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Trinity 1.8.6

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Would it be possible to change how Rend works for Barbs in Trinity? It seems to spam it if there's 1 out of 30 mobs that doesn't have rend.. It's a huge waste of time and fury when it should be using WW instead.
This might've been mentioned before, sorry if it has.
I reported it earlier along with some other barb issues, but don't know if rixx saw it :)
 
its not an issue at all
you can change all REND preferences like min bleed mob cound and spell delay in Trinity Variables tab
 
Im using monk, doesn't seem got any problem tho. reset your monk skill~
check and search thread bout monk build.
cheers

Don't see anything about mantra problem but in the changelog of 1.8.6 you can read not all the mantras are supported atm.

So maybe you don't use the mantra " Conviction ".

Thanks for reply me !
 
Tell me what you'd like to see :)

I have Barb botters make the most noise and it's the simplest class simplest to bot.

Not all Monk Mantra Runes are not fully supported
Not all Monk Mystic Ally runes are not fully supported

Just this and a better sync of skills while using cyclone storm and exploding palm :)

But great work for your plugin, appreciate :)
 
Avoidance logic actuallys kilsl your character when there's a waller elite.

In a confined space, the bot would be so preoccupied and focused on getting around the terrain than killing the monster. At time it would be much simpler to just attack the monster and kill it rather than trying to path around a wall.

Died numerous times due to character being stuck from being unable to path around walls, all while if it could turn around and attack the monster it would have been fine.
 
Avoidance logic actuallys kilsl your character when there's a waller elite.

In a confined space, the bot would be so preoccupied and focused on getting around the terrain than killing the monster. At time it would be much simpler to just attack the monster and kill it rather than trying to path around a wall.

Died numerous times due to character being stuck from being unable to path around walls, all while if it could turn around and attack the monster it would have been fine.

This is a long standing problem. DB doesn't know anything about walls except their "center" point. I think it *may* be possible to get the direction of which it's "facing", but the internal DB path finding will never know to walk around the walls.

I've been experimenting with a raycasting function, but spamming it takes lot of CPU since it requires injection for every call.
 
This is a long standing problem. DB doesn't know anything about walls except their "center" point. I think it *may* be possible to get the direction of which it's "facing", but the internal DB path finding will never know to walk around the walls.

I've been experimenting with a raycasting function, but spamming it takes lot of CPU since it requires injection for every call.


Thanks for the quick reply. Noted.

Would a reduction to avoidance threshold and movement radius when a waller is present

There is a legendary bottomless potion in RoS that allows wallbreaking for 5seconds, but I'm not sure if that would be a good fix
 
This is a long standing problem. DB doesn't know anything about walls except their "center" point. I think it *may* be possible to get the direction of which it's "facing", but the internal DB path finding will never know to walk around the walls.

I've been experimenting with a raycasting function, but spamming it takes lot of CPU since it requires injection for every call.

Is there any attempt to make any of the avoidance issues here better?

http://www.thebuddyforum.com/demonbuddy-forum/154111-how-fix-avoidance.html

Maybe I could take a stab at it but Trinity is a lot of code to dig through so I'm not sure where to start.
 
@rrix im not sure if its trinity related or db related but since i switched to beta 357 from 355 my stash log shows different time input from my computer...

ex. my computer time right now and the time in my country right now is 3:14pm then my character just stashed the loots then the txt file would chage the date modified to 3/21/2014 3:014pm but when i open the the file what i see is something like this
3/21/2014 7:14:36 AM:
====================
its somehow 8 hourish late...
 
I had to turn off destructibles becasue my barb just gets stuck running back and forth between the destructibles trying to break them. got so annoying
 
Is there a way to avoid those 'blasts' when you kill elites or their minions? The bot mostly stands close to them... and on T5/T6 they fucking hurt even tho i have 1.5mil thoughness... :)
 
@rrix im not sure if its trinity related or db related but since i switched to beta 357 from 355 my stash log shows different time input from my computer...

ex. my computer time right now and the time in my country right now is 3:14pm then my character just stashed the loots then the txt file would chage the date modified to 3/21/2014 3:014pm but when i open the the file what i see is something like this
3/21/2014 7:14:36 AM:
====================
its somehow 8 hourish late...

I converted everything into UTC time recently - i didn't think about stash logs, i'll fix that.
 
how i can stop picking falower items.... its so annoing...

Ditto to this. I know this got "fixed" a release or two ago (because it wasn't picking up follower items at all, if I remember correctly) to be able to grab legendary follower items (which won't be in until RoS, as far as I know)
... Consequently, it's now grabbing ALL of them, regardless of loot settings, it seems, heh.
 
Quick question -

Is it possible to make wizards use one of the primary skills to break destructibles as oppose to Spenders?

Thanks
 
QuestStep: 12, ResumeFromSave: True, IsPrivate: True]
[Trinity] Exception in Pulse: System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 000008DC, 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.DiaActivePlayer.get_LoopingAnimationEndTime()
at Trinity.GameUI.SafeClickUIButtons() in c:\Users\BirthRight\Desktop\Demonbuddy 1.1.1715.344\Plugins\Trinity\Helpers\GameUI.cs:line 139
at Trinity.Trinity.OnPulse() in c:\Users\BirthRight\Desktop\Demonbuddy 1.1.1715.344\Plugins\Trinity\Plugin.cs:line 57
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: 25BA5C90, 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.ACDItem.get_Gold()
at Zeta.Game.Internals.Actors.ACDItem.get_ItemStackQuantity()
at Zeta.Game.Internals.Actors.DiaActivePlayer.InventoryManager.get_Coinage()
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.Delegate.DynamicInvokeImpl(Object[] args)
at System.Delegate.DynamicInvoke(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )


Is this from destructibles?
 
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