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Trinity 1.9.8 & QuestTools 2.0.82

Act 1 constantly restart bounty

rrrix, if it's trinity that's forcing profiles to be reloading every time a character takes a waypoint, or makes a new game - etc - should no longer be done by the bot logic and executed via profile commands. Either that, or you need to increase the threshold of profile restarts, as right now that whole profile restarting logic sucks for adventure mode.

Code:
Using Waypoint. Number:42
ToggleTargeting, new values: Looting:True LootRadius:75 Combat:True KillRadius:25
ProfileOrderManager.OnGameJoined, Reloading profile.
[Trinity] New Game - resetting everything
[Trinity] New Game, resetting Gold Inactivity Timer
Loaded profile Act 4 Rift Farmer brought to you by: Profiles by Farix
Game joined, Resetting profile caches.
Clearing Gardens of Hope level 2 bounties.

Imo, uncalled for profile reset. It's not a new game, it's just a changed dungeon.
 
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Hi Does anyone know how to stop Trinity from Casting CoTA if the I am using full IK set and all the Ancients are still alive. I'd live to save the call for when I die or one of them dies...othwise they are always in cooldown period. Right now it is casting it each time the cooldown ends. Thanks!

Also I am using Fury of the Vanished Peak with Cindercoat for constant Seismic Slam Spam. I am also using CoTA with Ancient's fury so they generate fury for me. I would like to use Beserker's Rage Passive because my fury is always near max. Anyway to edit combat routine so that SS is only cast when fury is at a max? Thanks.
 
Last edited:
feature request / bug reporteeee

first of all: thanks a bunch for your hard work, as a community we very much appreciate wot you have been doing.


  • please add a feature where the gold-inactivity-timer also pauses if the bot is paused, or if that is not possible, to make it easier, make the gold-inactivity-timer not trigger and instead automatically reset its timer everytime the bot has been manually-paused
  • add feature where it is possible to select different tiers of gems that will be picked up instead of a having a global tier for all the gems. Example: esmerald: marquise+ diamond:imperial+ amethyst: marquise+ topaz: imperial+ etc..
  • add a feature where it is able to stash all items of a specific kind instead of having them sold/salvaged. EG: always stash amulets: common+ rings: blue+ helms: common+ etc.. i have a feeling that everyone have lost a considerable amount of great rare amulets due to the lack of this feature
  • important notes regarding target-weight system:
    - gold should be lighter then magic, rare and legendary items, atm i have the feeling that gold is set to be heavier, which feels wrong, maybe give the user a UI that provides the ability to customize the target-weight system?
    - sometimes the bot gets a bit confused, my guess is that there is something wrong with its target-weight system.. example: elite with molten dies, drops loot, bot tries to get the loot while simultaneously tries to avoid the explosion caused by the molten, enters in weird loop, up and down, up and down, up and down, up and down, most of the time resulting in death caused by the explosion.
    - sometimes the bot is prioritizing trash mobs instead of loot on ground, i have been observing and this has been happening for quite a while (month+) and also been "triggered" a significant amount of times during a profile run, it is a big problem bcuz as the bot encounters more and more mobs on his way it keeps prioritizing them (entering in some kind of infinite loop until it doesn't detect mobs to attack anymore) instead of looting, heading so far that it gets to the point that it can't even detect the loot that it left on the ground anymore bcuz it is too far away to be detected. This would be acceptable if it did not affected legendaries, but since it does i assume it needs fix, besides happening with items on the ground it also happens with chests, shrines, wells, townruns, mostly everything that it is supposed to do it kinda overwrites everything until there are no more mobs to attack anymore.
    - add a feature where it always prioritizes the elite-like/champion-mobs (in other words, higher rank mobs) instead of aiming at the closest mob. this will greatly enhance the bot's survivability, often there's an elite right on its side inflicting a lot of damage but instead of focusing on the elite, it focuses on a white mob that does little damage, the outcome effect of such situation is the undesirable yet unstoppable death of the character.
  • my character is using the TRAG'OUL COILS BRACERS to reduce the cooldown of skills, problem is most of the times it pass through a health-well its life is at 100%, but even tho the option "heath well minimum health %" is set to 100% it is somehow not triggering/clicking on the well when it is at full life, pretty sure this is a bug. Same issue is happening with the Health Globe %, my witch doctor globe % is set to 100%, meaning that even at full life it is supposed to collect the globe, instead it ignores it every time its life is full.
  • add a feature where trinity is allowed to treat all kinds of legendary items differently. example, gloves: always stash, boots: always salvage, rings: always stash, etc.. Or even better, introduce a white-list and/or black-list system, where the user has to input manually the exact name of the item he wants to be listed, a white-list would only stash white-listed items and would salvage the rest while a black-list would stash everything and salvage the black-listed items, names should be case sensitive and have to be entered in accordance with their respective regional-names. note: this would only be possible with IDed items, unIDed items would receive standard treatment. This would significantly increase the amount of time the user could stay AFK, depending on the settings, we could be looking at 2 to 10 times more time to be AFKable, thus making the coding worth it, this would be great.
  • add a feature where if the inventory is full (townrun-time) and there are legendary items on the ground, instead of executing townrun to then come back to pickup the rest of loot, bot will prioritize the legendary items that are on the ground by selecting and throwing away the respective amount of yellow, blue or white items that are in the inventory (always selecting the minimum amount of weight) and then picking up all the legendaries, only then townrun will be executed. Important note: it will only throw away items that are not slot-protected. This is kinda secondary, but it is still important IMHO, why this is important?! Due to a huge number of variables (such as poor internet connection, bad power distribution, eminent hardware failure, it is very much possible that a legendary item gets lost if townrun has to be run before the item gets picked up, by adding this feature, reliability gets improved, the number of possible negative variables are reduced to a minimum of 1 or 2 by directly reducing the time the legendary item stays on the ground, the less time it stays on the ground the better, this also applies to target-weight system, bot should stop fighting, pick up legendary, and only then continue the fight..
  • add witch-doctor only option for ZUNIMASSA'S set and HEXING PANTS OF MR. YAN combination. Instead of attacking with main and secondary skills, bot would firstly cast Fetish Army and then mostly be walking in circles so that the power from the pants can be taken advantage from until the mobs are dead, while walking in circles bot would provide support for the pets by executing tertiary skills that do not request stationary positioning to work properly such as Big Bad Voodoo, Piranhas, Mass Confusion and Spirit Walk. The whole point is to move as much as possible, mostly never stopping unless it is for looting.
  • add witch-doctor only option that spams Big Bad Voodoo everytime there's a mob being it trash or not, such option is of big importance for those who have Starmetal Kukri and are running at extreme torment difficulty.

