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[Funky] Another spawn of that GilesTrinity plugin!

what predominant differences are there to this version of trinity in comparison to the grandfather version? I'm completely happy with trinity right now and don't see the purpose in making the change, but if there's something that i'm missing i'd like to know :)
 
Hi.
last version of plugin started to stuck a lot in frond of destructible doors in the The Keep Depths.
 
HerbFunk, could you add zero dog spam sac to this? Would be boss of you.
 
Version 2.4.0.0 is uploaded, with change log posted in OP. :cool:


what predominant differences are there to this version of trinity in comparison to the grandfather version? I'm completely happy with trinity right now and don't see the purpose in making the change, but if there's something that i'm missing i'd like to know :)

GilesTrinity is only a father of both Unified and Funky :)

Predominant differences.. Cache System, Ability System, Targeting Behavior.. to name a few.

The ability system for example does not consist of any static singular method to check every ability possible. Instead, the abilities contain a multitude of properties and custom conditions that allow it much more flexibility compared to unified. An ability is capable of multiple ways of being executed, single targets and cluster targets are both viable options that could occur.

The targeting behaviors implemented includes Grouping which is the act of engaging further grouping of monsters with the intent to build a bigger group.

There's much more to Funky then what I just wrote.. but I suppose those are pretty predominant differences.

Hi.
last version of plugin started to stuck a lot in frond of destructible doors in the The Keep Depths.

Check if you have the DemonBuddy setting --> Destroy Environment Enabled.
Check your Destructible Range and set it to +5f..
Download the newest version because it now has a check when stuck to destroy nearby destructibles.

HerbFunk, could you add zero dog spam sac to this? Would be boss of you.
I could not personally since I have no Zero Dog Gear.. however this could be easily done by setting Sacrifice to high priority and adding custom combat condition to check your dog count. Then set the combat conditions (maybe clustering) so it wont fire until you get some monsters nearby.
 
FEATURE REQUEST:
Hi.
Is it possible to implement "Firebats" with "Cloud of Bats" feature "press and hold" especially against elites.
Small update : hold have to stop in case if mana level less than 70 (because to use Spirit Walk need at least 49 )

FEATURE REQUEST:
Force town run after legen found

FEATURE REMOVAL:
It is a pity but after last maintenance blizzard fixed bug which gave opportunity to logout safe during pause. So this feature no sense anymore. At least untill i find new combination of network packets.


ISSUE:
1) Bot sometimes run away before last elite monster die (even not sometimes it happens recently)
2) Look like ignore profile loot radius option not works
3) Bot sometimes not opens Iron Gates in Act 1 to courtyard (and stuck )
4) Bot go inside poison flowers which still exist after tree already dead
5) Bot sometimes not opens door to Highlands Passage from Level 2 of the Halls (and stuck )
6) Bot fail sometimes to pickup health potions even if amount of health posion less than minimum
7) In halls of agony exist places where fire on the ground. is it possible to prefer not to fight in such places ?
8) It is not logical behaviour to use Spirit Walk and stay on danger place

All this shit happens if to use [R-A1] Act 1 farming by rrrix with quest tools .
 
FEATURE REQUEST:
Hi.
Is it possible to implement "Firebats" with "Cloud of Bats" feature "press and hold" especially against elites.
Small update : hold have to stop in case if mana level less than 70 (because to use Spirit Walk need at least 49 )

Firebats does hold when the criteria is being met. To make it hold on elites you will need to uncomment the line
Code:
//TargetUnitConditionFlags = new UnitTargetConditions(TargetProperties.IsSpecial);
however this will fire at any range so I suggest using
Code:
TargetUnitConditionFlags = new UnitTargetConditions(TargetProperties.IsSpecial, 14);
to set the range of 14 minimum distance. Note that it will only continue using the ability until no criteria is met, I.E. the elite is further than 14f away..


FEATURE REQUEST:
Force town run after legen found

You could do this by adding a check into the File: TargetHandler.cs, After Line #162, by adding a check of quality of item, then if its legendary you force a townrun by using
Code:
Zeta.CommonBot.Logic.BrainBehavior.ForceTownrun();

FEATURE REMOVAL:
It is a pity but after last maintenance blizzard fixed bug which gave opportunity to logout safe during pause. So this feature no sense anymore. At least untill i find new combination of network packets.

Are you speaking of the Bot Stopping behavior..?

ISSUE:
1) Bot sometimes run away before last elite monster die (even not sometimes it happens recently)
2) Look like ignore profile loot radius option not works
3) Bot sometimes not opens Iron Gates in Act 1 to courtyard (and stuck )
4) Bot go inside poison flowers which still exist after tree already dead
5) Bot sometimes not opens door to Highlands Passage from Level 2 of the Halls (and stuck )
6) Bot fail sometimes to pickup health potions even if amount of health posion less than minimum
7) In halls of agony exist places where fire on the ground. is it possible to prefer not to fight in such places ?
8) It is not logical behaviour to use Spirit Walk and stay on danger place

1.) This is fixed now.
2.) I'll have to check this out later...!
3.) Little change to interactables so that it will reset interaction attempts now.
4.) This is fixed now.
5.) See #3
6.) I've not seen this happen yet, but will continue observing.
7.) This may be possible.. but will have to wait...!
8.) I have removed the Spirit Walk Ignore Avoidance code.

