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[2.0.2] A Royal Audience

yes it works really good but it wont finish the game^^
Oops, sorry. Uploaded the wrong profiles. Wanted to upload 2 of them.

- ONLY_MACHINES does not kill the trash at the entrance to the sewer
- NO_WAYPOINT does not use the Waypoint at the end. Jack3ss told me that he had problems with it.
- PUBLIC does a public game
- PUBLIC_NO_WAYPOINT does a public game and not use the Waypoint at the end. Jack3ss told me that he had problems with it.
- The other profile kills these trashmobs

As I said before:
Faebs said:
Note: I added some Moves on the way to the demon machines. Because I run this with +~40% Movement Speed I often lose Trash on the way there and Demonbuddy does some backtracking to kill those mobs (Costs a lot of time).
If you dont like this behavior just remove this part of the profile:

<!--THIS PART IS USEFUL BECAUSE SOMETIMES MOBS STAY BEHIND AND TRINITY DOES BACKTRACKING-->
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="438" y="547" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="440" y="575" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="438" y="547" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="544" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="578" z="0" straightLinePathing="True"/>
<MoveTo questId="1" name="Escape Palace" pathPrecision="5" x="523" y="544" z="0" straightLinePathing="True"/>
<!--THIS PART IS USEFUL BECAUSE SOMETIMES MOBS STAY BEHIND AND TRINITY DOES BACKTRACKING-->
//Edit: The problem you had should work with this version as well

//Edit2: the Weighting

1) Open the Weighting.cs1 and search for the line:
Code:
// Goblin priority KAMIKAZEEEEEEEE
replate it with
Code:
if(cacheObject.Unit.ActorSNO == 174866)
cacheObject.Weight += 75000;

// Goblin priority KAMIKAZEEEEEEEE

2) Search for:
Code:
// Deal with treasure goblins - note, of priority is set to "0", then the is-a-goblin flag isn't even set for use here - the monster is ignored
replace it with
Code:
if(cacheObject.Unit.ActorSNO == 174866)
cacheObject.Weight += 75000;

// Deal with treasure goblins - note, of priority is set to "0", then the is-a-goblin flag isn't even set for use here - the monster is ignored
3) CLOSE AND REOPEN DEMONBUDDY

I hope rrrix didnt change his comments in code
 

Attachments

Last edited:
My problem is, after he clears the circle, he goes back towards where we just came from to kill like 2-3 mobs, instead of going forward to the sewers and finishing the run, Any ideas?
 
My problem is, after he clears the circle, he goes back towards where we just came from to kill like 2-3 mobs, instead of going forward to the sewers and finishing the run, Any ideas?
u cant do anything about that
 
The profile I uploaded has TP at the end.


Also this is the weighting.cs I use with newest Trinity. Copy it to Plugins/Trinity/Combat

//EDIT: Passives: Brawler, Unforgiving, Weapons Master. The Profile I uploaded works like a charm for my Barb. 0 Deaths and ~1.2B XP/hour

Don't work for me.

I have this message at loading DB:
Flashing window
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(50,47) : error CS1061: 'Trinity.Config.Combat.MiscCombatSetting' ne contient pas une définition pour 'ProfileTagOverride' et aucune méthode d'extension 'ProfileTagOverride' acceptant un premier argument de type 'Trinity.Config.Combat.MiscCombatSetting' n'a été trouvée (une directive using ou une référence d'assembly est-elle manquante*?)
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(305,55) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(423,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(431,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(439,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(470,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(508,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'MonsterObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(516,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(533,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'MonsterObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(537,47) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(598,88) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'MonsterObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(607,51) : error CS0117: 'Trinity.CacheData' ne contient pas de définition pour 'AvoidanceObstacleCache'
Compiler Error: d:\Boot\dbuddy\Plugins\Trinity\Combat\Weighting.cs(615,51) : error CS0117:

I tester with trinity 1.8.7 and 1.8.8 and 1.8.9
 
After im in the first room and clear the first group of trash sometimes my toon will just sit there and not take the instance to the next room, any idea why this might be happening?
 
That weighting.cs file, when I try to open DB, it won't even load the trinity plugin at all... Says file cannot be read? Using latest one 1.8.9

I'm running the non-combat profile at the moment, it seems quicker than the combat version...

I have exactly the same problem !! When i put the weighting.cs, the Trinity Pluging desapire on the plugin list !

Someone can help ?
 
To fix the bot getting surrounded and killed can't you just make it kill the groups of mobs as they come instead of trying to gather them all and only fighting in one spot.

It's nowhere near as fast that way.
 
Ok I take that back, killing trash along the sewer before entering sewer to portal to town/reset is faster than skipping them all!