That's it for now, more feedback will come, i would like to hear your words on these tho, once again, thanks a lot!

edit: almost forgot the log

View attachment 36292 2014-06-03 04.31 - Copia.zip
 
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Could we have a check box to implement the following for WD Assuming we have zuni set have the check box initially allow FA to be called at game start then switch to conditionals for elites to re-summon and re-summon after death (just to cover dead fetish i see turbohud can count how many fetish we have but cannot distinguish between FA or psycophants) Also a check box to spam BBV for people with SMK increases clear times exponentially by hand when using on trash packs.

The previous request post has same idea i just further added to it. The hexing pants is a little trickyer i had it working with min distance to kite so the bot stutter stepped away using rain of toads and my cache and ticks are there fastest settings.
 
Hi !

Is there some documentation on the exploration mechanics ? i would love to try and implement some fixes
 
anyone knows where can i turn off/blacklist pool of reflection clicking (and whats the SNO of it)?
 
That's it? For now? You have written a small novel there :p

im glad you liked it

Could we have a check box to implement the following for WD Assuming we have zuni set have the check box initially allow FA to be called at game start then switch to conditionals for elites to re-summon and re-summon after death (just to cover dead fetish i see turbohud can count how many fetish we have but cannot distinguish between FA or psycophants) Also a check box to spam BBV for people with SMK increases clear times exponentially by hand when using on trash packs.

The previous request post has same idea i just further added to it. The hexing pants is a little trickyer i had it working with min distance to kite so the bot stutter stepped away using rain of toads and my cache and ticks are there fastest settings.

the kite-trick for the hexing pants seems to be an excellent temporary-workaround, i'll test it out and report back later. Also the option to spam BBV is definitely necessary like you said for those who have Starmetal.
 
Another bug?

01:44:24.322 ERROR BotMain Exception during bot tick.
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.()
01:44:25.605 DEBUG GridSegmentation ========== Grid segmentation resetting!!! ============
01:44:25.605 DEBUG GameStats Joined a game!
01:44:25.606 INFO ProfileOrderManager ProfileOrderManager.OnGameJoined, Reloading profile.
01:44:25.606 INFO Logger [Trinity] New Game - resetting everything
01:44:25.606 INFO Logger [Trinity] New Game, resetting Gold Inactivity Timer
01:44:25.717 INFO ProfileManager Loaded profile The Matriarchs Bones (349020)
01:44:25.717 INFO ProfileOrderManager Game joined, Resetting profile caches.
01:44:25.717 DEBUG ProfileOrderManager Resetting current behavior.
01:44:25.717 DEBUG GridSegmentation ========== Grid segmentation resetting!!! ============
01:44:25.719 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 4f4588a2-a45e-4b2d-8aa0-0cbcb6bd4233
01:44:25.939 INFO LogMessageTag Bounty > 349020: Matriarch's Bones[/QUOTE]
 
