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Trinity 1.8.2

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rrrix

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Download Trinity 1.8.2

[h=3]Changelog 1.8.2[/h][h=4]Items and Looting[/h]
  • Fixed not picking up legendary/set plans with "Legendary Plans" checkbox checked
  • Added option for Inspecting Corpses
  • Fixed not picking up PowerGlobes
  • Added new Container/Chest GUI options
  • Added options to pickup white and gray items
  • Added White Item Salvage Options
  • Fixed not opening demonic vessels
  • (Hopefully) fixed missing legendaries - related to Loot 2.0/X1 item names.
  • Trinity now picks up diamonds
[h=4]Combat[/h]
  • Fixed hero attacking friendly summoned minions (from items and such)
  • Fixed not casting WOTB on single elites
  • Set default Wizard Arcane Orb time to spam (from 1/2 second)
  • Default BarbHOTA changed to 45 fury (up from 20)
  • Fixed Health Wells
  • Added mortar avoidance defaults
  • Fixed using potions
  • Added Avoidance for FrozenPulse
  • Changed default potion levels for all classes to 35% (potions restore a constant 60% health)
  • Fixed Monk Mantra Passive checks
  • Added support for new Weapon Throw and Ancient Spear
  • Added AoE logic for Wormhole, Thunderstorm, Poison Enchanted, Pulse, Orbiter
[h=4]General/Technical[/h]
  • Added TrinitySetQuesting tag to disable Trashpack settings for Questing
  • Fixed IndexOutOfRangeException in ItemDropStats
  • Completely rebuilt chest/container cache logic
  • Add Equipped/Backpack/Ground/Stash Item Attribute/Property debug dump buttons to Items/Scoring page
  • Removed potion types from UI, added more potion stack options
  • Healthglobes should now be picked up even if we're trying to Town Portal
  • Fixed Exception/errors when refreshing Gizmo/Doors
  • Added Trinity Debug Logger
  • Reworked Gizmo identification for RoS
  • Fixed warnings, .313 GameDifficulty error
[h=3]Changelog 1.8.0[/h]
  • Removed force local pathfinding, DB now always has local pathfinding
  • Added Litany/Wailing host rings summoned skeleton to blacklist
  • Increase Max Trash Combat Range to 200 in UI
  • Using intell's persistent stats
  • Forcetownrun with Minimum free bag slots now only triggered in town (intell)
  • Using intell's Barbarian TVars
  • Ignore Two-Hand Pickup now only ignores Rare and lesser
  • Fixed TrinityExploreDungeon to ACTUALLY disable SetNodesExploredAutomatically
  • Changed default behavior of TrinityExploreDungeon to automatically disable new minimap explored logic
  • Bombastic's "-1 or Invalid" Trinity logs fix
  • Added debug logging for Units that somehow get casted to Gizmo's
  • Fixed IgnoreScenes broken in TrinityExploreDungeon due to new caching system
  • Added fail-safe checks to TrinityMoveToScene
  • Fixed TrinityTownPortal only working once :)
  • Cache: always refresh units in Quest areas
  • Cache: Moved blacklist check to after Object type check
  • DemonHunter: Added MarkedForDeath to tracked spells
  • Fixed bot TPS default
  • Fixed exception in TrinityMoveToScene where no scene name was specified
  • Added a few more QuestLevelAreaId's
  • TrinityExploreDungeon will now investigate an actor if the actorId is defined and EndType=ExitFound
  • Added Conversation Close button to UI Element click checks
  • Added ItemQualityLevelIdentified to ItemsDropped.log
  • Added PriorityScene as an alias to PrioritizeScene TrinityDungeonExplorer PrioritizeScenes element
  • Converted a bunch of stuff to be Async for performance.
  • UI XAML is now loaded Asynchronously when Plugin is enabled.
  • Added potential safety checks for new game reset if we get disconnected during a town run
  • Changed "Pickup Two Handed Weapons" to "Ignore Two Handed Weapons"
  • Fixed a few NullReferenceExceptions
  • Refactored GameUI a little more
  • Fixed not picking up 2 hand weapons
  • Optimizations for HotbarSkills / Hotbar
  • Optimizations for UI Elements
  • Removed Bot TPS (now set to Maximum)
  • Optimizations for TrinityExploreDungeon
  • DemonHunter: Fixed Chakram: Shuriken Cloud
  • DemonHunter: Set default kite distance to 0
 
sometimes i see an errors in the log, not really affected to the game itself, but.. may be you want to figure it out why and fix it

