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Trinity 2.1.21 and QuestTools 2.1.38

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Anyone having a townrun routine error? Only happen when i use keybot profile and the profile maker points that it's a trinity problem.. what should i configure with trinity? It doesn't get this townrun error with rift/grift profile.

Error:
Code:
09:19:29.073 DEBUG  Exception thrown when calling function: GetTagMapEntryAsInteger
09:19:29.075 ERROR BotMain Exception during bot tick.
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
....
   [B]at Trinity.TownRun.<TownRunCoroutineWrapper>d__4.MoveNext() in c:\Users\username\Documents\KEYBOT BARU 1.7\Plugins\Trinity\DbProvider\[COLOR="#FF0000"]TownRun.cs:line 258[/COLOR][/B]
...

Trinity error, during a TownRun coroutine. Try an another fresh install, and take time to configure Trinity well.
GL !
buddyme
 
Last edited:
Anyone having a townrun routine error? Only happen when i use keybot profile and the profile maker points that it's a trinity problem.. what should i configure with trinity? It doesn't get this townrun error with rift/grift profile.

Working town route here.
Bounty A1/A4
Rift and Grift
Goblin Farming

so, its a trigger with keybot.
Best person to help you is buddyme.
 
Working town route here.
Bounty A1/A4
Rift and Grift
Goblin Farming

so, its a trigger with keybot.
Best person to help you is buddyme.

Yeah I know, also ran other profile without issues. It's like when the 2.1 patch hit and every profile have this error, but all gone except for keybot.

Just posting hoping someone knows about trinity knows how to fix this, still waiting a response from buddyme :/
 
I tried cheapest membership (1 € = 3 days) and lost a day with this update. Does this mean i will not able to use what i paid for, for the 33% of time, if i go for longer version?
 
Report

What's the problem?
TownRun coroutine crash

What steps will reproduce the problem?

TownRun needed ?

What is the expected result?

-

What happens instead?

-

ERROR
20:25:26.543 ERROR BotMain Exception during bot tick.
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Seule une partie d’une requête ReadProcessMemory ou WriteProcessMemory a été effectuée, at addr: 00000088, Size: 4
à GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
à GreyMagic.MemoryBase.Read[T](IntPtr addr)
à Zeta.Game.Internals.Actors.DiaObject.get_ACDGuid()
à Zeta.Game.Internals.Actors.DiaObject.Interact()
à Zeta.Bot.CommonBehaviors.(Object )
à Zeta.Bot.CommonBehaviors.(Object )
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Sequence..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Bot.Coroutines.CoroutineCompositeExtensions..()
--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---
à System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
à System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
à Trinity.TownRun.<TownRunCoroutineWrapper>d__4.MoveNext()
--- Fin de la trace de la pile à partir de l'emplacement précédent au niveau duquel l'exception a été levée ---
à System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
à System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
à Zeta.Bot.ActionRunCoroutine....()
--- Fin de la trace de la pile d'exception interne ---
à Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
à Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
à Buddy.Coroutines.Coroutine.Resume()
à Zeta.Bot.ActionRunCoroutine.Run(Object context)
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.Decorator..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Common.HookExecutor.Run(Object context)
à Zeta.TreeSharp.Action.RunAction(Object context)
à Zeta.TreeSharp.Action..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.TreeSharp.PrioritySelector..()
à Zeta.TreeSharp.Composite.Tick(Object context)
à Zeta.Bot.BotMain.()