Not sure if this is a Trinity/Quest Tools or DemonBuddy issue, but It started happening after Demonbuddy 408. So whichever version of Trinity/Quest Tools that was out at that time.
OutOfMemory exception errors on 90% of Bastion Keep type of maps in Rifts. It also occurs outside rifts on these maps. This prevents the bot from finishing the map.

Here is a log of this happening:
OutOfMemory (Bastion Keep only).zip
 
feature request / bug reporteeee

first of all: thanks a bunch for your hard work, as a community we very much appreciate wot you have been doing.


  • please add a feature where the gold-inactivity-timer also pauses if the bot is paused, or if that is not possible, to make it easier, make the gold-inactivity-timer not trigger and instead automatically reset its timer everytime the bot has been manually-paused
  • add feature where it is possible to select different tiers of gems that will be picked up instead of a having a global tier for all the gems. Example: esmerald: marquise+ diamond:imperial+ amethyst: marquise+ topaz: imperial+ etc..
  • add a feature where it is able to stash all items of a specific kind instead of having them sold/salvaged. EG: always stash amulets: common+ rings: blue+ helms: common+ etc.. i have a feeling that everyone have lost a considerable amount of great rare amulets due to the lack of this feature
  • important notes regarding target-weight system:
    - gold should be lighter then magic, rare and legendary items, atm i have the feeling that gold is set to be heavier, which feels wrong, maybe give the user a UI that provides the ability to customize the target-weight system?
    - sometimes the bot gets a bit confused, my guess is that there is something wrong with its target-weight system.. example: elite with molten dies, drops loot, bot tries to get the loot while simultaneously tries to avoid the explosion caused by the molten, enters in weird loop, up and down, up and down, up and down, up and down, most of the time resulting in death caused by the explosion.
    - sometimes the bot is prioritizing trash mobs instead of loot on ground, i have been observing and this has been happening for quite a while (month+) and also been "triggered" a significant amount of times during a profile run, it is a big problem bcuz as the bot encounters more and more mobs on his way it keeps prioritizing them (entering in some kind of infinite loop until it doesn't detect mobs to attack anymore) instead of looting, heading so far that it gets to the point that it can't even detect the loot that it left on the ground anymore bcuz it is too far away to be detected. This would be acceptable if it did not affected legendaries, but since it does i assume it needs fix, besides happening with items on the ground it also happens with chests, shrines, wells, townruns, mostly everything that it is supposed to do it kinda overwrites everything until there are no more mobs to attack anymore.
    - add a feature where it always prioritizes the elite-like/champion-mobs (in other words, higher rank mobs) instead of aiming at the closest mob. this will greatly enhance the bot's survivability, often there's an elite right on its side inflicting a lot of damage but instead of focusing on the elite, it focuses on a white mob that does little damage, the outcome effect of such situation is the undesirable yet unstoppable death of the character.
  • my character is using the TRAG'OUL COILS BRACERS to reduce the cooldown of skills, problem is most of the times it pass through a health-well its life is at 100%, but even tho the option "heath well minimum health %" is set to 100% it is somehow not triggering/clicking on the well when it is at full life, pretty sure this is a bug. Same issue is happening with the Health Globe %, my witch doctor globe % is set to 100%, meaning that even at full life it is supposed to collect the globe, instead it ignores it every time its life is full.
  • add a feature where trinity is allowed to treat all kinds of legendary items differently. example, gloves: always stash, boots: always salvage, rings: always stash, etc.. Or even better, introduce a white-list and/or black-list system, where the user has to input manually the exact name of the item he wants to be listed, a white-list would only stash white-listed items and would salvage the rest while a black-list would stash everything and salvage the black-listed items, names should be case sensitive and have to be entered in accordance with their respective regional-names. note: this would only be possible with IDed items, unIDed items would receive standard treatment. This would significantly increase the amount of time the user could stay AFK, depending on the settings, we could be looking at 2 to 10 times more time to be AFKable, thus making the coding worth it, this would be great.
  • add a feature where if the inventory is full (townrun-time) and there are legendary items on the ground, instead of executing townrun to then come back to pickup the rest of loot, bot will prioritize the legendary items that are on the ground by selecting and throwing away the respective amount of yellow, blue or white items that are in the inventory (always selecting the minimum amount of weight) and then picking up all the legendaries, only then townrun will be executed. Important note: it will only throw away items that are not slot-protected. This is kinda secondary, but it is still important IMHO, why this is important?! Due to a huge number of variables (such as poor internet connection, bad power distribution, eminent hardware failure, it is very much possible that a legendary item gets lost if townrun has to be run before the item gets picked up, by adding this feature, reliability gets improved, the number of possible negative variables are reduced to a minimum of 1 or 2 by directly reducing the time the legendary item stays on the ground, the less time it stays on the ground the better, this also applies to target-weight system, bot should stop fighting, pick up legendary, and only then continue the fight..
  • add witch-doctor only option for ZUNIMASSA'S set and HEXING PANTS OF MR. YAN combination. Instead of attacking with main and secondary skills, bot would firstly cast Fetish Army and then mostly be walking in circles so that the power from the pants can be taken advantage from until the mobs are dead, while walking in circles bot would provide support for the pets by executing tertiary skills that do not request stationary positioning to work properly such as Big Bad Voodoo, Piranhas, Mass Confusion and Spirit Walk. The whole point is to move as much as possible, mostly never stopping unless it is for looting.
  • add witch-doctor only option that spams Big Bad Voodoo everytime there's a mob being it trash or not, such option is of big importance for those who have Starmetal Kukri and are running at extreme torment difficulty.

