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trinity's Issues

db PlayerDataManager.Players bug

Something is wrong with the values inside the ZetaDia.Storage.PlayerDataManager.Players instance. For example, no matter what kind of value is passed into parameter x, ZetaDia.Storage.PlayerDataManager.Players.ToList()[x].Index always returns 0 and ZetaDia.Storage.PlayerDataManager.Players.ToList()[x].HeroClass always returns "DemonHunter". Other values are also wrong. Could the dev team please fix it?

Upgrade Rares-Issue been around for awhile

On the Trinity Tab under Cube Backpack there are some functions to make converting materials and upgrading rares easier. The Upgrade Rare function works intermittently. It will upgrade a random number of items, sometimes just one, then stop.

From the attached log you can see where I started the Upgrade Rare call and it just stopped after two items I think it was. Normally it pulls an item from your backpack, upgrades it, then places the upgraded item in your backpack. When it stops, it stops after upgrading the item but before moving the upgrade to your backpack.
2624 2017-11-27 08.26.txt

Edit: Item list issues

All Primary Skills and Vitality are being returned as very large numbers (1.XXXXXXE+06) which results in issues with auto upgrade as primary and vitality will always be set to max on any upgrade that has one or both stats.

Trinty is not recognizing Damage% on weapons. Any weapon that has damage% set as a requirement to keep will be salvaged, regardless of whether it actually has it or not.

Error in mid of greater rift - Bot logs out

[Trinity 2.6.448] Exception in GreaterRiftTag: System.NullReferenceException: Object reference not set to an instance of an object.
at Trinity.Components.Adventurer.Coroutines.ExplorationCoroutine.d__23.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\Adventurer\Coroutines\ExplorationCoroutine.cs:line 210
--- 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.TaskAwaiter1.GetResult() at Trinity.Components.Adventurer.Coroutines.ExplorationCoroutine.<GetCoroutine>d__14.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\Adventurer\Coroutines\ExplorationCoroutine.cs:line 98 --- 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.TaskAwaiter1.GetResult()
at Trinity.Components.Adventurer.Coroutines.ExplorationCoroutine.d__2.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\Adventurer\Coroutines\ExplorationCoroutine.cs:line 27
--- 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.TaskAwaiter1.GetResult() at Trinity.Components.Adventurer.Coroutines.RiftCoroutines.RiftCoroutine.<SearchingForExitPortal>d__63.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\Adventurer\Coroutines\RiftCoroutines\RiftCoroutine.cs:line 845 --- 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.TaskAwaiter1.GetResult()
at Trinity.Components.Adventurer.Coroutines.RiftCoroutines.RiftCoroutine.d__39.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\Adventurer\Coroutines\RiftCoroutines\RiftCoroutine.cs:line 214
--- 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.TaskAwaiter1.GetResult() at Trinity.ProfileTags.RiftProfileBehavior.<MainTask>d__22.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\ProfileTags\RiftTag.cs:line 74 --- 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.TaskAwaiter1.GetResult()
at Trinity.Components.QuestTools.BaseProfileBehavior.d__30.MoveNext() in C:\Users\sebas\Desktop\DB BETA\Plugins\Trinity\Components\QuestTools\BaseProfileBehavior.cs:line 102

{Bounty] Act 3-The Lost Patrol & Kill Sawtooth

The Lost Patrol Line 5408 to End.zip
The Lost Patrol-This bounty requires you to "rescue" three guardsmen in Rakkis Crossing by clicking on each of them. Bot bypasses some or all of them and runs to the end of the map to the entrance of the Edge of Abyss, then just stands there eventually running unstuck routine without success.. "[Guarded Gizmo] Searching for Gizmo" appears to be firing as bot runs around the map. Will clear my logs and upload a fresh log next time bounty is on the list.

