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Unified Trinity Community Edition

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Billybob is an ass, 0.45 works great and I still use it on all of my bots. Community works OK too, but the damn stuttering and freezing is a huge problem.
The freezing and stuttering doesn't seem to happen for everyone. I'm not sure why you are experiencing it. For me it works like a charm; it doesn't even crash anymore
 
In the constant.cs file, is there a need for this part of the code?

Code:
        */

        // Stores the total points this stat is worth at the above % point of maximum
        // Note that these values get all sorts of bonuses+ multipliers+ and extra things applied in the actual scoring routine. These values are more of a base value.
        // Variable name                                                Dex,   Int,   Str,   Vit,    L%,   LOH, Stl%, LPS,    MF,   GF,   MS,  Rad,   Sox, Crit%, CDam%, ASPD, Min+, Max+,  Blk,  Thn,    AR,   SR,   DPS, ARMR,  Disc, Mana, Arc.,  Regn, Globe
        private static double[] WeaponPointsAtMax = new double[29]  { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 0500, 16000, 15000, 15000, 0000, 0000, 0000, 0000, 1000, 11000, 0000, 90000, 0000, 10000, 8500, 8500, 10000, 8000 };
        private static double[] ArmorPointsAtMax = new double[29]   { 11000, 11000, 11000, 09500, 09000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 04300, 09000, 06100, 7000, 3000, 3000, 5000, 1200, 07500, 1500, 00000, 5000, 04000, 3000, 3000, 06000, 4000 };
        private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 08000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 03500, 07500, 06300, 6800, 0800, 0800, 5000, 1200, 07500, 1500, 00000, 4500, 04000, 3000, 3000, 06000, 4000 };
        // Some special values for score calculations 
        // BonusThreshold is a percentage of the max-stat possible that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the max-stat to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
        // MinimumThreshold is a percentage of the max-stat possible that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
        // MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level  to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary  will ignore magic-find scoring.
        // Variable name                                               Dex,  Int,  Str,  Vit,   L%,  LOH, Stl%,  LPS,   MF,   GF,   MS,  Rad,  Sox, Crit, CDam, ASPD, Min+, Max+,  Blk, Thn,    AR,   SR,  DPS, ARMR, Disc, Mana, Arc., Regn, Globe
        private static double[] BonusThreshold = new double[29]     { 0.75, 0.75, 0.75, 0.75, 0.80, 0.70, 0.80, 1.00, 1.00, 1.00, 0.95, 1.00, 1.00, 0.70, 0.90, 0.90, 0.90, 0.90, 0.83, 1.00, 0.85, 0.95, 0.70, 0.90, 1.00, 1.00, 1.00, 0.90, 1.00 };
        private static double[] MinimumThreshold = new double[29]   { 0.40, 0.40, 0.40, 0.30, 0.60, 0.35, 0.60, 0.70, 0.40, 0.40, 0.75, 0.80, 0.40, 0.40, 0.60, 0.40, 0.20, 0.20, 0.65, 0.60, 0.40, 0.75, 0.70, 0.80, 0.70, 0.70, 0.70, 0.70, 0.40 };
        private static double[] StatMinimumPrimary = new double[29] { 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.20, 0.40, 0.40, 0.30, 0.00, 0.00, 0.00, 0.00, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40 };

