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Trinity 1.7.1.12

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rrrix

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Download Trinity 1.7.1.12

Known issues:

  • Performance problems still being investigated.
  • A3 Tower of the Damned/Cursed Destructible towers have too large/incorrect radius resulting in objects not being destroyed.

If you have performance problems and are still using 1.6.3.4 because of performance problems, I invite you to use this version. If you still have performance problems, please do the following:


  • Set your DB log level to Normal or higher so debug logging doesn't slow down the DB log window
  • With "Use NavMesh to prevent stucks" ENABLED:
  • Go to Trinity config > Advanced > Enable Debug Performance, Debug Cache
  • Reproduce the performance problem and attach your log as a zip to this thread.
  • Next, try the same thing with "Use NavMesh to prevent stucks" option DISABLED.

Changelog 1.7.1.12:

  • Fixed A3 Skycrown/Stonefort barricade problem
  • Latest WeaponSwap 1.0.2a

Changelog 1.7.1.11:


  • New GUI option: "Use NavMesh to prevent stucks" on the Combat>Misc tab. Default and recommendation is to enable this option. Disabling this may lead to stucks for bot attempting to target monsters/shines through walls and floor gaps. If you experience severe performance problems, try disabling this option.
  • Barbarian Weapon Throw can now be used as "primary" if no other primary ability is present.
  • Reduced barbarian bash destructable attack range.
  • Changed Targetable/Invulnerable/Burrowed/NPC checks (should be faster now)
  • Profile toggle targetting / toggle loot tags now work as expected
  • TrinityLogs moved to Demonbuddy directory.
  • Added more performance logging.
Changelog 1.7.1.10:

  • Fixed performance problem accessing SceneId.
  • Fixed monk tempest rush movement and other channeling spells.
  • Fixed bot stuck when manually clicking on D3 ground position.
  • Bot now sells items from backpack sorted ascending first by row then by column (left to right, top to bottom).
  • Added more in-depth performance logging & Reduced logging noise for very fast performance logging sections.
  • Can now specify Unsafe Kite zones for boss area kiting.
  • Simplified gold and item weighting forumulas, should now always pickup items and gold if in range.
  • Adjustments for Kiting targeting.
  • Gold inactivity timer reset on bot start.
  • Should no longer attack through 'dummy' signal fires.
  • Picks up all health potions again (was missing Greater health potions).
  • Fixed forced vendor run (will no longer continue moving).
  • Fixed item rules pickup validation, should now correctly pickup items again when using Item Rules
  • Trinity now attacks Belial again

Use this thread for feedback and suggestions.

Thanks.
 
Last edited:
Hey,
Thanks for the update rrrix and team.

Trinity is not clicking on shrines... I checked the objects and it was set by default to click them, but it doesn't.
If you click on "reset" button all pre-defined options will reset and if you chose the "click shrines" it will start working as it should.

Also, I noticed that the bot is doing some sort of strange delay after killing a mob. It looks like it is wondering on what to start doing next. It appears after combat... (no matter if it is 1 mob or 20... as soon as it is out of combat it start wondering what to do) I am not sure if this is normal behavior or something has changed, but it is not on the release notes.
 
There is a glitch I am experiencing in random dungeons (Keeps 2, using Tinnkaizer).
When the bot wants to TP because of full stash, it will get stuck (hugging some wall).
Tried to manually navigate the guy, it wants to finish move and/or attack mobs (cannot really tell which, there are pretty much always mobs on the other side of the wall) and only then TPs.
Tried to manually TP the guy, then everything works fine (I TP, it proceeds to stash and then goes back and continues exploration w/o stuck).

Relevant, but not very helpful log. Before the 10:32:22.225 mark, there is a lot of the same (Node is, path generated), the townportal at 33:42 was me pressing the T.

Code:
[10:31:55.858 D] Node is 51.76118 away.
[10:31:55.888 D] Successfully generated path from {X=241,Y=303} to {X=235,Y=322} in 00:00:00.0005658 with 20(3) hops
[10:31:55.908 D] Node is 51.29649 away.
[10:31:55.928 D] Successfully generated path from {X=241,Y=303} to {X=235,Y=322} in 00:00:00.0014895 with 20(3) hops
[10:32:22.225 N] [Trinity]No more space to pickup a 2-slot item, town-run requested at next free moment.
[10:32:22.395 D] Node is 46.76812 away.
[10:32:22.405 D] Successfully generated path from {X=235,Y=319} to {X=235,Y=337} in 00:00:00.0001758 with 19(2) hops
[10:32:22.475 D] Node is 44.84019 away.
[10:32:22.545 D] Successfully generated path from {X=235,Y=320} to {X=235,Y=337} in 00:00:00.0007133 with 18(2) hops
[10:32:22.625 D] Node is 42.43037 away.
[10:32:22.655 D] Successfully generated path from {X=235,Y=322} to {X=235,Y=337} in 00:00:00.0002876 with 16(2) hops
[10:32:22.705 D] Node is 39.05683 away.
[10:32:22.715 D] Successfully generated path from {X=235,Y=322} to {X=235,Y=337} in 00:00:00.0002181 with 16(2) hops
[10:33:42.101 N] ========== Grid segmentation resetting!!! ============
[10:33:42.291 N] Using town portal
[10:33:43.831 D] Generating path to Moving a little, no tp was cast! - <368.9304, 407.0069, 0.3321454>
[10:33:43.841 D] Successfully generated path from {X=169,Y=152} to {X=163,Y=148} in 00:00:00.0001619 with 7(3) hops
 
