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Trinity 2.8.1 and QuestTools 3.4.2

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I have a question.

In what file is the logic to revive after death and to leave the game when the gear is red?
I want to try to implenent a way for the bot to press revive at last waypoint when the durability is too low, not to leave the game and fuck up my otherwise perfectly good grift 45+

Plugins\Trinity\DbProvider\DeathHandler.cs

Demonbuddy actually handles most of the death logic, not Trinity.
 
@rrrix im not sure if i saw right but EZUpdater updated Quest tools to 3.4.14... I guess its just number issue but... i odnt know i guess i will check again.

Did I ask you anything mate? NO!
So if you can't keep your fingers still, stick them into your arse.

See you are proving my point. You are frustrated or you may have problems with constructing neutral words in one line. Thats why you always backup stuff. Chill. Give rrrix few hours and all will work fluently.
 
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@rrrix: would something like this work?

Line #314 HandleTarget.cs:

Code:
                        // If we're doing avoidance, globes or backtracking, try to use special abilities to move quicker
                        if ((CurrentTarget.Type == GObjectType.Avoidance || 
                            CurrentTarget.Type == GObjectType.HealthGlobe ||
                            CurrentTarget.Type == GObjectType.PowerGlobe ||
                            CurrentTarget.Type == GObjectType.ProgressionGlobe ||
                            Monk_SpecialMovement)
                            && NavHelper.CanRayCast(Player.Position, CurrentDestination)
                            )
                        {
                            
                            
                            if (CombatBase.CanCast(SNOPower.X1_Monk_DashingStrike) && (Skills.Monk.DashingStrike.Charges > 1 || ZetaDia.Me.CurrentPrimaryResource > 75 || CacheData.Buffs.HasCastingShrine))
                            {
                                ZetaDia.Me.UsePower(SNOPower.X1_Monk_DashingStrike, CurrentDestination, Trinity.CurrentWorldDynamicId, -1);
                                SpellHistory.RecordSpell(SNOPower.X1_Monk_DashingStrike);
                            }
 
cronik, can you put this into your Plugins\Trinity\Combat directory and restart Demonbuddy and let me know if it helps?
im not sure what this was supposed to do? but still seems spam clicky while ww ooc.

downloaded the latest assembla version and WW barb is now looting much better, just running t6 rifts btw.

I've noticed it leaves bloodshards on the ground after killing rg multiple times.
 
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Does CacheData.Buffs.HasCastingShrine work? I'm guessing it's for channeling pylon. It would be great to use it in PlayerMover.cs to make the bot use dash for shorter distances while having the effect. Maybe we could detect In-Geom buff as well? Or check if In-Geom is equipped and something like TimeSinceLastEliteKill?
 
Maybe we could detect In-Geom buff as well?

We've improved the ActiveBuffs logging option. It doesn't spam any more but it will tell you when any buff is gained or lost. Quite useful for plugin developers etc. Under advanced tab logging options in trinity.
 
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We've improved the ActiveBuffs logging option. It doesn't spam any more but it will tell you when any buff is gained or lost. Quite useful for plugin developers etc. Under advanced tab logging options in trinity.

Wow that was useful! I should look around for more things like this before I ask twenty questions. :)
 
Idk what the coding difference is between trinity 2.8.1 and fork, but the monk just doesn't dash enough with trinity it seems. sometimes it runs great, and other times it spams the generator for far too long. Other times, it uses up all the dash charges, causing it to have nothing to do but spam the generator. Trinity seems to pick targets a lot better though. If only there was a way to sorta combine the efficiency of both =/

Is there a line of code that could be added to make sure the routine never drops below 1 charge of Dash?
I know nothing of coding, so please forgive my ignorance. I only ask to possibly help with future versions of trinity.
 
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BK always using WW works, however it tries to pick up legendaries and other loot etc. and it takes about 5-10 tries to pick it up before it actually does since he's doing it while using whirlwind. Just a suggestion to something you may want to fix. Works great though :D
 
Wow that was useful! I should look around for more things like this before I ask twenty questions. :)

Any chance you could drop in what MonkCombat.cs you use together with 2.81? Just few minutes ago i restarted DB and it broke down :-( Dropped from 6 bil to 1 bil again :-( And I just managed to make DB clear 43 rifts before restart without dying single time.
 
WW spam is working now.
However, he's doing it all the time while moving, even when trying to loot.
Also, he sometimes skips WWing the actual monsters, even though there's enough Fury left.
 
the Demon Hunter multishot don't use it a lot it uses almost only evasive fire you need to fix that cause i am ending up dying

i use unhollwd essnce set

look at the log file i get some error when i am in run

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 Trinity.Combat.Abilities.CombatBase.GetTrinityPower(Skill skill) in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 829
at Trinity.Combat.Abilities.CombatBase.FindSkill(String typeName, Func`2 condition, List`1 skillCollection) in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 688
at Trinity.Combat.Abilities.CombatBase.GetBuffSkill() in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 656
at Trinity.Combat.Abilities.DemonHunterCombat.GetPower() in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\Abilities\DemonHunterCombat.cs:line 49
at Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\AbilitySelector.cs:line 109
at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Combat\TargetCheck.cs:line 100
at Zeta.TreeSharp.Decorator.CanRun(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.Coroutines.CoroutineCompositeExtensions..()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Trinity.Helpers.BotManager.<MainCombatTask>d__8.MoveNext() in c:\Users\Yossi2\Desktop\Games\diablo3botfiles\404\Plugins\Trinity\Helpers\BotManager.cs:line 83
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine....()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean 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.Bot.BotMain.()



QuestTools: 3.4.4 - Trinity: 2.8.1 - DemonbuddyBETA 1.1.2273.404
 

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Because my DH, does not attack all creatures? (the elites always) happens sometimes long until you find a group of monsters. Also although I have not selected the option to open the weapon racks cutting.

EDIT: QuestTools: 3.4.4 - Trinity: 2.8.1 - DemonbuddyBETA 1.1.2273.518
 
Another note on the ww bk barb, it is now not ww when its in combat and skiping mobs, i have my trash pack at 4.
 
Another note on the ww bk barb, it is now not ww when its in combat and skiping mobs, i have my trash pack at 4.

yep can confirm, I tried to use the 2.83 version and he ww's ooc, but then when he gets in combat he stops

EDIT 1: I see in the notes you added this "
Barbarian Whirlwind will now always be used if Bul-Kathos's Sword Set is equipped - NEEDS TESTING - My barb doesn't have the 2 BK set"

but that can be a problem for some people because when doing rifts, if we have the berserker rage passive, we are losing out on damage because when he get's to the next set of mobs he has low or half fury. So idk if that is a great idea.
 
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argh, latest questtools /trinity broke rift bot again. Trinity - 2.8.2 , questtools 3.4.14 - opens grift fine, enters grift fine, but it wont click and enter into level 2. just stands there.
 
but that can be a problem for some people because when doing rifts, if we have the berserker rage passive, we are losing out on damage because when he get's to the next set of mobs he has low or half fury. So idk if that is a great idea.

it would be ideal if we have an option for it like in the fork version.
 
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