        ////                                                    Dex  Int  Str  Vit  Life% LOH Steal%  LPS Magic% Gold% MSPD Rad. Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res   DPS  ARMOR Disc.Mana Arc. Regen  Globes
        //private static double[] MaxPointsWeaponOneHand = new double[29] { 400, 400, 400, 400, 0,   1000, 3,      0,    0,    0,   0,   0,   1,   0,   85,   0,   0,   0,    0,     0,    0,    0,  1500, 0,     10, 150, 10,   14, 0 };
        //private static double[] MaxPointsWeaponTwoHand = new double[29] { 530, 530, 530, 530, 0,   1800, 5.8,    0,    0,    0,   0,   0,   1,   0,  170,  0,   0,   0,    0,     0,    0,    0,  1700, 0,     10, 119, 10,   14, 0 };
        //private static double[] MaxPointsWeaponRanged = new double[29]  { 320, 320, 320, 320, 0,    850, 2.8,    0,    0,    0,   0,   0,   1,   0,   85, 0, 0, 0, 0, 0, 0, 0, 1410, 0, 0, 0, 0, 14, 0 };
        //private static double[] MaxPointsOffHand = new double[29]       { 300, 300, 300, 300, 9,      0, 0,    234,   18,   20,   0,   0,   1, 8.5,    0, 15, 110, 402, 0, 979, 0, 0, 0, 0, 10, 119, 10, 11, 5977 };
        //private static double[] MaxPointsShield = new double[29]        { 330, 330, 330, 330, 16,     0, 0,    342,   20,   25,   0,   0,   1,  10,    0, 0, 0, 0, 30, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsRing = new double[29]          { 200, 200, 200, 200, 12,   479, 0,    234,   20,   25,   0,   0,   1,   6,   50, 9, 36, 100, 0, 979, 80, 60, 0, 240, 0, 0, 0, 0, 5977 };
        //private static double[] MaxPointsAmulet = new double[29]        { 350, 350, 350, 350, 16,   959, 0,    410,   45,   50,   0,   0,   1,  10,  100, 9, 36, 100, 0, 1712, 80, 60, 0, 360, 0, 0, 0, 0, 5977 };
        //private static double[] MaxPointsShoulders = new double[29]     { 200, 200, 300, 200, 12,      0, 0,   342,   20,   25,   0,   7,   0,   0,    0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsHelm = new double[29]          { 200, 300, 200, 200, 12,      0, 0,   342,   20,   25,   0,   7,   1,   6,    0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsPants = new double[29]         { 200, 200, 200, 300, 0,       0, 0,   342,   20,   25,   0,   7,   2,   0,    0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsGloves = new double[29]        { 300, 300, 200, 200, 0,       0, 0,   342,   20,   25,   0,   7,   0,  10,   50, 9, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsChest = new double[29]         { 200, 200, 200, 300, 12,      0, 0,   599,   20,   25,   0,   7,   3,   0,    0, 0, 0, 0, 0, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsBracer = new double[29]        { 200, 200, 200, 200, 0,       0, 0,   342,   20,   25,   0,   7,   0,   6,    0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsBoots = new double[29]         { 300, 200, 200, 200, 0,       0, 0,   342,   20,   25,   12,  7,   0,   0,    0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsBelt = new double[29]          { 200, 200, 300, 200, 12,      0, 0,   342,   20,   25,   0,   7,   0,   0,    0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsCloak = new double[29]         { 200, 200, 200, 300, 12,      0, 0,   410,   20,   25,   0,   7,   3,   0,    0, 0, 0, 0, 0, 2544, 70, 50, 0, 397, 10, 0, 0, 0, 12794 };
        //private static double[] MaxPointsMightyBelt = new double[29]    { 200, 200, 300, 200, 12,      0, 3,   342,   20,   25,   0,   7,   0,   0,    0, 0, 0, 0, 0, 2544, 70, 50, 0, 265, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsSpiritStone = new double[29]   { 200, 300, 200, 200, 12,      0, 0,   342,   20,   25,   0,   7,   1,   6,    0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 0, 0, 12794 };
        //private static double[] MaxPointsVoodooMask = new double[29]    { 200, 300, 200, 200, 12,      0, 0,   342,   20,   25,   0,   7,   1,   6,    0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 119, 0, 11, 12794 };
        //private static double[] MaxPointsWizardHat = new double[29]     { 200, 300, 200, 200, 12,      0, 0,   342,   20,   25,   0,   7,   1,   6,    0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 10, 0, 12794 };
        //private static double[] MaxPointsFollower = new double[29]      { 300, 300, 300, 200, 0,     300, 0,   234,   0,     0,   0,   0,   0,   0, 55, 0, 0, 0, 0, 0, 50, 40, 0, 0, 0, 0, 0, 0, 0 };
        //// Stores the total points this stat is worth at the above % point of maximum
        //// Note that these values get all sorts of bonuses, multipliers, and extra things applied in the actual scoring routine. These values are more of a "base" value.
        ////                                                              Dex    Int    Str    Vit    Life%  LOH    Steal% LPS   Magic%  Gold%  MSPD   Rad  Sox    Crit%  CDam%  ASPD   Min+  Max+ Block% Thorn Allres Res   DPS    ARMOR  Disc.  Mana  Arc.  Regen  Globes
        //private static double[] WeaponPointsAtMax = new double[29] { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 500, 16000, 15000, 15000, 0, 0, 0, 0, 1000, 11000, 0, 64000, 0, 10000, 8500, 8500, 10000, 8000 };
        ////                                                              Dex    Int    Str    Vit    Life%  LOH    Steal% LPS   Magic%  Gold%  MSPD   Rad. Sox    Crit%  CDam%  ASPD   Min+  Max+ Block% Thorn Allres Res   DPS    ARMOR  Disc.  Mana  Arc.  Regen  Globes
        //private static double[] ArmorPointsAtMax = new double[29] { 11000, 11000, 11000, 9500, 9000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 4300, 9000, 6100, 7000, 3000, 3000, 5000, 1200, 7500, 1500, 0, 5000, 4000, 3000, 3000, 6000, 5000 };
        //private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 8000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 3500, 7500, 6300, 6800, 800, 800, 5000, 1200, 7500, 1500, 0, 4500, 4000, 3000, 3000, 6000, 5000 };
        //// Some special values for score calculations
        //// BonusThreshold is a percentage of the "max-stat possible", that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the "max-stat" to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
        //// MinimumThreshold is a percentage of the "max-stat possible", that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
        //// MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level, to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary, will ignore magic-find scoring.
        ////                                                             Dex  Int  Str  Vit  Life%  LOH  Steal%   LPS Magic% Gold% MSPD Radi  Sox  Crit% CDam% ASPD  Min+  Max+  Block%  Thorn  Allres  Res   DPS  ARMOR   Disc. Mana  Arc. Regen  Globes
        //private static double[] BonusThreshold = new double[29] { .75, .75, .75, .75, .80, .70, .8, 1, 1, 1, .95, 1, 1, .70, .90, 1, .9, .9, .83, 1, .85, .95, .80, .90, 1, 1, 1, .9, 1.0 };
        //private static double[] MinimumThreshold = new double[29] { .40, .40, .40, .30, .60, .35, .6, .7, .40, .40, .75, .8, .4, .40, .60, .40, .2, .2, .65, .6, .40, .55, .80, .80, .7, .7, .7, .7, .40 };
        //private static double[] StatMinimumPrimary = new double[29] { 0, 0, 0, 0, 0, 0, 0, .2, .40, .40, .30, 0, 0, 0, 0, 0, .40, .40, .40, .40, .40, .40, 0, .40, .40, .40, .40, .4, .40 };
    }
}

