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Trinity 2.3.3 & QuestTools 3.1.17

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I am running .398 with trinity 2.3.3 and QT 3.1.17 and the only issues I run into are profile issues like cursed hold, and the occasional ruins of corvus and westmarch doors not opening. For the most part my bot will time out and reset on new game after a half or more clear of cursed hold once it gets stuck in its pathing loop that prevents it from moving to the next level or leaving at town stone. Other then the door issues and that map bug(map might be rift bot problem or? not sure) I have not experienced any major issues. Maybe 2-3 times in ~40 hours of botting my bot has had that complete crash that someone posted a few pages back where it tosses up a single line error and just stops the bot entirely.


edit - this is the error it tosses out then just sits there but again this rarely ever happens. [Trinity] Error in HandleTarget: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, Size: 416
 
System.Exception: ReadProcessMemory 또는 WriteProcessMemory의 일부 작업만을 마쳤습니다, at addr: 00000048, Size: 4
위치: GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
위치: GreyMagic.MemoryBase.Read[T](IntPtr addr)
위치: Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD )
위치: Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
위치: Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
위치: Zeta.Game.Internals.Actors.ACDItem.get_ItemQualityLevel()
위치: Trinity.Helpers.DebugUtil.<LogBuildAndItems>b__11(ACDItem i) 파일 c:\Users\pinkiepie\Desktop\demonbuddy\riftbot-new\Plugins\Trinity\Helpers\DebugUtil.cs:줄 92
위치: System.Linq.Enumerable.WhereListIterator`1.MoveNext()
위치: System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
위치: System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
위치: Trinity.Helpers.DebugUtil.LogBuildAndItems(TrinityLogLevel level) 파일 c:\Users\pinkiepie\Desktop\demonbuddy\riftbot-new\Plugins\Trinity\Helpers\DebugUtil.cs:줄 92
위치: Trinity.Trinity.TrinityOnJoinGame(Object src, EventArgs mea) 파일 c:\Users\pinkiepie\Desktop\demonbuddy\riftbot-new\Plugins\Trinity\Helpers\GameEvents.cs:줄 172
위치: Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )

Does anyone know how to solve this problem?
It comes out whenever Bot makes the new game.
It seems like related with bot doesn't salvage the white items.

+I got the similar message last whole night. After the bot stucks, Gold inactivity timer activated, leave the game, and doesn't make the new game forever.
And It said repeatedly [Trinity] Error in HandleTarget: ReadProcessMemory 또는 WriteProcessMemory의 일부 작업만을 마쳤습니다, at addr: 00000000, Size: 416

I was using the Yet another Rift Profile(ver.467) and the latest Trinity, Questool, and Armory plugins.

Here's the log file.
View attachment 2436 2015-01-26 00.08.zip
 
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Monk doesn't cast WOL when he get Empowered Shrine. I tried to uncheck that Empowered Shrine, but he still use it.
 
Hello, does anyone else have issue with Crusader not using Fist of Heavens completely? I tried everything, fresh install of Beta/Release of DB, installed Trinity attached in OP of this thread, as well as installing from Svn. It doesn't make any difference, crusader keeps ignoring Fist of Heavens skill completely.

Edit: I actually tried other skills, seems like bot completely ignores anything from "Secondary" skill Category (I tried changing FoH to Shield Bash and Sweep, bot doesn't cast those either).

As I said, tried both on Release of DB and Beta. Fresh installs, Trinity downloaded from Svn as well as from attachment here.
 
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having same issue here
Trinity] Error in HandleTarget: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, Size: 416
 
rrrix, [ANCIENT] tag is not working properly. I did a empty legendary.dis with only this:

Code:
[QUALITY] == "Legendary" # [ANCIENT] > 0 -> [KEEP]
[QUALITY] == "Legendary" -> [TRASH]

It should stash all ancient and trash everything else. But it doesn't.

