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Trinity (or DB?) vs new Treasure Goblins

Benevolene

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Joined
May 11, 2013
Messages
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Hi team,

It seems that demonbuddy (using the newest trinity) ignores treasure goblins or atleast doesn't treat them as treasure goblins. It doesn't prioritise or kamikaze for them, if you put on that setting and it doesn't initiate fighting with them unless it comes into extremely close proximity (trash monster style). If it runs away, the bot will not chase it.

I, with my non-existing coding knowledge, am assuming that this is due to the new treasure goblins having new IDs that are not currently handled by trinity or demonbuddy.

Does anybody have a temporary fix until this gets patched?
 
Having the same issue here. Registered to create a report about this and found this thread when searching. It's quite annoying.
 
Would be super helpful to have also the option to choice what goblin type you want on your priority list, like for example "Blood > legen > gem > materials > norm" something like that.
 
yea it's really annoying, wonder how many blood thiefs the bot has missed because of this :( .. i could have had a Furnace because of all those blood shards :P
 
I saw it work with a blood thief and an odious collector, but it missed a Malevolent Tormentor (legendary drop) :/

Trinity has the goblin IDs in Configuration\DataDictionary.cs but I can't find information about how to find it out :/
 
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i have goblins on kamikaze and i've seen the bot skip more than a few of the blood thiefs :(
 
We basically just need to update the goblinIds dictionary with the proper SNO #'s for all the new goblins:

Code:
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, 405186, 380657
         };

Trying to see if I can find them now...
 
Ok, here's what I have so far:

5984 - Treasure Goblin
5985 - Odious Collector
5987 - Gem Hoarder
5988 - Treasure Pygmy
408989 - Blood Thief
413289 - Malevolent Tormentor
405186 - Rainbow Goblin
380657 - Treasure Fiend

I think that's it for now.

New code:

Code:
private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, 405186, 380657, 408989, 413289
         };

In Plugins\Trinity\Configuration\DataDictionary.cs.
 
Ok, here's what I have so far:

5984 - Treasure Goblin
5985 - Odious Collector
5987 - Gem Hoarder
5988 - Treasure Pygmy
408989 - Blood Thief
413289 - Malevolent Tormentor
405186 - Rainbow Goblin
380657 - Treasure Fiend

I think that's it for now.

New code:

Code:
private static readonly HashSet<int> goblinIds = new HashSet<int> {
            5984, 5985, 5987, 5988, 405186, 380657, 408989, 413289
         };

In Plugins\Trinity\Configuration\DataDictionary.cs.

Thank you. Testing this now.

Edit: Sat and watched the bot play for an hour until it finally found a Bloodthief Goblin. It walked right past it. Good effort though.
 
Last edited:
Thank you. Testing this now.

Edit: Sat and watched the bot play for an hour until it finally found a Bloodthief Goblin. It walked right past it. Good effort though.

You sure you edited the existing goblinIDs dictionary and not added a new one? I just watched mine kamikaze for a Bloodthief after I added the proper IDs.
 
You sure you edited the existing goblinIDs dictionary and not added a new one? I just watched mine kamikaze for a Bloodthief after I added the proper IDs.

Followed your instructions and replaced the exact lines in the file. I even rechecked to make sure it was saved, and it was. Mine is set to kamikaze as well.

Edit: Went back to check again. Looks like the old line replaced the new one, again. I guess DB needs to be shut down while editing the file and then started? Or does it automatically save to old lines when you make changes in Trinity and hit "Save and Close"?
 
Last edited:
Followed your instructions and replaced the exact lines in the file. I even rechecked to make sure it was saved, and it was. Mine is set to kamikaze as well.

Edit: Went back to check again. Looks like the old line replaced the new one, again. I guess DB needs to be shut down while editing the file and then started? Or does it automatically save to old lines when you make changes in Trinity and hit "Save and Close"?

It shouldn't be, usually only files in the Settings folder are actually modified, the plugins folder is (usually) untouched. If you have EZUpdater or something like that it could be replacing them though.
 
It shouldn't be, usually only files in the Settings folder are actually modified, the plugins folder is (usually) untouched. If you have EZUpdater or something like that it could be replacing them though.

Could be. I disabled EZUpdater and modified the file again. Thank you for the help by the way, ski.

Would you mind if i asked you about something else while we're at it? Sorry if it's too off topic, but you seem to know your way around the code?

Edit: Just ran into another Bloodthief, it works!
 
Last edited:
Awesome ski. Out of curiosity: where did you find the new IDs?

I wanted to try and find a way to get it from the MPQs but I have no idea how to dig around them. I ended up doing it manually and just using DB to dump all the actors once I found the new goblins.
 
Could be. I disabled EZUpdater and modified the file again. Thank you for the help by the way, ski.

Would you mind if i asked you about something else while we're at it? Sorry if it's too off topic, but you seem to know your way around the code?

Edit: Just ran into another Bloodthief, it works!

Of course, what's up? I'm not that familiar with the DB code as a whole, but it uses the same basic structure as HB which I used to write for, so easy fixes aren't a problem.
 
Of course, what's up? I'm not that familiar with the DB code as a whole, but it uses the same basic structure as HB which I used to write for, so easy fixes aren't a problem.

can you edit the .cs file and post it plz
 
the code was changed to this dont know how it is affecting the goblin identification.
Been noticing that newer goblins (ie. Blood Thief) are not following the desired behavior, normal Treasure Goblins are using the correct behavior.
Code:
        private static readonly HashSet<int> goblinIds = new HashSet<int> {
            (int)SNOActor.Lore_Bestiary_TreasureGoblin,
            (int)SNOActor.treasureGoblin_A,
            (int)SNOActor.treasureGoblin_A_Slave,
            (int)SNOActor.treasureGoblin_B,
            (int)SNOActor.treasureGoblin_C,
            (int)SNOActor.treasureGoblin_C_Unique_DevilsHand,
            (int)SNOActor.treasureGoblin_D,
         };
 
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