It's the bottom portion of the file. Looks like a blueprint for the top portion or something like that. If there are changes done here, will there be any effect?

I was keeping those around, since i adjusted the max values for everything. Just made an inline "backup" in case i totally F'd it up.
 
Code:
[12:50:12.925 N] ========== Grid segmentation resetting!!! ============
[12:50:32.325 Q] [Trinity][CacheManagement]System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Internals.Actors.DiaUnit.get_IsUntargetable()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:52:10.585 Q] [Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000008 [299]!
   at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
   at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
   at Zeta.Internals.Actors.ACD.[](ACD , Int32 )
   at Zeta.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   at Zeta.Internals.Actors.DiaUnit.get_IsNPC()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:52:17.675 N] Using town portal
[12:52:23.525 N] Townportal successfull, we are in town!
[12:52:24.265 N] ========== Grid segmentation resetting!!! ============
[12:52:29.105 N] [Atom] - [3 / 10] BigRed_CursedTower.xml
[12:52:29.105 N] [Atom] - Resetting the deathcounter.
[12:52:29.125 N] Profile completed
[12:52:29.125 N] Number of games completed:1
[12:52:30.015 N] Loaded profile [A3 - Inferno]CIGGARC Donator Profile 1.04 - Tower of the Cursed Level 1 and 2 
[12:52:30.045 N] ToggleTargeting, new values: Looting:True LootRadius:80 Combat:True KillRadius:45
[12:52:31.125 N] Using Waypoint Waypoint-6904 Number:9
[12:52:32.025 N] ========== Grid segmentation resetting!!! ============
[12:55:08.676 N] Interacting with object g_Portal_ArchTall_Orange-9083
[12:55:14.716 N] ========== Grid segmentation resetting!!! ============
[12:55:25.126 Q] [Trinity][CacheManagement]System.NullReferenceException: Object reference not set to an instance of an object.
   at Zeta.Internals.Actors.DiaUnit.get_IsUntargetable()
   at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:58:09.716 N] Interacting with object Boss_Portal_MistressOfPain-11408
[12:58:15.366 N] [Atom] - [4 / 10] BigRed_CursedHeart.xml
[12:58:15.366 N] [Atom] - Resetting the deathcounter.
[12:58:15.416 N] Profile completed
[12:58:15.416 N] Number of games completed:1


Can you ATTACH a log file? I want to see the entire thing please. I think we may have a plugin conflict somewhere ...

