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trinity 2.14.34 bug report:
if choose drop legendary in town, will not pick up Horadric Cache drops at all.
 
stuck at gr 82 due to avoidance bug, the bot literally throw itself onto all aoes like arcane, explosion etc and died too many times unnecessary.
 
hello
I am running thorn invoker build with all supported skills and i replaced consecration with condem vacum, and the bot never uses condem. i have AoE count to 1 with radius at 30.
Running two bots with autofollow, would like the leader bot to use condem to group up the mobs, anyone know of what would be the issue or cause of the bot not using condem?

Any help would be greatly appreciated, Thanks
 
latest version is crashing while auto skill equip is activated, auto equiping items seems fine
Hopefully fixed in the next version.

Got this error while runnig GR with Invoker Crusader, I've attached a full log also.

Code:
23:51:29.051 INFO  Logger [Trinity 2.14.34] Exception in Pulse: System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.TrinityCacheObject.get_RiftValuePct() in c:\Demon\596b\Plugins\Trinity\Cache\TrinityCacheObject.cs:line 131
   at Trinity.TargetUtil.<>c__DisplayClass116.<GetBestRiftValueClusterPoint>b__10e(TrinityCacheObject u) in c:\Demon\596b\Plugins\Trinity\Combat\TargetUtil.cs:line 1255
   at System.Linq.Enumerable.WhereListIterator`1.MoveNext()
   at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__1.MoveNext()
   at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
   at Trinity.TargetUtil.GetBestRiftValueClusterPoint(Single maxRange, Double minValuePercent, Single clusterRadius) in c:\Demon\596b\Plugins\Trinity\Combat\TargetUtil.cs:line 1254
   at Trinity.Combat.TargetCluster.Update() in c:\Demon\596b\Plugins\Trinity\Combat\Enemies.cs:line 141
   at Trinity.Combat.Enemies.Update() in c:\Demon\596b\Plugins\Trinity\Combat\Enemies.cs:line 50
   at Trinity.Configuration.Events.CacheUpdatedHandler.Invoke()
   at Trinity.Trinity.RefreshDiaObjectCache() in c:\Demon\596b\Plugins\Trinity\Cache\RefreshObjects.cs:line 429
   at Trinity.Trinity.OnPulse() in c:\Demon\596b\Plugins\Trinity\Plugin.cs:line 103
DMO Wizard in Greater Rifts.
Probably fixed in the next version as well, thanks.

on first page version .24 not .34
All versions prior to .31 are unreleased and experimental. xzjv will release them once it gets more stable.

Just had this error too:
Code:
[Trinity 2.14.31] Akarats Champion
[Trinity 2.14.31] Interacting with X1_Westm_Door_Giant_Iron_Bars_Arched
[Trinity 2.14.31] Blacklisting target x1_LR_Shrine_Damage ActorSnoId=330695 RActorGUID=-527499221 due to possible stuck/flipflop!
[Trinity 2.14.31] Akarats Champion
[Trinity 2.14.31] Interacting with X1_Westm_Door_Giant_Iron_Bars_Arched
[Trinity 2.14.31] Akarats Champion
[Trinity 2.14.31] Interacting with X1_Westm_Door_Giant_Iron_Bars_Arched

On this scenario the Shrine i'm guessing it refers to is on the other side of the gate the bot wasn't able to open. After i manually opened the door the bot went ahead and ignore this shrine, walked a bit and got to another door which it opened normally and didn't get stuck.
It blacklisted the shrine, that why it didn't go for it. The door issue is annoying as hell though.

Log loop

Opening stash
[Trinity 2.14.31] Stalwart Archon Sash of Far Sight [Belt_norm_base_flippy-6859] [Belt] = (trashing blues)
[Trinity 2.14.31] [UseCraftingRecipes] Finished!
Opening stash
[Trinity 2.14.31] Stalwart Archon Sash of Far Sight [Belt_norm_base_flippy-6859] [Belt] = (trashing blues)
[Trinity 2.14.31] [UseCraftingRecipes] Finished!
Opening stash
[Trinity 2.14.31] Stalwart Archon Sash of Far Sight [Belt_norm_base_flippy-6859] [Belt] = (trashing blues)
[Trinity 2.14.31] [UseCraftingRecipes] Finished!
Opening stash
[Trinity 2.14.31] Stalwart Archon Sash of Far Sight [Belt_norm_base_flippy-6859] [Belt] = (trashing blues)
[Trinity 2.14.31] [UseCraftingRecipes] Finished!


