Something like this for unique boss's. Though this one would only apply to Static Pulse. for Heat Wave we would not want to use that at all against a unique boss because a Fire Wizard normally uses Magic Missile Conflag and stacks that burn damage.. long with mirrorball offhand![]()
I really really really tried to reproduce the PathPrecision thing you and Gorm mentioned, but it's working 100% as it should from all my tests. I ran all the Rift and Bounty profiles and a few specific test profiles as well.
[Trinity] TrinityExploreDungeon Started
========== Grid segmentation resetting!!! ============
========== Grid segmentation resetting!!! ============
Replaced hook [ProfileOrderBehavior_Hook] 01b725da-6b5d-41ff-af09-eff53441d068
========== Grid segmentation resetting!!! ============
DungeonExplorer has new areas to explore. Generating new route.
Returning route!
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="854" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
DungeonExplorer has new areas to explore. Generating new route.
Returning route!
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
[Trinity][Movement] Navigator Moved dest=x="786" y="1" z="2" ()
Start/Stop Button Clicked!
Exception when terminating bot thread. System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at System.Collections.Generic.List`1.set_Capacity(Int32 value)
at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
at System.Collections.Generic.List`1.Add(T item)
at Zeta.Bot.Pathfinding.PathFinder.FindPath(Point startPoint, Point endPoint, Boolean includeDiagonals, Int32 maxMilliseconds, Boolean allowPartialPaths)
at Zeta.Bot.Navigation.DefaultNavigationProvider.(Vector3 , Boolean )
at Zeta.Bot.Navigation.DefaultNavigationProvider.GeneratePath(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.DefaultNavigationProvider.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Zeta.Bot.Navigation.Navigator.MoveTo(Vector3 destination, String destinationName, Boolean useRaycast)
at Trinity.MiniMapMarker.MoveToNearestMarker(Vector3 near)
at Trinity.MiniMapMarker.<>c__DisplayClass39.<VisitMiniMapMarkers>b__36(Object ret)
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.Sequence..()
at Zeta.TreeSharp.Composite.Tick(Object context)
at Zeta.TreeSharp.Decorator..()
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.TreeSharp.Sequence..()
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.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.()
WD stops using Gargantuan? Bruiser is the rune..
Haven't used gargantuan since 1.25 apparently.
Still using fetish army on the damn growths in level 4.
NO there was NOTHING around. So this is still a mess
if they are on cooldown it uses haunt????????
can we set or how do we set what spell to use on them.
I still can't figure out why you went crazy on these things and set them at such high priority.
how about NEVER attack on till you get to it. Then use a cheap spell that gains mana, or power or something.
DAMN they don't fight back.
// Fetish Army, elites only
if (CombatBase.CanCast(SNOPower.Witchdoctor_FetishArmy) &&
(TargetUtil.EliteOrTrashInRange(30f) || TargetUtil.IsEliteTargetInRange(30f) || Settings.Combat.WitchDoctor.UseFetishArmyOffCooldown)
&& CurrentTarget.ActorSNO != 210120 && CurrentTarget.ActorSNO != 210268) // Don't fetish corrupt growths
{
return new TrinityPower(SNOPower.Witchdoctor_FetishArmy);
}
Changelog 1.8.27
- Added Wizard Teleport Calamity rune support
<TrinityExploreDungeon questId="1" boxSize="30" boxTolerance="0.1" pathPrecision="31" until="ObjectFound" actorId="256054" objectDistance="100" />[/CODE]
<TrinityExploreDungeon questId="1" until="FullyExplored" boxSize="30" boxTolerance="0.01" pathPrecision="30" />
[Trinity][ProfileTag] Nodes [Unvisited: Route:37 Grid:37 | Grid-Visited: 4] Box:30/0.01 Step:MainBehavior PP:30 Dir: E
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 65 Direction: E) duration=2 distance=65
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 64 Direction: E) duration=1 distance=64
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 62 Direction: E) duration=1 distance=62
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 60 Direction: E) duration=1 distance=60
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 58 Direction: E) duration=1 distance=58
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 57 Direction: E) duration=1 distance=57
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 55 Direction: E) duration=1 distance=55
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 54 Direction: E) duration=1 distance=54
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 52 Direction: E) duration=2 distance=52
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 51 Direction: E) duration=1 distance=51
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 49 Direction: E) duration=1 distance=49
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 48 Direction: E) duration=3 distance=48
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 46 Direction: E) duration=1 distance=46
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 45 Direction: E) duration=2 distance=45
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 43 Direction: E) duration=1 distance=43
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 42 Direction: E) duration=2 distance=42
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 40 Direction: E) duration=3 distance=40
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 40 Direction: E) duration=2 distance=40
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 37 Direction: E) duration=1 distance=37
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 36 Direction: E) duration=1 distance=36
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 34 Direction: E) duration=2 distance=34
[Trinity][Navigator] Navigator Moved dest=x="1249" y="479" z="0" (DungeonNode x="1249" y="479" z="0" Distance: 32 Direction: E) duration=2 distance=32
[Trinity][ProfileTag] Dequeueing current node <1248.75, 478.75, 0> - Node <1248.75, 478.75, 0> is within PathPrecision (29/30)
[Trinity][ProfileTag] Nodes [Unvisited: Route:36 Grid:36 | Grid-Visited: 5] Box:30/0.01 Step:SetNodeVisited PP:30 Dir: E
<TrinityExploreDungeon questId="1" until="FullyExplored" boxSize="30" boxTolerance="0.01" pathPrecision="90" />
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: S
[Trinity][ProfileTag] Current node was already marked as visited!
