=2025 CantStand=1029 ZDiff 0 GT45Raycast 0 Avoidance 4 Monsters 701 pathFailures 0 navRaycast 0 pointsFound 476 shouldKite=True isStuck=False avoidDeath=False monsters=0 timers=0/0.0 1/0.0 2/0.0 3/0.0 4/0.0 5/7.0 6/0.0 7/0.0 8/0.0 9/0.0 10/0.0 11/0.0 
08:44:20.098 DEBUG DefaultNavigationProvider Generating path to Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE - <540.4628, 684.7635, 145.4551>
08:44:20.101 DEBUG DefaultNavigationProvider Successfully generated path from {X=171,Y=134} to {X=178,Y=120} in 00:00:00.0000671 with 15(4) hops
08:44:20.108 DEBUG DefaultNavigationProvider Client path generated.
08:44:20.108 DEBUG DefaultNavigationProvider Generated path to <540.4628, 684.7635, 145.4551> (Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE) with 4 hops.
08:44:20.191 DEBUG TrinityDebug [Trinity][CacheManagement]  Hotbar Skills (Skill/RuneIndex/Slot):  X1_DemonHunter_EntanglingShot/0/HotbarMouseLeft DemonHunter_ElementalArrow/0/HotbarMouseRight DemonHunter_Vault/0/HotbarSlot1 X1_DemonHunter_Vengeance/4/HotbarSlot2 DemonHunter_MarkedForDeath/2/HotbarSlot3 X1_DemonHunter_Companion/2/HotbarSlot4
08:44:20.193 DEBUG DefaultNavigationProvider Navigator.Clear
08:44:20.205 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid found <567.5, 655, 145.3551>, distance: 13, weight: 414
08:44:20.205 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid stats Total=2025 CantStand=1004 ZDiff 0 GT45Raycast 0 Avoidance 6 Monsters 778 pathFailures 0 navRaycast 0 pointsFound 499 shouldKite=True isStuck=False avoidDeath=False monsters=0 timers=0/0.0 1/0.0 2/0.0 3/0.0 4/0.0 5/8.0 6/0.0 7/0.0 8/1.0 9/0.0 10/0.0 11/0.0 
08:44:20.205 DEBUG DefaultNavigationProvider Generating path to Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE - <540.4628, 684.7635, 145.4551>
08:44:20.206 DEBUG DefaultNavigationProvider Successfully generated path from {X=171,Y=133} to {X=178,Y=120} in 00:00:00.0000674 with 14(5) hops
08:44:20.213 DEBUG DefaultNavigationProvider Client path generated.
08:44:20.213 DEBUG DefaultNavigationProvider Generated path to <540.4628, 684.7635, 145.4551> (Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE) with 5 hops.
08:44:20.235 DEBUG TrinityDebug [Trinity][CacheManagement]  Hotbar Skills (Skill/RuneIndex/Slot):  X1_DemonHunter_EntanglingShot/0/HotbarMouseLeft DemonHunter_ElementalArrow/0/HotbarMouseRight DemonHunter_Vault/0/HotbarSlot1 X1_DemonHunter_Vengeance/4/HotbarSlot2 DemonHunter_MarkedForDeath/2/HotbarSlot3 X1_DemonHunter_Companion/2/HotbarSlot4
08:44:20.237 DEBUG DefaultNavigationProvider Navigator.Clear
08:44:20.248 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid found <575, 665, 145.3551>, distance: 4, weight: 416
08:44:20.249 DEBUG TrinityDebug [Trinity][CacheManagement] Kiting grid stats Total=2025 CantStand=976 ZDiff 0 GT45Raycast 0 Avoidance 13 Monsters 820 pathFailures 0 navRaycast 0 pointsFound 520 shouldKite=True isStuck=False avoidDeath=False monsters=0 timers=0/0.0 1/0.0 2/0.0 3/0.0 4/0.0 5/8.0 6/0.0 7/0.0 8/1.0 9/0.0 10/0.0 11/0.0 
08:44:20.249 DEBUG DefaultNavigationProvider Generating path to Name=x1_Beast_Skeleton_A Dist=22 IsElite=True LoS=False HP=0.78 Dir=NE - <540.4628, 684.7635, 145.4551>
08:44:20.250 DEBUG DefaultNavigationProvider Successfully generated path from {X=171,Y=133} to {X=178,Y=120} in 00:00:00.0000674 with 14(5) hops

Looks like more of a demonbuddy pathing problem. Basically I think it's trying to vault through something that can't be vaulted through even if what can't be vaulted through isn't obvious. A gap in the ground, etc. The only thing I can think of is passing the previous point and saying give me something that isn't within x distance of that point because that didn't work. No points? Reduce radius from that point. Another possibility is perhaps initiating the stuck stuff if after a few tries you haven't moved but if cornered that may not work. Not telling you what to do of course just helping brainstorm.

A request - would it be possible to add an option to return to town, stay dead, or something rather than quitting the game when a gold/death/tick timer expires? That way if the bot is being monitored I can interact with it and fix the problem rather than having 10 seconds to cancel the leave game timer. I missed the timer when it was almost done a rift. Sad panda.