Code:
[Trinity] System.Exception: Запрос ReadProcessMemory или WriteProcessMemory был выполнен только частично, at addr: 232B2F60, Size: 2504
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.()
   at Zeta.Game.Internals.FastAttribGroupsEntry.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
   at Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
   at Zeta.Game.Internals.Actors.DiaActivePlayer.()
   at Zeta.Game.Internals.Actors.DiaActivePlayer.get_ParagonExperienceNextLevel()
   at Zeta.Game.Internals.Actors.DiaActivePlayer.get_ParagonCurrentExperience()
   at Trinity.Trinity.OutputReport() in c:\BOTS\*******\Plugins\Trinity\Items\ItemHandling.cs:line 770
 
Hell ye!! WOTB works just Excelent!!!

good job rrrix!

P.S. what about CombatIgnore tag - its still working? not check it yet
 
Ok, Testing 1.8.2 with Wizard..

Issues:
1-With the wizard, sometimes she attacks the "nothing". As if there was a monster in that place. (Skill Desintegrate)
2-Sometimes she "misses" the monsters.
EDIT: 3-Sometimes bot stop doing nothing.

Sugestion:
You could improve the performance of the wizard in archon? I mean, improve intelligence, because the wizard is a bit dumb atm.


Rrrix, thanks and great work!
 
Last edited:
hey
-salvaging works good
nice new features, thats nice

1 some of my bots pick up diamonds, some not - tested / reseted etc
so this is not working as intended

thanks
 
wizards need archon option like wotb when characters see hard elites/champs/rares etc..
 
rrix-

don't know if you saw my post here: http://www.thebuddyforum.com/demonb...661-trinity-performance-db-does-not-work.html

i wondered if there are issues using trinity on a 64bit system or some other known system-related issue that would kill performance of demonbuddy? I also have a full-blown installation of visual studio 2012 in place on this computer (don't know if that would make a difference with all the crap that installs).

DB works great unless i enable trinity. I would really like to start using it. thank you.
 
Hello,

I have one question, is it possible to configure this so archon is used only in presence of elite/rare/unique pack?
 
Hi. This info for archont wizards.
How to solve a problem with "Arcan blast"

In file "D:\Users\cremator\Desktop\DB\Demonbuddy 1.1.1675.332.1\Plugins\Trinity\Combat\Abilities\Wizard.cs" find this section and change on

// Arcane Blast
if (!UseOOCBuff && !Player.IsIncapacitated &&
(TargetUtil.AnyElitesInRange(15, 1) || TargetUtil.AnyMobsInRange(15, 1) ||
(CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 15f))&& PowerManager.CanCast(SNOPower.Wizard_Archon_ArcaneBlast))
// SNOPowerUseTimer(SNOPower.Wizard_Archon_ArcaneBlast)) - delete this condition
{
return new TrinityPower(SNOPower.Wizard_Archon_ArcaneBlast, 0f, Vector3.Zero, CurrentWorldDynamicId, -1, 1, 1, WAIT_FOR_ANIM);
}

*sry for bad english
 
Is not possible to make Wizard atack with arcane power regen skills? Mine only does frozen orb but it nerver attacks with my left click skill (tried with many of them). O.o
 
Hey. I have problem with magic weapon buff on my wizz. He use this skill always when mobs/elite come closer. He used 3-4 normal skills and magic weapon, and 3-4 skills and magic weapon again... armor buff and companion works good, problem is only with magic weapon.
 
Hello,

I have one question, is it possible to configure this so archon is used only in presence of elite/rare/unique pack?
its working like this atm. it activates on elites or the mob count you have set in trinity. just set it to 10 and it will rarely use archon on nonelites. although it would be nice to deactivate nonelites.
also my archon isnt using arcane blast at all. am i doing something wrong or is this a known bug?
 
its working like this atm. it activates on elites or the mob count you have set in trinity. just set it to 10 and it will rarely use archon on nonelites. although it would be nice to deactivate nonelites.
also my archon isnt using arcane blast at all. am i doing something wrong or is this a known bug?

Ok i figured it out already. You need to modify wizard.cs file inside trinity plugin folders
 
Awesome rrrix, thanks for all your hard work on both updating trinity and going around the forums answering questions.
 
I am having problems with the bot not using the Pools of Reflection, I don't know if this is because of the plugin or the bot itself. Anyone else have this issue?
 
rrix is there a chance to add an option in order to pick up only 61lvl items? because we can salvage to get new materials
 
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