What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
i have also the item stash bug - sometimes. i use custom Itemlist (legendary.dis)

Stash log looks like this:

Code:
Armor - Chest 'Immortal King's Eternal Reign'. Score = 52629 {legendary item}
  	Quality - Legendary
	Level - 70
	RequiredLevel - 70
	HighestPrimaryAttribute - 575
	Vitality - 554
	Strength - 575
	Armor - 683
	ArmorTotal - 683
	Sockets - 3
	GoldFind - 32
	ResistPoison - 209
	BaseType - Armor
	ItemType - Chest


WeaponTwoHand - TwoHandSword 'Two-Handed Sword'. Score = 0 {legendary item}
  	Level - 11
	BaseType - Weapon
	ItemType - Sword


Armor - Legs 'Raekor's Breeches'. Score = 97246 {legendary item}
  	Quality - Legendary
	Level - 70
	RequiredLevel - 70
	HighestPrimaryAttribute - 638
	Vitality - 611
	Strength - 638
	Armor - 679
	ArmorTotal - 679
	Sockets - 2
	LifeOnKill - 6900
	ExperienceBonus - 236
	ResistAll - 113
	BaseType - Armor
	ItemType - Legs

Armor - Legs 'Pants'. Score = 0 {legendary item}
  	Level - 70
	BaseType - Armor
	ItemType - Legs


Armor - Bracer 'Bracers'. Score = 0 {legendary item}
  	Level - 15
	BaseType - Armor
	ItemType - Bracer


15.02.2016 07:32:28:
====================
WeaponTwoHand - TwoHandAxe 'Blade of the Tribes'. Score = 223846 {legendary item}
  	Quality - Legendary
	Level - 70
	RequiredLevel - 70
	HighestPrimaryAttribute - 1324
	Vitality - 1289
	Strength - 1324
	LifeOnKill - 15200
	WeaponAttacksPerSecond - 1,1
	WeaponMinDamage - 3117
	WeaponMaxDamage - 3712
	WeaponDamagePerSecond - 3755,95
	MaxDamageArcane - 448
	BaseType - Weapon
	ItemType - MightyWeapon
 
You mean it never ID's anything? That's crazy. Can you please upload screen shots of your Town Run and Pickup settings?
It does Identify items on the book then he salvage them , same thing with loot from kadala , i saw 2 perfect gauntlet on the clan logs that went missing :'(

http://imgur.com/uWGuqFH

http://imgur.com/NMVnXPD

Bot IDs the stuff but sometimes i think he salvage ancient stuff, if ancient stuff is ticked for keep(-> stash)
 
Bot IDs the stuff but sometimes i think he salvage ancient stuff, if ancient stuff is ticked for keep(-> stash)


So I just made a brand new installation of beta 599 thinking maybe it's DB 454 that have a problem but not beta.
Here is what I saw after watching for 1/2 hour.
1. When run is over and there is no kadala involved everything is fine. After finishing the run character goes to Orek then ID items and sells if they are not on the list and stash if the are.
2. When there is enough shards for kadala, character goes to Orek then kadala and does not ID items. If the item from kadala in on the list it gets stashed but items from the run do not get Id'd and get sold with the rest of kadala's junk.
Somebody please fix this.
 
I have set the Minimum Trash Mob Pack Size == 15。
But why is it so often that there are only 2-3 Trash Mob around BOT, BOT will still trigger a fight.(Leap+Earthquake Barb / Invoke Crusader)

Bombardment Crusader seems to have no problem.
 

Attachments

  • 20160216141953.webp
    20160216141953.webp
    28.6 KB · Views: 141
Should i spend time on learning how to use SVN or will there be a new release to fix the skipping elites soon? :D
 