Same goes to everyone else who gets System.AccessViolationException: Could not read bytes from 00000008 [299]!
 
that is a standard radsatom log wich normally never caused any problem since atom 1.4.1 (at least this is what i have gathered since when i used it last time in 1.5.1, never fixed or never really a problem they said )

edit : After testing with only trinity i can say instead this is not atom related, but trinity idd. i'm goin to post logs in a sec.
 
Last edited:
Well, I've read through the last pages of bug reports and complaints and I've got to ask billybob something:
What the flying fuck is wrong with v0.45? to this day I don't get why people didn't like it. It was basically the same as v0.44 anyway.

Also, the Community Version works a lot better for me than the old unified ever did. I would never switch back

Foss: error 299 is a pretty normal occurrence and it's basically harmless. Besides, it's not trinity's fault

and to anyone getting stuck: getting stuck has nothing to do with Trinity. It has a built-in Unstucker, yes, but there's absolutely no guarantee it's gonna work 100% of the time. Try talking to the makers of the profile you're using about stuck issues

I use 0.44 posted by bombastic and never changed to 0.45 cause this is perfect right now and i dont need anything else.
I play a monk and a mage and i edited it to my liking wich works very good for me , and that is the important part. (for me)
I have stuttering problems with the new trinity , this is the only reason i won't swtch , yet. I try it out tho to be updated and all , hope to swtich soon too!

edit : sorry double post...
 
Array index problem

Code:
[10:50:38.652 Q] [Trinity][CacheManagement]System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at GilesTrinity.GilesTrinity.RefreshItemStats(GBaseItemType tempbasetype)
   at GilesTrinity.GilesTrinity.RefreshGilesItem(Boolean AddToCache)
   at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
   at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
   at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
 
There's also something wrong with the objects tab... shrines and nonblocking container radio buttons are often BOTH unclicked
 
There's also something wrong with the objects tab... shrines and nonblocking container radio buttons are often BOTH unclicked

I noticed that once, changed tabs, and came back, and haven't been able to reproduce since. Gremlins... hti will need to look :)
 
I use 0.44 posted by bombastic and never changed to 0.45 cause this is perfect right now and i dont need anything else.
I play a monk and a mage and i edited it to my liking wich works very good for me , and that is the important part. (for me)
I have stuttering problems with the new trinity , this is the only reason i won't swtch , yet. I try it out tho to be updated and all , hope to swtich soon too!

edit : sorry double post...

Hi ungo!

In the latest version, 1.7.1.3, I've added some special diagnostics for troubleshooting this particular problem.

Here's what I'd like you to do and it will help me nail this down for good:

* Go to trinity config > Advanced tab
* Enable "Debug Cache System"
* Reproduce the stuttering/freezing/performance problem
* ZIP your log file and attach to this thread.
* You don't need to set your Demonbuddy log settings to 'Diagnostic' - all diagnostic logs are already logged in the log file (just not always shown in the log window).

Just a little warning, Debugging the cache system will generate a HUGE log file, so you will need to zip it before attaching.

Thanks for your help!
 
*Energy Twister (Wicked Wind)
Archon
Diamond Skin
Frost Nova
Magic Weapon
Energy Armor

I think wizards are the only class with this issue because we need to spam Energy Twister to cool down our other spells for CM to work. A suitable explanation that I can think of is energy twister should be "held down" like a channeling spell (disintergrate) and not selectively casted like skills such as Rend or Revenge.

the problem is abount the position of the ttwister, is cast out of mobs
 
I am still having an issue with the bot lagging after it has finished selling the loot it picked up. What would be the best way to debug this issue?? It goes down to like 1 tick and stutters like crazy until it goes through the portal then it is normal again 25 ticks.
 
I'm getting the massive lag as well in town after vendoring. Just started a monk as well and from what I see sweeping wind is never cast, did I miss something somewhere on how to activate it?
 
Me too, my monk spell SW correctly with Inna set checked.



Thx, this bug is known, and will be fixed in next release. (I hope, the problem is : My bot have great Pickup Radius so no problem for me he take all without change direction:))

Doesnt matter the bot dont use sweeping winds with the box checked or not it doesnt work.
The strange is with 1.6.3.4 it uses without problems
 
Yikes! I checked my junk log and it sold a Vile Ward w/ 183 dex, 93 vit. It kept a rare shoulder though with 160 str 110 vit 60 AR, and the Vile Ward had a score of 44k, but I'm not sure if scoring matters using the scripted loot rules?

Is there a way to change it so that it keeps all of a certain type of legendary?