That's it for now, more feedback will come, i would like to hear your words on these tho, once again, thanks a lot!

edit: almost forgot the log

View attachment 131855

I can attempt to fix some of these and submit a pull request for rrrix. I've noticed many of the same problems (pause timer, rubber-banding when avoiding+looting at the same time, adjust prioritizing health wells when trag'oul coils equipped or in inventory). However, the issues you have with loot priorities are already fixable with the current featureset. In your item rules folder, change salvageSell.dis to salvage legendaries and rares, but in legendary.dis and rare.dis you specify what you want to keep and trash the rest.
 
Crusader Stuck/workaround

Issue: Steed Charge interrupting legendary identification. Keeps running into Book of Cain. Bot get stuck in a loop.

Workaround: disable steed charge in town.
// Buffs
if (UseOOCBuff)
{
if (CanCast(SNOPower.X1_Crusader_SteedCharge) && CrusaderSettings.SteedChargeOOC && !Player.IsInTown)
{
return new TrinityPower(SNOPower.X1_Crusader_SteedCharge);
}
 
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Trinity is hard-coded to respawn the dogs when there's less than 2, which there will always be if you have Tall Mans Finger as you have 1 big dog. You don't want it respawning your big dog right in the middle of a fight just because it's off cooldown.

The change below only respawns dogs if they're all dead, which stops it spamming dogs off cooldown when you have TMF equipped.

Change Trinity\Combat\Abilities\WitchDoctorCombat.cs line 217, change the ' <= 2' to '<= 1'

Code:
                // Zombie Dogs non-sacrifice build
                if (!hasSacrifice && CanCast(SNOPower.Witchdoctor_SummonZombieDog) && Trinity.PlayerOwnedZombieDogCount <= 2)
                {
                    return new TrinityPower(SNOPower.Witchdoctor_SummonZombieDog);
                }

Code:
                // Zombie Dogs non-sacrifice build
                if (!hasSacrifice && CanCast(SNOPower.Witchdoctor_SummonZombieDog) && Trinity.PlayerOwnedZombieDogCount <= 1)
                {
                    return new TrinityPower(SNOPower.Witchdoctor_SummonZombieDog);
                }

Don´t work for me........ any other Ideas ?
 
I can attempt to fix some of these and submit a pull request for rrrix. I've noticed many of the same problems (pause timer, rubber-banding when avoiding+looting at the same time, adjust prioritizing health wells when trag'oul coils equipped or in inventory). However, the issues you have with loot priorities are already fixable with the current featureset. In your item rules folder, change salvageSell.dis to salvage legendaries and rares, but in legendary.dis and rare.dis you specify what you want to keep and trash the rest.

great, then please make it happen friend, the closest we can get this thing from perfect the better it will be able to farm T5 and T6, cuz it's really on those difficulties that one can make no mistake, it all has to be in perfect sync to work flawlessly, and that's exactly where these improvements will shine.

I did not know it was already possible to customize trinity's item-handling-system to this level. Maybe it deserves an UI implementation?! it would be way easier to customize it with an UI. I found the salvagesell.dis but it is blank what now?! On legendary.dis and rare.dis all i have to do is put two slashes on the start of the line if i want that specific type of item to get stashed and remove the two initial slashes if i want that same specific type of item to be salvaged/sold, essentially making it a white-list correct?

