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Trinity 2.1.21 and QuestTools 2.1.38

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Demonbuddy bot using white regular attack with 6 additional skills on the panel
its common bot behavior

ye, human cant do this

but bot doing it from the beginning of the diablo beta, 2012

so dont worry
 
Getting this error from time to time..bot sits around does nothing then leaves game and tries again.


[ UberBot ] Profile Manager, Next run on Realm of Turmoil
[ UberBot DEBUG ] [LoadProfile] Load Profile, file: C:\Users\***\Desktop\DemonbuddyBETA 1.1.2135.485\Profiles\Uber Bot\data\UberBotIdolofTerror.xml
Loaded profile UberBot - IdolOfTerror Run
Using Waypoint. Number:0
[QuestTools][<GetItemFromStashRoutine>d__e] Already have 9 items in our backpack (GameBalanceId=0 ActorSNO=366948)
[ChangeMonitor] Act changed from A4 to A1 (0) SnoId=312418
[ChangeMonitor] worldId changed from 172909 to 332336 - X1_Tristram_Adventure_Mode_Hub
[ChangeMonitor] levelAreaId changed from 92945 to 332339 - A1_Tristram_Adventure_Mode_Hub
[ChangeMonitor] Change(s) occured at Position x="352" y="527" z="24"
[Trinity] End of HandleTarget!
Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
at QuestTools.ProfileTags.Movement.MoveToActor.<Inter actRoutine>d__16.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowF orNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.Handle NonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetR esult()
at QuestTools.ProfileTags.Movement.MoveToActor.<MainC oroutine>d__1.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowF orNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.Handle NonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine....()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.CheckPostConditions(Boo lean shouldBeCanceled)
at Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
at Buddy.Coroutines.Coroutine.Resume()
at Zeta.Bot.ActionRunCoroutine.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.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.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.()


I am getting this as well with trinity 2.1.21 was fine on 2.1.20
 
Some of the avoidance like on Butcher and some rift guardians is overkill. I run a t6 hc monk and despite that the bot is being way too cautious. It takes 10 times longer to kill these bosses because the bot is doing 100% avoidance.
 
Some of the avoidance like on Butcher and some rift guardians is overkill. I run a t6 hc monk and despite that the bot is being way too cautious. It takes 10 times longer to kill these bosses because the bot is doing 100% avoidance.
Honestly with my monk I always go into Combat > Misc, at the bottom uncheck all avoidance, and on the monk tab I slide all the Radius's to 1, face tank everything on T6. With a full gear monk and a bit of life on hit or life per spirit spent, your life doesn't move with how much Attack Speed SWK build has. The bot dies more trying to avoid AOE then it does face tanking everything. Just a tip. :)
 
Anyone able to get their Trial Rift Level Limit set properly? I'm talking about QT's "disable combat at level..." setting under rift control. No matter what I set it at, my DH likes to overshoot its abilities by a lot. My bot can never complete any of the rifts it gets keystones for because they're too high.

I should note that I've tried replacing QuestTools.cs with the one mentioned in the M6 DH guide thread. That hasn't worked for me, either.
 
SpellHystory bug

rrrix! Please take a look at SpellHistory class. It contains a broken queue, which causes strange behavior when filled full (such as wizard's hydra spam). May be it needs to be returned to the FIFO mode, something like this:

in SpellHistory.cs
from:
Code:
        public static void RecordSpell(TrinityPower power)
        {
            ...
                _historyQueue.RemoveAt([COLOR="#0000FF"]_historyQueue.Count() - 1[/COLOR]);
            ...
        }
to:
Code:
        public static void RecordSpell(TrinityPower power)
        {
            ...
                _historyQueue.RemoveAt([COLOR="#0000FF"]0[/COLOR]);
            ...
        }

??
 
mby thats why WD spam dogs by cooldown even if all dogs alive, and we havent Sacrifice?

P.S only in OOC mode, when no mobs around
 
Last edited:
fix for not attacking or count as goblin - Rainbow goblin

add this red numbers to the DataDictionary.cs
/// <summary>
/// A list of all known SNO's of treasure goblins/bandits etc.
/// </summary>
public static HashSet<int> GoblinIds { get { return goblinIds; } }
private static readonly HashSet<int> goblinIds = new HashSet<int> {
5984, 5985, 5987, 5988, 405186,
};
 
hi, there is a problem after the closing of the rift bot does not want to reboot does not go with the game constantly open rifts on the same server