There is a glitch I am experiencing in random dungeons (Keeps 2, using Tinnkaizer).
When the bot wants to TP because of full stash, it will get stuck (hugging some wall).
Tried to manually navigate the guy, it wants to finish move and/or attack mobs (cannot really tell which, there are pretty much always mobs on the other side of the wall) and only then TPs.
Tried to manually TP the guy, then everything works fine (I TP, it proceeds to stash and then goes back and continues exploration w/o stuck).

Relevant, but not very helpful log. Before the 10:32:22.225 mark, there is a lot of the same (Node is, path generated), the townportal at 33:42 was me pressing the T.

Try reducing your toggle targeting to something smaller for that map. Like 30/30 or even lower than that.
 
There is a glitch I am experiencing in random dungeons (Keeps 2, using Tinnkaizer).
When the bot wants to TP because of full stash, it will get stuck (hugging some wall).
[/CODE]

This is not Trinity related, it's profile related, I have zero issue with .10, I know exactly why the tincopy profile is getting stuck, it's generating nodes inside walls or to close to walls. Use with caution.

There is also another possibility as I looked at your log, trinity maybe having issue with hand offs to db, and then back to the single file 'long' profile, it has to reload and check every var before continue, can cause random stuck loops inside trinity and db hand offs to the profile. It's complicated mater.
 
Last edited:
I have noticed that since using Trinity1.7.1.9 that many piles of gold have been left or not picked up. Has this been noticed or reported by any one else? Has this been corrected? I will report back after testing this today.
 
Can someone from the Trinity development team please help me answer a few questions that I've been asking publicly for the last week and never got a single reply to.

Or are you guys unable to change the way it works?

It's regarding the barbarian skills

#1 - Furious Charge
My furious charge is only being used when there is no creeps to target. It's being used as a movement skill. How can I edit it so that it will use it as an actual skill to hit mobs?
It's also good to point out that I'm using whirlwind too. Is there a way to prioritize the casting of Furious Charge above all else, so I can use it any time it's on cool down?

#2 - Leap
How can I edit the Leap skill in the Barbarian skills file to make it so that it's being used whenever the cooldown is up regardless of circumstances?

Thank you in advance :)
 
Go to your Plugins\GilesTrinity\Abilities\Barbarian.cs file and replace the Furious charge and Leap sections with these:

Code:
// Furious charge
            if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Barbarian_FuriousCharge) &&
                GilesUseTimer(SNOPower.Barbarian_FuriousCharge) &&
                PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge)))
            {
                float fExtraDistance;
                if (CurrentTarget.CentreDistance <= 25)
                    fExtraDistance = 30;
                else
                    fExtraDistance = (25 - CurrentTarget.CentreDistance);
                if (fExtraDistance < 5f)
                    fExtraDistance = 5f;
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, playerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return new GilesPower(SNOPower.Barbarian_FuriousCharge, 32f, vNewTarget, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
            }



Code:
            // Leap used when off-cooldown, or when out-of-range
            if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Barbarian_Leap) && !playerStatus.IsIncapacitated &&
                (iAnythingWithinRange[RANGE_20] > 0) && GilesUseTimer(SNOPower.Barbarian_Leap, true) &&
                PowerManager.CanCast(SNOPower.Barbarian_Leap))
            {
                // For close-by monsters, try to leap a little further than their centre-point
                float fExtraDistance = CurrentTarget.Radius;
                if (fExtraDistance <= 4f)
                    fExtraDistance = 4f;
                if (CurrentTarget.CentreDistance + fExtraDistance > 35f)
                    fExtraDistance = 35 - CurrentTarget.CentreDistance;
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, playerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return new GilesPower(SNOPower.Barbarian_Leap, 35f, vNewTarget, iCurrentWorldID, -1, 2, 2, USE_SLOWLY);
            }
 
i have noticed that since using trinity1.7.1.9 that many piles of gold have been left or not picked up. Has this been noticed or reported by any one else? Has this been corrected? I will report back after testing this today.