"Unchecked open cache for the bounty.
Bot stuck when the last box is full of caches."

Could you take a look for this problem?
I attached log file in support section. Thank you
Ok, thanks. I'll make a note of this.

sometimes wd uses firebat too far from the mob to proc life on hit. also taeguk spamming responsiveness with the firebat build needs to be quicker by half a second since using anything more than 13 TPS triggers a disconnect.
You sure, I'm getting somewhere around 30 TPS and I rarely ever get disconnected. About when it doesn't get close enough: the 'MoveToPosition' code kicks in in a matter of seconds when this happens, so I haven't bothered trying to fix this. Do you think this is affecting performance?

Why is there no "Variables" setting anymore in the bar?
Had to get rid of it because barely anything in there was actually being used. By this point it was just misleading users into thinking they were actually influencing something;

gives an error message

Process must have frozen or gotten out of sync: Injection Finished Event was never fired :(
Hello people,
I have the following problem in Windows 10...
DB install smoothly, active Adventure Quest and Tools...
When active Trinity appears to me the following:

"[Trinity 2.14.30] Error in OnEnable: System.TypeInitializationException: The type initializer for 'Trinity.Combat.Abilities.CombatBase' threw an exception. ---> GreyMagic.InjectionDesyncException: Process must have frozen or gotten out of sync: Injection Finished Event was never fired
at GreyMagic.Executor.‫‪‬‪‪*​‏**‎*****‎* ‬‎‬*‪*(Int32 )
at GreyMagic.Executor.*‎*‎‎‏*‬**********‎ *‎‪*‬*(Int32 )
at GreyMagic.Executor.Execute(Int32 timeout)
at GreyMagic.ExternalProcessMemory.CallInjected[T](IntPtr address, CallingConvention callingConvention, Object[] args)
at Zeta.Game.ZetaDia.get_TlsVal()
at Zeta.Game.ZetaDia.‪‫‪​‬*‏**‎‬‪‪‬‪‫*‏​‎* ‪‎**‏**.******​**​*​**‬**‬*‬*‪‎​*** *()
at Zeta.Game.Internals.DynamicPointer`1.get_Value()
at Zeta.Game.ZetaDia.get_ActorCommonData()
at Zeta.Game.Internals.ActorManager.‬***​‬‪* ‏‪‏‎‏*‬‪‫**‏*()
at Zeta.Game.Internals.ActorManager.Update()
at Trinity.Helpers.MemoryHelper..ctor() in d:\Demonbuddy\Plugins\Trinity\Helpers\MemoryHelper .cs:line 34
at Trinity.CacheData.InventoryCache..ctor() in d:\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inve ntory.cs:line 34
at Trinity.CacheData.InventoryCache.get_Instance() in d:\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inve ntory.cs:line 43
at Trinity.CacheData.get_Inventory() in d:\Demonbuddy\Plugins\Trinity\Cache\CacheData.cs:l ine 164
at Trinity.Objects.Item.get_IsEquipped() in d:\Demonbuddy\Plugins\Trinity\Objects\Item.cs:line 56
at Trinity.Objects.Set.IsBonusActive(Int32 requiredItemCountForBonus) in d:\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 96
at Trinity.Objects.Set.get_IsThirdBonusActive() in d:\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 91
at Trinity.Objects.Set.get_IsFullyEquipped() in d:\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 153
at Trinity.Combat.Abilities.CombatBase.LoadCombatSett ings() in d:\Demonbuddy\Plugins\Trinity\Combat\Abilities\Com batBase.cs:line 110
at Trinity.Combat.Abilities.CombatBase..cctor() in d:\Demonbuddy\Plugins\Trinity\Combat\Abilities\Com batBase.cs:line 31
--- End of inner exception stack trace ---
at Trinity.Combat.Abilities.CombatBase.LoadCombatSett ings()
at Trinity.Trinity.LoadConfiguration() in d:\Demonbuddy\Plugins\Trinity\Settings\Settings.cs :line 21
at Trinity.Trinity.OnEnabled() in d:\Demonbuddy\Plugins\Trinity\Plugin.cs:line 193"

Reinstall C ++ published here but still not working

Any ideas?

Thank you so much!
We're still trying to figure out what's causing this.