All this shit happens if to use [R-A1] Act 1 farming by rrrix with quest tools .

Changes can be found in v2.4.0.3 -- uploaded to OP.
 
v2.4.1.0 uploaded..

Code:
Avoidance:
-Modified the weighting comparison
-Friendly Poison Gas no longer triggers Avoidance Movement.
-Removed Non-Threatening Spore SNOID from avoidances.

Items:
-Removed Line of Sight Checking of AllowWalk (This was causing Health Potions to be skipped often)

Destructibles:
-Obstacles will now obey the Destructible Range as well.

Units:
-Fixed Health Check! (This time I think so..)
 
v2.5.0.0 uploaded -- "Simplified"

This version removes the unnessecary behaviors such as Coffee Break, Item IDing, Bot Stop, and Leveling Logic. It also removes a lot of unused code, with a small amount of refactoring too.

Note-worthy Changes:
Ability Class now has criteria for Out of Combat and Combat Movements, these replace the "special" movement portions of code. Although separate condition properties they both are setup the same, which takes a destination Vector and gives a modified Vector to be used with the ability. Note, combat movement is used during "avoidance" only!

Avoidance logic has been modified a little.. one to change how range classes acted during avoidance and another for when to quit the required avoidance movement.

Inna Set Setting has been hard coded into the Monk Class, which demonstrates how the Player Classes can set settings when created.

 
Hi.
Two issues :

1) Bot continue to go inside molten explosion even if set 100 health avoidance
2) Bot not avoid explosions which i rounded .
3rcq.png

3) If bot stuck it completely stop to fight. and dead


[09:50:46.363 Target] Changed Object: RAGUID -1075314614:
SNO: 54025(a3dun_Keep_LadderShort_A_Breakable-14472)
ActorType: Gizmo TargetType: Destructible
CollisionRadius: 10,18469 ActorSphereRadius: 10,18469
GrantsNoXP: True DropsNoLoot: True IsBarricade: False
Distance (Centre11,87912 / Radius3,731375)
ReqLOS=False -- -- RayCast==False , ObjIntersect==null , Walk==null , Projectile==null -- -- [LOSV3: <0, 0, 0>]
BotFacing=True
BlackListLoops[0] -- InteractionAttempts[0]
GizmoType[Destructible]
LastIntersectionResult=NULL
[09:50:53.473 Movement] Stuck Flags: 2228240
[09:51:00.035 Movement] Avoidances Triggering: Dececrator,
[09:51:03.710 Movement] Avoidances Triggering: Dececrator,
[09:51:07.021 Movement] Avoidances Triggering: Dececrator,
[09:51:10.049 Movement] Avoidances Triggering: Dececrator,
[09:51:12.810 Movement] Avoidances Triggering: Dececrator,
[09:51:15.213 Movement] Avoidances Triggering: Dececrator,
[09:51:17.347 Movement] Avoidances Triggering: Dececrator,
[09:51:19.426 Movement] Avoidances Triggering: Dececrator,
[09:51:22.717 Movement] Avoidances Triggering: Dececrator,
[09:51:26.724 Movement] Avoidances Triggering: Dececrator,
[09:51:29.499 Movement] Avoidances Triggering: Dececrator,
[09:51:31.988 Movement] Avoidances Triggering: Dececrator,
[09:51:33.541 Movement] Stuck Flags: 2228240

[19:52:33.049 V] Current Location Point has 4 usable points
[19:52:33.049 D] Blocked Directions Count == [2]
[19:52:33.252 V] All GPCs failed to find a valid location to move!
[19:52:33.926 V] Current Location Point has 4 usable points
[19:52:33.926 D] Blocked Directions Count == [2]
[19:52:34.140 V] All GPCs failed to find a valid location to move!
[19:52:34.807 V] Current Location Point has 4 usable points
[19:52:34.807 D] Blocked Directions Count == [2]
[19:52:35.029 V] All GPCs failed to find a valid location to move!
[19:52:35.708 V] Current Location Point has 4 usable points
[19:52:35.708 D] Blocked Directions Count == [2]
[19:52:35.931 V] All GPCs failed to find a valid location to move!
[19:52:36.610 V] Current Location Point has 4 usable points
[19:52:36.610 D] Blocked Directions Count == [2]
[19:52:36.840 V] All GPCs failed to find a valid location to move!
[19:52:37.455 V] Current Location Point has 4 usable points
[19:52:37.455 D] Blocked Directions Count == [2]
[19:52:37.695 V] All GPCs failed to find a valid location to move!
[19:52:38.448 V] [Blacklist] -- RAGUID 179841 SNOID -1061617590 (HirelingHeadstone-18835)
[19:52:40.599 N] Player died
 
