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Trinity 2.1.5 and QuestTools 2.1.18

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Sorry for my poor english :(

BUG Report:

1,Combat--Crusader--Provoke AOE Count
The value that in the Trinity setup menu is always 1, I had to manually modify the xml file(Settings\BattleTag\Trinity.xml).
Small bug, but it has lasted several versions.

2.It looks like Globe Resource % does not work.
I have checked "Combat--Misc--Give higher priority to health globe" and set "Combat--Crusader--Globe Resource %" = 30%
But the bot is still not picking up globe when resourcepercent < 30%

Thanks a lot!
 
Sometimes bot goes crazy and ignores everything trying to get to a spot. Spams this in the meantime:

Code:
Exception during bot tick.System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000090, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at Zeta.Game.Internals.Actors.ACD.get_ActorSNO()
   at Zeta.Game.Internals.Actors.ACD.get_ActorInfo()
   at Trinity.Trinity.RefreshCacheMainLoop() in c:\Download\DBB\Plugins\Trinity\Cache\RefreshObjects.cs:line 554
   at Trinity.Trinity.RefreshDiaObjectCache(Boolean forceUpdate) in e:\Download\DBB\Plugins\Trinity\Cache\RefreshObjects.cs:line 69
   at Trinity.Trinity.TargetCheck(Object ret) in c:\Download\DBB\Plugins\Trinity\Combat\TargetCheck.cs:line 123
   at Zeta.TreeSharp.Decorator.CanRun(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.()
 
Also i heard the new version is supposed to use salvage all ? Ive seen it do it once(on white items) but most of the time it has not been doing it.
 
Go into Demonhunter.CS

Change the value on MinEnergyReserve on line 24 to 70.
Change the value on Player.PrimaryReosource on line 204 to 70.
Comment out of entire multishot section right below cluster arrow since we don't want to be using MS at all.
Change the value on Player.PrimaryReosource on line 269 to 40.

Sorry - I am stupid. What do you mean comment it out? I tried to // the whole line and it made trinity not work.

That's all. Works like a charm for me now.

Sorry - I am stupid. What do you mean comment it out? I tried to // the whole line and it made trinity not work.
 
Sorry - I am stupid. What do you mean comment it out? I tried to // the whole line and it made trinity not work.

You probably only commented one line instead of the whole thing.

This is what it should look like

Code:
            // Multi Shot
            //if (!UseOOCBuff && !IsCurrentlyAvoiding && CombatBase.CanCast(SNOPower.DemonHunter_Multishot) && !Player.IsIncapacitated &&
            //    Player.PrimaryResource >= 55 &&
            //    (TargetUtil.AnyMobsInRange(40, 2) || CurrentTarget.IsBossOrEliteRareUnique || CurrentTarget.IsTreasureGoblin))
            //{
            //    return new TrinityPower(SNOPower.DemonHunter_Multishot, 30f, CurrentTarget.Position, CurrentWorldDynamicId, -1, 1, 1);
            //}
 
Trinity 2.1.6 pushed to SVN

Trinity will no longer attempt to TownRun while in a Greater Rift
Trinity now handles OnDeath behavior
Bot should no longer continue to interact with gizmo/switches/interactables that have already been operated
Close range a3dun / bastion keep style bridge switches are now weighted with maximum priority (when accessible / in LoS)
Fixed DH Vault in Oasis (bTooMuchZChange)
New Legendary.cs
User can now choose which pylons to collect
Updated Barb fury dump logic for new Raekor's build
 
Can u add Support for elemental arrow as default attack If player has kridershot? For hatred generation cuz atm it wait if bot is low on hatred. Cuz there is no primary skill
 
Shotgun Crusader is punching single mobs instead of using Heaven's Fury. I deleted the v2.1.6 folder from the plugins folder and then copied v2.1.4 into it. v2.1.4 handles single mobs correctly. Something change with the CrusaderCombat.cs in v2.1.6?

Demonbuddy: 1.1 r2069 Build 374
Trinity: v2.1.6
QuestTools: 2.1.21
 
Last edited:
Thanks for the amazing plugin.
I'd like to ask a stupid question.
What does the "Always kill elites below % Health" do ?
I mean the bot's behavior if I set it to 0% and 100%.
 