Running latest version from SVN (commit 418) and it's still spamming the problem with unvisited nodes.
I've attached a full log also.

Code:
11:01:39.796 INFO  Logger [Adventurer][ExplorationLogic] Couldn't find any unvisited nodes. Current AdvDia.LevelAreaSnoIdId: 276226, ZetaDia.CurrentLevelAreaSnoId: 276226, Total Nodes: 0 Unvisited Nodes: 0 Searching In [276226]
OK, thanks for the report.

I am getting these compile errors since 415

I have the latest .net framework and microsoft c++ redistributable installed.

Please help
The SVN version of trinity needs the newest, unreleased Adventurer.

trinity 2.14.34 bug report:
if choose drop legendary in town, will not pick up Horadric Cache drops at all.
Weird, thanks for the report.
stuck at gr 82 due to avoidance bug, the bot literally throw itself onto all aoes like arcane, explosion etc and died too many times unnecessary.
Yeah avoidance is broken. Also, 82? That's awesome mate.

hello
I am running thorn invoker build with all supported skills and i replaced consecration with condem vacum, and the bot never uses condem. i have AoE count to 1 with radius at 30.
Running two bots with autofollow, would like the leader bot to use condem to group up the mobs, anyone know of what would be the issue or cause of the bot not using condem?

Any help would be greatly appreciated, Thanks
Condemn is currently not part of the Invoker logic, so it won't cast it.
 
Bug Repot:

SVN as of today date/time. When doing Nehalem rifts bot ports back to dead rift guardian after emptying full stash to pick up rift guardian loot but it does not pickup the loot. Instead, bot just teleports back town without picking up loot.
 
Hello jubisman & xzjv,

This post is regarding support globe barbs with ancientSpear Harpoon rune.

Do you think it could be worthwhile to add a slider for ancientSpear for a minimum range, e.g. to only be used on targets further away than 34 yards (cyclone implosion range).
Right now I customized my BarbarianCombat.cs and TargetUtil.cs to get a new GetBestGrabUnit, GetBestGrabPoint, GetBestRiftValueGrabPoint (based on the Cluster methods) to contain a minRange.
Any usage of ancientSpear would only be allowed when units are further away than monk cyclone strike range, leading to a much more efficient resource usage.
Also right now the Harpoon rune is not really supported, but could be with either cluster or pierce method.

My very basic solution is working really fine in Grift 80s -> my barb supports getting up the density by pulling far away clusters to the group.

I guess you can figure out a much better refactored version of it, if you think this is applicable.

Hope my input can be used.

Thanks :-)
 
Last edited:
I noticed IR2Bugs.log just keeps growing in size in TrinityLogs.

Is this because of the custom itemrules I'm using or with Trinity itself? It's up to 100+ mb from one time i checked and the disk was writing to it actively, that's when I saw in the UI that Trinity was identifying all the loot one by one slowly. I deleted the huge log file and townruns went smooth again.

Hi, anyone know?
 
can someone make an option enable auto equip on lvl 70 it doesnt auto equip on lvl70 then my hero only got 130dps but it can go to 400dps
 
NOTE: Some have reported that Trinity requires a new version of .net Framework (4.6.1), this isn't confirmed yet but the link is here for anyone who is having compiler issues. https://blogs.msdn.microsoft.com/dotnet/2015/11/30/net-framework-4-6-1-is-now-available/


