Huge set of replies below! Be sure to read through it to see if your concern has been answered!
If you reply back to this, try and cut the quote down to the bit you are responding to, rather than quote this whole post please!
what does the _balancedata_ file for?
Sorry, that is for me - I accidentally enabled them in a release version. I will try to remember to disable them before next release. You can ignore/delete it (though it will be auto-recreated). It is related to the caching of item data to help prevent item mis-reads, but the actual file itself is not needed at all, and was purely for my own purposes.
For some reason 1.3.1 is unbelievably laggy for me during combat - I have never had this issue with other Trinity versions, nor the seperate plugins. If I revert to 1.3.0, it works 100% fine... I have tried turning the CPU ticks down even, below 10, on the newest 1.3.1 but it still unbelievable lag every single time it enters combat to the point of being unusable, I am having to use 1.3.0 still as a result.
This is an i7 920 d0 at 4.2 running a single copy of the game/bot - normally I can have this and another game and an HD movie without any issues...
Can you try either just deleting "GilesTrinity.cfg" from your /Settings/ folder within DB then starting DB up again (causing it to re-create all settings from default) - or a clean fresh install of DB into a new empty folder, and newly downloaded & installed plugins (this is a hassle I know but won't take more than 3 minutes and has fixed performance issues for many people).
No news on attack speed issue?
My monk attacks much faster with the old combat replacer, my survivabily droped a lot with Giles Trinity!
Same as above - follow the above instructions. You can also go into the advanced tab, and try setting "TPS" up to 15, and enabling TPS, see if that helps. I will be working on trying to increase bits of performance over time.
I came back from a 4 hour break from the PC, to find out that both my characters was dying like crazy, they just stand there waiting to be destroyed, using only trinity 1.3.1, rads profile manager and act 3 champ hunt by ciggarc.
I'm using a clean extracted folder, because since the first time I put 1.3.1, both of them almost froze on the screen (shitty FPS) every time some mobs showed up, any ideas about what could be causing this, plus advice on what could I try to change? Everything was working smooth before 1.3.1, I will try the older version and see if it stops.
I would also like to note that I never had ANY problems before, will try to tweak here to see if I find the cause meanwhile.
Edit 1: Just to clarify, when I extracted the DB files to a new folder the freezing on screen stopped, but the issue with the new ''genius'' bot action started now, as I found out when I got back a few moments ago, and tested. I was using the Autoclick error message plugin, but now it seems to give and infinite error log message, so I deleted it.
Those old plugins like notification ok clicker/auto clicker are very old and have problems. Also be warned that a "disabled" plugin in your plugins folder still can cause problems (because DB still runs it's "initialization" code - which for some plugins can actually activate the entire plugin, or cause various other problems). You should delete all plugins not in use, or move them to another folder altogether as backup. DB has built in notification clicking and has for a while now. I personally run with only 2 plugins - Radonic/Ciggarc's profile manager, and Trinity. A clean install (newly downloaded DB into a new, empty folder), followed by clean plugins (download new plugins - and if a plugin youw ant to download hasn't been updated for weeks, you probably shouldn't be running it or should try without it incase it's causing problems), fixes a LOT of problems.
Same as above, huge problem with fallen grunt/shamans at the beacons/catapults areas. He does not prioritize shamans at all, rather keeps attacking fallen grunts...
That aside, great job with avoidance, it really works wonders sometimes...
There's definitely some issues with priority, infact I'm beginning to suspect that rather than it being the nature of how I calculate priorities, I think there's just an outright bug in it somewhere causing it to always force on close-range even when it doesn't need to, I'm going to have a play around with that over the next day or two, see if I can find and fix it!
Exact same thing happening with me. I checked some of the code and avoidance is set for the plants on the ground, but not the poison gas itself above those plants. The plants seem to disappear first and then the gas goes with it in about a second or two. I think we are dying so much because the bot doesn't recognise that the gas is still there and runs through it when the plants have been detected as gone.