In my example, I had some ancient and some non-ancient in my bag, then did a TownRun. Look what trinity returned:

Code:
[Trinity] Balefire Caster [handXbow_norm_unique_02-200] [HandCrossbow] = (KEEP)
[Trinity] Ring of Royal Grandeur [x1_Ring_norm_unique_031-330] [Ring] = (KEEP)
[Trinity] Buriza-Do Kyanon [XBow_norm_unique_03-331] [Crossbow] = (KEEP)
[Trinity] Ring of Royal Grandeur [x1_Ring_norm_unique_031-342] [Ring] = (KEEP)

2 of these two items are NOT ancient (handcrossbow and one of the rings)

More strange, look IR2Keep.log:

Code:
201501261253103037.Hero;LOG;KEEP;[KEY]:2021982396;[BASETYPE]:Weapon;[TYPE]:HandCrossbow;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[NAME]:BalefireCaster;[LEVEL]:70,00;[ONEHAND]:True;[TWOHAND]:False;[UNIDENT]:False;[INTNAME]:handXbow_norm_unique_02-200;[ITEMID]:-1153493044;[SNO]:192528;[DEX]:749,00;[AS%]:6,00;[LOK]:8656,00;[DPS]:2917,80;[WEAPAS]:1,70;[WEAPDMGTYPE]:Cold;[WEAPMAXDMG]:2178,00;[WEAPMINDMG]:1262,80;[b][ANCIENT]:0[/b];[SKILLDMG%]:0;[UPHEAL]:0,19;[EXPBONUS]:163,00;[REQLEVEL]:70,00;[MAXSTAT]:749,00;[MAXSTATVIT]:749,00;[DEXVIT]:749,00;[DEFSTATS]:1,00;[WEIGHTS]:90295,97;[QUALITY]=="Legendary"#[ANCIENT]>0->[KEEP]
201501261253103167.Hero;LOG;KEEP;[KEY]:2030502206;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[NAME]:RingofRoyalGrandeur;[LEVEL]:70,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[INTNAME]:x1_Ring_norm_unique_031-330;[ITEMID]:-1149593563;[SNO]:298094;[DEX]:453,00;[AS%]:6,00;[LOH]:8792,00;[GLOBEBONUS]:26070,00;[WEAPDMGTYPE]:None;[CRIT%]:5,50;[b][ANCIENT]:0[/b];[SKILLDMG%]:0;[UPHEAL]:0,47;[REQLEVEL]:70,00;[MAXSTAT]:453,00;[MAXSTATVIT]:453,00;[DEXVIT]:453,00;[DMGFACTOR]:17,00;[OFFSTATS]:2,00;[DEFSTATS]:1,00;[WEIGHTS]:197870,00;[QUALITY]=="Legendary"#[ANCIENT]>0->[KEEP]
201501261253103297.Hero;LOG;KEEP;[KEY]:2030567743;[BASETYPE]:Weapon;[TYPE]:Crossbow;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[NAME]:Buriza-DoKyanon;[LEVEL]:70,00;[ONEHAND]:False;[TWOHAND]:True;[UNIDENT]:False;[INTNAME]:XBow_norm_unique_03-331;[ITEMID]:-172997521;[SNO]:194219;[DEX]:866,00;[VIT]:865,00;[DPS]:2784,65;[WEAPAS]:1,10;[WEAPDMGTYPE]:Cold;[WEAPMAXDMG]:2762,00;[WEAPMINDMG]:2301,00;[b][ANCIENT]:1[/b];[FREEZEPROC%]:8,35;[RESRED%]:9,00;[SKILLDMG%]:0;[UPTOUGH]:0,31;[REQLEVEL]:70,00;[MAXSTAT]:866,00;[MAXSTATVIT]:1731,00;[STRVIT]:865,00;[DEXVIT]:1731,00;[INTVIT]:865,00;[DEFSTATS]:1,00;[WEIGHTS]:84013,00;[QUALITY]=="Legendary"#[ANCIENT]>0->[KEEP]
201501261253103407.Hero;LOG;KEEP;[KEY]:2031288650;[BASETYPE]:Jewelry;[TYPE]:Ring;[QUALITY]:Legendary;[D3QUALITY]:Legendary;[NAME]:RingofRoyalGrandeur;[LEVEL]:70,00;[ONEHAND]:False;[TWOHAND]:False;[UNIDENT]:False;[INTNAME]:x1_Ring_norm_unique_031-342;[ITEMID]:-1149593563;[SNO]:298094;[DEX]:598,00;[AS%]:5,00;[LOH]:10640,00;[WEAPDMGTYPE]:None;[MINDMG]:85,00;[MAXDMG]:85,00;[THORNS]:2344,00;[b][ANCIENT]:1[/b];[SKILLDMG%]:0;[UPHEAL]:0,50;[UPTOUGH]:0,01;[REQLEVEL]:70,00;[MAXSTAT]:598,00;[MAXSTATVIT]:598,00;[DEXVIT]:598,00;[DMGFACTOR]:13,50;[AVGDMG]:85,00;[OFFSTATS]:2,00;[DEFSTATS]:1,00;[WEIGHTS]:228780,00;[QUALITY]=="Legendary"#[ANCIENT]>0->[KEEP]

