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2.14.23


  • Settings: Added checkbox in trinity to disable DB's built in InactivityTimer (in advanced by other settings)
  • Crusader: Steed Charge should no longer keep other spells from being cast (except for punish) when 'Use Steed Charge Off CD' is checked -jubisman
  • Crusader: added some code to make sure Consecration and Iron Skin aren't cast for 2 cycles before Physical, and Shield Glare for 1 cycle (note: you need to have 'Wait for convention element' checked under Settings->Combat->Misc) -jubisman
  • Crusader: hopefully fixed LoN crusader casting Steed Charge when trying to TP -jubisman
  • Crusader: the 'Bombardment AoE Count' should now apply to LoN crusaders as well -jubisman
  • Crusader: made it so that the Consecration and Iron Skin Health Pct sliders don't have to be set to 100% when running LoN sader (you should now set them to emergency health, ie ~25%) -jubisman
  • Crusader: Invoker build now tries to find larger clusters during wrong convention elements.
  • Crusader: Tested and tried to improve phelon's boulder toss / FC code; then reverted it. -jubisman
  • Crusader: Added improved thorns Invoker build handling by darkfriend77
  • General: barricades (and other non-units) should now to be handled by trinity while combat is off
  • General: fixed bot trying to interact with used shrines -jubisman
  • Combat: Fixed an issue causing spells to be cast very fast on nothing when 'Waiting for loot'.
  • Combat: Fixed an issue where the last power used in combat was then inappropriately used again out of combat.
  • Combat: Fixed an issue preventing out of combat buffs from being cast.
  • Combat: fix for Siege_wallMonster_C being blacklisted causing bounty fail.
  • KanaisCube: Added checkbox to enable cube extraction from stashed legendaries.
  • Crusader: added regular Steed Charge logic to darkfriend77 Invoker logic so that it doesn't override settings. -jubisman
  • Wizard: twister DMO wiz should now cast disintegrate instead of Energy Twister if Deathwish is detected -jubisman
  • Wizard: slightly reduced the range for arcane orbits
  • Demonhunter: reduced the requirements to use vault in combat -solenrus
  • DemonHunter: Vengeance is now used out of combat if dawn is equipped.
  • Demonhunter: Fixed demonhunter sometimes not selecting a destructible skill.
  • DemonHunter: Should use fan on goblins while in KamakaziGoblin mode.
  • Demonhunter: Refactored Vault should backtrack less often and used more better :)
  • Demonhunter: Vault should now honor the settings for in combat only / out of combat only.
  • Demonhunter: Will now cast impale for free vaults when vaulting out of combat with 'that belt' equipped.
  • Demonhunter: Fixed the elusive ring check causing vault to be cast at inappropriate times and in wrong directions.
  • Demonhunter: Restricted the use of Fan when using greenstone fan build.
  • StuckHandler: Now also checks if a spell was cast recently, should reduce false positives.
  • Visualizer: Added a dot for current DH Vault target to help with debugging.
  • Technical: Consolidated Multiple OOC Vaulting codes into PlayerMover
  • Technical: Added utilities for temporarily modifying trash size/radius.
 
It does this to avoid going melee. There were several complaints about WD going melee, so that's how we fixed it. It's working as intended. Granted, it's not ideal for Endless Walk users, but that's really complicated to fix and would require user a proper navigation grid, which won't happen so soon. So yeah, don't worry about it.


I don't think you quite understand what is going on there. IsWaiting for special is only true if you have Archon equipped. Since DMO builds don't, it'll always be false and the portion of code you changed will only ever get taken into account if you don't have enough arcane power to cast the orbits, so it won't cast them anyway.

All I know is this worked for me a couple days ago, but then again I might have had Archon equipped, I don't remember.
 
New DB user here. I read through 30 pages trying to find out why DB is locking up when I launch it. It only happens when I use Trinity as a plugin. Tried 3 different versions of trinity and i deleted the old folder before trying the next version, working backwards to older versions. Is anyone else having a problem with this?

Thanks in advance for your help with my problem.
 
New DB user here. I read through 30 pages trying to find out why DB is locking up when I launch it. It only happens when I use Trinity as a plugin. Tried 3 different versions of trinity and i deleted the old folder before trying the next version, working backwards to older versions. Is anyone else having a problem with this?

Thanks in advance for your help with my problem.
what exactly do you mean by locking up? You might want to uncheck the new feature in trinity in advanced tab "enable demonbuddy inactivity" if that's what I'm thinking you have issue with.
 
what exactly do you mean by locking up? You might want to uncheck the new feature in trinity in advanced tab "enable demonbuddy inactivity" if that's what I'm thinking you have issue with.

I unchecked the trinity inactivity one and when i click on start demonbuddy locks up and cant be close unless you kill it in the task manager. whenever i have that plugin loaded it completely locks it up and i have to task kill it. tried 3 different versions.
 