get some error in my log. maybe had something to do with the stash bug

Code:
3:04:07.937 DEBUG WeightSet Using stat weight category Weights for Amulets and Gloves! for scoring item
13:04:08.483 INFO  BrainBehavior Opening salvage window
13:04:08.577 INFO  BrainBehavior Attempting to repair all items
13:04:08.623 DEBUG Logger [Trinity 2.14.39] PreVendor Hook Started
13:04:08.670 DEBUG Logger [Trinity 2.14.39] [UseCraftingRecipes] No Jeweler or Blacksmith Plans
13:04:08.670 INFO  Logger [Trinity 2.14.39] [UseCraftingRecipes] Finished!
13:04:08.670 DEBUG Logger [Trinity 2.14.39] [Gamble]Can't afford desired items! Shards=76 SaveShards=True SaveThreshold=800 CanAffordItem=False SelectedSlots=1
13:04:08.686 INFO  Logger [Trinity 2.14.39] [CubeRaresToLegendary] Backpack Crafting Materials: Dust=0 Crystals=0 Deaths=0 Parts=0
13:04:08.686 DEBUG Logger [Trinity 2.14.39] [CubeRaresToLegendary] You need some rares in your backpack for this to work!
13:04:10.511 DEBUG TrinityDebug [Trinity 2.14.39] Exception in TownRunCoroutineWrapper Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Nur ein Teil der ReadProcessMemory- oder WriteProcessMemory-Anforderung wurde abgeschlossen, at addr: 000002C0, Size: 4
   bei GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   bei GreyMagic.MemoryBase.Read[T](IntPtr addr)
   bei Zeta.Game.Internals.Actors.ACD.get_GoodFood()
   bei Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD , & )
   bei Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD )
   bei Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   bei Zeta.Game.Internals.Actors.ACD.?????????????????????????????????????????()
   bei Zeta.Game.PerFrameCachedValue`1.get_Value()
   bei Zeta.Game.Internals.Actors.ACD.get_ItemBoundToACD()
   bei Zeta.Bot.Logic.BrainBehavior.?????????????????????????????????????????.?????????????????????????????????????????(ACDItem )
   bei System.Linq.Enumerable.WhereListIterator`1.MoveNext()
   bei Zeta.Bot.Logic.BrainBehavior.Cq#'fLdV':kBo\,\,3\]Ei_\\eBN".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.ActionRunCoroutine.\.;?2#<?ju;=e6\.8^h8Ke\.A4#!.oMAL(%4hP-3m0G^Oy> 2gAM@\*.MoveNext()
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   bei Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   bei Buddy.Coroutines.Coroutine.Resume()
   bei Zeta.Bot.ActionRunCoroutine.Run(Object context)
   bei Zeta.TreeSharp.Action.RunAction(Object context)
   bei Zeta.TreeSharp.Action.G9>6XYXhuQE9`{3_%X!nL_W\&(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.TreeSharp.PrioritySelector._\*F\,` s NGe }H;k?=^6CVQ)(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.Common.HookExecutor.Run(Object context)
   bei Zeta.TreeSharp.Action.RunAction(Object context)
   bei Zeta.TreeSharp.Action.G9>6XYXhuQE9`{3_%X!nL_W\&(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.TreeSharp.PrioritySelector._\*F\,` s NGe }H;k?=^6CVQ)(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.Bot.Coroutines.CoroutineCompositeExtensions.Ox1a$@_:hRAL4/\&:)C;/~KA\]#.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 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
   bei Trinity.DbProvider.TownRun.<TownRunCoroutineWrapper>d__e.MoveNext() in c:\Users\andy\Documents\db454-39\Plugins\Trinity\DbProvider\TownRun.cs:Zeile 305.
13:04:10.558 DEBUG Logger [Trinity 2.14.39] PreVendor Hook Started
13:04:10.589 DEBUG Logger [Trinity 2.14.39] [UseCraftingRecipes] No Jeweler or Blacksmith Plans
13:04:10.589 INFO  Logger [Trinity 2.14.39] [UseCraftingRecipes] Finished!
13:04:10.589 DEBUG Logger [Trinity 2.14.39] [Gamble]Can't afford desired items! Shards=76 SaveShards=True SaveThreshold=800 CanAffordItem=False SelectedSlots=1
13:04:10.605 INFO  Logger [Trinity 2.14.39] [CubeRaresToLegendary] Backpack Crafting Materials: Dust=0 Crystals=0 Deaths=0 Parts=0
13:04:10.620 DEBUG Logger [Trinity 2.14.39] Skipping Item - Invalid Crafting_Legendary_05-458265 Disposed=False IsValid=True InvalidStackQuantity=True
13:04:10.620 DEBUG Logger [Trinity 2.14.39] [CubeRaresToLegendary] You need some rares in your backpack for this to work!
13:04:11.665 DEBUG TrinityDebug [Trinity 2.14.39] Exception in TownRunCoroutineWrapper Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Nur ein Teil der ReadProcessMemory- oder WriteProcessMemory-Anforderung wurde abgeschlossen, at addr: 00000000, Size: 4
   bei GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   bei GreyMagic.MemoryBase.Read[T](IntPtr addr)
   bei Zeta.Game.Internals.Actors.ACD.get_ACDId()
   bei Zeta.Bot.Logic.BrainBehavior.Cq#'fLdV':kBo\,\,3\]Ei_\\eBN".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.ActionRunCoroutine.\.;?2#<?ju;=e6\.8^h8Ke\.A4#!.oMAL(%4hP-3m0G^Oy> 2gAM@\*.MoveNext()
   --- Ende der internen Ausnahmestapelüberwachung ---
   bei Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   bei Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   bei Buddy.Coroutines.Coroutine.Resume()
   bei Zeta.Bot.ActionRunCoroutine.Run(Object context)
   bei Zeta.TreeSharp.Action.RunAction(Object context)
   bei Zeta.TreeSharp.Action.G9>6XYXhuQE9`{3_%X!nL_W\&(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.TreeSharp.PrioritySelector._\*F\,` s NGe }H;k?=^6CVQ)(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.Common.HookExecutor.Run(Object context)
   bei Zeta.TreeSharp.Action.RunAction(Object context)
   bei Zeta.TreeSharp.Action.G9>6XYXhuQE9`{3_%X!nL_W\&(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.TreeSharp.PrioritySelector._\*F\,` s NGe }H;k?=^6CVQ)(.MoveNext()
   bei Zeta.TreeSharp.Composite.Tick(Object context)
   bei Zeta.Bot.Coroutines.CoroutineCompositeExtensions.Ox1a$@_:hRAL4/\&:)C;/~KA\]#.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 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
   bei Trinity.DbProvider.TownRun.<TownRunCoroutineWrapper>d__e.MoveNext() in c:\Users\andy\Documents\db454-39\Plugins\Trinity\DbProvider\TownRun.cs:Zeile 305.
13:04:11.697 DEBUG Logger [Trinity 2.14.39] PreVendor Hook Started

