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Legendary Items still being SOLD

TazzGames

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May 2, 2014
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Using Trinity 2.14.42.

Unid Legendary items are still being sold after bounties and RR when using Item List.
It's 50/50.
Sometimes after finishing RR/bounties character will go to ID book and sometimes he will go straight to stash not ID'ng legs and then sells them.
When Kadala is involved, precentage is higher selling unid.
It never happens after GR.

On another note Deaths/hour are not being reported.
Also when after finishing rifts/bounties there is chest/well/shrine character will go to it numerous times till timer get triggered.

Edit.

Running regular rifts now and all my character did not ID any items now for 4 straight games. Everything got sold.
After finishing rift just stashes crafts and sells the rest.
 
Last edited:
It's been already reported, but maybe it's better if you can post some logs also.
Maybe one of the devs could tell us if we need to activate some of the advanced logs.
 
Maybe one of the devs could tell us if we need to activate some of the advanced logs.

Yes, please do.

I need reliable 'repro steps' to recreate the issue. But some logs might help.

Set DB to Verbose Logging.

Check in Trinity>Advanced. Behavior System, ItemValuations, Global Handling, Configuration.
 
Yes, please do.

I need reliable 'repro steps' to recreate the issue. But some logs might help.

Set DB to Verbose Logging.

Check in Trinity>Advanced. Behavior System, ItemValuations, Global Handling, Configuration.

Here you go, log attached.
I'm not sure how to reproduce it, it just happens.
Last night I made a clean install of everything, without importing settings or items for the itemlist (rebuild it from scratch, and it's still happening).
 

Attachments

Last edited:
I have my bot selling non ancients now, I've been able to recover a few ancients that were sold. They still don't show up correctly in ItemCheck List, until you stop bot, drop item, and then let the bot pick it up.
 
I have my bot selling non ancients now, I've been able to recover a few ancients that were sold. They still don't show up correctly in ItemCheck List, until you stop bot, drop item, and then let the bot pick it up.

Hi this sounds unrelated to the issue of not identifying items and then salvaging them. If i understand you correctly, you're seeing in the logs that an item is being incorrectly evaluated compared to what you specified in the ItemList settings? you post that part of the log please and what your settings are (a screenshot of the item in item-list perhaps).

Here you go, log attached.
I'm not sure how to reproduce it, it just happens.
Last night I made a clean install of everything, without importing settings or items for the itemlist (rebuild it from scratch, and it's still happening).

Thanks for the log. I had a look through it and every time it reported salvaging it had also tried moving to identify book (Nephalem Altar). Perhaps its trying to get to the book and being unable to get there for some reason. Do you know which of these entries failed to ID and then salvage? did all of them?

Code:
    Line 24021: 22:48:09.903 DEBUG CommonCoroutines Moving to <405.4878, 542.3953, 24.04532>
    Line 24068: 22:48:15.529 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 24119: 22:48:26.485 DEBUG CommonCoroutines Moving to Stash
    Line 24320: 22:48:39.030 DEBUG CommonCoroutines Moving to Salvage
    Line 24616: 22:48:50.081 DEBUG CommonCoroutines Moving to Stash
    Line 24790: 22:48:57.503 DEBUG CommonCoroutines Moving to Salvage
    Line 49763: 22:53:30.502 DEBUG CommonCoroutines Moving to <426.4977, 507.5153, 24.04532>
    Line 49818: 22:53:36.456 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 49850: 22:53:47.338 DEBUG CommonCoroutines Moving to Stash
    Line 49925: 22:53:52.392 DEBUG CommonCoroutines Moving to Salvage
    Line 76525: 22:59:33.770 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 76558: 22:59:44.701 DEBUG CommonCoroutines Moving to Stash
    Line 76881: 23:00:04.402 DEBUG CommonCoroutines Moving to Salvage
    Line 86021: 23:04:33.118 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 86054: 23:04:44.041 DEBUG CommonCoroutines Moving to Stash
    Line 86193: 23:04:49.105 DEBUG CommonCoroutines Moving to Salvage
    Line 114094: 23:09:54.762 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 114130: 23:10:05.495 DEBUG CommonCoroutines Moving to Stash
    Line 114531: 23:10:24.388 DEBUG CommonCoroutines Moving to Salvage
    Line 136459: 23:15:38.441 DEBUG CommonCoroutines Moving to <429.597, 523.5386, 24.04532>
    Line 136514: 23:15:44.193 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 136555: 23:15:55.462 DEBUG CommonCoroutines Moving to Stash
    Line 136832: 23:16:02.988 DEBUG CommonCoroutines Moving to Possible Salvage Loc
    Line 158933: 23:26:42.798 DEBUG CommonCoroutines Moving to Nephalem Altar
    Line 158981: 23:26:53.845 DEBUG CommonCoroutines Moving to Stash
    Line 159194: 23:27:08.078 DEBUG CommonCoroutines Moving to Salvage
    Line 159458: 23:27:18.764 DEBUG CommonCoroutines Moving to Stash

