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[Plugin] Giles Trinity

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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.
 
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!

Haha i was wondering why my barb was dying all of a sudden.
 
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

You're dreaming this! :D 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).
 
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.

This is exactly what I'm talking about. Not about "leaping INTO combat", I mean using the leap skill EVERY time its off cooldown if in combat (especially with elites) - I can play though act 3 by hand with my barb, and botting it would be doable if it would just use leap every time its off cooldown. Not wasting it out of combat to move (I turn this off).
 
how to decrease the Rend casting time? I am with full of fury, and the barb just hiting 1 by 1!
 
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.
 
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.

yup already figured this one out sorry for being stupid.
 
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:

Code:
[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.()
 
Great work !
how do i switch off avoidance of azmodan?
U see it's working not good)) range is about 1 yard more then bot thinks nad the thing that he tryes to avoid make my babe die all the time instead of just burning Azmo down.
 
Last edited by a moderator:
So I saw that backtracking isnt fully implemented yet. If its not on, isnt the risk pretty big that it will miss items?

No because it can now loot in-combat! :) Though I'm working on backtracking to help avoid stucks if you chase a goblin/elite miles away from where you were (eg around big obstacles then get stuck). But not needed for loot anymore.

My Cpu usage just jump from 50 % to 90 % from using this plugin. Anyone notice this ?

It definitely will use more CPU as it's doing a LOT more stuff, and more often, to be as responsive as it is. But my CPU usage on each DB only went up by maybe 3% per DB - probably depends on the type of processor you have etc. (I don't know much about stuff like that I'm afraid).

On a WD it does not seem to cast acid rain when glyphed for slow burn.

Just realied, Acid Cloud isn't actually implemented yet (sorry, WD skills have been implemented gradually). Could you forum-PM me some details on it - eg it's usage, situation, mana costs, re-use timers, whether it's a self-cast, an area-cast, or cast on a specific target, the range etc. - or just tell me if it works exactly like another spell which I can copy :P

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?

Probably down to a very slow attack speed while this is trying to attack extremely fast, or something odd like that - as long as it's not doing any harm I'd say ignore it, probably a symptom of being lower-levelled atm! If it's causing serious problems/issues though, let me know and I'll look into it more.

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`?

Few guys in IRC atm (Quakenet, #ciggarc channel) testing changing/increasing priorities for fallen prophets and other ranged units in act 3 by a large margin, so this'll probably improve with future releases/updates.


Also, I keep seeing it throw this error in the log window:

Unless you're noticing major bugs/problems happening, that error can likely be ignored - it's from reading D3 memory on each object, I didn't suppress all error messages yet, it'll re-read values the cycle after so unless it spams 500 errors or you notice major bugs/weird things happening, you can ignore it.
 
Ty for the awesome work!

Ive noticed even the old Giles Combat Replacer and in this new version, that my barb doesnt leap on cooldown while fighting elites. Is there any way to fix this?

plus
. 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.
i guess those options are not yet implemented, right?
 
You're dreaming this! :D 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).


thanks for waking me up :)

I'll run it all day while at work and see what happens.
Seems to be avoiding Azmodan better than before, but doesn't seem to run far enough away from the pools, like I would play by hand, not sure if you tweaked any of that for that fight or not though.

G
 
This is soild!

Even though im pretty new to the botting thing here... im very impressed with work giles!

When you have Demon Hunters supported, im ready to make a 50-100 USD Donation to you!
 
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