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[Necromancer] Rathma Faceroll Glass Cannon GR 100+

Been using this now for about a week, pushing GR80 almost in season now, Everything works great tho i would like to see the character try and keep range more, sometimes he gets stuck when a mob teleports to him and then he just dies to melee in high gr, im also not 100% sold on the globe system i still every now and then see him miss a grift globe, and also sometimes when hes in a fight i cannot manually move him at all is this possible to be fixed? e.g i click to move or wheel to move and he just stays put.

Otherwise an amazing routine, probably the best ive used and im really thankful for this product just wanted to give some feedback to help it grow! :)
 
Been using this now for about a week, pushing GR80 almost in season now, Everything works great tho i would like to see the character try and keep range more, sometimes he gets stuck when a mob teleports to him and then he just dies to melee in high gr, im also not 100% sold on the globe system i still every now and then see him miss a grift globe, and also sometimes when hes in a fight i cannot manually move him at all is this possible to be fixed? e.g i click to move or wheel to move and he just stays put.

Otherwise an amazing routine, probably the best ive used and im really thankful for this product just wanted to give some feedback to help it grow! :)

Turn on Lazy Raider Mode in Trinity Advance settings :)

P.S. Globe system has been improved, and now often helps him get to range ;)

P.P.S. Trinity now collects the Progress & Power Globes while not in combat ... hopefully this helps prevent accidentally leaving any behind ... but having said that, it previously only happened to me once in 2 days so ...
 
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Love your routine so far! It really is very impressive, and even more impressive how much you're working on it. Really appreciate your work.

Had a question for you about your first post. You indicated that we should set our avoidance to max health. I'm fairly new to this, but does that mean we set everything to 100% or 0%?
 
Love your routine so far! It really is very impressive, and even more impressive how much you're working on it. Really appreciate your work.

Had a question for you about your first post. You indicated that we should set our avoidance to max health. I'm fairly new to this, but does that mean we set everything to 100% or 0%?

To 100%, there's a button at the top right of the panel I believe, that you can click to automatically set them all to 100% - saves a lot of stuffing around :)

Glad you're liking it :P
 
Mate, just tried this routine again with the latest update and it did a GRfit 83 on S11. So it's absolutely fantastic.

There a link to buy you a beer?
 
o_O:D;) A+ Bantou
V1.1.1 is even smoother and More Beast. Thanks for the long hours /cheers :)
 
Excellent work. The new update 1.1.1 is a lot better then the previous version and I am noticing that I rarely die now. The globe logic works well. I wish there was an update for Adventurer to prevent the back patching area's which slows down the exp.

I am currently 700 paragon seasonal but my gear is still not the best. I am farming 72's with 0 deaths, 40B~ exp per hour.

The new update also seems to have fixed the avoidance system somehow in allowing it to dodge debuffs properly.

I am running the default build but swapped my belt from the witching hour to vigilante with about 45% CDR. I found the extra protection from HP, All resist, etc is a lot smoother then glass cannon. I am looking forward to GR 80's once my gear is a bit better and I pick up some augment's. A+
 
DB always showed a lots of red words like this :


Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.ShouldMove(Vector3& destination)
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.TryMovementPower(TrinityPower& power)
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetOffensivePower()
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()
 
DB always showed a lots of red words like this :


Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.ShouldMove(Vector3& destination)
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.TryMovementPower(TrinityPower& power)
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetOffensivePower()
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Is that still happening for you, it might be that the Demonbuddy Navigation Servers were being attacked for a few hours today, but it could be something that I do have to fix, I'm not certain yet :)
 
Mate, just tried this routine again with the latest update and it did a GRfit 83 on S11. So it's absolutely fantastic.

There a link to buy you a beer?

Nah lol, just next time you're out having a beer, have one for me ;)
 
Is that still happening for you, it might be that the Demonbuddy Navigation Servers were being attacked for a few hours today, but it could be something that I do have to fix, I'm not certain yet :)
yes the problem still happening, and it will cause DB crush. so i use v1.06 keep farming NR
 
New version is up on OP, v1.1.2 :)

Fixes an error introduced in previous version. Hopefully that prevents the recent spate of crashes ;)
 
Seems to have fixed the giant red wall of text, however not sure if it's the navigation server / trinity / something else but bot seems to not want to avoid anything properly anymore, or randomly prefers to be in melee range instead of standing back. Was farming GRfit 85 comfortably but now can't do above 80 :/

Not sure if anyone else is having this? (Not just your routine, happens on other characters as well)

Odd.
 