Could you also please post your settings file \Settings\Hero#0000\Trinity.xml so i can try it with your settings.
 
Last edited:
I've uploaded the Trinity.xml file.
Also I've let the bot run all night with the debug logs and here is the full log (it's 21MB zipped so I can't attach it here) -> https://www.dropbox.com/s/yemmslhcis8rmcq/208 2016-02-21 22.42.txt.zip?dl=0
I hope I'm not mistaken but it happened at the second exception (23:27 in log), here is a small snipet.
Thanks for all your help!

Code:
23:27:16.437 INFO  BrainBehavior Salvaging all normal items
23:27:16.700 INFO  BrainBehavior Salvaging all magic items
23:27:16.875 INFO  BrainBehavior Salvaging all rare items
23:27:17.158 DEBUG Logger [Trinity 2.14.44][ItemValuation] NEXT ITEM= Gloves - Gloves_norm_base_flippy-3943 [Armor - Gloves]
23:27:17.158 DEBUG Logger [Trinity 2.14.44][ItemValuation] --- +0 total score pre-special reductions. (GlobalMultiplier=1.000)
23:27:17.158 DEBUG Logger [Trinity 2.14.44][ItemValuation] --- +0 total score after special reductions. (TotalRequirements=0)
23:27:17.158 DEBUG Logger [Trinity 2.14.44][ItemValuation] TOTAL: 0(Final Bonus=1.00)
23:27:17.158 DEBUG Logger [Trinity 2.14.44][ItemValuation] 
23:27:17.316 DEBUG Logger [Trinity 2.14.44][Behavior] Invalid item skipped: Crafting_Magic_05-11826
23:27:17.742 DEBUG Logger [Trinity 2.14.44][ItemValuation] -- Invalid Item Type or Unidentified?
23:27:18.186 DEBUG Logger [Trinity 2.14.44][ItemValuation] NEXT ITEM= Ring - Ring_flippy-4011 [Jewelry - Ring]
23:27:18.187 DEBUG Logger [Trinity 2.14.44][ItemValuation] --- +0 total score pre-special reductions. (GlobalMultiplier=1.000)
23:27:18.187 DEBUG Logger [Trinity 2.14.44][ItemValuation] --- +0 total score after special reductions. (TotalRequirements=0)
23:27:18.188 DEBUG Logger [Trinity 2.14.44][ItemValuation] TOTAL: 0(Final Bonus=1.00)
23:27:18.188 DEBUG Logger [Trinity 2.14.44][ItemValuation] 
23:27:18.550 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: 00000000, 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_ACDId()
   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
23:27:18.612 INFO  Logger [Trinity 2.14.44][GlobalHandler] Experience unchanged for 35s
23:27:18.626 DEBUG Logger [Trinity 2.14.44] PreVendor Hook Started
23:27:18.702 DEBUG Logger [Trinity 2.14.44] [UseCraftingRecipes] No Jeweler or Blacksmith Plans
23:27:18.708 DEBUG Logger [Trinity 2.14.44] [CubeItemsToMaterials] No materials have been selected in settings
23:27:18.709 DEBUG Logger [Trinity 2.14.44] [CubeItemsToMaterials] Selected VeiledCrystal as the material with highest count - 33604
23:27:18.709 DEBUG Logger [Trinity 2.14.44] [Gamble]Not enough shards! Shards=22 SaveShards=True SaveThreshold=400 CanAffordItem=False SelectedSlots=2
23:27:18.710 DEBUG Logger [Trinity 2.14.44] [CubeRaresToLegendary] No item types selected in settings - (Config => Items => Kanai's Cube)