In the changelog:

rrrix said:
  • simplified gold and item weighting forumulas, should now always pickup items and gold if in range.
 
I've noticed my barb stopping after killing a mob for a split second before moving on. I switched back to 1.6.3.4 and it was fixed. I was wondering what I have to do with CE 1.7.1.10 to have the same?
 
I've noticed my barb stopping after killing a mob for a split second before moving on. I switched back to 1.6.3.4 and it was fixed. I was wondering what I have to do with CE 1.7.1.10 to have the same?

Pause after kill in the config
 
first: thank you for that great plugin

I got 3 problem's while leveling my new bot with the new trinity:
- while tempest rush now channeling the bot runs to an object(like health pot, recipes yellows and so on) but he doens't get it and walk as long as he has spirit to and away from it
- tempest rush is only used servel times in a group of monster but not all the time, most he runs to the group and start a thunder strike isntead of rushing them to death
- got also the problem of non clicking the shrines
 
I've noticed my barb stopping after killing a mob for a split second before moving on. I switched back to 1.6.3.4 and it was fixed. I was wondering what I have to do with CE 1.7.1.10 to have the same?

This is your Wait for loot delay after kill. Adjust the slider on main trinity config tab
 
hello, at first i'd like to thank u for that awesome plugin,

my barbs have problem with elites...

i use ranged build with:
Weapon Throw - Ricochet
Sprint - Marathon
Wrath of the Berserker - Insanity
Revenge - Provocation
Battle Rage - Into the Fray
War Cry - Impunity

When i meet packs barbs don't use weapon throw even if they have full fury. They attack them melee O.o not every pack but its often. I saw it also in Trinity 1.7.1.10.
 
Go to your Plugins\GilesTrinity\Abilities\Barbarian.cs file and replace the Furious charge and Leap sections with these:

Code:
// Furious charge
            if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Barbarian_FuriousCharge) &&
[U][B]                GilesUseTimer(SNOPower.Barbarian_FuriousCharge) &&[/B] [/U]
                PowerManager.CanCast(SNOPower.Barbarian_FuriousCharge)))
            {
                float fExtraDistance;
                if (CurrentTarget.CentreDistance <= 25)
                    fExtraDistance = 30;
                else
                    fExtraDistance = (25 - CurrentTarget.CentreDistance);
                if (fExtraDistance < 5f)
                    fExtraDistance = 5f;
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, playerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return new GilesPower(SNOPower.Barbarian_FuriousCharge, 32f, vNewTarget, iCurrentWorldID, -1, 1, 2, USE_SLOWLY);
            }



Code:
            // Leap used when off-cooldown, or when out-of-range
            if (!bOOCBuff && hashPowerHotbarAbilities.Contains(SNOPower.Barbarian_Leap) && !playerStatus.IsIncapacitated &&
                (iAnythingWithinRange[RANGE_20] > 0) && GilesUseTimer(SNOPower.Barbarian_Leap, true) &&
                PowerManager.CanCast(SNOPower.Barbarian_Leap))
            {
                // For close-by monsters, try to leap a little further than their centre-point
                float fExtraDistance = CurrentTarget.Radius;
                if (fExtraDistance <= 4f)
                    fExtraDistance = 4f;
                if (CurrentTarget.CentreDistance + fExtraDistance > 35f)
                    fExtraDistance = 35 - CurrentTarget.CentreDistance;
                Vector3 vNewTarget = MathEx.CalculatePointFrom(CurrentTarget.Position, playerStatus.CurrentPosition, CurrentTarget.CentreDistance + fExtraDistance);
                return new GilesPower(SNOPower.Barbarian_Leap, 35f, vNewTarget, iCurrentWorldID, -1, 2, 2, USE_SLOWLY);
            }

Thank you so much! :) It's working now! Although in the bolded and underlined text (in the code section) you need an opening "("
 
trinity 1.7.1.0 - start pickup book with recipes...in 1.7.0.9 - all was ok
 
This is your Wait for loot delay after kill. Adjust the slider on main trinity config tab

Is there a way to randomize this wait? Like a min-max ms wait? :)

Also, i do notice a couple of things;
- some trines did not get clicked, same with 1 goblin i noticed. I dont think it was range issues. Perhaps a the trine/goblin type is missing or misspelled. (or it was just bad luck, just reporting)
- my barb tried to hit the "infernal cocoon" from too far away, eventho i set the destructible object range to the minimum (6). This happens every time.

Other than that its running great! Thanks.
 
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