I notice you have an item related thing for Kridershot in the demonhunter.cs file... can you include the set bonus for:
Name=Danetta's Revenge InternalName=handXbow_norm_unique_07-149 ActorSNO=211749 DynamicID=2018312336 InventorySlot=RightHand
Name=Danetta's Spite InternalName=handXbow_norm_unique_06-145 ActorSNO=211745 DynamicID=2018050188 InventorySlot=LeftHand
which changes the cost of vault to 8 hatred rather than discipline.

And last but not least a question. Which avoidancetype does plagued put down on the ground? PoisonEnchanted? PlagueCloud I'm assuming is the gas crap in the air?
 
Last edited:
The Wizzard Archon Bug is really annoying.. especially if you have Vyrs Set. Doesnt matter which rune none works ;)
But take your time... i can also play without Archon
 
The Wizzard Archon Bug is really annoying.. especially if you have Vyrs Set. Doesnt matter which rune none works ;)
But take your time... i can also play without Archon

Mine works no rune (i have vyr's or +22% damage due to arcane skill power %)
 
If you have the 4-piece Vyr Set bonus you cant choose to have no runes Kazumakun, you will have all active anyways and that makes the bot go crazy on archon mode.
 
To rrix:
What's the problem?
I set "Town Run" to 10 and "In Town" to 30. I test it with Ghom profile. My character will pick up rares until there are 8/9 slots left. If there are only 8/9 slots left and there is a legendary/rare on the floor, my character will not pick it up and portal back to town sell all rares and restart the game. Maybe there is something wrong with "In Town" function?

What steps will reproduce the problem?
Using the Ghom profile.

What is the expected result?
When i portal back to town and there are less than 30 slots in my bag, i should sell all items in my bag. So i will not miss any item especially legenday.

What happens instead?
I sell my items when there are less than 10 slots in my bag.
If you have the 4-piece Vyr Set bonus you cant choose to have no runes Kazumakun, you will have all active anyways and that makes the bot go crazy on archon mode.
Exactly...
So every DMG Archon Skill needs now a new Skill for the Fire Element. But i think that isnt a bug in Trinity but in DB
 
If you have the 4-piece Vyr Set bonus you cant choose to have no runes Kazumakun, you will have all active anyways and that makes the bot go crazy on archon mode.

Ah so selecting no runes is not not having no runes set? :P bot uses all archon skills for me, same with funkybot i just selected "no rune" on the far left of the rune tab.... also Vyr's uses ur highest elemental skill which is arcane but i can still select any rune and it will work as normal so the game still has th id's of the arcane versions of all spells there just "hidden" when u don't have + arcane and Vyr's set. So with that being said i'd really really really not use archon period till it's fixed as it's tryign to use the hidden arcane version of archon abilitys
 
Yep, thats the Problem. Vyrs + 101% Firedamage, so every Skill needs the Fire version, and there is no Fire version in DB
 
Yep, thats the Problem. Vyrs + 101% Firedamage, so every Skill needs the Fire version, and there is no Fire version in DB

Ah i replyed to someone just saying it didn't work not that it was fire specific with vyrs point still stands do not use it pretty sure red flags will be ringing when a fire wiz keeps tryign to cast arcane versions of a spell (assuming that is what it's doing)
 
Definitely something up with it, I'm checking
 
Ah i replyed to someone just saying it didn't work not that it was fire specific with vyrs point still stands do not use it pretty sure red flags will be ringing when a fire wiz keeps tryign to cast arcane versions of a spell (assuming that is what it's doing)
Also, anyone found that wizard's archon with Vyrs set will keep spamming the #2skill slow time?
 
New QuestTools and Trinity 1.9.5 pushed to SVN/EZUpdater.

I will create a zip once new DB is pushed (and I can get the new SNOPower enums' and remove my Archon workaround)

Trinity:
Fixed Archon Skills not casting (temorary hacks until new DB comes out)
Added CPlayer passives cache
Removed ActiveBounty Info causing performance issues and not really being used
Fixed default Gem pickup level
Barbarian Avalanche will now be used at full fury
Fixed stutter-step when interacting with containers/corpses

QuestTools:
Fixed performance in ExploreDungeon
Fixed stucks on moving to Dungeon Stone minimap markers
Fixed Visited MinimapMarkers not being cleared on ResetCachedDone
 
New QuestTools and Trinity 1.9.5 pushed to SVN/EZUpdater.

I will create a zip once new DB is pushed (and I can get the new SNOPower enums' and remove my Archon workaround)

Trinity:
Fixed Archon Skills not casting (temorary hacks until new DB comes out)
Added CPlayer passives cache
Removed ActiveBounty Info causing performance issues and not really being used
Fixed default Gem pickup level
Barbarian Avalanche will now be used at full fury
Fixed stutter-step when interacting with containers/corpses

QuestTools:
Fixed performance in ExploreDungeon
Fixed stucks on moving to Dungeon Stone minimap markers
Fixed Visited MinimapMarkers not being cleared on ResetCachedDone

Thanks a lot, the primary skill on fire archon is working. However it's still not using the skill on '1', fire blast
 
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