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Trinity 2.13.81

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trying new version :rolleyes:

Edit: Seems to get issues with Destroy Destructibles. Gonna check again and upload a log later tonight:p
 
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how i can prevent that bot makes a salvage run after every grift? The inventory isn't filled up...but bot makes his salvage/stash stuff after every grift <.<
 
saw that bot stucks sometimes at kadala without gamble...if i move a bit manually he starts gambling...dont know the cause :<
 
act 5 bounties working a little better now that it can actually open doors :)
 
Can you please make a slider for Serenity usage (at which HP% Monk uses Serenity)? Because now I don't see the logic of when bot uses Serenity.

Or maybe make a tick button "Use Serenity on cooldown while in combat".
 
Can you please make a slider for Serenity usage (at which HP% Monk uses Serenity)? Because now I don't see the logic of when bot uses Serenity.

Or maybe make a tick button "Use Serenity on cooldown while in combat".
Currently it'll use when below 50% health or while immobilized and below 90% health. A serenity slider may not be such a bad idea.
 
how to ignore adds at grift guardian? For example Bone Warlock skeletons?
 
How to keep greater rift keys in inventory instead of stash them everytime?
 
Use the protected bag slots in the settings on the main DB GUI.
 
With full rainment set it uses generator as "Primary attack" instead of dashing strike, any ideas on how to make it using Dashing strike for primary damage? :) I Know we are all loving the static build, but I loved seeing him jump around like a madman :D
 
nevermind im a retard, i had put up delay on dashing strike for my own static charge :P

Actually, its still not working good, so if anyone have any ideas, please let me know.
 
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Use the protected bag slots in the settings on the main DB GUI.
i run only with 1 greater rift key..then i do a greater rift then again a normal rift etc...for the perma pools up...so i lose the keys every run! What i need is a general keep thing for greater rift keys in inventory, without protected slot
 
trying new version :rolleyes:

Edit: Seems to get issues with Destroy Destructibles. Gonna check again and upload a log later tonight:p

Yes , i have issues with destroy destructibles as well esp in the goblin realm, as compared to trinity 60 which was smoother .
 
That would take some code to be able to place items in specific locations with checks to move items from that spot if it gets filled. Could be done, but not sure how much code it would take.
 
What the **** is this Problem?
[Trinity 2.13.81] Error in OnEnable: System.TypeInitializationException: The type initializer for 'Trinity.Combat.Abilities.CombatBase' threw an exception. ---> GreyMagic.InjectionDesyncException: Process must have frozen or gotten out of sync: Injection Finished Event was never fired
at GreyMagic.Executor.*‬‫‎‪*‏‬*‎‪‪*‪‫‪‎‎*‏*‫‫‎*(Int32 )
at GreyMagic.Executor.​*‎‎***‫‎‫**‫‬‬‎‪**‏*‪*‫‪‏***(Int32 )
at GreyMagic.Executor.Execute(Int32 timeout)
at GreyMagic.ExternalProcessMemory.CallInjected[T](IntPtr address, CallingConvention callingConvention, Object[] args)
at Zeta.Game.ZetaDia.get_TlsVal()
at Zeta.Game.ZetaDia.*‪*****‫*​‪‏****‎*****‬**​‫‪*‪*.****‫***‬‪‬‫‏‪*‪‎‪‏​‬*‬‎**()
at Zeta.Game.Internals.DynamicPointer`1.get_Value()
at Zeta.Game.ZetaDia.get_ActorCommonData()
at Zeta.Game.Internals.ActorManager.***‬*‫*‪‎*‏‫*‎*‏‎****()
at Zeta.Game.Internals.ActorManager.Update()
at Trinity.Helpers.MemoryHelper..ctor() in c:\DB\Adventure\Plugins\Trinity\Helpers\MemoryHelper.cs:line 34
at Trinity.CacheData.InventoryCache..ctor() in c:\DB\Adventure\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 34
at Trinity.CacheData.InventoryCache.get_Instance() in c:\DB\Adventure\Plugins\Trinity\Cache\CacheData.Inventory.cs:line 43
at Trinity.CacheData.get_Inventory() in c:\DB\Adventure\Plugins\Trinity\Cache\CacheData.cs:line 165
at Trinity.Objects.Item.get_IsEquipped() in c:\DB\Adventure\Plugins\Trinity\Objects\Item.cs:line 56
at Trinity.Objects.Set.IsBonusActive(Int32 requiredItemCountForBonus) in c:\DB\Adventure\Plugins\Trinity\Objects\Set.cs:line 96
at Trinity.Objects.Set.get_IsThirdBonusActive() in c:\DB\Adventure\Plugins\Trinity\Objects\Set.cs:line 91
at Trinity.Objects.Set.get_IsFullyEquipped() in c:\DB\Adventure\Plugins\Trinity\Objects\Set.cs:line 153
at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings() in c:\DB\Adventure\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 97
at Trinity.Combat.Abilities.CombatBase..cctor() in c:\DB\Adventure\Plugins\Trinity\Combat\Abilities\CombatBase.cs:line 27
--- End of inner exception stack trace ---
at Trinity.Combat.Abilities.CombatBase.LoadCombatSettings()
at Trinity.Trinity.LoadConfiguration() in c:\DB\Adventure\Plugins\Trinity\Settings\Settings.cs:line 21
at Trinity.Trinity.OnEnabled() in c:\DB\Adventure\Plugins\Trinity\Plugin.cs:line 163

Here works but nothing more or? I have downloaded the latest version of DB. The Current trinty. The DB teeming with errors.

In addition, I would like to Bounties and leveling a character, it very often comes to stack!
I do not know what to do yet. Have already tried, but nothing works.
 
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What the **** is this Problem?
Here works but nothing more or? I have downloaded the latest version of DB. The Current trinty. The DB teeming with errors.
In addition, I would like to Bounties and leveling a character, it very often comes to stack!
I do not know what to do yet. Have already tried, but nothing works.

This exception I've only rarely seen, InjectionDesyncException means DB lost its connection to Diablo3 client. If this happens a lot maybe you have some sort of anti-virus or something else on your sytem interferring with normal operation. I would post about it in support forum maybe Tony can help you.

Try a fresh install, make a new folder, download the latest Db Beta etc. Try running without trinity and see if you still get the issue. Try to narrow it down.
 
how i set up trinity to:

Stop ID legendaries after every rift/grift...for me it would be perfect if items gets only ID'd if inventory is for example 90% full!
Can anyone help me to set this up?
 
how i set up trinity to:

Stop ID legendaries after every rift/grift...for me it would be perfect if items gets only ID'd if inventory is for example 90% full!
Can anyone help me to set this up?

no one can give a answer here?:o
 
I'm not sure, but I think it's not possible to do what you want. I think the ony options are:

- Identify legendaries with book of cain.
- Identify legendaries wothout the book of cain (one first, then another, etc.).
- Stash legendaries without identifying them.
 
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