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Seems to have fixed the giant red wall of text, however not sure if it's the navigation server / trinity / something else but bot seems to not want to avoid anything properly anymore, or randomly prefers to be in melee range instead of standing back. Was farming GRfit 85 comfortably but now can't do above 80 :/

Not sure if anyone else is having this? (Not just your routine, happens on other characters as well)

Odd.

It shouldn't be the combat routine. I just think sometimes Trinity likes to avoid stuff, and at other times, it's like I think I'll kill you for fun, you were doing too well anyway :P
 
the new one still have red text like this:

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()



But it doesn't happen too often like before.. it seems happened when the bot want to avoidance damage
anyway it works
 
Last edited:
Since the new Updates from tonight the bot is ignoring abour 20-30% of the progress-globes :(
Either he is ignoring them completely and passing them by or he is just taking 2/3 or 3/4 etc
 
I can't use any update above 1.0.6
Any version above will result in inactive bot after awhile, he just stops without any error and does NOTHING even after death he doesn't do anything.

Version 1.0.6 is ok but the bot is a bit dumb like Forrest Gump and taking really stupid decisions about how to explore a dungeon, any idea why ?

Still a really good routine.
Highest succesful rift for me is 87 with 2k Paragon

Going higher seems to be impossible for me due to the bot taking to much time running like an idiot to explore a point on a map far away to just in the next second run back to where it came from.
 
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the new one still have red text like this:

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()

Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.AggregateException: 发生一个或多个错误。 ---> System.InvalidOperationException: 序列不包含任何元素
在 System.Linq.Enumerable.Last[TSource](IEnumerable`1 source)
在 Zeta.Bot.Navigation.DefaultNavigationProvider.}Jut>5\*drO\[s/RXi5!%!ev9}'.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
在 System.Threading.Tasks.Task`1.GetResultCore(Boolean waitCompletionNotification)
在 System.Threading.Tasks.Task`1.get_Result()
在 Trinity.Framework.Actors.ActorTypes.TrinityActor.IsNavigable()
在 Trinity.Routines.Necromancer.NecromancerRathmaFacerollGC.GetMovementPower(Vector3 destination)
在 Trinity.Components.Combat.DefaultTargetingProvider.GetPowerForTarget(TrinityActor target)
在 Trinity.Components.Combat.DefaultTargetingProvider.<HandleTarget>d__22.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
在 Trinity.Components.Combat.TrinityCombat.<MainCombatTask>d__21.MoveNext()
--- 引发异常的上一位置中堆栈跟踪的末尾 ---
在 System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
在 System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
在 Zeta.Bot.ActionRunCoroutine.06B=tA\*P\.m6v3Mzm(mrD^Snw).\,knEc1Gmoj0d-p'4?w)_OR$f!.MoveNext()
--- 内部异常堆栈跟踪的结尾 ---
在 Buddy.Coroutines.Coroutine.‌‫‪‏‭‫‎‬‬‫‮‪‮‪‍‌‍‫‍‏‮(Boolean )
在 Buddy.Coroutines.Coroutine.‎‌‬‬‍‌‏‫‫‌‎‏‭‎‬‌‪‫‎‎‎‮‮(Boolean )
在 Buddy.Coroutines.Coroutine.Resume()
在 Zeta.Bot.ActionRunCoroutine.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Common.HookExecutor.Run(Object context)
在 Zeta.TreeSharp.Action.RunAction(Object context)
在 Zeta.TreeSharp.Action.{I3PS}H-MTRRNW\.}fS/\.``o.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.TreeSharp.PrioritySelector.eK_b|\.4|$y`@\,75P34f;A\&Ga\*.MoveNext()
在 Zeta.TreeSharp.Composite.Tick(Object context)
在 Zeta.Bot.BotMain.‎‬‍‏‌‮‍‮‬‎‬‎‭‮‎‫‪‪‫‌‮()



But it doesn't happen too often like before.. it seems happened when the bot want to avoidance damage
anyway it works

I'm not to sure why that's happening, the function that seems to be triggering that error, is no longer included in the latest version. I suspect it didn't recompile the combat routine after you updated the file. Perhaps you could try deleting the contents of the Compiledassemblies folder. If that doesn't work, just let me know, and I'll have another look :)
 
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