[QuestTools][SafeMoveToTag] Initialized questId="312429" stepId="2" x="356" y="266" z="0" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 356, Y: 266, Z: 0, Position: <356, 266, 0>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 312429, StepId: 2, QuestName: Quest Id: 4C46D, IgnoreReset: False, IsDoneCache: False, Behavior: null,
[QuestTools][GridRoute] Generated new Weighted Nearest Minimap Unvisited Route with 12 nodes in 0ms
[QuestTools][<MainCoroutine>d__1] ReachedDestination! questId="312429" stepId="2" x="356" y="266" z="0" pathPrecision=5 MoveResult=Moved statusText=SafeMoveToTag: IsDone: False, PathPrecision: 5, StraightLinePathing: False, UseNavigator: False, X: 356, Y: 266, Z: 0, Position: <356, 266, 0>, PathPointLimit: 250, Timeout: 180, AllowLongDistance: False, QuestId: 312429, StepId: 2, QuestName: Quest Id: 4C46D, IgnoreReset False, IsDoneCache: False, Behavior: Zeta.Bot.ActionRunCoroutine,
 
Last edited:
I think the pet tracker is not working, I reported the issue a few days ago.

ye, will be nice if some1 find a fix for it
im too busy now to dig around, and rrrix has a lot of other prijects too =)
 
Also ignoring elites like crazy despite the "kill elite under %" setting.
 
Can't get the bot working with the last update, it's not fightinhg, or really rarely
 
Kamikadze mode for goblins must override profile tags like this
<ToggleTargeting .......killRadius="25">

but it doesnt...
 
TP-Repair Loop Problem

Hi rrrix,
I am not sure if this problem has been posted/fix and i just didnt read it, but here it goes.
After doing some rifts, the bot would need to do some repair.
So the bot will open a normal rift, then TP to town to repair, when it reaches town it goes back to the portal, then Loops the TP cycle.
This has been happening a lot. I already uninstalled DB then deleted the folder and re-downloaded everything.
Time Stamp: 00:46:53.949 (bottom part of the page, just above the unity ring entry)
View attachment 2084 2014-09-30 23.31.zip

00:47:08.369 DEBUG BrainBehavior Done vendoring!
00:47:08.370 INFO Logger [Trinity] TownRun complete
00:47:08.646 INFO Logger [Trinity] Items may need repair, now running town-run routine.
00:47:08.652 DEBUG Logger [ExploreDungeonTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 12/42] Box:40/0.2 Step:MainBehavior PP:10 Dir: N Current: 349, 249, 0
00:47:08.820 INFO Logger [Trinity] Waiting for town run timer (Target Check)
00:47:10.758 INFO CommonBehaviors Using town portal
00:47:16.665 INFO CommonBehaviors Townportal successfull, we are in town!
00:47:17.234 INFO Logger [Trinity] Keystone of Trials [TieredLootrunKey_0-171] [TieredLootrunKey] = (ignoring Tiered Rift Keys)
00:47:17.456 INFO Logger [ChangeMonitor] Act changed from OpenWorld to A2 (100) SnoId=312418
00:47:17.481 INFO Logger [ChangeMonitor] worldId changed from 288454 to 161472 - caOUT_RefugeeCamp
00:47:17.542 INFO Logger [ChangeMonitor] levelAreaId changed from 349048 to 168314 - A2_caOut_CT_RefugeeCamp_Hub
00:47:17.605 INFO Logger [ChangeMonitor] Change(s) occured at Position x="308" y="273" z="0"
00:47:17.676 INFO Logger [QuestTools][GridRoute] Generated new Weighted Nearest Minimap Unvisited Route with 30 nodes in 28ms
00:47:22.824 INFO Logger [ChangeMonitor] Act changed from A2 to OpenWorld (3000) SnoId=312418
00:47:22.853 INFO Logger [ChangeMonitor] worldId changed from 161472 to 288454 - X1_LR_Level_01
00:47:22.882 INFO Logger [ChangeMonitor] levelAreaId changed from 168314 to 349048 - X1_LR_Tileset_Exterior_BattlefieldsBridge
00:47:22.974 INFO Logger [ChangeMonitor] Change(s) occured at Position x="2558" y="658" z="0"
00:47:23.167 DEBUG BrainBehavior Done vendoring!
00:47:23.169 INFO Logger [Trinity] TownRun complete
00:47:23.415 INFO Logger [Trinity] Items may need repair, now running town-run routine.
00:47:23.420 DEBUG Logger [ExploreDungeonTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 12/42] Box:40/0.2 Step:MainBehavior PP:10 Dir: N Current: 349, 249, 0
00:47:23.589 INFO Logger [Trinity] Waiting for town run timer (Target Check)
00:47:25.513 INFO CommonBehaviors Using town portal
00:47:31.302 INFO CommonBehaviors Townportal successfull, we are in town!
00:47:31.911 INFO Logger [Trinity] Keystone of Trials [TieredLootrunKey_0-171] [TieredLootrunKey] = (ignoring Tiered Rift Keys)

Anyone else encountered this?
 