I did this on rare.dis, but it still did not stash a single rare amulet and instead sold them. Also do i really have to set rare to salvage or will the customized handling also work if rare is set to sell?!

Code:
// +---------------------------------------------------------------------------+ 
// |     __ _____ _ _ _ _____ __    _____ __ __ 
// |  __|  |   __| | | |   __|  |  | __  |  |  |
// | |  |  |   __| | | |   __|  |__|    -|_   _|
// | |_____|_____|_____|_____|_____|__|__| |_|  
// | +++++++++++++++++++++++++++++++++++++++++++                                           
// +---------------------------------------------------------------------------+


// +---------------------------------------------------------------------------+
// | -- Amulet
// +---------------------------------------------------------------------------+
// | [MAXSTAT] == 350, [LIFE%] == 16, [AS%] == 9, [CRIT%] == 10, [LOH] == 959,
// | [MAXONERES] == 60, [CRITDMG%] == 100, [ALLRES] == 80,
// +---------------------------------------------------------------------------+
// | [DMGFACTOR] == 56, [TOTRES] == 140, [AVGDMG] == 70
// +---------------------------------------------------------------------------+
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [DMGFACTOR] >= 35
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 70 && [DMGFACTOR] >= 32
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 90 && [ALLRES] >= 40 && [DMGFACTOR] > 30
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 110 && [ALLRES] >= 40 && [DMGFACTOR] >= 25 && ([LOH] >= 300 || [LIFE%] >= 9)
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 190 && [ALLRES] >= 50 && [DMGFACTOR] >= 24 && ([LOH] >= 400 || [LIFE%] >= 12)
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 210 && [ALLRES] >= 70 && [DMGFACTOR] >= 23 && [LOH] >= 400 && [LIFE%] >= 12
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] >= 230 && [ALLRES] >= 80 && [LIFE%] >= 15
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTAT] >= 300 && [VIT] > 0 && [TOTRES] >= 135
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [TOTRES] >= 135
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [LOH] >= 900
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [THORNS] >= 2500
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [MAXSTATVIT] > 0 && [DMGFACTOR] > 0 && [MF%] > 44 && [GF%] > 49
// [QUALITY] == "Rare" && [TYPE] == "Amulet" # [CRITDMG%] >= 95
// trash rule
// [QUALITY] == "Rare" && [TYPE] == "Amulet" -> [TRASH]

Also, the white-list scheme is not really the most efficient way for legendaries, a black-list scheme would be better for legendaries, at least for me bcuz i want the majority of legendaries to be stashed while with rares is actually the inverse. It's better to manually input the minority than the majority.
 
Can we get this junk turned into an option to enable/disable this setting?

[ReloadProfileTag] *** Max Profile Reloads Threshold Breached ***
[ReloadProfileTag] *** Profile restarts DISABLED ***
[ReloadProfileTag] *** QuestTools STOPPING BOT ***
 
feature request / bug reporteeee

[*]add witch-doctor only option for ZUNIMASSA'S set and HEXING PANTS OF MR. YAN combination. Instead of attacking with main and secondary skills, bot would firstly cast Fetish Army and then mostly be walking in circles so that the power from the pants can be taken advantage from until the mobs are dead, while walking in circles bot would provide support for the pets by executing tertiary skills that do not request stationary positioning to work properly such as Big Bad Voodoo, Piranhas, Mass Confusion and Spirit Walk. The whole point is to move as much as possible, mostly never stopping unless it is for looting.
[*]add witch-doctor only option that spams Big Bad Voodoo everytime there's a mob being it trash or not, such option is of big importance for those who have Starmetal Kukri and are running at extreme torment difficulty.

These options here would be AMAZING for WD.
 
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posting until this is an option or removed from the plugin, entirely (I'd do it myself, but it breaks trinity)

[ReloadProfileTag] *** Max Profile Reloads Threshold Breached ***
[ReloadProfileTag] *** Profile restarts DISABLED ***
[ReloadProfileTag] *** QuestTools STOPPING BOT ***

WHY FOR THE LOVE OF GOD ARE THERE PROFILE RELOAD THRESHOLDS?!!?!? 16 hours into botting and it gets owned by this.
 
Not sure if this has been mentioned before, but would be nice for Trinity to check for existence of Tall Man's Finger (not sure if "big Zombie Dog" is something you can check for), and not recast Zombie Dogs off cooldown, much like how Garg doesn't recast every time it's up.
 
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