My Barb is leaping in and out of combat just fine
I believe he means Leaping when it's off cooldown right away. My barb gets through A3 ok but the crux of the build is that Iron Impact rune on Leap being up as much as possible.
My Barb is leaping in and out of combat just fine
Changelog:
Code:v1.0.1 -- Quick fix for bug with avoidance setting - was doing the opposite. Enabling it was actually disabling avoidance, and vice-versa. Oops!
DB 222 won't let me load the settings window for the combat profile, anyone else see this ? I remember there being one, or am I dreaming ?
G
I believe he means Leaping when it's off cooldown right away. My barb gets through A3 ok but the crux of the build is that Iron Impact rune on Leap being up as much as possible.
I've tried to write the code to be extremely readable and easily editable, and flooded the code with comments throughout explaining what things are - you can easily set health limits for plague pools to 0 for your class. Near the top of the .cs file (maybe 2-3 pages down), you'll find a section with something like this in;
Code:// How much health to look for and avoid each AOE (1 = 100% health, 0.5 = 50% health etc.), different values for each class // *************************** // ***** Barbarians ***** // *************************** private static readonly Dictionary<int, double> dictAvoidanceHealthBarb = new Dictionary<int, double> { // Arcane Arcane 2 Desecrator Poison Tree Molten Core Molten Core 2 Molten Trail Plague Cloud Ice Balls {219702, 0.75}, {221225, 0.75}, {84608, 0.8}, {5482, 0.55}, {4803, 1}, {4804, 1}, {95868, 0.6}, {108869, 0.25},{223675, 1}, // Bees-Wasps Plague-Hands Azmo Pools Azmo fireball Azmo bodies Belial 1 Belial 2 {5212, 1}, {3865, 0.95}, {123124, 0.8}, {123842, 0.6}, {123839, 0.7}, {161822, 1}, {161833, 1}, // Sha-Ball Mol Ball Mage Fire {4103, 0.2}, {160154, 0.2}, {432, 0.75}, };
With a set of values for each class. The 2nd value in each pair of values is the health limit to run from that avoidance from - 0.6 being 60% etc. you could change plague clouds to a a lower value, or even a 0 - or remove the plague cloud SNO from the "private static readonly HashSet<int> hashAvoidanceSNOList = new HashSet<int>" list a little higher up entirely too.
[17:01:37.643 D] System.NullReferenceException: Object reference not set to an instance of an object.
at GilesTrinity.GilesTrinity.ProcessActor(Actor thisactor)
at System.Linq.Enumerable.WhereSelectListIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at GilesTrinity.GilesTrinity.RefreshDiaObjects()
at GilesTrinity.GilesTrinity.GilesGlobalOverlord(Object ret)
at Zeta.TreeSharp.Decorator.CanRun(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.CommonBot.BotMain.()
So I saw that backtracking isnt fully implemented yet. If its not on, isnt the risk pretty big that it will miss items?
My Cpu usage just jump from 50 % to 90 % from using this plugin. Anyone notice this ?
On a WD it does not seem to cast acid rain when glyphed for slow burn.
Nice work!
I have a little and annoying bug with my 50 lvl barb. I se frenzy as fury generator and sometimes, it attacks monsters with common attack instead of frenzy. Same thing happens if i user cleave as fury generator. Any ideas?
Oh and one more thing. Sometimes the bot got like 6-7 fallen prophets around that just keeps reviving fallens.. So my bot just kills those fallens over and over and over.. Was doing that for like 5 min. Maybe some way to prioritize them so this doesnt happen`?
Also, I keep seeing it throw this error in the log window:
i guess those options are not yet implemented, right?. As everything is combined, I am able to allow decision making to pick items up mid-combat if items drop nearby, run to shrines instead of monsters if a shrine is close, wait out of avoidance stuff until it vanishes before looting items inside, etc.
You're dreaming this!The config button on the first tab of DB (for the "combat routines") will only work for Generic/Belphegor. As you will be using my "Blank routine" - that button will do nothing. The combat routine is really nothing but a blank file (empty function calls) - open up the "GilesBlankCombatRoutine.cs" and have a look!
All settings are done from the plugin config window - the plugin contains all the code (from combat to looting to town-runs).