Late edit, one a second tought here is the itemlist I'm using also (maybe it has something to do with this).

Code:
LSoAAB+LCAAAAAAABADtWtuOmzAQ/ZWI942vYFg5rPapqpS2UrNa9RUl3g0SIVFwmu7fF5OL0rCxQVwb8cTNg5kz4+PjMfzpzyoa/RbbJFzHEwuNoTUS8Xy9COP3ibWTbw/IsZ58/lWK1TRM5ExImT5KRqlZnDyGE2sp5eYRgP1+P96T8Xr7DjCECPz6Np3Nl2IVPIRxIoN4LiyfP0f74COZySBZPsfzUMQy8d+CKBEcfPbo2P5lm978vo4/N8k95V+2690m/Ug/vZs2O1/ymYjEXIqFciZtN1XH1LWFjz0XOZSD9JT/2CQ+5kAd+M9dJFRDdcwaMnxo9PKxEekRcnA8469BtBM+4uBwwsHR6MKW6G0pcjTWCP1jjXI92zpjrDd2Nba2oV94tn0NtmEQSx+71GWZL4fr80vBEU9wRP4iABAS9aZTANAQgHYDQIgNsdfvEQD1QOitT87dsvZ0H24KXz70t5FGngNx11zj4CpI660rIU0dQ7aXQDrLabdjUukZ0joKth3I7pgBTKlF2uHghsKHPIYhGcL3n4ZPKVCM7jh8lWYFRgtrr1PAlJwvI0BT/JE94N8V/mquJvCO8a8Lwrp0lkHRMkZYKamFMexa1PZ2+JimLlwCaUoxI7jfK+W2kdapIuKwgdZvdV1YFhViAEK7ZoAmF1st13+0SCOGB6TbQNqGuOslcaNIVyhLUkOU8v1q1DfG1Cuk/joEq34FV2exC3k2ce+5gFu+Btvu+tGj6GL6uztZVievZmCxfoPV9w0bjLBdC2Uaqm4Glq8yFets66RGBZWLCqTbVael0o16Bludt6ZZrZyzjl3E2d6orCw8F2xAmsnktumvilJqbBw4dpFN9t6kRlZWKiJqiIFpxlquMSRGvjxT3Nt8Ea0ZBa2QQkWmgwEpVajoevnc25KQY+Ab6tD8RpuhWjlsa7UDdsoABJEC/F4ebM2603URa7tTtYDAduue2sRrZtWiGUAIeicN0HCn4Or3SHD9z6f/Fz2wQsAtKgAA
 

Attachments

Last edited:
Please have a try with this, I've added a lot more temporary logging for the town run. (run with Verbose logging).

I've also replaced the identify hook with new logic to walk to the book and interact.

err. fixing file link
 
Last edited:
I am noticing a significant amount of ancients being salvaged. Is this a related issue to the UNID or a separate issue. I can try to attach my logs.

*the item that I was able to catch as it was being salvaged was the Bracers of the First Men. This was an ancient with near perfect rolls and was salvaged.
 

Attachments

Last edited:
Please have a try with this, I've added a lot more temporary logging for the town run. (run with Verbose logging).

