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Trinity 1.7.2.11

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Suggestion:

hi rrrix, i read you are improving TrinityExploreDungeon and people are asking to add the number of elite packs in the logs.. merge the two things: each map should have an avarage number of packs so a condition in the UntilFullyExplored could be the number of elite packs/rare to kill or, maybe even better, a weight/percentage between the number of nodes already explored and the number of packs already killed.
It might work even with TrinityMove in static maps with the number of packs killed related to the % of the map already traveled: if, in a static map with 3.5 avarage packs, the 3rd pack is killed at 50% of the map, should be better to teleport out and start a new map. The worst case scenario is the current situation.

Suggestion2:

when the bags are full, my character clears the area before trying to teleport out but the kill range is pretty wide so i see it often go to the near mob then to the next one and so on until its far from the original position and when it returns from the town run, it gets stuck or at least it must back trace and maybe misses items. Add a slice bar in the options with the % of bags that must be filled when in town to start identify the items. A default value of 80% should avoid most of the situations. It should also help when i fill the bags and restart demonbuddy to recheck the scores/rules. Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying.

I noticed it doesnt use the sprint skill when it tries to reach a shrine, a chest or (i'm not sure about this last one) an item. Sometimes, when out of combat, there is a delay of few seconds in the use of the sprint skill (maybe when it tries to reach the next node/coord?).

As always, tnx for your work on Trinity.
 
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is it possible for it to force the mantra before bell spam cuz im sitting here watching 2 of my bots not re-apply the mantra for 2+mins at a time a been happening quite a bit
 
The problem is not easily replicated, or it would have already been fixed. I actually can't help you without logs regardless of how 'verbose' you think you are, and there is no personally identifiable information within those logs. If you're seriously that worried about getting banned, you probably shouldn't be botting.

Without seeing if there are specific exceptions, errors, or conditions that usually only a developer will know the root cause and can gauge the level of importance, how can I diagnose your specific problem? No one else has reported a stuck at the stash. How do I verify all the specific conditions for your situation, without having any hard data? There really is a reason I need logs. Although I am flattered at your assumption of my technical abilities to know exactly what *your* bot and character is doing.

I posted about the stash in .10 but didn't hear back. Should be the same as in the posted changelog, nothing changed stash-wise right?

http://www.thebuddyforum.com/demonb.../111463-trinity-1-7-2-10-a-4.html#post1104989
 
hey rrix
i have rare armor 1+ setup but bot dont pick up rare voodoo masks (very often)

what logs i must to provide to you?

wfKw62t.jpg


4Y67bhn.jpg
 
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and another problem
sometimse ive noticed DB dont show some statistic at all and i need to restart the bot to resolve this

on the screen my bot working near 7 hours now without ant legs and exp statistic
FfN6WHK.jpg
 
omg.. my bot left itens on the floor and do not repair... how to fix this issues guys? died 50x, set broken(red)..
 
theres a bug with the unstucker since this version that it keeps moving the bot 5 feet every time it tries to unstuck itself, so the gold inactivity timer never goes off because he keeps getting in battle but it "crawls" the map so it ends up wasting a lot of time. Only fix i could think of is reducing the number of stuck fixes. From what i've seen if the bot doesnt unstuck itself the first time its just not going to unstuck. Is there a way to reduce the number from 15 stucks to like 2 and then make it leave the game like goldinactivity timer?
 
and another problem
sometimse ive noticed DB dont show some statistic at all and i need to restart the bot to resolve this

on the screen my bot working near 7 hours now without ant legs and exp statistic
FfN6WHK.jpg

sry it seems just 100 paragon level :D
 
Suggestion:

hi rrrix, i read you are improving TrinityExploreDungeon and people are asking to add the number of elite packs in the logs.. merge the two things: each map should have an avarage number of packs so a condition in the UntilFullyExplored could be the number of elite packs/rare to kill or, maybe even better, a weight/percentage between the number of nodes already explored and the number of packs already killed.
It might work even with TrinityMove in static maps with the number of packs killed related to the % of the map already traveled: if, in a static map with 3.5 avarage packs, the 3rd pack is killed at 50% of the map, should be better to teleport out and start a new map. The worst case scenario is the current situation.

Suggestion2:

when the bags are full, my character clears the area before trying to teleport out but the kill range is pretty wide so i see it often go to the near mob then to the next one and so on until its far from the original position and when it returns from the town run, it gets stuck or at least it must back trace and maybe misses items. Add a slice bar in the options with the % of bags that must be filled when in town to start identify the items. A default value of 80% should avoid most of the situations. It should also help when i fill the bags and restart demonbuddy to recheck the scores/rules. Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying.