ERROR 2 (NOT IN LOG, SAME ISSUE)
09:19:29.075 ERROR BotMain Exception during bot tick.
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Process must have frozen or gotten out of sync: InjectionFinishedEvent_was_never_fired
at GreyMagic.Executor.WaitForInjection(Int32 timeout)
at GreyMagic.Executor.Execute(Int32 timeout)
at GreyMagic.Executor.Execute()
at ?..(Executor , String )
at Zeta.Game.Internals.SNO.TagMap.GetTagMapEntryAsInteger(Int32 key)
at Zeta.Game.Internals.SNO.SNORecordActor.get_GizmoType()
at Zeta.Bot.Navigation.MainGridProvider.(DiaObject )
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at Zeta.Bot.Navigation.MainGridProvider.(BitArray )
at Zeta.Bot.Navigation.MainGridProvider.Update()
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Coroutines.CommonCoroutines.<MoveTo>d__1e.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.Coroutines.CommonCoroutines.<MoveAndStop>d__20.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.ValidateEnd(Task task)
at Zeta.Bot.Logic.BrainBehavior.<HandleIdentifyAllItems>d__1b0.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine....()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
at Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
at Buddy.Coroutines.Coroutine.Resume()
at Zeta.Bot.ActionRunCoroutine.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.Coroutines.CoroutineCompositeExtensions..()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
at Trinity.TownRun.<TownRunCoroutineWrapper>d__4.MoveNext() in c:\Users\***\Plugins\Trinity\DbProvider\TownRun.cs:line 258
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Zeta.Bot.ActionRunCoroutine....()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
at Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
at Buddy.Coroutines.Coroutine.Resume()
at Zeta.Bot.ActionRunCoroutine.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Common.HookExecutor.Run(Object context)
at Zeta.TreeSharp.Action.RunAction(Object context)
at Zeta.TreeSharp.Action..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.PrioritySelector..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.Bot.BotMain.()
 

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Am I the only one that Trinity isnt showing up when installed? It isnt showing up in my plugins on the actual bot settings but are in the folder. So confused.
 
Am I the only one that Trinity isnt showing up when installed? It isnt showing up in my plugins on the actual bot settings but are in the folder. So confused.

Try using EZUpdater to update Trinity. I had the same issue. Ran it and all seems fine now.
 
I've just downloaded the new trinity(along with the DemonBuddy Update), and it's made some horrible changed to jade-build witch doctors... I used to rush through pretty much any bounty on T6, now the bot has completely stopped using soul harvest, which is the soul reason to why I could do everything so easily... Is there any way I could change it, making it use soul harvest again?

Also, it backpaddles like crazy now... a lot of bad changes in this one
 
Last edited:
Flashing window
Compiler Error: c:\Users\****\Desktop\Games\Diablo\Demonbuddy\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: c:\Users\*****\Desktop\Games\Diablo\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: Cannot implicitly convert type 'Zeta.Game.Internals.Actors.GemQuality' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\Users\****\Desktop\Games\Diablo\Demonbuddy\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
[Armory] v1.2.15 Initialized
[QuestTools][Plugin] v2.1.38 Enabled
Current bot set to Order Bot
Loaded profile R-RIFT

________________________________

Trinity does not appear in my plugins tab on demonbuddy, i have Trinity 2.1.21 and QuestTools 2.1.38 installed. Thanks for anyones help
 
Getting error and Trinity no longer loading

Compiler Error: c:\Users\Roo\Documents\Demonbuddy\Plugins\LumberJack\trunk\LumberJack\LumberJack.cs(16,18) : error CS0101: The namespace 'LumberJack' already contains a definition for 'LumberJack'
Compiler Error: c:\Users\Roo\Documents\Demonbuddy\Plugins\Trinity\Reference\ItemRanks.cs(10,7) : warning CS0105: The using directive for 'Zeta.Game.Internals' appeared previously in this namespace
Compiler Error: c:\Users\Roo\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshItem.cs(63,35) : error CS0266: Cannot implicitly convert type 'Zeta.Game.Internals.Actors.GemQuality' to 'int'. An explicit conversion exists (are you missing a cast?)
Compiler Error: c:\Users\Roo\Documents\Demonbuddy\Plugins\Trinity\Cache\RefreshObject.cs(106,30) : warning CS0168: The variable 'ex' is declared but never used
 
How can I set avoidance to Bloodmarshes and how can I spam companion off cool down?
 
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