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Trinity 1.8.28

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Was having lots of trouble at first. Tried multiple fresh installs of both DB and Trinity (as i thought I always had to install DB, then replace existing Trinity and Quest Tools folders). Finally noticed that in the new DB Beta it includes Trinity .28 and Quest Tools .53 from the get go. So i left it as is, added RiftBot Plugin and Adventure Mode Community Edition. Everything is running great, no problems over the last 12hrs. Ty for all your efforts!
 
Vault is working pretty funny in combat, but I'm not sure as I just rolled a DH. It's prioritizing vaulting then walking forward numerous times before finally deciding to attack after it runs out of discipline. Saw the 'fix' in a few posts back but it does almost the same thing except only on elites and above
 
These methods are slow

[Trinity][Performance] Execution of MainFindSafeZoneLoop took 1026.75ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache.AvoidanceCheck took 1029.65ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache took 1039.93ms.
[Trinity][Performance] Execution of HandleTarget.CheckForNewTarget took 1040.15ms.
[Trinity][Performance] Execution of HandleTarget took 1590.56ms.

[Trinity][Performance] Execution of MainFindSafeZoneLoop took 1397.02ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache.AvoidanceCheck took 1401.74ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache took 1411.70ms.
[Trinity][Performance] Execution of TargetCheck.RefreshCache took 1411.94ms.
[Trinity][Performance] Execution of TargetCheck took 1414.58ms.

[Trinity][Performance] Execution of MainFindSafeZoneLoop took 1482.65ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache.AvoidanceCheck took 1486.11ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache took 1491.93ms.
[Trinity][Performance] Execution of TargetCheck.RefreshCache took 1492.23ms.
[Trinity][Performance] Execution of TargetCheck took 1494.77ms.

[Trinity][Performance] Execution of MainFindSafeZoneLoop took 1206.78ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache.AvoidanceCheck took 1211.90ms.
[Trinity][Performance] Execution of RefreshDiaObjectCache took 1224.37ms.
[Trinity][Performance] Execution of TargetCheck.RefreshCache took 1224.67ms.
[Trinity][Performance] Execution of TargetCheck took 1227.49ms.
 
I could be totally wrong but I think avoidance from AOE effects is turned off out of combat so if there is molten explosions left on the ground if all the elites/champ is dead, the bot will ignore the explosions. rrrix can correct me if I'm wrong.

Edit:
@rrrix

Did you do something to avoidance from previous versions? The bot feels "dumbed" down when a lot of things happen on screen with elite/champ packs. Taking more dmg than usual.

As I'm reading this post I just witnessed my bot committing suicide by running back into molten core explosions AFTER it had already run away from them. It appears that it's trying to pick up a gem. The bot was receiving the two commands at the same time. I think it's more like a bug.

90% of the deaths for my bot are caused by molten explosions. I have set avoidance range at 30 and health at 100 now :(

Just wondering is it a setting thing or bug. Clearly, bot should wait and pick up item after the explosion.

EDIT: btw, if I want to add a command that bot will pick up health globe not only when health is low but when the primary energy is low, where should I look?
 
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Bot keeps running back to attack breakables (doors, barricades) 1-2 times after he already destroyed them.
 
If there is an elite pack behind a door he doesn't open the door anymore. (Priority problem I think?)
 
In addition to fixing the usage of the DemonHunter's kitelimit and kitemode, I also found that the bot would continually run towards gold that was past an elite, and then vault backwards and repeat until it happened to get out of range of the gold.
Fixed this by changing in Trinity\Combat\Weighting.cs (line 566):
Code:
                                if (cacheObject.RActorGuid == LastTargetRactorGUID)
to
Code:
                                if (cacheObject.RActorGuid == LastTargetRactorGUID && !TargetUtil.AnyElitesInRange(Settings.Combat.Misc.EliteRange))
 
can anyone help me with leap. i want it to cast leap always. even on 1 trashmob.
right now it only casts leap on elite mobs and many trashmobs.
 
Same here. Already said this here.. The bot dies or just disconnected.