Kill Sawtooth-When bot ports to the Arreat Crater Level 2 it is standing next to a portal to the Heart of The Damned. Bot runs to that portal and tries unsuccessfully to take it instead of running the bounty. Move not away from portal and it continues on and completes the bounty.
Kill Sawtooth Log.zip

Trinity stashs items with wrong item properties

So for example the item having 550 vit and 550 strength, 2 sockets...
My rule for this item to keep it, is this one:
image
But the bot keep the item with 5xx vit and 5xx strength, because of wrong value calculations, in the logfile you find something like this:
("Vitality (Item: 1.141801E+09 -v- Rule: 645)",
("Primary Stat (Item: 1.142948E+09 -v- Rule: 645)

As you see, it knows the value which the item should have, but the current values of the current item are totally fucked up <.<

AdvDia.CurrentWorldDynamicId and ZetaDia.Globals.WorldId lead to slow down the bot

I'm not sure how this should work, but in my case Zeta returns a value (for example, Invalid) that is different from what Adv returns (and is stored in the ExplorationGrid). This leads to the fact that every 200 ms the bot re-create the grid. Bot wildly slows down, generates megabytes of logs in a few seconds and the game crashes.

default

в Trinity.Components.Adventurer.Game.Exploration.Grid`1.Update(ISceneData newSceneData) в W:\DB\Plugins\Trinity\Components\Adventurer\Game\Exploration\Grid.cs:строка 61
в Trinity.Modules.SceneStorage.Update() в W:\DB\Plugins\Trinity\Modules\SceneStorage.cs:строка 144
в Trinity.Modules.GridEnricher.UpdateGrid() в W:\DB\Plugins\Trinity\Modules\GridEnricher.cs:строка 87
в Trinity.Modules.GridEnricher.OnPulse() в W:\DB\Plugins\Trinity\Modules\GridEnricher.cs:строка 73

https://github.com/BosslandGmbH/Trinity/blob/master/Modules/GridEnricher.cs

if (grid.NearestNode == null || grid.NearestNode.DynamicWorldId != ZetaDia.Globals.WorldId)
{
        Core.Scenes.Reset();
        Core.Scenes.Update();
        Core.Logger.Debug(LogCategory.Avoidance, "No Player Nearest Node or WorldId Mismatch");
        return;
}

https://github.com/BosslandGmbH/Trinity/blob/master/Components/Adventurer/Game/Exploration/ExplorationGrid.cs

public static ExplorationGrid Instance => GetWorldGrid(AdvDia.CurrentWorldDynamicId);

Bounty [FailedQuest]

[Trinity 2.6.447]
[FailedQuest] QuestId: 447419, IncompleteCount: 1, SuccessCount: 0, Act: OpenWorld, Name: Bounty: The Cursed Eternal Chest TimeAvg: 0

[FailedQuest] QuestId: 464596, IncompleteCount: 1, SuccessCount: 0, Act: OpenWorld, Name: Bounty: The Cursed Moors TimeAvg: 0

[FailedQuest] QuestId: 346146, IncompleteCount: 1, SuccessCount: 0, Act: OpenWorld, Name: Bounty: Forged in Battle TimeAvg: 0

[FailedQuest] QuestId: 362915, IncompleteCount: 1, SuccessCount: 0, Act: OpenWorld, Name: Bounty: Kill Fangbite TimeAvg: 0

I don't know if this is the good place to post this ...
I will try to check the behaviour for each of them !

Framerate/Performance drop

Seeing a large drop in performance when running YAR versus without. Several in Discord have reported the same.

ik hota

Is not working, walks around and sometimes uses hota (BarbarianIKHota.cs)

Item Stashing

Trinity now seems to stash Jesseth Skullscythe but with the update also seems to be stashing ANY Jesseth Skullshield. I have ancient only selected and had three non ancients in my stash this morning.

HOTA barb broken

Hai, i came back to check the HOTA update but can't see any changes. With the built in IK-HOTA build the bot still spends half the time running/jiggling around a few yards up and down instead of hammering the mobs.

Fresh install, latest Trinity files, Furious Charge set to 6 seconds and mob desnsity 10.

Only one world

The scene of the world, the map has multiple duplicate enumerated types, but I think there is only one world enumerated type that would be better.

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