Im running a monk and my SW is working^
 
Hi ungo!

In the latest version, 1.7.1.3, I've added some special diagnostics for troubleshooting this particular problem.

Here's what I'd like you to do and it will help me nail this down for good:

* Go to trinity config > Advanced tab
* Enable "Debug Cache System"
* Reproduce the stuttering/freezing/performance problem
* ZIP your log file and attach to this thread.
* You don't need to set your Demonbuddy log settings to 'Diagnostic' - all diagnostic logs are already logged in the log file (just not always shown in the log window).

Just a little warning, Debugging the cache system will generate a HUGE log file, so you will need to zip it before attaching.

Thanks for your help!

When i enable "Debug Cache System" nothing changes in the log.
It's like without debug.
 
Since the latest update, I haven't been able to get the Prowl notifications to work.
 
Yikes! I checked my junk log and it sold a Vile Ward w/ 183 dex, 93 vit. It kept a rare shoulder though with 160 str 110 vit 60 AR, and the Vile Ward had a score of 44k, but I'm not sure if scoring matters using the scripted loot rules?

Is there a way to change it so that it keeps all of a certain type of legendary?


Im running a monk and my SW is working^

Edit Legendary.dis file or come back to Scoring system. Scoring with scripted rules is only used for log.
 
If you ask one more times, may be :)
You want it? You got it!
It'll be nice to have a drop-down menu with these options:

  • Keep UNID
  • Stash
  • Sell
  • Salvage
In my opinion it'll resolve all problems with any rules.
In addition, these settings will be saved between plugin updates so it will set us free from having to modify files manually every time.

Suggestion: give the general appearance (one view) to this two option sets.
Example:
________________________Magic___Rare___Legendary
One-Haded Weapons

Two-Handed Weapons
Armor
Special
Jewelry
Follower

Contents:
One-Haded Weapons (max ilvl: 63)
  • Axe
  • Mace Sword
  • Mighty Weapon
  • Spear
  • Dagger
  • Fist Weapon
  • Ceremonial Knife
  • Wand
  • Hand Crossbow
Two-Handed Weapons (max ilvl: 63)
  • Two-Handed Axe
  • Two-Handed Mace
  • Two-Handed Sword
  • Two-Handed Mighty Weapon
  • Polearm
  • Staff
  • Daibo
  • Bow
  • Two-Handed Crossbow
Armor (max ilvl: 63)
  • Helm
  • Shoulders
  • Chest
  • Gloves
  • Bracers
  • Belt
  • Pants
  • Boots​
  • Shield
Special (max ilvl: 62)
  • Spirit Stone
  • Voodoo Mask
  • Wizard Hats
  • Cloak
  • Mighty Belt
  • Mojo
  • Source
  • Quiver
Jewelry (max ilvl: 63)
  • Amulet
  • Ring
Follower (max ilvl: 60)
  • Enchantress Focus
  • Scoundrel Token
  • Templar Relic

Is it possible or am I dreamer?

UPD1: Remove Off-Hands, Add Jewelry, Add Max ilvls
UPD2: Is it possible to make these categories as a menu button to fine-tune these settings?
For example: if the user wants to loot two-handed axes and crossbows with certain levels and skip the rest two-handed weapons?
UPD3:​ Same for gems and recipes.
UPD3:​ ... and crafting tomes :D
UPD4:​ Oops I forgot about UNID option =)

After all these improvements no one will longer use other bots ;)
 
I activated the caching debugging and reproduced the stuttering issue, but the Logs folder in Trinity only contains a debug file that shows the item rules being loaded and a log file that shows the item rules that were matched during the stashing routine. Am I missing something to log the problem correctly?

Same problem as comment #378.
 
Hi ungo!

In the latest version, 1.7.1.3, I've added some special diagnostics for troubleshooting this particular problem.

Here's what I'd like you to do and it will help me nail this down for good:

* Go to trinity config > Advanced tab
* Enable "Debug Cache System"
* Reproduce the stuttering/freezing/performance problem
* ZIP your log file and attach to this thread.
* You don't need to set your Demonbuddy log settings to 'Diagnostic' - all diagnostic logs are already logged in the log file (just not always shown in the log window).

Just a little warning, Debugging the cache system will generate a HUGE log file, so you will need to zip it before attaching.

Thanks for your help!


Running right now and stuttering with only Latest trinity .3 and db 101, let me run 20 minutes and i will post results.

Edit : Btw i have inna's option selected and it cast sweeping wind well enough (no weapon swap)
 
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