Changes in 2.14.39




  • General:
    • Trinity Stuck Handler is now always used. Setting removed.
    • Fixed not doing town run when legendary items left unidentified.
    • Added TimeToElementStart and TimeFromElementStart methods using 16s Convention buff.
    • Improved ShouldWaitForConventionofElements method
    • Fix for spells being cast without being recorded, thnx TomRus
    • Refactored Cooldowns to be faster, better and support powers with many variants (ie bastians)
    • Fixed an issue that was preventing gambling after greater rifts.
    • Reversed buff attribute index so we dont have to scan UIElements for it.
    • Added checks to prevent shrines from being clicked after already being used
    • Bots should once again close rifts before doing a town run (except if keep legendary unid enabled)
    • Improved the way being blocked by monsters blocking is checked.
  • Weighting:
    • Elites and Bosses will no longer be ignored because of a negative rift value.
    • Phelon's PackDensityFormula and RiftContributionFormula -Phelon/jubisman
    • Fixed 'Always Kill Below % Health' sliders not working -jubisman
    • Illusions are now detected by the bot and valued at Zero rift value.
  • AutoSkill:
    • Additional safety checks for auto skill disconnects
  • ExtractLegendary:
    • Added exceptions for follower items and a few other non-extractable items.
  • Monk:
    • WoL monk should no longer cast WoL when Sweeping Wind has las than two stacks -jubisman
    • Added convention element check to Mystic Ally -jubisman
    • Added preliminary support for WoL builds (doesn't dash towards enemies anymore) -jubisman
  • Barbarian:
    • Fixed a bug with MaxResource that was causing barb to not fury dump properly -jubisman
    • LeapQuake barb should now cast Boulder Toss more reliably after the third Leap -jubisman
    • should now only cast Furious Charge at bosses, if one is present -jubisman
  • Wizard:
    • Attempt to make DMO wiz teleport to the middle of big clusters to cast Arcane Orb -jubisman
    • Added option to disable Energy Twister (note: no longer has any sort of build detection) -jubisman
    • Should now use Arcane Torrent as a generator if HergbrashsBinding is detected -jubisman
    • Some more tweaks for DMO wiz -jubisman
    • Improvements for DMO wizards. -jubisman
    • Increased prority of Diamond Skin and Magic Weapon a bit during combat -jubisman
  • WitchDoctor:
    • Helltooh Pet builds should be a lot less spazzy now -jubisman
  • Crusader:
    • Fixed LoN sader not casting Laws of Hope OOC -jubisman
    • Fixed some skills not being cast when 'Wait for convention element' was checked -jubisman
    • Fixed Phalanx not being cast when LoN Bombardment build was detected -jubisman
    • Should now override Bombardment AoE slider when elites are around and 'Wait for convention element' is unchecked -jubisman
    • LoN sader will now only cast Bombardment if it's moving (for the hexing pants snapshot) -jubisman
  • Visualizer:
    • Will not longer open outside of the screen area.
    • Added NonTrash/Ignore radius drawing option.
  • Settings:
    • Fixed crash when typing in decimal numbers to boxes
  • Experimental Avoidance:
    • New Handler: Arcane sentry now tracks the rotation of beams.
    • Molten Core, Orbiter, Arcane, Plagued, Frozen, Molten Trail, Frozen Pulse.
    • Many improvements to experimental avoidance.
 
Did you put wrong link for 2.14.39? I copied and it said:
Trinity 2.14.30] Configuration file loaded
[Trinity 2.14.30] Configuration loaded successfully.
[Trinity 2.14.30] ENABLED: Trinity v2.14.30 now in action!
 
The shrine issues seems to be gona and in general the DMO ruitine seems way better - BUT there is still the issue of it leaving/ignoring low hp elites from time to time. Tryed with the setting to always kill elites below % and that didnt change it
 
Wits end

So, for several versions I've had the problem that Trinity won't load. I've tried reinstalling the .NET Frameworks, made sure I reinstalled all the c++ version and still I get the following error.

Code:
[Adventurer] Plugin is up-to-date.
[Adventurer] (1.3.4.18) enabled.
[Trinity 2.14.39] Error in OnEnable: System.TypeInitializationException: The type initializer for 'Trinity.Combat.Abilities.CombatBase' threw an exception. ---> GreyMagic.InjectionDesyncException: Process must have frozen or gotten out of sync: Injection Finished Event was never fired
   at GreyMagic.Executor.‬​‏‪‪**‫*​‬​*‏​‬‏‪***‬**‪‬*(Int32 )
   at GreyMagic.Executor.‫‫‎‬​*‫‎‏**‪‫‪*‬‬**‪‎*(Int32 )
   at GreyMagic.Executor.Execute(Int32 timeout)
   at GreyMagic.ExternalProcessMemory.CallInjected[T](IntPtr address, CallingConvention callingConvention, Object[] args)
   at Zeta.Game.ZetaDia.get_TlsVal()
   at Zeta.Game.ZetaDia.*‬*​‎*​**‪‫*‬‪​​‬*‪‪‫**.‎​‫‪*‬*‫‏**‬‪***‫*‪‏‏*‪*()
   at Zeta.Game.Internals.DynamicPointer`1.get_Value()
   at Zeta.Game.ZetaDia.get_ActorCommonData()
   at Zeta.Game.Internals.ActorManager.‏*‪​‬‏*‫**‬****‬‪‎*‏‏‏‬​‎*()
   at Zeta.Game.Internals.ActorManager.Update()
   at Trinity.Helpers.MemoryHelper..ctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Helpers\MemoryHelper.cs:line 34
   at Trinity.CacheData.InventoryCache..ctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 34
   at Trinity.CacheData.InventoryCache.get_Instance() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 43
   at Trinity.CacheData.get_Inventory() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.cs:line 164
   at Trinity.Objects.Item.get_IsEquipped() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Item.cs:line 56
   at Trinity.Objects.Set.IsBonusActive(Int32 requiredItemCountForBonus) in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 96
   at Trinity.Objects.Set.get_IsThirdBonusActive() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 91
   at Trinity.Objects.Set.get_IsFullyEquipped() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 153
   at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 114
   at Trinity.Combat.Abilities.CombatBase..cctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 33
   --- End of inner exception stack trace ---
   at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings()
   at Trinity.Trinity.LoadConfiguration() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Settings\Settings.cs:line 21
   at Trinity.Trinity.OnEnabled() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Plugin.cs:line 193