I.e:
Bot Die - He is surrounded by mobs, does not attack because he is trying to go to some elite, quest mob, chest, corpse or destrutible that is ahead. And die by trash mobs that are surrounding the bot.

Disconnected or Loses the quest for gold inactivity - The bot trying to kill the mob behind walls, doors.. Unsuccessfully of course.


If have any logs to prove it, let me know, I will activate. Or just do Act 1 Bounty Sycothix and watch for a few hours.

@rrrix, please answer.. seems to be the case "already targeted" or "priority". Is surrounded by trash mobs, not attack and dies(like a kamikaze effect).. any fix coming?? (please do not forget to take a look at this, we are losing many runs due to this.)

EDIT: would be an exception, something like "2 or more mobs in 15 yards(think surrounded), first kills them, then continue to the goal (goblin, elite, chest, corpses ..)"?

I do not know anything about programming, but is this possible? Sorry for my english and thanks.
 
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@rrrix, please answer.. seems to be the case "already targeted" or "priority". Is surrounded by trash mobs, not attack and dies(like a kamikaze effect).. any fix coming?? (please do not forget to take a look at this, we are losing many runs due to this.)

EDIT: would be an exception, something like "2 or more mobs in 15 yards(think surrounded), first kills them, then continue to the goal (goblin, elite, chest, corpses ..)"?

I do not know anything about programming, but is this possible? Sorry for my english and thanks.

It already does this, except, I think the delay is a little too long at this point.
 
It already does this, except, I think the delay is a little too long at this point.

But has the possibility to reduce this delay or not?

And the bot be trying to kill a mob behind a wall or door?

Any fix coming for these situations? thanks for ur answer
 
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Hey rrrix, could you please add an option/function for trin to use the active effect of Mantra of Evasion?
I use the newest trinity and tried "Disable Mantra Spam" with the same result.
 
Range attacks.

I did a bit of testing and found a dirty fix for my DH not attacking from range.

Bug report:
What's the problem? DH moves into melee range before attacking.

What steps will reproduce the problem?
Fresh install of Demon Buddy BETA 1.1.1862.403 using Three Musketeers 0.7 Ghom Standard

What is the expected result?
Character to attack from range.

What happens instead?
Character runs up next to Ghom then starts to attack.

Please provide any additional information.

Dirty Fix found:
In Trinity\Combat\HandleTarget.cs change line 399:
Code:
if ((TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)
To:
Code:
if (TargetRangeRequired <= 1f || (TargetCurrentDistance <= TargetRangeRequired && CurrentTargetIsInLoS) || stuckOnTarget || npcInRange)
 
@guy, it helps to say what build/spells you're using? Mine is attacking stuff from off the screen :)
 
can anyone help me with leap. i want it to cast leap always. even on 1 trashmob.
right now it only casts leap on elite mobs and many trashmobs.
i have found a way to do it. it now uses leap on cd for movement/combat.

Code:
public static bool CanUseLeap
        {
            get
            {
                return
                    !UseOOCBuff &&
                    !Player.IsIncapacitated &&
                    CanCast(SNOPower.Barbarian_Leap);
            }
        }
use this instead of the original CanUseLeap. so i basically deleted the last line.


also earthquake doesnt work at all. it uses earthquake only on elites but the range is off by far. so what it does is cast earthquake if an elite is on the screen, even if no enemies are around resulting in a wasted earthquake use.
 
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could you tell me how make my crusader use Justice from range ?

Bug report:
What's the problem? crusader moves into melee range before attacking.

What steps will reproduce the problem?
Fresh install of Demon Buddy BETA 1.1.1862.403 using The Bounties .

What is the expected result?
Character to attack from range.

What happens instead?
Character runs up next to creeps then starts to attack.
 
@guy, it helps to say what build/spells you're using? Mine is attacking stuff from off the screen :)

elemental arrow for one, cluster arrow.. pretty much every single skill i use.
btw, any fix inc to the crash bug? (open trinity more then onces and DB will crash)
 
@rrrix thx for your hard work but plz fix the bug with the mob behind a door :( he shoots at the door till gold timer comes
plz plz plz plz :D
 
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