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my crusader very often skips yellow elites that are very low on hp. what is the reason for this?
 
my crusader very often skips yellow elites that are very low on hp. what is the reason for this?

Replace your Weighting.cs with a custom one, there's a few here and there lying around on the forums, I think the barb ik6rk4 has one at least but I'm using one from some crusader replying with his own for .39 that works a lot better.
 
Just curious, any reason you max out the selection for gold to 30k? I feel like a much higher number is often appropriate when running regular rifts, especially if using boon, 30k drops so much and you end up bouncing back to a lot of spots to grab it. I've adjusted it on the UI xaml but every time I update it gets reset :)
 
That slider is a relic from the past. I thought no one cared about collecting gold anymore and just disabled that.

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
What's key value? Also, not right now, sorry. I'll add today probably since a fellow user already shared his code for this and I'd just have to merge it.

Replace your Weighting.cs with a custom one, there's a few here and there lying around on the forums, I think the barb ik6rk4 has one at least but I'm using one from some crusader replying with his own for .39 that works a lot better.
You talk about this magical weighting. Would you mind sharing it with the devs so we can improve trinity?
 
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Bots should once again close rifts before doing a town run (except if keep legendary unid enabled)

Mine's still closing the rift after the town run, rather than before. Fresh install of Trinity with settings reset and redone. Adventurer plugin up to date also.

Edit: Didn't mean to sound ungrateful or anything. It's also inconsistent, sometimes it does close first, others it doesn't. No there are no legendaries or anything left in the rift, although I have noticed on several occasions the bot goes back through the blue portal after completing a rift and doing a town run, only to not pick anything up, teleport back to town and then close the rift.
 
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Problem with WD using Helltooth build and bot will spam piranhado on 1 mob instead of cluster even if elite or champ pack is right in front of the bot it will put the piranhado on 1 mob like out the screen. Was wondering if a fix?

also having issue with bot not spawning pets on elites, will just stand in the aoe wall of death and wait till pets show up
 
I give up on finding my old setup back , before tripwire update i was doing flawlessy 75 grift on my dmo wizz with 596 beta and trinity .31

now im am not able to finish one grift of this level i tried almost everything

beta and non beta db

trinity .30 .31 .39 and snv

with settings from dmo guides on this forum

if anyone still has good settings ( trinity and adventurer/db version too ) for dmo wizz i'd be glad to have them
 
Problem with WD using Helltooth build and bot will spam piranhado on 1 mob instead of cluster even if elite or champ pack is right in front of the bot it will put the piranhado on 1 mob like out the screen. Was wondering if a fix?

also having issue with bot not spawning pets on elites, will just stand in the aoe wall of death and wait till pets show up
Try this. It doesn't address the piranhado thing, but it should cast the pets when there's elites nearby.
 

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[REPORT] Transmute Failed.

I am sure this is a known issue somewhere, but reporting it anyways.

When creating a new character on an account, we farm materials on the original account, roll the new character, power level it, then start upgrading rares to legendaries. This involves crafting massive items at the blacksmith, and letting the bot convert the items.

There has always been some issues doing this with TRASMUTE FAILED issues here and there. I used to be able to stop/start the bot and have it start functioning correctly. However, it seems to be failing a lot now.

The primary issue with this is that when the bot fails to transmute a yellow item, sometimes it will try that item again, other times it will not no matter what you do, even if I stop/start, leave the server, etc.

Any items that have failed I basically have to restart Trinity or just salvage them and craft a new batch of yellows.

I am also concerned that the reason it's failing is that the bot might be trying to transmute too fast of before removing the previously transmuted item.

I would post a log, but it's very easy to reproduce:
Join server, craft 20 yellow items, let the bot transmute the item.
Stop/Pause the bot, craft another 20 yellow items, let the bot transmute them
Let the fails being.​
 
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Could use some additional testing on this version around combat, ignoring elites, weighting, getting stuck/blocked. Combat settings in particular rift value related.

Thanks.
 

Attachments

Could use some additional testing on this version around combat, ignoring elites, weighting, getting stuck/blocked. Combat settings in particular rift value related.

Thanks.

Using latest version from SVN, commit 456.
Yesterday I've posted 2 more logs here -> https://www.thebuddyforum.com/demon...ty/240071-salvage-unidentify-legendaries.html

Code:
10:17:24.243 DEBUG TrinityDebug [Trinity 2.14.40] Exception in TownRunCoroutineWrapper Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed or invalid! Cannot lookup attribute: ItemBoundToACD
   at Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD )
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.?????????????????????????????????????????()
   at Zeta.Game.PerFrameCachedValue`1.get_Value()
   at Zeta.Game.Internals.Actors.ACD.get_ItemBoundToACD()
   at Zeta.Bot.Logic.BrainBehavior.?????????????????????????????????????????.?????????????????????????????????????????(ACDItem )
   at System.Linq.Enumerable.WhereListIterator`1.MoveNext()
   at Zeta.Bot.Logic.BrainBehavior.)jAMma1GC)\,v>S2Ysge1<D_\\.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at Zeta.Bot.ActionRunCoroutine.3P9O1(Sn%WA_b}gFAnH('bwA%.4@e5\\9mcw|3}Tw_k:I)aIPa\[.MoveNext()
   --- End of inner exception stack trace ---
   at Buddy.Coroutines.Coroutine.????????????????????????????????????????(Boolean )
   at Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   at Buddy.Coroutines.Coroutine.Resume()
   at Zeta.Bot.ActionRunCoroutine.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.69!Kim\\=FGi"\,\.R1hQ!!0<#Z$.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.Dbr~\]`tg{eEN(:jym\\RDsa?Q.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.69!Kim\\=FGi"\,\.R1hQ!!0<#Z$.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.Dbr~\]`tg{eEN(:jym\\RDsa?Q.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.Coroutines.CoroutineCompositeExtensions.no=)h7\,eWFmo$l\\08kY/Db~g.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
   at Trinity.DbProvider.TownRun.<TownRunCoroutineWrapper>d__e.MoveNext() in c:\Demon\599b\Plugins\Trinity\DbProvider\TownRun.cs:line 305
 

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Could use some additional testing on this version around combat, ignoring elites, weighting, getting stuck/blocked. Combat settings in particular rift value related.

Thanks.

Testing since you released it and it seems awesome, much better stuck-attack detection (previously it would attack almost everything in its path even if not stuck, now seems more disciplined).

Thanks seems great.
 
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