I noticed it doesnt use the sprint skill when it tries to reach a shrine, a chest or (i'm not sure about this last one) an item. Sometimes, when out of combat, there is a delay of few seconds in the use of the sprint skill (maybe when it tries to reach the next node/coord?).

As always, tnx for your work on Trinity.

Resolve this --- Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying - try use repair items % settings in DB slide to 25-35% Bot get more to town repair items and identify (50%,70% of bag),this works also when the bot start in town
sry to me bad english...

ScreenHunter_05 Apr. 08 22.23.webp
 
Firstly, I wanted to thank you for your hard work and your willingness to share it and put up with random assholes on the internet. I've been using your scripts for around three weeks now, I guess, and I periodically watch the bot while doing misc tasks. I finally decided to start writing suggestions I thought of down rather than just thinking,'Oh, I'll remember that for sure.' I suppose I should start with the pretext that I bot on a barb. I do apologize for my TL;DR, I am just trying to be specific. So, here's what I have thus far:

1. When fighting fire chains mobs it's rather common for the bot, and what is typically not unwise, to ww towards the center of the group of mobs. The only problem is with fire chains, is obviously, the extra damage taken. This effect is exacerbated by another interesting thing I've noticed where when fighting a smaller group of mobs (<4 usually), it attempts to ww in the middle of the group of mobs in what appears to be an attempt to hit each mob. Consequently, it often may only land 1-2 hits at all. My barb typically been runs rather low resist and compensating with higher life steal. To summarize the main issue: if I can't land hits, I can't live. My proposition is that when fight fire chains mobs (particularly in combo with reflect dmg, shielding, electrified) that the bot modifies combat behavior to ww towards the periphery of the group (or at least aimed outside of the triangle of fire chains). Of course I'd be happy to hear your thoughts on it as well.

2. Sometimes when engaging in combat, rather than finishing off nearby mobs, the bot will stop to open a chest. I was curious if there is currently an option to preferentially finish off nearby mobs rather than opening a chest or something of the sort.

3. Probably one of the bigger issues I have noticed is when engaging with jailer mobs, upon being jailed, rather than melee swing the a nearby mob, the bot will act as if it is trying to continue to ww. This issue may / may not be complicated for you due to WOTB's immunity effects. In any case, I have noticed quite a bit of my deaths come from this situation.

I apologize for not attaching logs (and for my lack of related jargon / programming knowledge), but these have just been little anomalies that I've noticed as I study / do chores around the house. But I have recently / will continue to watch out for specific examples of these situations and post the logs in order to give you as much detail as you deem necessary.
 
Firstly, I wanted to thank you for your hard work and your willingness to share it and put up with random assholes on the internet. I've been using your scripts for around three weeks now, I guess, and I periodically watch the bot while doing misc tasks. I finally decided to start writing suggestions I thought of down rather than just thinking,'Oh, I'll remember that for sure.' I suppose I should start with the pretext that I bot on a barb. I do apologize for my TL;DR, I am just trying to be specific. So, here's what I have thus far:

1. When fighting fire chains mobs it's rather common for the bot, and what is typically not unwise, to ww towards the center of the group of mobs. The only problem is with fire chains, is obviously, the extra damage taken. This effect is exacerbated by another interesting thing I've noticed where when fighting a smaller group of mobs (<4 usually), it attempts to ww in the middle of the group of mobs in what appears to be an attempt to hit each mob. Consequently, it often may only land 1-2 hits at all. My barb typically been runs rather low resist and compensating with higher life steal. To summarize the main issue: if I can't land hits, I can't live. My proposition is that when fight fire chains mobs (particularly in combo with reflect dmg, shielding, electrified) that the bot modifies combat behavior to ww towards the periphery of the group (or at least aimed outside of the triangle of fire chains). Of course I'd be happy to hear your thoughts on it as well.

2. Sometimes when engaging in combat, rather than finishing off nearby mobs, the bot will stop to open a chest. I was curious if there is currently an option to preferentially finish off nearby mobs rather than opening a chest or something of the sort.

3. Probably one of the bigger issues I have noticed is when engaging with jailer mobs, upon being jailed, rather than melee swing the a nearby mob, the bot will act as if it is trying to continue to ww. This issue may / may not be complicated for you due to WOTB's immunity effects. In any case, I have noticed quite a bit of my deaths come from this situation.

I apologize for not attaching logs (and for my lack of related jargon / programming knowledge), but these have just been little anomalies that I've noticed as I study / do chores around the house. But I have recently / will continue to watch out for specific examples of these situations and post the logs in order to give you as much detail as you deem necessary.

I don't normally commend people on their findings, but you've done your hw :p I've witnessed all of this too and you've got some great observations/ideas.