Trinity 2.1.6 pushed to SVN

Trinity will no longer attempt to TownRun while in a Greater Rift
Trinity now handles OnDeath behavior
Bot should no longer continue to interact with gizmo/switches/interactables that have already been operated
Close range a3dun / bastion keep style bridge switches are now weighted with maximum priority (when accessible / in LoS)
Fixed DH Vault in Oasis (bTooMuchZChange)
New Legendary.cs
User can now choose which pylons to collect
Updated Barb fury dump logic for new Raekor's build

Updated to 2.1.6. Thanks!
 
Bug Report form:
------------------------
What's the problem?
My Zombie Dogs (fire rune) is being recasted everytime on CD, I am using Tall man's finger, and is using trinity 2.1.6 by deleting the whole trinity folder ( alont with settings and the compiled assemblies). However this problem is still happening ( checked Legendary.cs is there in reference)

What steps will reproduce the problem?
Start d3, Start bot with Rift Bot explorer while having trinity turned on

What is the expected result?
As the legendary ring is set in the witchdoctor ability to be casted when the dog count is less than 1, it should only be casted once until dog dies.

What happens instead?
Keeps recasting zombie dog once off CD
 
Trinity 2.1.6 Confirmation

- Confirmed that the bot will revive automatically when died in the GRIFT.
- The bot still tries to move items into the stash when doing the townrun while running GRIFT.
 
Last edited:
DH is now spamming Mark of Death constantly and this can't seem to be addressed without changing resource counts in DemonHunter.CS

The problem this makes is that MoD can't be used with Vault as vault drains the resource from max.
 
Getting this error when running Act 1 bounties, it finishes the bounty then stands there doing nothing:

Code:
[QuestTools][MoveToObjective] Failed trying to find actor System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000010, 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 QuestTools.ProfileTags.Movement.MoveToObjective.<RefreshActorInfo>b__40(DiaUnit a)
   at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
   at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   at QuestTools.ProfileTags.Movement.MoveToObjective.RefreshActorInfo()
[MoveToObjective] MoveToObjective Error: marker=False actor=True/False completedInteracts=0 isPortal=False dist=0 interactRange=20


I also get a lot of those, but they don't seem to affect anything

Code:
[QuestTools][GridRoute] Generating new route with Route Mode Default
System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, 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.ACDItem.get_IsUnidentified()
   at Zeta.Game.Internals.Actors.ACDItem.get_Name()
   at Zeta.Bot.ItemStatistics.(Object , ItemLootedEventArgs )
   at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )
 
Getting this error when running Act 1 bounties, it finishes the bounty then stands there doing nothing:

Code:
[QuestTools][MoveToObjective] Failed trying to find actor System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000010, 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 QuestTools.ProfileTags.Movement.MoveToObjective.<RefreshActorInfo>b__40(DiaUnit a)
   at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
   at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   at System.Linq.OrderedEnumerable`1.<GetEnumerator>d__0.MoveNext()
   at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source)
   at QuestTools.ProfileTags.Movement.MoveToObjective.RefreshActorInfo()
[MoveToObjective] MoveToObjective Error: marker=False actor=True/False completedInteracts=0 isPortal=False dist=0 interactRange=20


I also get a lot of those, but they don't seem to affect anything

Code:
[QuestTools][GridRoute] Generating new route with Route Mode Default
System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, 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.ACDItem.get_IsUnidentified()
   at Zeta.Game.Internals.Actors.ACDItem.get_Name()
   at Zeta.Bot.ItemStatistics.(Object , ItemLootedEventArgs )
   at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )

Getting this error when running Rift Bot bounties, it finishes the bounty then stands there doing nothing

trinity2.1.5

Encounter the same problem
 
Last edited:
This is a very fishy error in demonbuddy and not trinity. Lets hope DB team fixes it. Its holding me back from using the latest db

Code:
System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000005C, Size: 4
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
 
Still not spamming mantra :\ trinity 2.1.6
im the only one with this issue?
 
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