Bugs I've found so far:
1. Sometimes, but rarely it will miss a summoning thing so the wall doesn't go down for you to head to the sewers.
2. Weighting.cs file does not work, causes trinity to vanish from plugins tab.
3. Continuously get this error, doesn't seem to affect the bot though...
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000320, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaUnit.get_Level()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000354, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive()
at Zeta.Game.Internals.CPlayer.GetActiveSkillBySlot(HotbarSlot slot)
at Zeta.Game.Internals.CPlayer.GetPowerForSlot(HotbarSlot slot)
at Trinity.HotbarSkills.UpdateHotbarSlotPowers() in d:\DemonBuddy\Plugins\Trinity\Combat\HotbarSkills.cs:line 117
at Trinity.HotbarSkills.Update(TrinityLogLevel logLevel, LogCategory logCategory) in d:\DemonBuddy\Plugins\Trinity\Combat\HotbarSkills.cs:line 54
at Trinity.PlayerInfoCache.RefreshHotbar() in d:\DemonBuddy\Plugins\Trinity\Cache\PlayerInfoCache.cs:line 283
at Trinity.Trinity.ResetEverythingNewGame() in d:\DemonBuddy\Plugins\Trinity\Helpers\GameEvents.cs:line 203
at Trinity.Trinity.GameEvents_OnGameChanged(Object sender, EventArgs e) in d:\DemonBuddy\Plugins\Trinity\Helpers\GameEvents.cs:line 117
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.GameEvents.(Delegate , Object[] )

Otherwise it's a great profile!

P.S: Using latest version of DBBeta and Trinity 1.8.9
 
Ok I take that back, killing trash along the sewer before entering sewer to portal to town/reset is faster than skipping them all!

Bugs I've found so far:
1. Sometimes, but rarely it will miss a summoning thing so the wall doesn't go down for you to head to the sewers.
2. Weighting.cs file does not work, causes trinity to vanish from plugins tab.
3. Continuously get this error, doesn't seem to affect the bot though...
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000320, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaUnit.get_Level()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000354, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Game.Internals.Actors.DiaPlayer.get_SkillOverrideActive()
at Zeta.Game.Internals.CPlayer.GetActiveSkillBySlot(HotbarSlot slot)
at Zeta.Game.Internals.CPlayer.GetPowerForSlot(HotbarSlot slot)
at Trinity.HotbarSkills.UpdateHotbarSlotPowers() in d:\DemonBuddy\Plugins\Trinity\Combat\HotbarSkills.cs:line 117
at Trinity.HotbarSkills.Update(TrinityLogLevel logLevel, LogCategory logCategory) in d:\DemonBuddy\Plugins\Trinity\Combat\HotbarSkills.cs:line 54
at Trinity.PlayerInfoCache.RefreshHotbar() in d:\DemonBuddy\Plugins\Trinity\Cache\PlayerInfoCache.cs:line 283
at Trinity.Trinity.ResetEverythingNewGame() in d:\DemonBuddy\Plugins\Trinity\Helpers\GameEvents.cs:line 203
at Trinity.Trinity.GameEvents_OnGameChanged(Object sender, EventArgs e) in d:\DemonBuddy\Plugins\Trinity\Helpers\GameEvents.cs:line 117
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.GameEvents.(Delegate , Object[] )

Otherwise it's a great profile!

P.S: Using latest version of DBBeta and Trinity 1.8.9
The Bot missing the demon machine is because of the missing weighting. The Error Message can safely be ignored.

As everyone seems to ignore that my weighting.cs was for trinity 1.8.8, I added an instruction to my last post on how to manually do the changes
 
The Bot missing the demon machine is because of the missing weighting. The Error Message can safely be ignored.

As everyone seems to ignore that my weighting.cs was for trinity 1.8.8, I added an instruction to my last post on how to manually do the changes

Ah sorry! Just read it now, have edited and seems to have fixed the issue.

Damn, 100% bonus has ended, the reduced EXP is now fully felt! Nevertheless this profile still gives better exp than COTA since it's been nerfed.
 
Hi I am running this profile now but only problem is my Demon Hunter isn't using it's Rain of Vengeance skill in a group of mobs infront of his face lol Is there any way for me to change it so It uses that skill whenever there is a group of mob nearby? Cause when i manually use that skill the run goes so much fast :) Thanks.

Note: They added so Elites or Champions spawn in sewer area :\ so best solution would be to use the waypoint to get back to town instead of teleporting.

Stuck Location and dies once in a while surrounded by enemies:

Stuck Location.webp Stuck Location 1.webp

Whenever surrounded in the direction the character is heading to.. it just freezes up as in no movements are made and ends up dying. Is there a way for me to start attacking when that happens.
 
Last edited:
help please , i put torment 3, but when the runs its done, it change back to normal... ? why is that help please thanks
 
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