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The Items List bug is still present in this patch. The bot still fails to identify items appropriate. I saw the bot salvage several ancient legendaries today even though I have keep all ancient checked off.
 
The Items List bug is still present in this patch. The bot still fails to identify items appropriate. I saw the bot salvage several ancient legendaries today even though I have keep all ancient checked off.

keep all ancient checked off - You mean like it's supposed to?
 
Latest DB / latest Trinity.

Code:
04:45:10.343 DEBUG TrinityDebug [Trinity 2.14.44] Exception in TownRunCoroutineWrapper Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 000002C0, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.ACD.get_GoodFood()
   at Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD , & )
   at Zeta.Game.Internals.FastAttribGroupsEntry.?????????????????????????????????????????[](Int32 , ACD )
   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.?UF0 6}CX""m!7B6V3Rbc\\uc\,.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.@Q?:?K<<Q|C>Z@9kjXUVMKOp!.Gk\[J2\,q1@kYa6Mq\.hOR$jIga".MoveNext()
   --- End of inner exception stack trace ---
   at Buddy.Coroutines.Coroutine.?????????????????????????????????????????(Boolean )
   at Buddy.Coroutines.Coroutine.????????????????????????????????????????(Boolean )
   at Buddy.Coroutines.Coroutine.Resume()
   at Zeta.Bot.ActionRunCoroutine.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.\]V>%1NOAw%\*nyE:ND\[\&g\&wP"".MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.Q@X/}fM<vTW\\:J@naaY/T|;G%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Common.HookExecutor.Run(Object context)
   at Zeta.TreeSharp.Action.RunAction(Object context)
   at Zeta.TreeSharp.Action.\]V>%1NOAw%\*nyE:ND\[\&g\&wP"".MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.Q@X/}fM<vTW\\:J@naaY/T|;G%.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.Coroutines.CoroutineCompositeExtensions.s0S\[%6=M'33M\]9R=iz|Pm1A@\&.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\604n\Plugins\Trinity\DbProvider\TownRun.cs:line 305
 

Attachments

Since I use a 4man party with Hota globe barb I got a lot of exceptions lately regarding usage of ancients because typically the barb does not wear the full IK set. I changed all "isFullyEquipped" to "isFirstBonusActive" as the first bonus actually determines the usage of the ancients.

Maybe you can adapt this settings as I am not sure if you would ever need the full bonus when it comes to the decisionmaking of using the ancients or not.


line 29:
Code:
if (UseOOCBuff)
            {
                // Call of The Ancients
                if (CanUseCallOfTheAncients)
                    return PowerCallOfTheAncients;


line 212:
Code:
public static bool CanUseCallOfTheAncients
        {
            get
            {
                if (IsCurrentlyAvoiding || !CanCast(SNOPower.Barbarian_CallOfTheAncients) || Player.IsIncapacitated)
                    return false;

                if ([B]!Sets.ImmortalKingsCall.IsFirstBonusActive[/B] && (CurrentTarget.IsEliteRareUnique ||
                    TargetUtil.AnyMobsInRange(25f, 3)))
                    return true;

                if ([B]Sets.ImmortalKingsCall.IsFirstBonusActiv[/B]e && Trinity.PlayerOwnedAncientCount < 3)
                    return true;

                return false;
            }
        }


Also what I think would be appropriate is implementing this in the bool CanUseAncientSpear method as otherwise a barb using the Harpoon rune (typically sup globe barb) is not using it at all:


line 500:
Code:
[B]if(Runes.Barbarian.Harpoon.IsActive)
		return true;[/B]

Also in public static TrinityPower PowerAncientSpear (line 700):
Code:
if (Runes.Barbarian.Harpoon.IsActive)
  return new TrinityPower(SNOPower.X1_Barbarian_AncientSpear, 60f, TargetUtil.GetBestPierceTarget(60f).Position);

This uses AncientSpear on targets at max range, though makes use of the GetBestClusterUnit method with distance 15 setting, which is suboptimal, but still better than no change at all.

Usually you would need a setting for AncientSpear minimum range in trinity to make the best use of this, as you would typically play with a globe/heal monk who already gets all targets with cyclone strike implosion. -> Thus ancient spear would be best only using it for 35 to 60 yards.


Hope this could help and I didnt make too many logical errors :)
 
Last edited:
keep all ancient checked off - You mean like it's supposed to?

I have keep all ancient checked off. However the bot is still salvaging ancient legendaries. This is a known issue from previous patches. I am not sure what you are referring to.
 
Your use of the word, checked off, is it enabled or not? Providing clear statements allow quicker support.
 
I am here to confirm the item list bug !

i am using Crazyitem list for wizzard.

Crazy told me to report it here since it might be on the trinity side

http://imgur.com/R7LasAB

original post :https://www.thebuddyforum.com/demon...ides/240443-crazys-itemlists.html#post2161563

[x] Ancient
3 of 4
[X] 1751 - BaseDamage > 1749
[X] 965 - Primary Stat (Int) > 626
[X] 22% - Area Damage > 20%
[ ] 0 - % Damage

Definitely should have kept it... Bugger.
Code:
                case ItemProperty.BaseMaxDamage:
                    itemValue = ItemDataUtils.GetMaxBaseDamage(cItem.AcdItem);
                    ruleValue = value;
                    result = itemValue >= ruleValue;
                    break;

Means itemValue returned incorrect value of 550.