I don't know what could cause this anymore, any ideas?
 
New Trinity 2.14.39 HEX, angry chicken with Manajuma Set isn't working for me. Not sure if anyone else tried it and have the same problem
 
So I've updated both the Adventurer plugin and the .NET Framework, reinstalled DB and still Trinity won't compile. Any suggestions?

Code:
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\BuyItemsFromVendor.cs(16,7) : warning CS0105: The using directive for 'Zeta.Common' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\BuyItemsFromVendor.cs(17,7) : warning CS0105: The using directive for 'Zeta.Bot' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\PutItemsInStash.cs(12,7) : warning CS0105: The using directive for 'Zeta.Common' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\PutItemsInStash.cs(13,7) : warning CS0105: The using directive for 'Zeta.Bot' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\TakeItemsFromStash.cs(12,7) : warning CS0105: The using directive for 'Zeta.Common' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Coroutines\TakeItemsFromStash.cs(13,7) : warning CS0105: The using directive for 'Zeta.Bot' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Movement\StuckHandler.cs(11,7) : warning CS0105: The using directive for 'System.Threading.Tasks' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(27,7) : warning CS0105: The using directive for 'System.Text' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Settings\Loot\ItemListSettings.cs(28,7) : warning CS0105: The using directive for 'System.IO' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\UI\UIComponents\BindingMember.cs(17,7) : warning CS0105: The using directive for 'Trinity.Technicals' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\UI\UIComponents\MarkupExtensions\WidthToColumnCountExtension.cs(6,7) : warning CS0105: The using directive for 'System' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\UI\Visualizer\RadarCanvas\RadarHitTestUtility.cs(2,7) : warning CS0105: The using directive for 'System' appeared previously in this namespace
Compiler Error: d:\DB\Plugins\Trinity\Framework\Grid\GridPoint.cs(5,19) : warning CS0660: 'Trinity.Bot.Providers.Grid.GridPoint' defines operator == or operator != but does not override Object.Equals(object o)
Compiler Error: d:\DB\Plugins\Trinity\Framework\Grid\GridPoint.cs(5,19) : warning CS0661: 'Trinity.Bot.Providers.Grid.GridPoint' defines operator == or operator != but does not override Object.GetHashCode()
Compiler Error: d:\DB\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: d:\DB\Plugins\Trinity\Coroutines\ExtractLegendaryPowers.cs(185,40) : warning CS0028: 'TrinityCoroutines.ExtractLegendaryPowers.Main()' has the wrong signature to be an entry point
Compiler Error: d:\DB\Plugins\Trinity\Framework\Core.cs(15,49) : error CS0723: Cannot declare a variable of static type 'Trinity.AvoidanceManager'
Compiler Error: d:\DB\Plugins\Trinity\Settings\AvoidanceSetting.cs(95,50) : warning CS0108: 'Trinity.Config.AvoidanceSetting.PropertyChanged' hides inherited member 'Trinity.Helpers.NotifyBase.PropertyChanged'. Use the new keyword if hiding was intended.
Compiler Error: d:\DB\Plugins\Trinity\UI\UIComponents\BindingMember.cs(40,50) : warning CS0108: 'Trinity.UI.UIComponents.BindingMember.PropertyChanged' hides inherited member 'Trinity.Objects.BaseObject.PropertyChanged'. Use the new keyword if hiding was intended.
Compiler Error: d:\DB\Plugins\Trinity\UI\Visualizer\VisualizerViewModel.cs(674,50) : warning CS0108: 'Trinity.UI.RadarUI.VisualizerViewModel.PropertyChanged' hides inherited member 'Zeta.Common.Xml.XmlSettings.PropertyChanged'. Use the new keyword if hiding was intended.
Compiler Error: d:\DB\Plugins\Trinity\UI\Visualizer\VisualizerViewModel.cs(677,29) : warning CS0114: 'Trinity.UI.RadarUI.VisualizerViewModel.OnPropertyChanged(string)' hides inherited member 'Zeta.Common.Xml.XmlSettings.OnPropertyChanged(string)'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
[Adventurer] (1.3.4.18) initialized.
[Adventurer] (1.3.4.18) enabled.
[Adventurer] Plugin is up-to-date.
 
