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Trinity 2.1.4 and QuestTools 2.0.91

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EDIT: just saw your comp specs... weird, you tried associating higher cpu priority to DB? that could probably fix it

Yes, don't work... And before 2.1, DB work here perfectly...
 
LOL- I ran my bot last night with 2.1.2 haha 12 hours and not a single legendary- I wonder how many RORG I left behind haha

Oh well lets hope 2.1.3 works a little better lol
 
rrrix - would you be able to add a smart DH combat for M6 users? The Dh just spams hatred spenders and doesn't have enough hatred to lay out sentries.
 
So far new version is working quite well. Far better than previous one :P
However, I have a small question - did you do something to "MoveToObjective" tag?

I'm running community bounties and getting this error from time to time:
http://i.imgur.com/4jTmrP4.png

Also, do you think it would be possible to implement tag that would allow us to change trash count from profile file?
It would be really helpful with bounties - skip mobs on the way to some dungeon and when you arrive change count to 1 so bot won't wander around being stupid ;D

//Edit
One more thing.
Is it possible to make bot use new salvage options Blizz gave us? I mean the ones you get at blacksmith lvl 12 to salvage white/blue/yellow all at once?
 
Last edited:
Add this for Monk Sunwuko set, you want to be spamming the mantra .
It should still have sweeping wind for the 3 stacks spirit regen before use it, in this function.

Used 100 spirit as a test for SpiritSpam.

This is the monk build at top of the ladder atm. Is just abuse mantra spam and use Way of the Hundread first spam.

Code:
 // Use Mantra spam if have Sunwuko set
            if (Sunwuko_Set && CombatBase.CanCast(SNOPower.X1_Monk_MantraOfHealing_v2) && (Player.PrimaryResource > Sunwuko_SpiritSpam) &&  
                !GetHasBuff(SNOPower.X1_Monk_MantraOfHealing_v2) && CurrentTarget != null )
            {
                 return new TrinityPower(SNOPower.X1_Monk_MantraOfHealing_v2);
            }


            if (Sunwuko_Set && CombatBase.CanCast(SNOPower.X1_Monk_MantraOfConviction_v2) && (Player.PrimaryResource > Sunwuko_SpiritSpam ) &&  
                !GetHasBuff(SNOPower.X1_Monk_MantraOfConviction_v2)  && CurrentTarget != null )
            {
                 return new TrinityPower(SNOPower.X1_Monk_MantraOfConviction_v2);
            }

I think better than wait for the buff to expire , is better spam it anyway it target health +5000% weapon damage or elite or boss.
Probably 2 handles one when hp is full spam till spirit value, otherwise wait for buff to expire .

Cheers.
 
Hm, looks like bot really doesn't like wooden doors on it's way to Skeleton King.
Running back and forth after destroying them.

Will keep you posted if I notice anything else.

//Edit
Another thing just poped up.
It just randomly appears in DB window.
[Trinity] Error in HandleTarget: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr: 00000090,

Size: 4
Exception during bot tick.System.Exception: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr:

00000090, Size: 4
w GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
w GreyMagic.MemoryBase.Read[T](IntPtr addr)
w Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
w Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
w Trinity.Trinity.RefreshDiaGetWeights() w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\Weighting.cs:wiersz 982
w Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Cache

\RefreshObjects.cs:wiersz 193
w Trinity.Trinity.TargetCheck(Object ret) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\TargetCheck.cs:wiersz 123
w Zeta.TreeSharp.Decorator.CanRun(Object context)
w Zeta.TreeSharp.Decorator..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Bot.BotMain.()

Exception during bot tick.System.Exception: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr:

00000090, Size: 4
w GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
w GreyMagic.MemoryBase.Read[T](IntPtr addr)
w Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
w Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
w Trinity.Trinity.RefreshDiaGetWeights() w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\Weighting.cs:wiersz 982
w Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Cache

\RefreshObjects.cs:wiersz 193
w Trinity.Trinity.TargetCheck(Object ret) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\TargetCheck.cs:wiersz 123
w Zeta.TreeSharp.Decorator.CanRun(Object context)
w Zeta.TreeSharp.Decorator..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Bot.BotMain.()

Exception during bot tick.System.Exception: Ukończono tylko część żądania ReadProcessMemory lub WriteProcessMemory, at addr:

