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Trinity 1.8.25

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I hope this is the right place to report bugs.

I have an issue where my crusader will hit the corners of walls(be it the elite/champion wall ability or an actual wall in the game) with his blessed shield ability. My guess is because the trinity bot is choosing to throw the shield a little too soon to the enemy on the other side of the wall. Perhaps this simply means the collision of the blessed shield missile is larger than most class abilities and as such hits the walls more often than the actual monsters. As a result of this, I can find the bot uselessly spamming blessed shield at these corners for quite some time. I have yet to wait long enough to see if he auto corrects himself but it's an issue I wanted to bring up none-the-less.

If there's anything I can do to provide further information, let me know and I'd be glad to help. I appreciate all you've done for this community, rrrix! Thank you!
 
Witch Doctor Spell Priority & Position - Big Bad Voodoo

Would it be possible to move "Big Bad Voodoo" up the priority list so that it will fire even if the bot has to call a 1 time move into melee range to drop it? It currently does not fire often if at all unless the boss crashes on top of you due to the way WD tries lobs spells from range and Big Bad Voodoo wants to fire in melee range for Trinity due to how the buff circle buffs your pets in the melee range. It will also not fire if only trash mobs are around (as in the infinite respawn scenario).

A more long term fix could be to treat it exactly the same way Trinity treats the Barb ability "Wrath of the Berzerker" with its own little section in the Witchdoctor Combat UI tab about how and when to use the spell.

Thank you so much for all the hard work.
 
Last edited:
@rrrix

Can you make it so that avoidance stays active a few seconds after combat? Molten elite/champ pack gets the bot killed because it ignores the molten explosions.
 
Last edited:
is there a way for for the wizards to cast 2 hydras only for a set time? and not spam them every other time he casts a magic missile
 
Errors

Demon Buddy Beta 394 | Trinity 1.8.26 while running Act 1 bounty profile.

[Trinity] Error while refreshing DiaObject ActorSNO: 3397 Name: bloodScratch_Unburied_left-20754 Type: Gizmo Distance: 61 GizmoType: Door
[Trinity] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000034, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
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.DiaGizmo.get_HasBeenOperated()
at Trinity.Trinity.RefreshGizmo(Boolean AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshGizmo.cs:line 191
at Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 693
at Trinity.Trinity.CacheDiaObject(DiaObject freshObject) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 193
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObjects.cs:line 395

[Trinity] Error while refreshing DiaObject ActorSNO: 454 Name: � Type: Gizmo Distance: 150 GizmoType: Door
[Trinity] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000034, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
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.DiaGizmo.get_HasBeenOperated()
at Trinity.Trinity.RefreshGizmo(Boolean AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshGizmo.cs:line 191
at Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 693
at Trinity.Trinity.CacheDiaObject(DiaObject freshObject) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 193
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObjects.cs:line 395


[Trinity] Error while refreshing DiaObject ActorSNO: 454 Name: l Type: Gizmo Distance: 172 GizmoType: Door
[Trinity] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000034, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
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.DiaGizmo.get_HasBeenOperated()
at Trinity.Trinity.RefreshGizmo(Boolean AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshGizmo.cs:line 191
at Trinity.Trinity.RefreshStepMainObjectType(Boolean& AddToCache) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 693
at Trinity.Trinity.CacheDiaObject(DiaObject freshObject) in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObject.cs:line 193
at Trinity.Trinity.RefreshCacheMainLoop() in c:\Users\Ezra\Desktop\ADBB\Plugins\Trinity\Cache\RefreshObjects.cs:line 395
 
help please
Code:
            // Epiphany
            if (CombatBase.CanCast(SNOPower.X1_Monk_Epiphany, CombatBase.CanCastFlags.NoTimer) &&
                (TargetUtil.EliteOrTrashInRange(15f) || TargetUtil.AnyMobsInRange(30f, 2)) && 
                (Player.PrimaryResourcePct < 0.95 || ((hasDesertShroud || hasSoothingMist) && Player.CurrentHealthPct < 0.50))
                )
            {
                return new TrinityPower(SNOPower.X1_Monk_Epiphany);
            }

im trying to make epiphany inner fire activate everytime spirit goes below 95% and 2 mobs near but it only activates it at around 50% spirit but it automatically activates though on elites... what did i do wrong? please teach me..

i have high cdr so epiphany is most of the time usable... im not saying to change it entirely on your release just a little help to the right direction so it would work well on my build... hoping for your kind assistance :)
 
It seems like all explored nodes is changed to unexplored every time the bot dies and he will go back and explore everything again.
 
It seems like all explored nodes is changed to unexplored every time the bot dies and he will go back and explore everything again.

Something is reloading the profile on death, causing the DungeonExplorer to reset.

If you attached a log, I could probably help more.
 
Something is reloading the profile on death, causing the DungeonExplorer to reset.

If you attached a log, I could probably help more.

Isn't it questtools reloading on death?
QuestTools.webp
 
Bug: If you have a character that attacks from a distance like the Demon Hunter or Wizard, it will not pickup the loot from the Rift Guardian if it is off screen. My character almost missed two legendary drops if it wasn't for me babysitting the bot!
I would guess that this applies to all elite drops.
 
Bug: If you have a character that attacks from a distance like the Demon Hunter or Wizard, it will not pickup the loot from the Rift Guardian if it is off screen. My character almost missed two legendary drops if it wasn't for me babysitting the bot!
I would guess that this applies to all elite drops.

This is kind of a known issue - the bot actually can't see the Item (like we can see it on the minimap) because it's so far away.

Items, especially legendaries, have no "maximum distance" in Trinity - if Trinity can "see" it, it will attempt to pick it up.
 
My DH has started going melee with Ghom with .26 :( Is it something related to the "Refactored & Simplified how Position, Distance and Radius are calculated and used for all objects"?
He litterally walks in, and starts firing only when he's in melee range. Using Kevin profile obv.
Anyone with this issue/an idea?
Everything was fine in .25 but now I'm having the same issue...
try and set a kite range.
How do you set the kite range?
 
This is kind of a known issue - the bot actually can't see the Item (like we can see it on the minimap) because it's so far away.

Items, especially legendaries, have no "maximum distance" in Trinity - if Trinity can "see" it, it will attempt to pick it up.

Is it possible for the bot/Trinity to detect legendary icons on the minimap and force your character to navigate there?
 
Is it possible for the bot/Trinity to detect legendary icons on the minimap and force your character to navigate there?

You have to wait for a new build of Demonbuddy for that unfortunately. I do think It's on the To-Do list though.
 
Is it possible for the bot/Trinity to detect legendary icons on the minimap and force your character to navigate there?

Not currently, no, or else I would definitely make Trinity do this!
 
Hey guys I am getting this red on my logs, can anyone help me identify the problem. Tried fresh install of DB, still get the same:

\Trinity\Plugin.cs:line 62
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000320, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
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.DiaUnit.get_Level()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
 
Hey guys I am getting this red on my logs, can anyone help me identify the problem. Tried fresh install of DB, still get the same:

\Trinity\Plugin.cs:line 62
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000320, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
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.DiaUnit.get_Level()
at Zeta.Bot.GameStats.(Object , EventArgs )
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.UnsafeInvoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )

Attach a log please
 
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