I agree with #2 and #3 (I also think they could easily be addressed), but I think #1 would require a shit-ton of programming...(Don't get me wrong, I'd love to see it!)

hopefully when rrrix is back he sees this!

;) ;)
 
I don't normally commend people on their findings, but you've done your hw
Homework is really to thank for all these. If I didnt have to waste my entire life studying, I probably would not have witnessed most of these =p.
And in regard to the first point, despite my severe lack of programming knowledge, I have been botting since the early early days of botting. Talking about shit like AutoIt, that only repeated sequences of keystrokes / click locations (and was only capable of running pindle... lol). Needless to say things have changed a bit since then. I am hopeful that improvements such as these may eventually become a reality. Programs such as d2jsp were extremely impressive to me in regard to the intelligence of the bot, what the bot was capable of, and the processing/execution speed of the bot. It is not unreasonable that diablo 3 programs can have similar potential. Furthermore, I post these idea merely to put on the "to do list" or even the "things I would like to eventually do list," in order to get some creative dialogue in regard to what to change in the future. I'm sure rrrix appreciates input other than "hey fix this problem I have."

I do have a few more things written down, but I'd like to witness them a few more times in order to better describe the issue / potential fixes for them.

I welcome any questions, comments, criticism, or concerns.
 
1. When fighting fire chains mobs it's rather common for the bot, and what is typically not unwise, to ww towards the center of the group of mobs. The only problem is with fire chains, is obviously, the extra damage taken. This effect is exacerbated by another interesting thing I've noticed where when fighting a smaller group of mobs (<4 usually), it attempts to ww in the middle of the group of mobs in what appears to be an attempt to hit each mob. Consequently, it often may only land 1-2 hits at all. My barb typically been runs rather low resist and compensating with higher life steal. To summarize the main issue: if I can't land hits, I can't live. My proposition is that when fight fire chains mobs (particularly in combo with reflect dmg, shielding, electrified) that the bot modifies combat behavior to ww towards the periphery of the group (or at least aimed outside of the triangle of fire chains). Of course I'd be happy to hear your thoughts on it as well.

2. Sometimes when engaging in combat, rather than finishing off nearby mobs, the bot will stop to open a chest. I was curious if there is currently an option to preferentially finish off nearby mobs rather than opening a chest or something of the sort.

3. Probably one of the bigger issues I have noticed is when engaging with jailer mobs, upon being jailed, rather than melee swing the a nearby mob, the bot will act as if it is trying to continue to ww. This issue may / may not be complicated for you due to WOTB's immunity effects. In any case, I have noticed quite a bit of my deaths come from this situation.

#1 Fire chains suck. There's really no easy way to determine where, exactly we should or shouldn't be standing with the current 'avoidance' system built into Trinity. I've thought of various solutions to counteract this problem, such as generating many small avoidance zones along the vector path between all the mobs who have this affix, among others. In the end I've found that more fire resist and vitality are the easier solution :)

#2 This is due to Trinity's priority weighting system. This is actually intended, because, if you go kill the monsters before you open the chest, there will likely be more monsters (particularly in keep depths 2 and such) at which point you will miss the chest completely since you'll be halfway across the map by the time you're done killing monsters.

#3 Haven't really seen this one, but I guess it could be build dependent. What is your build?
 
Resolve this --- Right now, the bot starts, the character is in town, the bags are full but it uses the waypoint instead of start identifying - try use repair items % settings in DB slide to 25-35% Bot get more to town repair items and identify (50%,70% of bag),this works also when the bot start in town
sry to me bad english...

My bot fills its bags after 3-4 maps in about 15 minutes reducing its durability by 5%, it never goes under 90% so i don't see a way to control town runs using the repair setting or, at least, not with a decent precision.
 
one white fallen hit my barb while he trying to tp out

near 10 times until follower kill him

rrrix i think its old problem and already fixed
fix this pls

cant attach here because of errors or ddos, dunno

5504 2013-04-10 11.44.txt
 
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rrrix i could use your help for a second... my quest to find the best WW points has taken me to TargetUtil.cs, which is a complicated piece of work. I'm running mp4 and the only slow downs are some of the harder elites.

to keep things simple lets say there is 1 elite left (target A) and its taking awhile (plenty of zigzag points) and target B (whatever it is) is not within WW range

I see he's not supposed to zigzag on target A, but a point xfeet, away which is in the direction of Target B. It's this point xfeet away im trying to change. Is it the ringDistance that will keep in in a tighter area around target A? I changed the float maxDistance = 25f; to 5f (just to test what does what) and it looks like that might be part of it but not quite

whats the distance the WW actually hits the target. I dont even know this, but I should probably find out first

Thanks
 
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