I've also replaced the identify hook with new logic to walk to the book and interact.

err. fixing file link

There is nothing attached and no link.
 
First impression is that it's not spending shards anymore and that is bad because it happened more often when was interacting with Kadala.

Yeah i disabled those to reduce the number of factors involved. You can try turning them back on if you want DbProvider\TownRun.cs

Replace method ModifyTownRun ~324 with this http://pastebin.com/raw/qFGeS7Di
 
I will let it run 1 hour like this and post the log, then I'm going to enable blood shards and report again.
 
Yeah i disabled those to reduce the number of factors involved. You can try turning them back on if you want DbProvider\TownRun.cs

Replace method ModifyTownRun ~324 with this http://pastebin.com/raw/qFGeS7Di

And he did it again without enabling the shards, full log attached.

Code:
11:44:46.061 DEBUG Logger [Trinity 2.14.45][ItemValuation] 
11:44:46.256 DEBUG Logger [Trinity 2.14.45][ItemValuation] -- Invalid Item Type or Unidentified?
11:44:46.737 DEBUG Logger [Trinity 2.14.45][ItemValuation] NEXT ITEM= Axe - Axe_norm_unique_flippy_06-57286 [WeaponOneHand - Axe]
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] --- +0 total score pre-special reductions. (GlobalMultiplier=1.000)
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] --- +0 total score after special reductions. (TotalRequirements=0)
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] TOTAL: 0(Final Bonus=1.00)
11:44:46.739 DEBUG Logger [Trinity 2.14.45][ItemValuation] 
11:44:46.937 DEBUG TrinityDebug [Trinity 2.14.45] Exception in TownRunCoroutineWrapper CompositeId=0 IsLoadingWorld=False IsInTown=True MeIsValid=True Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, 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_ACDId()
   at Zeta.Bot.Logic.BrainBehavior.1iQ!SPJCDs1hgvT>-\,vd^tHw'.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.'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.Coroutines.CoroutineCompositeExtensions.UZd\*rM#\[bs()RBNwN!!'twb'\..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__7.MoveNext() in c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs:line 409
11:44:46.997 INFO  Logger [Trinity 2.14.45] Step 0
11:44:46.997 INFO  Logger [Trinity 2.14.45] Step 1
11:44:46.997 INFO  Logger [Trinity 2.14.45] Step 2
11:44:46.997 INFO  Logger [Trinity 2.14.45] Step 3
11:44:46.997 INFO  Logger [Trinity 2.14.45] Step 4
11:44:47.013 INFO  Logger [Trinity 2.14.45] Step 5
11:44:47.014 INFO  Logger [Trinity 2.14.45] Step 6
11:44:47.014 INFO  Logger [Trinity 2.14.45] Step 7
11:44:47.014 DEBUG BrainBehavior Closing inventory window
11:44:47.015 DEBUG BrainBehavior Done vendoring!
11:44:47.016 INFO  Logger [Trinity 2.14.45] TownRun complete
 

Attachments

ok so, i'm looking at that log, just to be clear,

it wasn't identified? like it had the question mark icon on it still?

It looks like it went to the book okay.

Code:
11:44:31.781 INFO  Logger [Trinity 2.14.45] Identifying Items
11:44:31.781 DEBUG Logger [Trinity 2.14.45] Moving to <361.1273, 520.1647, 24.04533>
11:44:34.343 DEBUG Logger [Trinity 2.14.45] MoveTo Finished. Distance=9.737456
11:44:34.343 DEBUG Logger [Trinity 2.14.45] Moving to <370.6001, 498.0021, 24.04533>
11:44:35.178 DEBUG Logger [Trinity 2.14.45] MoveTo Finished. Distance=9.736238
11:44:35.184 INFO  Logger [Trinity 2.14.45] Interacting with a1_Id_All_Book_Of_Cain-57520 (297813) Attempt=1
11:44:35.346 INFO  Logger [Trinity 2.14.45] Interacting with a1_Id_All_Book_Of_Cain-57520 (297813) Attempt=2
11:44:39.427 INFO  Logger [Trinity 2.14.45] Step 2

But then it can't tell what the name of the item is. It thinks it is identified.