00000090, Size: 4
w GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
w GreyMagic.MemoryBase.Read[T](IntPtr addr)
w Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
w Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
w Trinity.Trinity.RefreshDiaGetWeights() w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\Weighting.cs:wiersz 982
w Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Cache

\RefreshObjects.cs:wiersz 193
w Trinity.Trinity.TargetCheck(Object ret) w c:\Users\User\Desktop\DB Beta\Plugins\Trinity\Combat\TargetCheck.cs:wiersz 123
w Zeta.TreeSharp.Decorator.CanRun(Object context)
w Zeta.TreeSharp.Decorator..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Common.HookExecutor.Run(Object context)
w Zeta.TreeSharp.Action.RunAction(Object context)
w Zeta.TreeSharp.Action..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.TreeSharp.PrioritySelector..()
w Zeta.TreeSharp.Composite.Tick(Object context)
w Zeta.Bot.BotMain.()
 
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My bot has not picked one up yet. Can anybody confirm that this version picks up R Gifts without changing loot rules?

tip: check ItemsDropped.csv

Any and all items that are dropped are logged into that file. The last column (true/false) indicates whether or not the bot wanted to pick it up. StashSellSalvage.csv will indicate if the bot actually picked it up (and what it did with it).
 
Code:
[Trinity] Depth Diggers [pants_norm_unique_044-163214] [Legs] = (TRASH)
[Trinity] Translation: Wrong(217510501): -774309839;Depth Diggers

Salvaged Depth Diggers, didn't detect as Legendary with 2.0.1 , is this fixed on last version?

Was bought from Kadala, anyway i updated now.


[TABLE="width: 2287"]
[TR]
[TD="align: right"]197216[/TD]
[TD] Depth Diggers[/TD]
[TD]pants_norm_unique_044[/TD]
[TD]Armor[/TD]
[TD]Legs[/TD]
[TD]Armor[/TD]
[TD]Legs[/TD]
[TD]Legendary[/TD]
[TD="align: right"]70[/TD]
[TD]Salvage[/TD]
[TD="colspan: 22"]Quality: Legendary Level: 70 RequiredLevel: 70 HighestPrimaryAttribute: 454 Vitality: 497 Dexterity: 454 Armor: 708 ArmorBonus: 594 ArmorTotal: 1302 ExperienceBonus: 184 ResistAll: 96 BaseType: Armor ItemType: Legs[/TD]
[TD][/TD]
[/TR]
[/TABLE]


The problem was instead of Legendary quality was read as :
pants_norm_unique_044
 
Last edited:
tip: check ItemsDropped.csv

Any and all items that are dropped are logged into that file. The last column (true/false) indicates whether or not the bot wanted to pick it up. StashSellSalvage.csv will indicate if the bot actually picked it up (and what it did with it).

Awesome job rrrix!! Confirmed it mine picked up an RG, but it doesn't recognize the item name in the ItemDropped.csv and StashSellSalvage.csv. See line 355 and 77 respectively.

View attachment CSV.zip
 
Looks like kamikazing on goblins is not working as well.
And bot seems to really hate destructibles - sometimes he attacks space where they were.

Is there any way to provide you with logs? They weight around 500MB after 2-3 hours with logging options you wanted to be checked.
 
@rrrix,
Thanks for the quick update.
Any chance the breaking objects will be fixed, even after the object is gone it goes back 5-8 times before moving on.
Previous trinity was not this bad. I even set the trinity setting to ignore all destructible but its still doing the same thing.

Cheers!
 
just noticed the new fist weapon, vengeful wind dropped and it didnt pick it up. i picked it up and tried testing it, however it did pick it up after i had it identified so i dont know if this is an issue
 
Koolplay see if it won't salvage it , and see if you can find on the csv files the quality. Like force town run and interrupt it, with the item on the bag .

Maybe is same problem as Depth Diggers pants, quality string isn't "Legendary".
 
@rrrix,
Thanks for the quick update.
Any chance the breaking objects will be fixed, even after the object is gone it goes back 5-8 times before moving on.
Previous trinity was not this bad. I even set the trinity setting to ignore all destructible but its still doing the same thing.

Cheers!

This logic has not changed, perhaps your memory is tricking you, or you're running a different profile.
 
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