Update :

Can you please implement trinity PrioritizeScenes xml tag because look like popular profiles (Alkaizer RUN by Gnome) which use such tag not work anymore.
 
cant run

[14:51:30.624 N] DemonbuddyBETA v1.0.1486.256 started
[14:51:36.359 N] Logging in...
[14:51:36.822 N] Attached to Diablo III with pid: 8160
[14:51:36.830 N] Flashing window
[14:51:37.353 D] Executable Path: C:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Demonbuddy.exe
[14:51:37.354 D] OS Architecture: AMD64
[14:51:37.355 D] OS: Windows 7 Service Pack 1 64-bit
[14:51:37.355 D] OS Language: English (United States)
[14:51:37.392 D] Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing plugins
[14:51:38.321 N] Compiler Error: c:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Plugins\FunkyTrinity\Ability\ConditionObjects\ClusterConditions.cs(52,18) : warning CS0114: 'FunkyTrinity.AbilityFunky.ClusterConditions.ToString()' hides inherited member 'object.ToString()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
[14:51:38.321 N] Compiler Error: c:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Plugins\FunkyTrinity\Plugin.cs(146,39) : error CS0117: 'Zeta.CommonBot.RoutineManager' does not contain a definition for 'SetCurrentCombatRoutine'
[14:51:38.819 D] There are 0 plugins
[14:51:39.706 N] Current bot set to Order Bot
[14:51:39.709 N] Loaded profile [A2 - Inferno] Keyhunting - Dahlgur Oasis
 
cant run..
That's because v2510 isn't for Demonbuddy Beta!!

Good news though, 2520 is uploaded.. and is setup for Beta.
Some of the Changes included in v2520
Code:
-Monk: Added Combination Strike Build
-Fixed Line of Sight Checks when on Stairs and other odd elevated areas.
-All abilities now have Cooldown property and value. (No longer uses the Cache)
-Abilities are sorted after any single one has been successfully used. (Sorted by Priority then Last Used)

Note: v2520 requires Demonbuddy BETA! It will not work on the non-beta version!
 
v2.6.0.1

Uploaded Version 2.6.0.1 -- Beta Release!

Changes:
New plugin for Error Dialog Clicking.
New targeting behavior -- Line of Sight Movement -- is now enabled and functional.
Avoidance triggering fixed.
Targeting shouldn't ignore so easily anymore.
New Setting Prioritize Close Range Units added.


Note:
This requires Demonbuddy Beta .256+
Character Settings will require setup again!
 
Bot not correctly calculate pickup radius.
Due to it sometimes it stuck but stuck not detected.
small description how it happens:
1) droped gold. bot stay somewhere
2) bot start to go for gold
3) bot reach border of gold pickup radius but not cross border and gold not pick up
4) bot continue to run profile thinking that pickup was success
5) bot suddenly understand that need to pickup gold and go to step 2) . Endless loop
 
Hi.
IS 2.6.0.2 for beta only ? if yes is it fixed popup issue and slow townrun issue ?
 
Hi.
IS 2.6.0.2 for beta only ? if yes is it fixed popup issue and slow townrun issue ?

Yeah all releases after 2510 requires Demonbuddy Beta now.

Popups are managed now using a separate plugin -- FunkyErrorClicker, which is included now in the download.

As for town run issue.. the returning to town portal is still slow. But I'll find a solution and have a update soon.
 
Sorry i am not programmer but i think may be it will be good to have something like order or pickup to avoid bot to run between shrine, gold and yellow loot.
Is it simple solution ? Or it is not related to plugin ?
Also i think that need to do something with path finding . Is is possible to detect walls or another non destructuble objects around ? Once i found bot inside wall textures (even not ask how it happened).
 
Sorry i am not programmer but i think may be it will be good to have something like order or pickup to avoid bot to run between shrine, gold and yellow loot.
Is it simple solution ? Or it is not related to plugin ?
Also i think that need to do something with path finding . Is is possible to detect walls or another non destructuble objects around ? Once i found bot inside wall textures (even not ask how it happened).

Objects use weighting to determine the next target. This is constantly evaluated, and changes based on distance and other factors such as avoidance/monster nearby.. if you have suggestions on how to change/improve the weighting of objects, I'd like to know :)

Getting stuck inside walls happens sometimes when game is lagging and the bot encounters something that causes knockback. The conditions must be correct for this to occur and the frequency in which it does occur is not enough for me to implement any type of detection or anti-stuck for it. But if you observe it happening you can reset your location by casting a townportal!

Finally, 2611 is posted!
This fixes the townrun lag issue.. among other things. :)
 
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