NOTE: Some have reported that Trinity requires a new version of .net Framework (4.6.1), this isn't confirmed yet but the link is here for anyone who is having compiler issues. https://blogs.msdn.microsoft.com/dotnet/2015/11/30/net-framework-4-6-1-is-now-available/


Changes in 2.14.39




  • General:
    • Trinity Stuck Handler is now always used. Setting removed.
    • Fixed not doing town run when legendary items left unidentified.
    • Added TimeToElementStart and TimeFromElementStart methods using 16s Convention buff.
    • Improved ShouldWaitForConventionofElements method
    • Fix for spells being cast without being recorded, thnx TomRus
    • Refactored Cooldowns to be faster, better and support powers with many variants (ie bastians)
    • Fixed an issue that was preventing gambling after greater rifts.
    • Reversed buff attribute index so we dont have to scan UIElements for it.
    • Added checks to prevent shrines from being clicked after already being used
    • Bots should once again close rifts before doing a town run (except if keep legendary unid enabled)
    • Improved the way being blocked by monsters blocking is checked.
  • Weighting:
    • Elites and Bosses will no longer be ignored because of a negative rift value.
    • Phelon's PackDensityFormula and RiftContributionFormula -Phelon/jubisman
    • Fixed 'Always Kill Below % Health' sliders not working -jubisman
    • Illusions are now detected by the bot and valued at Zero rift value.
  • AutoSkill:
    • Additional safety checks for auto skill disconnects
  • ExtractLegendary:
    • Added exceptions for follower items and a few other non-extractable items.
  • Monk:
    • WoL monk should no longer cast WoL when Sweeping Wind has las than two stacks -jubisman
    • Added convention element check to Mystic Ally -jubisman
    • Added preliminary support for WoL builds (doesn't dash towards enemies anymore) -jubisman
  • Barbarian:
    • Fixed a bug with MaxResource that was causing barb to not fury dump properly -jubisman
    • LeapQuake barb should now cast Boulder Toss more reliably after the third Leap -jubisman
    • should now only cast Furious Charge at bosses, if one is present -jubisman
  • Wizard:
    • Attempt to make DMO wiz teleport to the middle of big clusters to cast Arcane Orb -jubisman
    • Added option to disable Energy Twister (note: no longer has any sort of build detection) -jubisman
    • Should now use Arcane Torrent as a generator if HergbrashsBinding is detected -jubisman
    • Some more tweaks for DMO wiz -jubisman
    • Improvements for DMO wizards. -jubisman
    • Increased prority of Diamond Skin and Magic Weapon a bit during combat -jubisman
  • WitchDoctor:
    • Helltooh Pet builds should be a lot less spazzy now -jubisman
  • Crusader:
    • Fixed LoN sader not casting Laws of Hope OOC -jubisman
    • Fixed some skills not being cast when 'Wait for convention element' was checked -jubisman
    • Fixed Phalanx not being cast when LoN Bombardment build was detected -jubisman
    • Should now override Bombardment AoE slider when elites are around and 'Wait for convention element' is unchecked -jubisman
    • LoN sader will now only cast Bombardment if it's moving (for the hexing pants snapshot) -jubisman
  • Visualizer:
    • Will not longer open outside of the screen area.
    • Added NonTrash/Ignore radius drawing option.
  • Settings:
    • Fixed crash when typing in decimal numbers to boxes
  • Experimental Avoidance:
    • New Handler: Arcane sentry now tracks the rotation of beams.
    • Molten Core, Orbiter, Arcane, Plagued, Frozen, Molten Trail, Frozen Pulse.
    • Many improvements to experimental avoidance.