/edit
looks like the stash bug error is from DB.
with trinity 2.14.31 i have the same issues! and before the "warden" update version 31. works fine!
 
Last edited:
skip elite/rare in GRift dont work.
Rift Moster Value is on 0/0/0
 
I have set the Minimum Trash Mob Pack Size == 15。
But why is it so often that there are only 2-3 Trash Mob around BOT, BOT will still trigger a fight.(Leap+Earthquake Barb / Invoke Crusader)

Bombardment Crusader seems to have no problem.
It attacks when it thinks it's blocked. You guys asked for it and xzjv did it, but I added a new checkbox to disable this feature which should be available in the next version.

skip elite/rare in GRift dont work.
Rift Moster Value is on 0/0/0
You don't need to mess with the sliders to ignore elites. Just tick the appropriate boxes and eave the sliders at non-crazy values.

Should i spend time on learning how to use SVN or will there be a new release to fix the skipping elites soon? :D
DMO wiz? I can't reproduce this at all. It sticks with elites until they're dead. Then again, maybe I ended up fixing it between .39's release and now, so maybe you should indeed try the SVN version.
 
You don't need to mess with the sliders to ignore elites. Just tick the appropriate boxes and eave the sliders at non-crazy values.

yep.. thats what im doing. but it dont work! also with std values 0/1/20 the buddy attack only one rare/elite
 
There's your problem. FC barb is the only build that picks targets differently and by doing that it will override the ignore elite settings a lot of the time. Maybe I'll try to think of something later, but right now there's nothing you can do about it, sorry.
 
There's your problem. FC barb is the only build that picks targets differently and by doing that it will override the ignore elite settings a lot of the time. Maybe I'll try to think of something later, but right now there's nothing you can do about it, sorry.
thanks for clarifying.
and thank you for your work
 
It attacks when it thinks it's blocked. You guys asked for it and xzjv did it, but I added a new checkbox to disable this feature which should be available in the next version.


You don't need to mess with the sliders to ignore elites. Just tick the appropriate boxes and eave the sliders at non-crazy values.


DMO wiz? I can't reproduce this at all. It sticks with elites until they're dead. Then again, maybe I ended up fixing it between .39's release and now, so maybe you should indeed try the SVN version.

Im LoN crusader.
Ye you probably did, I'm playing HC though, so prefer running with stable versions

Guess I will give SVN a shot.

Can you give me link?
 
Is it possible to set trinity in GR's so it does NOT pick up the Purple Rift Globes?

It would allow more key value
 
Back
Top