Code:
11:44:39.505 INFO  Logger [Trinity 2.14.45] ShouldStashItem Called Item=Axe_norm_unique_flippy_06-57286 (189973) IsUnidentified=False IsValid=True IsDisposed=False ActorType=Item IsInTown=True IsLoadingWorld=False FreeBackpackSlots=37 UnidentifiedBackpackItems=0
11:44:39.506 DEBUG TrinityDebug [Trinity 2.14.45]   >>  Unselected ListItem Axe 189973
11:44:39.506 INFO  Logger [Trinity 2.14.45] Axe [Axe_norm_unique_flippy_06-57286] [Axe] = ItemListCheck=TRASH
11:44:39.510 INFO  Logger [Trinity 2.14.45] ShouldSalvageItem Called Item=Axe_norm_unique_flippy_06-57286 (189973) IsUnidentified=False IsValid=True IsDisposed=False ActorType=Item IsInTown=True IsLoadingWorld=False FreeBackpackSlots=37 UnidentifiedBackpackItems=0

then Trinity Item Valuation can't read any stats on the item. Then it blows up when DB BrainBehavior tries to read it.

Code:
11:44:46.256 DEBUG Logger [Trinity 2.14.45][ItemValuation] -- Invalid Item Type or Unidentified?
11:44:46.737 DEBUG Logger [Trinity 2.14.45][ItemValuation] NEXT ITEM= Axe - Axe_norm_unique_flippy_06-57286 [WeaponOneHand - Axe]
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] --- +0 total score pre-special reductions. (GlobalMultiplier=1.000)
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] --- +0 total score after special reductions. (TotalRequirements=0)
11:44:46.738 DEBUG Logger [Trinity 2.14.45][ItemValuation] TOTAL: 0(Final Bonus=1.00)
11:44:46.739 DEBUG Logger [Trinity 2.14.45][ItemValuation] 
11:44:46.937 DEBUG TrinityDebug [Trinity 2.14.45] Exception in TownRunCoroutineWrapper CompositeId=0 IsLoadingWorld=False IsInTown=True MeIsValid=True Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, 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_ACDId()
   at Zeta.Bot.Logic.BrainBehavior.1iQ!SPJCDs1hgvT>-\,vd^tHw'.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
 
Last edited:
i just noticed that it will only work in A1 for book of Cain currently.

I'm running only rifts so it should be ok only in A1.
Can you please make the modification in order to spend shards, it seems like i can't get it to work.

Code:
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(354,13) : error CS1519: Invalid token 'foreach' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(354,32) : error CS1002: ; expected
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(354,39) : error CS1519: Invalid token ')' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(358,17) : error CS1519: Invalid token 'if' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(358,30) : error CS1519: Invalid token '!=' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(362,21) : error CS1519: Invalid token 'foreach' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(362,44) : error CS1002: ; expected
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(362,53) : error CS1519: Invalid token ')' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(364,49) : error CS1519: Invalid token '!=' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(364,66) : error CS1519: Invalid token ')' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(365,34) : error CS1519: Invalid token '=' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(365,54) : error CS1519: Invalid token '(' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(365,63) : error CS1519: Invalid token ')' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(365,74) : error CS1519: Invalid token ';' in class, struct, or interface member declaration
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(370,17) : error CS0116: A namespace cannot directly contain members such as fields or methods
Compiler Error: c:\Demon\605b\Plugins\Trinity\DbProvider\TownRun.cs(377,13) : error CS1022: Type or namespace
 
Last edited:
ok so, i'm looking at that log, just to be clear,

it wasn't identified? like it had the question mark icon on it still?

It looks like it went to the book okay.

In this case the item was identified but still crashed.
 
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