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: N
[Trinity][ProfileTag] Nodes [Unvisited: Route:30 Grid:30 | Grid-Visited: 6] Box:30/0.01 Step:MainBehavior PP:90 Dir: N
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 112 Direction: N) duration=13 distance=112
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 109 Direction: N) duration=1 distance=109
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 96 Direction: N) duration=1 distance=96
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 92 Direction: N) duration=1 distance=92
[Trinity][Navigator] Navigator Moved dest=x="1011" y="711" z="0" (DungeonNode x="1011" y="711" z="0" Distance: 91 Direction: N) duration=1 distance=91
[Trinity][ProfileTag] Dequeueing current node <1011.25, 711.25, 0> - Node <1011.25, 711.25, 0> is within PathPrecision (87/90)
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:SetNodeVisited PP:90 Dir: NW
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:BrainBehavior.DungeonExplorer.Update PP:90 Dir: NW
[Trinity][ProfileTag] Nodes [Unvisited: Route:29 Grid:29 | Grid-Visited: 7] Box:30/0.01 Step:MainBehavior PP:90 Dir: NW
[Trinity][Navigator] Navigator Moved dest=x="1021" y="656" z="0" (DungeonNode x="1021" y="656" z="0" Distance: 93 Direction: NW) duration=17 distance=93
[Trinity][Navigator] Navigator Moved dest=x="1021" y="656" z="0" (DungeonNode x="1021" y="656" z="0" Distance: 91 Direction: NW) duration=1 distance=91
[Trinity][ProfileTag] Dequeueing current node <1021.25, 656.25, 0> - Node <1021.25, 656.25, 0> is within PathPrecision (88/90)
[Trinity][ProfileTag] Nodes [Unvisited: Route:28 Grid:28 | Grid-Visited: 8] Box:30/0.01 Step:SetNodeVisited PP:90 Dir: SW
FYI, not all wizards play with the cookie-cutter Archon ability. I use calamity as a DPS nuke, I had to delete over 300 lines of archon code so I could run trinity using calamity. Therefore, it'd be fantastic if you could not make that rune reliant on whether or not we're using Archon. I.e. make it it's own spell, just like diamond skin or explosive blast. Illusionist will enable the bot to use Teleport to get away 100% of the time.
My wizard is no longer using explosive blast after updating to .27
@rrrix
Its still happening. The bot goes back to revisit already explored nodes on death.
Bot dies at line 177287
https://mega.co.nz/#!AY9TAAgB!VOH90o8fQFPDXwBLZl-txVK2mXhCn2Kq-aOTxJPZQ6I
05:21:43.442 INFO Logger [QuestTools] Player died! Position=<1296.062, 927.7783, 0.1> QuestId=312429 StepId=2 WorldId=288454
05:21:43.443 INFO ProfileOrderManager ProfileOrderManager.OnPlayerDied, Resetting caches.
05:21:43.443 DEBUG ProfileOrderManager Resetting current behavior.
05:21:43.444 INFO BrainBehavior Clicked revive at corpse button
05:21:48.756 INFO ProfileManager Loaded profile Rift Bot Optimized Explore
05:21:48.962 INFO ToggleTargetingTag ToggleTargeting, new values: Looting:True LootRadius:100 Combat:True KillRadius:80
05:21:48.963 DEBUG TreeHooks Replaced hook [ProfileOrderBehavior_Hook] 8c279044-aa4f-432a-a9a4-d1090f4492d7