Scroll for the [ANCIENT] info, in bold. As you can see, the [ANCIENT] is being correctly detected (two items with value 0, the others two with value 1) but wrong evaluated -- all of them used the same rule!

Another thing: [ANCIENT] should be "Part1" tag like QUALITY, TYPE, BASETYPE, LEVEL.

Code:
// | PART1 is intended to hold values from an item that are already known before
// | the item is identified. (exception: Legendary Names)

DB knows (or it should know) an item it's ancient as soon as it drops.
 
A small question about avoidance sliders; generally , wormhole default distance is 20 while thunderstorm is 5. Given that wormhole is the small purple circle on the ground, and thunderstorm the huge blue stormy sky above the char, that is many times bigger.....could it be they are changed by a mistake? Just wondering!
 
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This post is not about whining or pressuring developers as I know they have alot on their hands (Thank you for your hard work), but to see if anyone else out there is facing the same problem, and/or hoping that anyone including developers could help remedy the issues if possible in the near future

Some stuff that I noticed that other users may also have concerns about.

Bot doesn't pick up forgotten souls
Unable to ignore trial keys even though I have it unchecked
If I have pick up legendary follower items unchecked, the bot will move back and forth between the pathing it was supposed to go to and the legendary, and get stuck there until gold inactivity timer

Anyone else here facing similar issues?
 
Hey,

So im runnin my monk with trinity and it wont WoL.. just EP til they die.. even tho i have WoL min set to 1

any ideas ??
 
Is there any update on the [Trinity] Error in HandleTarget: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 00000000, Size: 416 issue?
 
Just noticed that my Ticks/s has gone from 21-24 to 5-7 with the latest trinity and db beta, not sure which one is the cause, with or w/o tps modification it's the same
 
?? can anyone help with the WoL for my monk.. its heaps annoying..
 
This post is not about whining or pressuring developers as I know they have alot on their hands (Thank you for your hard work), but to see if anyone else out there is facing the same problem, and/or hoping that anyone including developers could help remedy the issues if possible in the near future

Some stuff that I noticed that other users may also have concerns about.

Bot doesn't pick up forgotten souls
Unable to ignore trial keys even though I have it unchecked
If I have pick up legendary follower items unchecked, the bot will move back and forth between the pathing it was supposed to go to and the legendary, and get stuck there until gold inactivity timer

Anyone else here facing similar issues?

I am unsure about your forgotten soul issue, it ignores it 100% of the time or only sometimes? What DB version, trinity/qt versions you running? Do you use item rules? If so, add this to your pickup.dis file and it will ignore trial stones completely(i have 4k+ trial stones, deleted 2000 already by muling them onto a level 1 and delete, this was from jobs loot rules thread) This is what my entire pickup.dis looks like, if you are familiar with it change to to whatever you want. ASSUMING you want all craft mats picked up, and only stones ignored I am going to remove the ignores and add pickup for dust/crystals/parts etc so it grabs it all but keystones.