Code:
        public static int GetMaxBaseDamage(ACDItem item)
        {
            var max = Math.Max(item.Stats.MinDamageElemental, item.Stats.MaxDamageElemental);
            return (max != 0) ? (int)max : (int)item.WeaponBaseMaxPhysicalDamage();
        }

Code:
        public static double WeaponBaseMaxPhysicalDamage(this ACDItem acdItem)
        {
            return acdItem.GetAttribute<float>(ActorAttributeType.DamageWeaponMaxPhysical) + acdItem.GetAttribute<float>(ActorAttributeType.DamageWeaponMinPhysical);
        }
 
Last edited:
I am here to confirm the item list bug !

i am using Crazyitem list for wizzard.

Crazy told me to report it here since it might be on the trinity side

http://imgur.com/R7LasAB

original post :https://www.thebuddyforum.com/demon...ides/240443-crazys-itemlists.html#post2161563
I think the problem here is that BASE max dmg is an invisible number that you don't actually see. The number you highlighted is actually [base max] + [ele max]. Also the "Base Max Damage" listed appears to may actually be base min+max dmg.
 
Last edited:
I can confirm that items i have enabled to keep only if ancient are still being salvaged.. one for instance is SWIFTMOUNT. I unfortunately have seen this on multiple occasions salvage an Ancient Swiftmount, even though the only requirement to keep that item is it being ancient in my loot rules.
 
Your use of the word, checked off, is it enabled or not? Providing clear statements allow quicker support.

check off
vb (tr, adverb)
1. to mark with a tick

Source: Google.

I am glad my use of the word can be educational for you today. You are welcome.
 
check off
vb (tr, adverb)
1. to mark with a tick

Source: Google.

I am glad my use of word can be educational for you today. You are welcome.
While the word off itself is used in the negative or null context.. An ass is an ass, regardless of enunciation.

Especially when someone was offering to help...
 
2.14.45


  • ItemList: Fix for DB API returning incorrect data for Damage properties.
  • Paragon: Check for negative paragon assignment to avoid disconnection.
  • Monk: Included ExMatt's tweaks for Inna's EP monk - jubisman
  • Monk/WD: Fixed WoL monk trying to find a safe spot out of combat (by Raphus)
 
idk if its still a known issue but the plguin aint login anymore... even with the last adventurer version
 
2.14.45


  • ItemList: Fix for DB API returning incorrect data for Damage properties.
  • Paragon: Check for negative paragon assignment to avoid disconnection.
  • Monk: Included ExMatt's tweaks for Inna's EP monk - jubisman
  • Monk/WD: Fixed WoL monk trying to find a safe spot out of combat (by Raphus)

Well done , fast fix is this update similar to the 468 on the svn ?
 
xzjv , jubisman

Do we still need Quest tool?

can we just untick in plugin tab?
 
my globe barb keeps spamming this. other chars work fine but this one has issues =/

Code:
Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at Trinity.Combat.Abilities.BarbarianCombat.get_CanUseCallOfTheAncients() in d:\Bots\DemonbuddyBETA-\Plugins\Trinity\Combat\Abilities\BarbarianCombat.cs:line 212
   at Trinity.Combat.Abilities.BarbarianCombat.GetPower() in d:\Bots\DemonbuddyBETA-\Plugins\Trinity\Combat\Abilities\BarbarianCombat.cs:line 29
   at Trinity.Trinity.AbilitySelector(Boolean IsCurrentlyAvoiding, Boolean UseOOCBuff, Boolean UseDestructiblePower) in d:\Bots\DemonbuddyBETA-\Plugins\Trinity\Combat\AbilitySelector.cs:line 85
   at Trinity.Trinity.TargetCheck(Object ret) in d:\Bots\DemonbuddyBETA-\Plugins\Trinity\Combat\TargetCheck.cs:line 113
   at Trinity.Helpers.BotManager.<MainCombatTask>d__6.MoveNext() in d:\Bots\DemonbuddyBETA-\Plugins\Trinity\Helpers\BotManager.cs:line 125
--- 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.'p-`/8UD\,!<q\*i"AN:Al\\Be\\".q/#:VE%"z"12)jm=8brgA$~o2.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.o6q4a7j3"\\B<Ntnr%|QIv#vj\,.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.\[`\& k0e4|P-h/U-naQgA\,\[\[g$.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.o6q4a7j3"\\B<Ntnr%|QIv#vj\,.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.TreeSharp.PrioritySelector.\[`\& k0e4|P-h/U-naQgA\,\[\[g$.MoveNext()
   at Zeta.TreeSharp.Composite.Tick(Object context)
   at Zeta.Bot.BotMain.‫*‫*​‬‪***‬‪​****‪‫‏*‏**‏‏‏*()
 
xzjv , jubisman

Do we still need Quest tool?

can we just untick in plugin tab?

I am phasing it out.

Only things i know of that require it are:

* The two profiles in Trinity. Goblin/Cow level
* Simplefollow.
* Questing Acts 1-5 profiles

possibly other profiles and plugins.
 
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