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[Plugin] Trinity Fork (Kite/Avoidance)

Made some fixes on 2.8.4 fork 1.0.9.8 (the latest version of the fork) and now it works with new DB, haven't tested extensively.

Installation:
Delete existing Plugins\Trinity folder and put the one in the attachment.

Update: KeyBot seems to be working properly.

Update: It seems to be working better with the latest DB Beta

Update: R-Rift seems to be working with one exception: If you die a lot and bot decides to do a repair run, it goes in to loop. Will check the reason.

Update: I've tested the repair run again and it seems to be working, maybe it was an one time only occurrence.
 

Attachments

Last edited:
made some fixes on 2.8.4 fork 1.0.9.8 and now it works with new db, haven't tested extensively.

installation:
delete existing plugins\trinity folder and put the one in the attachment.

Update: keybot seems to be working properly.

Update: R-rift seems to be working with one exception: If you die a lot and bot decides to do a repair run, it goes in to loop. Will check the reason.
how abt yar,have u tested it?
 
Hello,
I'm so sorry but I am kind of lost.. So which one should I use and where do I put for these to work ?

I downloaded all zipfiles only to realize that there are now 3 Trinity combat routines and one xml file. My apologies for not knowing how to go about here.. I dare not mess these up for fear of having to reconfig everything over again from scratch.

Basically, I have a new fresh copy of DB, and right now I need to place these into its correct places. Besides the 3 attached Trinities, I also downloaded the one from Assembla. I am very confused now haha.

I think attached zip are old, you should download last version from the link provided in the first post (https://www.assembla.com/code/unifiedtrinity-fork1/git/nodes/master/Trinity) and click on Download link, as shown in the 2nd picture of the tutorial.
 
Sup guys.

I'm experiencing some RG avoidance when running GRs. When the bot finish the countdown bar and he is either close to a next level door or RG spawn a little bit far in a bigger room, the bot simply continues to walk, goes to the next level and leave RG behind. Doing so, the bot stay in one level below RG and keep walking around.

This is very annoying, because sometimes you go afk, leaving the bot running for 4 hours, when u come back, hes still doing the first GR, walking around searching for RG.

I was wondering if there is something i can config to set a timer, like "if bot dont kill RG after X minutes GR time expired, remake the game".

I dont think this happen in normal rifts, because of the gold inactivity.

beside that, bot works really nice. Thanks a lot for the profile.
 
it works great.

but still cannot run in YAR....

anyone know how to fix this?

Did it work with YAR before? If not, you can try to change Plugins/Trinity/plugin.cs line 267 from:
Code:
        public string Name
        {
            get
            {
                return "Trinity fork";
            }
        }
to

Code:
        public string Name
        {
            get
            {
                return "Trinity";
            }
        }

See if it helps.
 
Mine works now, but the demon hunter is horrible with it. Before ut wen bad, my seasons DH got to 47, this version can't even do 41.
 
Fresh install, latest DB beta. And getting this error:


Flashing window
Compiler Error: c:\DBfork\Plugins\Trinity\Cache\CacheUIObject.cs(12,18) : warning CS0660: 'Trinity.Cache.CacheUIObject' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\ItemWrapper.cs(12,18) : warning CS0660: 'Trinity.Items.ItemWrapper' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: c:\DBfork\Plugins\Trinity\Combat\Enemies.cs(156,37) : warning CS0108: 'Trinity.Combat.TargetCluster.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)' hides inherited member 'Trinity.Combat.TargetArea.GetTargetWithoutDebuffs(System.Collections.Generic.IEnumerable<Zeta.Game.Internals.Actors.SNOPower>)'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityUnit.cs(73,20) : warning CS0108: 'Trinity.LazyCache.TrinityUnit.RActorGuid' hides inherited member 'Trinity.LazyCache.TrinityObject.RActorGuid'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityUnit.cs(277,21) : warning CS0108: 'Trinity.LazyCache.TrinityUnit.IsInvulnerable' hides inherited member 'Trinity.LazyCache.TrinityObject.IsInvulnerable'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityMonster.cs(22,21) : warning CS0108: 'Trinity.LazyCache.TrinityMonster.IsElite' hides inherited member 'Trinity.LazyCache.TrinityUnit.IsElite'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityMonster.cs(27,21) : warning CS0108: 'Trinity.LazyCache.TrinityMonster.IsRare' hides inherited member 'Trinity.LazyCache.TrinityUnit.IsRare'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityMonster.cs(32,21) : warning CS0108: 'Trinity.LazyCache.TrinityMonster.IsUnique' hides inherited member 'Trinity.LazyCache.TrinityUnit.IsUnique'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityMonster.cs(47,40) : warning CS0108: 'Trinity.LazyCache.TrinityMonster.MonsterAffixEntries' hides inherited member 'Trinity.LazyCache.TrinityUnit.MonsterAffixEntries'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityMonster.cs(117,21) : warning CS0108: 'Trinity.LazyCache.TrinityMonster.IsUntargetable' hides inherited member 'Trinity.LazyCache.TrinityObject.IsUntargetable'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityPlayer.cs(385,21) : warning CS0108: 'Trinity.LazyCache.TrinityPlayer.HasDebuff(Zeta.Game.Internals.Actors.SNOPower)' hides inherited member 'Trinity.LazyCache.TrinityUnit.HasDebuff(Zeta.Game.Internals.Actors.SNOPower)'. Use the new keyword if hiding was intended.
Compiler Error: c:\DBfork\Plugins\Trinity\Helpers\Inferno.cs(211,35) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\CachedACDItem.cs(201,41) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\ItemWrapper.cs(83,37) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\TrinityItemManager.cs(1057,49) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\TrinityItemManager.cs(1612,28) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\Items\TrinityItemManager.cs(1614,28) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityItem.cs(104,26) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\LazyCache\TrinityPlayer.cs(223,26) : error CS0266: Cannot implicitly convert type 'long' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\DBfork\Plugins\Trinity\ProfileTags\InfernoStatusTag.cs(30,33) : warning CS1998: This async method lacks 'await' operators and will run synchronously. Consider using the 'await' operator to await non-blocking API calls, or 'await Task.Run(...)' to do CPU-bound work on a background thread.


trinity fork is downloaded from assembla.
 
Just wanted to chime in and say that Taras's fix is working as expected with the release (407?) build. No issues found after about 10 hours.
 
Got this working fine, but I'm not seeing any significant upgrade in combat behavior. N6 dh on GR40, average 4-5 deaths per grift regardless of the trinity fork combat routine. My gear is very good (can solo 55). What settings are other DHs having success with?
 
i've lie a little... the new routine take me a little more time, i thiking about 1/2 week if i work every day ;)
 
How to make it visible for DB ? when i go in my DB to plugins i don`t have Trinity(fork) i Did fresh DB on my PC to be sure gonna work ...:X
 
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