Code:
[QUALITY] == "Legendary" && [NAME] == "Keystone of Trials" -> [IGNORE]
[QUALITY] == "Legendary" -> [PICKUP]
[QUALITY] == "Legendary" && [NAME] == "Ramaladni's Gift" -> [PICKUP]
//[QUALITY] == "Legendary" && [NAME] != "Keystone of Trials" -> [PICKUP]
//[BASETYPE] == "Misc" -> [PICKUP]
//[QUALITY] == "Rare" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon" || [BASETYPE] == "Jewelry" || [BASETYPE] = "Misc")
//[QUALITY] == "Magic" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon" || [BASETYPE] == "Jewelry" || [BASETYPE] = "Misc")
//[QUALITY] == "Superior" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")
//[QUALITY] == "Normal" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")
//[QUALITY] == "Inferior" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")

[NAME] == "Reusable Parts" -> [PICKUP]
[NAME] == "Arcane Dust" -> [PICKUP]
[NAME] == "Veiled Crystal" -> [PICKUP]
[NAME] == "Death's Breath" -> [PICKUP]
[NAME] == "Rift Keystone Fragment" -> [PICKUP]
[NAME] == "Ramaladni's Gift"
//[NAME] == "Keystone of Trials" -> [IGNORE]

If you wanted to ignore a specific thing(yes I know there are multiple ram gifts etc in this, but only the top entries should matter. I did not delete or bother with the second to last entry of it because my bot has picked up 10 gifts in the last 35 hours with no problem so I know it works. But for ignoring specific items, All you do is change the [PICKUP] to [IGNORE] in example

[NAME] == "Reusable Parts" -> [IGNORE]
[NAME] == "Arcane Dust" -> [IGNORE]
[NAME] == "Veiled Crystal" -> [IGNORE]
[NAME] == "Death's Breath" -> [IGNORE]


as far as monks go for the rest of you, I have read multiple posts about .392 and trinity 2.3.2 or 2.3.0 working fine with WoL. Go look into that.

And to be so boldly to answer on rrrix's behalf. No there is no fix for the crash error that stops when the bot tries to make a new game and you get the error code in DB. I am sure he is working on it and many other things. Remember the patch hit not too long ago, A big patch with lots of changes to all classes. He needs time to work, He is not a robot or a wizard that can make everything fix itself in a snap of his fingers.
 
Is there a reason why option for Maximum % Chance for Gem Upgrade was removed from Quest tools?
That was soooo useful!!!
 
Prob because everyone has their gems all maxxed out. I've had mine sent to 1% forever. Now its the default.
 
Hey!

Is it bot problem or Trinity? I get this error after every run. Any fix?

Thank you!

18:47:31.619 DEBUG DungeonExplorer DungeonExplorer has new areas to explore. Generating new route.
18:47:31.619 DEBUG DungeonExplorer Returning route!
18:47:33.789 INFO BrainBehavior Opening salvage window
18:47:34.229 INFO BrainBehavior Attempting to repair all items
18:47:34.609 ERROR BotMain Exception during bot tick.
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 000002C0, 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_GoodFood()
at Zeta.Game.Internals.Actors.ACD.get_IsDisposed()
at Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD )
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_BoundToACD()
at Zeta.Game.Internals.Actors.ACDItem.get_IsAccountBound()
at Zeta.Bot.Logic.BrainBehavior.<HandleSalvageItems>b__cd(ACDItem itm)
at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
at Zeta.Bot.Logic.BrainBehavior.<HandleSalvageItems>d__e1.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.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.DbProvider.TownRun.<TownRunCoroutineWrapper>d__4.MoveNext() in c:\Program Files\Demonbuddy\Plugins\Trinity\DbProvider\TownRun.cs:line 255
--- 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.()
18:47:34.669 INFO BrainBehavior Salvaging all rare items
18:47:34.889 DEBUG CommonCoroutines Moving to Possible Salvage Loc
18:47:34.889 DEBUG DefaultNavigationProvider Navigation reached current destination. Within 1.118655
18:47:34.899 DEBUG DefaultNavigationProvider Navigator.Clear
18:47:35.019 DEBUG BrainBehavior Closing inventory window
18:47:35.019 DEBUG BrainBehavior Done vendoring!
18:47:35.019 INFO Logger [Trinity] TownRun complete
18:47:35.309 DEBUG DefaultNavigationProvider Navigator.Clear
 