Ok checked for 20 ish GR 70+ - It keep ignoring most yellow elites when they get low and sometimes blue ones aswell. If this gets fixed (and its a huge issue) the dmo wiz would be near flawsless. Any idea whats causing this?
 
Is "Experimental Avoidance" overwrite the Class Config Avoidance? (since there is a new Tab?)
 
Thanks for the great work zvwlkjwkl!
Haha wat

Did you put wrong link for 2.14.39? I copied and it said:
Trinity 2.14.30] Configuration file loaded
[Trinity 2.14.30] Configuration loaded successfully.
[Trinity 2.14.30] ENABLED: Trinity v2.14.30 now in action!
Try a fresh install, it should say .39

The shrine issues seems to be gona and in general the DMO ruitine seems way better - BUT there is still the issue of it leaving/ignoring low hp elites from time to time. Tryed with the setting to always kill elites below % and that didnt change it
What's weird is that this doesn't happen for me. Have you tried increasing your teleport delay? Are you following Fisher's guide?

So, for several versions I've had the problem that Trinity won't load. I've tried reinstalling the .NET Frameworks, made sure I reinstalled all the c++ version and still I get the following error.

Code:
[Adventurer] Plugin is up-to-date.
[Adventurer] (1.3.4.18) enabled.
[Trinity 2.14.39] Error in OnEnable: System.TypeInitializationException: The type initializer for 'Trinity.Combat.Abilities.CombatBase' threw an exception. ---> GreyMagic.InjectionDesyncException: Process must have frozen or gotten out of sync: Injection Finished Event was never fired
   at GreyMagic.Executor.‬​‏‪‪**‫*​‬​*‏​‬‏‪***‬**‪‬*(Int32 )
   at GreyMagic.Executor.‫‫‎‬​*‫‎‏**‪‫‪*‬‬**‪‎*(Int32 )
   at GreyMagic.Executor.Execute(Int32 timeout)
   at GreyMagic.ExternalProcessMemory.CallInjected[T](IntPtr address, CallingConvention callingConvention, Object[] args)
   at Zeta.Game.ZetaDia.get_TlsVal()
   at Zeta.Game.ZetaDia.*‬*​‎*​**‪‫*‬‪​​‬*‪‪‫**.‎​‫‪*‬*‫‏**‬‪***‫*‪‏‏*‪*()
   at Zeta.Game.Internals.DynamicPointer`1.get_Value()
   at Zeta.Game.ZetaDia.get_ActorCommonData()
   at Zeta.Game.Internals.ActorManager.‏*‪​‬‏*‫**‬****‬‪‎*‏‏‏‬​‎*()
   at Zeta.Game.Internals.ActorManager.Update()
   at Trinity.Helpers.MemoryHelper..ctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Helpers\MemoryHelper.cs:line 34
   at Trinity.CacheData.InventoryCache..ctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 34
   at Trinity.CacheData.InventoryCache.get_Instance() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 43
   at Trinity.CacheData.get_Inventory() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Cache\CacheData.cs:line 164
   at Trinity.Objects.Item.get_IsEquipped() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Item.cs:line 56
   at Trinity.Objects.Set.IsBonusActive(Int32 requiredItemCountForBonus) in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 96
   at Trinity.Objects.Set.get_IsThirdBonusActive() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 91
   at Trinity.Objects.Set.get_IsFullyEquipped() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Objects\Set.cs:line 153
   at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 114
   at Trinity.Combat.Abilities.CombatBase..cctor() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 33
   --- End of inner exception stack trace ---
   at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings()
   at Trinity.Trinity.LoadConfiguration() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Settings\Settings.cs:line 21
   at Trinity.Trinity.OnEnabled() in c:\Users\<name>\Documents\Demonbuddy\Plugins\Trinity\Plugin.cs:line 193

I don't know what could cause this anymore, any ideas?
Are you using windows 10 by any chance?

New Trinity 2.14.39 HEX, angry chicken with Manajuma Set isn't working for me. Not sure if anyone else tried it and have the same problem
I just tested it and it seems to be working fine. What seems to be the problem?

Is "Experimental Avoidance" overwrite the Class Config Avoidance? (since there is a new Tab?)
[edit] if you turn on experimental avoidance, all other/old avoidance is turned off completely. -xz
 
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