my fixes for Trinity, red coloured

1. DataDictionary.cs
new never town portal area, i meet stuck here when bot trying to tp to town when full, near the Tristram Gates
Code:
        public static HashSet<int> NeverTownPortalLevelAreaIds { get { return neverTownPortalLevelAreaIds; } }
        private static readonly HashSet<int> neverTownPortalLevelAreaIds = new HashSet<int>()
        {
            202446, // A1 New Tristram "Attack Area"
            [COLOR="#FF0000"]19947, // A1 New Tristram "Attack Area"[/COLOR]
			
            284069, // A5 Westmarch Overlook
            308323, // A5 Westmarch Wolf Gate
            315938, // A5 Westmarch Wolf Gate
            316374, // A5 Westmarch Storehouse
            311624, // A5 Westmarch Cathedral Courtyard
            311623, // A5 Streets of Westmarch
            309413, // A5 Westmarch Cathedral

        };

2. DataDictionary.cs
new mob, counted in the game like white, but he is Unique, looks like Jondar
Type: Monster Name: Adventurer_D_TemplarIntroUnique_AdventureMode-2748 ActorSNO: 361347
and all this section edited with better look

Code:
        // A list of bosses in the game, just to make CERTAIN they are treated as elites
        /// <summary>
        /// Contains ActorSNO of known Bosses
        /// </summary>
        public static HashSet<int> BossIds { get { return bossIds; } }
        private static readonly HashSet<int> bossIds = new HashSet<int>
        {
            96192, 89690, 95250, 193077, // Siegebreaker, Azmodan, Cydea, Heart-thing
            80509, 220160, 3349, 114917, 133562, //Kulle, Small Belial, Big Belial, Diablo 1, terror Diablo
            62975, // Belial TrueForm
            6031, 51298, //Maghda, Kamyr (MiniBoss before Belial)
            87642, // Ghom
            255929, 256711, 256508, 256187, 256189, 256709, // I dunno?
            137139, // Another Cydaea
            144001, 144003, 143996, 143994, // Diablo shadow clones (needs all of them, there is a male & female version of each class!)
            86624, 156353, 51341, 5350, 3526, // Jondar, Chancellor, Queen Araneae (act 1 dungeons), Skeleton King, Butcher
	    [COLOR="#FF0000"]361347, //Jondar from the Adventure mode[/COLOR]
            215103, // Istaku            
            4630, // Rakanoth
            256015, // Xah'Rith Keywarden
            115403, // A1 Cain Skeleton boss
            4373, 4376, 177539, // A1 Robbers
            168240, // A2 Jewler quest
            84919, // Skelton King
            108444, // ZombieFemale_A_TristramQuest (Wretched Mothers)
            176889, // ZombieFemale_Unique_WretchedQueen

            164502, // sandMonster_A_Head_Guardian

            // A5
            316839, // x1_deathOrb_bodyPile
            375106, // A5 x1_Death_Orb_Monster
            375111, // A5 x1_Death_Orb_Master_Monster
            279394, // A5 Adria 

            300862, // X1_BigRed_Chronodemon_Event_ForgottenWar
            318425, // X1_CoreEliteDemon_Chronodemon_Event_ForgottenWar

            300866, // X1_Angel_TrooperBoss_Event_ForgottenWar

            346482, // X1_PandExt_TimeTrap 
            367456, // x1_Pand_Ext_Event_Hive_Blocker

            347276, // x1_Fortress_Soul_Grinder_A

            374751, // x1_PortalGuardian_A
            307339, // X1_Rockworm_Pand_Unique_HexMaze
            297730, // x1_Malthael_Boss
        };

3. DataDictionary.cs
rainbow goblin
Code:
        /// <summary>
        /// A list of all known SNO's of treasure goblins/bandits etc.
        /// </summary>
        public static HashSet<int> GoblinIds { get { return goblinIds; } }
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, [COLOR="#FF0000"]405186,[/COLOR]
         };

4. DataDictionary.cs
add goblins to this list to override profile tag for combat radius, dunno if it works
Code:
        /// <summary>
        /// Contains ActorSNO of ranged units that should be attacked even if outside of kill radius
        /// </summary>
        public static HashSet<int> RangedMonsterIds { get { return rangedMonsterIds; } }
        private static readonly HashSet<int> rangedMonsterIds = new HashSet<int> {
            365, 4100, // fallen
            4304, 4300, // goat shaman 
            4738, // pestilence 
            4299, // goat ranged
            62736, 130794, // demon flyer
            5508, // succubus 
            5388, 4286, 256015, 256000, 255996,
	    [COLOR="#FF0000"]5984, 5985, 5987, 5988, 405186, //goblins[/COLOR]
       };