I am unsure about your forgotten soul issue, it ignores it 100% of the time or only sometimes? What DB version, trinity/qt versions you running? Do you use item rules? If so, add this to your pickup.dis file and it will ignore trial stones completely(i have 4k+ trial stones, deleted 2000 already by muling them onto a level 1 and delete, this was from jobs loot rules thread) This is what my entire pickup.dis looks like, if you are familiar with it change to to whatever you want. ASSUMING you want all craft mats picked up, and only stones ignored I am going to remove the ignores and add pickup for dust/crystals/parts etc so it grabs it all but keystones.

Code:
[QUALITY] == "Legendary" && [NAME] == "Keystone of Trials" -> [IGNORE]
[QUALITY] == "Legendary" -> [PICKUP]
[QUALITY] == "Legendary" && [NAME] == "Ramaladni's Gift" -> [PICKUP]
//[QUALITY] == "Legendary" && [NAME] != "Keystone of Trials" -> [PICKUP]
//[BASETYPE] == "Misc" -> [PICKUP]
//[QUALITY] == "Rare" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon" || [BASETYPE] == "Jewelry" || [BASETYPE] = "Misc")
//[QUALITY] == "Magic" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon" || [BASETYPE] == "Jewelry" || [BASETYPE] = "Misc")
//[QUALITY] == "Superior" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")
//[QUALITY] == "Normal" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")
//[QUALITY] == "Inferior" && [LEVEL] > 61 && ([BASETYPE] == "Armor" || [BASETYPE] == "Weapon")

[NAME] == "Reusable Parts" -> [PICKUP]
[NAME] == "Arcane Dust" -> [PICKUP]
[NAME] == "Veiled Crystal" -> [PICKUP]
[NAME] == "Death's Breath" -> [PICKUP]
[NAME] == "Rift Keystone Fragment" -> [PICKUP]
[NAME] == "Ramaladni's Gift"
//[NAME] == "Keystone of Trials" -> [IGNORE]

If you wanted to ignore a specific thing(yes I know there are multiple ram gifts etc in this, but only the top entries should matter. I did not delete or bother with the second to last entry of it because my bot has picked up 10 gifts in the last 35 hours with no problem so I know it works. But for ignoring specific items, All you do is change the [PICKUP] to [IGNORE] in example

[NAME] == "Reusable Parts" -> [IGNORE]
[NAME] == "Arcane Dust" -> [IGNORE]
[NAME] == "Veiled Crystal" -> [IGNORE]
[NAME] == "Death's Breath" -> [IGNORE]


as far as monks go for the rest of you, I have read multiple posts about .392 and trinity 2.3.2 or 2.3.0 working fine with WoL. Go look into that.

And to be so boldly to answer on rrrix's behalf. No there is no fix for the crash error that stops when the bot tries to make a new game and you get the error code in DB. I am sure he is working on it and many other things. Remember the patch hit not too long ago, A big patch with lots of changes to all classes. He needs time to work, He is not a robot or a wizard that can make everything fix itself in a snap of his fingers.


Thanks alot for your response! I am by no means an expert or know what I am doing but your response sets me in the right direction. At least now I can kinda play around and tweak with things and hopefully pickup a basic knowledge of scripting to enhance my experience.

To answer your questions, i am using QuestTools 3.1.17 and Trinity 2.3.3, I also noticed that even though today I have legendary potions unticked, it will cause the bot to move back and forth similarly to legendary follower items if I have that unticked. It ignores my forgotten souls 100% of the time, even when I have crafting materials checked. I have since unchecked crafting materials since forgotten souls are the only thing I need. I'm assuming you're referring to Trinity item rules? If so I use the trinity scoring.

Assuming I follow your pickup.dis file, will it clash with the trinity scoring? Or will it override? Or should I just not use trinity scoring and use a different item rule and follow your path?

Thank you for your time!
 
How do i get the item ranking to only pick up ancient items? Its checked but gets rid of them still.
 
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