Unchecked Demonbuddy inactivity. Start demon buddy with trinity loaded, locked up for 2 minutes then starts running, but runs extremely chopping to the point where its locking my whole pc up. Then it just stands there, it doesnt run to the rift and automatically start like adventure plugin. if i go into a rift it starts killing and looting but get mostly runs in place alot. What else can I do it get it to run smoothly like adventure?
 
It does this to avoid going melee. There were several complaints about WD going melee, so that's how we fixed it. It's working as intended. Granted, it's not ideal for Endless Walk users, but that's really complicated to fix and would require user a proper navigation grid, which won't happen so soon. So yeah, don't worry about it.


Heres the thing, it looks dumb, but if its serving some purpose okay. However, it seems to be breaking avoidance as well. Its wigging out so hard that its getting hit by everything no matter what my settings are.

So unless theres some other overbearing issue with avoidance that i haven't noticed yet, which is possible, some sort of toggle off for it would be nice. Its also preventing it from 10 stacking soul harvest properly.
 
Wizard: twister DMO wiz should now cast disintegrate instead of Energy Twister if Deathwish is detected -jubisman

Thanks jubisman for listening and implementing so quickly! :D
 
Code:
MainGridProvider update coroutine threw exception Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Remit.Core.RemitException: Error while sending packet. Error code: Shutdown
   bei Remit.Core.Connection`1.!Dn\]|\]mghB5:<\]6CzMXyDEtV".MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Remit.Core.Connection`1.=71h!FE(Q:0Jg>k\[^ 6tfwcC\,.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Remit.Core.Connection`1."pP$~\[Nn<P::|HcE|\\{_98Gq$.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Zeta.Bot.Navigation.MainGridProvider.Dj%vX(I\*dQsA(CP\,BVfdvzlG!.\\(a`k1Q58Zc\\8Lyd`|W9zaKD#.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei *‪*‫**‏‫‪****‎‫*‫**‬*​*‏*.‫​‪​**‎‏‬***‫‪‬*‏‪​*‎‪‬*‪‫‪‬*.​***‫‬‎‪​*​*‎‪**‬*‬‏‎‎​****‏**(Task , Int32 )
   bei Buddy.Coroutines.Coroutine.`= 39\\2pd$:p@Kz|5kD9pl)A\&.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Buddy.Coroutines.Coroutine.^bjQq"z_"sn3?#1rlB\.wxKQu".MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Buddy.Coroutines.Coroutine.7%\,O{y~"TxQXd}K\\aXC(_9d5.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Zeta.Bot.Navigation.MainGridProvider.Si9IrAvKW\[s97nSo?s%-n|-W'.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Zeta.Bot.Navigation.MainGridProvider.Oi:{G9|r;JPF#}\.\&c\]K8_ab\*!.MoveNext()
--- Ende der Stapelüberwachung vom vorhergehenden Ort, an dem die Ausnahme ausgelöst wurde ---
   bei System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   bei System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   bei Zeta.Bot.Navigation.MainGridProvider.=^w}U"~\.#2uyz/>f'$@0?'pV'.MoveNext()
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei Buddy.Coroutines.Coroutine.‎‪***‬‏‏​*‏‏***‎**​‬**‎*(Boolean )
   bei Buddy.Coroutines.Coroutine.‎‎‏**‎‫*‫***‬‫‫‬‪‫​‪‏*(Boolean )
   bei Buddy.Coroutines.Coroutine.Resume()
   bei Zeta.Bot.Navigation.MainGridProvider.W\,}DGv$d{OSEUjRaxLPtG|Z`$.MoveNext()

Hmm?

Its starts a grift for me and then it logout :o
 
Last edited:
Hey xzjv, you might want to consider removing the old comments when updating Trinity thread, there's 66 pages worth of old comments in here now LOL
 
hey jubisman still not working with the town portal steed charge OOC is not working and OFF cd box aswell , we need both boxes checked with no tp problem help out plz
 
i have to correct my message again both boxes not working with town portal sometimes it works most time not, the trinity version before worked with steed charge OOC wonderfull now its both broken.
 
i checked everything now jubisman the whole townportal thing is broken i uncheck both boxes and bot is still doing steed charge its crazy and sometimes with some luck he uses townportal check this plz, otherg uys dont have this problem?? or not watching what the bot does?
 
2.14.23 (for GR, orb wizard)
-still not caring for globes sometimes. (it should be priority first after killing elites, maybe if globes are becoming out of "some" range if some action taken, its elite or trash pack, go back and pick them up)
-Path AI. I think there should be some king of different strategies. Currently i think it tries to explore most of the map.
For GR: it should do what you do, clockwise or anticlokwise, go for full path, then go back if nothing there.
And sometimes it tries to go all the way back for no reason.
-it might choose to go for trash cluster rather then killing last elite(which is very very low)
-there could be some option to focus yellow ones, getting globes and ignoring minions. this would really fasten the run.
or easier option; if it is not too much trouble to impl maybe if the yellow one is dead, ignore minions could be an option. (for some range, if they keep up with you, probably they cant but anyway, kill them)
 
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