5. DataDictionary.cs
added all missed turret's SNO
Code:
        public static HashSet<int> DemonHunterSentryIds { get { return demonHunterSentryIds; } }
        private static readonly HashSet<int> demonHunterSentryIds = new HashSet<int> { 
            141402, [COLOR="#FF0000"]150025, 150024, 168815, 150026, 150027[/COLOR]
        };

6. DataDictionary.cs
i think we dont need this anymore, white items deleted from the materials for craft, so i delet it
Code:
        public static HashSet<string> WhiteItemCraftingWhiteList { get { return whiteItemCraftingWhiteList; } }

        private static HashSet<string> whiteItemCraftingWhiteList = new HashSet<string>()
        {
            "Ascended Pauldrons",
            "Ascended Armor",
            "Ascended Bracers",
            "Ascended Crown",
            "Ascended Pauldrons",
            "Archon Sash",
            "Ascended Faulds",
            "Ascended Greaves",
            "Ascended Gauntlets",

            "Limb Cleaver",
            "Doubleshot",
            "Whirlwind Staff",
            "Flesh Render",
            "Penetrator",
            "Ascended Shield",
            "Punyal",
            "Dire Axe",
            "Tsunami Blade",
            "Kerykeion",
            "Steppes Smasher",
            "Grandfather Flail",
            "Oxybeles",
            "Persuader",
            "Skullsplitter",
            "Suwaiya",
            "Tecpatl",
            "Diabolic Wand"
        };

7. Weighting.cs
tweaks for doors, i need this for Royal Crypts profile to prevent backtraking, etc. Radius lowered and one subsection commented
Code:
                        case GObjectType.Door:
                            {
                                // Ignore doors where units are blocking our LoS
                                if (ObjectCache.Any(u => u.IsUnit && u.HitPointsPct > 0 && u.Distance < cacheObject.Distance &&
                                        MathUtil.IntersectsPath(u.Position, u.Radius, Player.Position, cacheObject.Position)))
                                {
                                    cacheObject.Weight = 0;
                                    objWeightInfo += " Unitblocking";
                                    break;
                                }

                                [COLOR="#FF0000"]// Prioritize doors where units are behind them
                                //if (ObjectCache.Any(u => u.IsUnit && u.HitPointsPct > 0 && u.Distance > cacheObject.Distance &&
                                    //MathUtil.IntersectsPath(cacheObject.Position, cacheObject.Radius, Player.Position, u.Position)))
                                //{
                                    //cacheObject.Weight += 15000d;
                                    //objWeightInfo += " BlockingUnit";
                                //}[/COLOR]

                                // Was already a target and is still viable, give it some free extra weight, to help stop flip-flopping between two targets
                                if (cacheObject.RActorGuid == LastTargetRactorGUID && cacheObject.Distance <= [COLOR="#FF0000"]20f[/COLOR])
                                {
                                    cacheObject.Weight += 1000;
                                    objWeightInfo += " RePick";

                                }
                                // We're standing on the damn thing... open it!!
                                if (cacheObject.RadiusDistance <= [COLOR="#FF0000"]10f[/COLOR])
                                {
                                    cacheObject.Weight = MaxWeight;
                                    objWeightInfo += " <12f";
                                }
                                break;
                            }

8. WitchDoctorCombat.cs
added one section for keep buff with Sacrifice_ProvokeThePack rune, but its still not ideal. cant add proper recast timer, 2 sec after we got 5 of it. Also if i add && hasProvokeThePack to the code script stop working at all, dunno why
Code:
// Sacrifice with Provoke The Pack
                bool hasProvokeThePack = HotbarSkills.AssignedSkills.Any(s => s.Power == SNOPower.Witchdoctor_Sacrifice && s.RuneIndex == 4);
                bool hasProvokeThePackBuff = Trinity.GetHasBuff(SNOPower.Witchdoctor_Sacrifice);
                if (CanCast(SNOPower.Witchdoctor_Sacrifice) && Trinity.PlayerOwnedZombieDogCount > 0 &&
                TargetUtil.IsEliteTargetInRange(20f) && (GetBuffStacks(SNOPower.Witchdoctor_Sacrifice) < 3))
                {
                    return new TrinityPower(SNOPower.Witchdoctor_Sacrifice);
                }

also usual sacrifice section commented, because it broke ProvokeThePack logic for me

Code:
[COLOR="#FF0000"]// Sacrifice
                //if (CanCast(SNOPower.Witchdoctor_Sacrifice) && Trinity.PlayerOwnedZombieDogCount > 0 &&
                    //(TargetUtil.AnyElitesInRange(15, 1) || (CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 9f)))
                //{
                    //return new TrinityPower(SNOPower.Witchdoctor_Sacrifice);
                //}[/COLOR]
 
Hi, I cannot get trinity in the plugins list after demonbuddy auto update, any suggestions?
 
Same problem here I updated DB, QuestTools and Trinity and now I can no longer see Trinity in the plugins list or configure it.
 
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