I think you are exactly right. I think I only have the SNO's for the "unexploded tree pods" - not the ACTUAL gas that appears when they detonate. I'm not even sure if those clouds have their own SNO's. Could somebody try and find it for me? You'll have to have DB stopped, and use the Dump Ractors button in the info dumping tab when close to tree pods that have detonated. See if you can find a unique SNO/unique object for the actual gas cloud.
Giles is there anyway you can disable the wizard's move 'teleport' while doing town sell runs? When my character teleports it seems to sometimes miss the portal and then runs around the town. This happens around 50% of the time when I am using the teleport skill.
Good spot, I will disable out-of-combat movement abilities when in town for next release!
is the act3 stash timeout is fixed with this trinity version? or is it te profile that causing it?
This plugin should have no issues with stash timeout *EXCEPT* in the case mentioned in the post I quoted above - perhaps it is trying to teleport to the exit portal and then getting stuck. If that is the cause of the issue, it will be fixed next release. If it isn't - then it's not an issue with the plugin that I can see!
It stays in the menu after 2-3 runs, with this message in the status bar: Town run: salvage routind started
Sounds like an inactivity timer/unstucker kicked you out of a game but didn't let the game get re-entered. Though it could be related to the above problem (above 2 quoted posts), if you have teleport/leap. So watch out for next release.
As a Barb with Wrath, he stops and waits for Wrath to be nearly off cooldown before Azmodan (which is fucking awesome btw), but he stops AFTER killing Azmodan as well.
How can we prevent this?
This will be fixed next release!
What is the purpose of extended trash kill after combat? I turned it off, I need to skip as much trash as possible
Extended kill range means that after combat, your bot uses the routine/s current full kill-radius to look for new targets for a couple of seconds, before reverting back to the "non-elite trash range kill" slider in the combat tab. Unticking this option means you will only ever go for trash that is below this slider value, rather than "extend it briefly after a fight". Extending it briefly after a fight is useful for getting chained-kill-exp bonuses, so will give a bit more exp for levelling your paragon levels up.
Hey guys,
I need some help. I'm running a Critical Mass Wizard and its working fine.
However I want my wizard NOT to avoid all of Azmodan's pools and just stand there and tank him because I can stay alive with my life on hit. If I try to avoid all of the stuff I tend to die.
Is there anyway to change this so that my wizard will just tank azmodan and ignore all of the pools/aoe that azmodan does?
Thanks
Just go into the plugin config, go to the AOE-Wiz tab in the combat section, and slide the health-limit for Azmo pools all the way to 0% health (it's the right-hand-set of sliders for health). You will now ignore Azmo pools
Just reporting a minor stuck issue:
For some odd reasons, the bot is trying to interact with the dead guards in The Bridge of Korsikk. You know those guards with the blue exclamation marks?
The DB status bar says that it's trying to attack it, and the character just stands in front of it. Inactivity triggers after a while and moves on.
There's quite a few of these - I need their SNO so I can add it to the attack-blacklist. You know the status bar when it says it's attacking the guard - could you grab the number in curly bracers after the name of the guard? It might look like this: "Attacking guard_dead_npc_1 {12345}" sort of thing - give me that number, it's the "SNO ID" of that NPC, and I can add it to the blacklist.
Also, there are fireballs in the Fields of Slaughter that need to be blacklisted. They are being attacked yet they are not truly "enemies". Just an FYI.
Same as above - get me their SNO please, so it can be blacklisted
Barb throws Ancient Spear backwards (where there are no enemies) since 1.2, the earliest versions didn't do that.
It is still doing it in 1.3.1 right now.
When there are no enemies!?!? What!? :O You mean it's constantly throwing the spear whenever there is nothing to attack... or... something else? Is it JUST after combat? Just before combat? Give me as much details as possible please, so I can try and work it out
Hey, is there any way I can change the priority of arcane orb at close range? I have plenty of ap on crit but my wizard prefers to use only spectral blades/diamond skin/explosive blast even when she has a full bar of arcane power.
Atm arcane-orbs are set to wait until you reach a "reserved amount of mana" before allowing arcane orbs to spam (to allow your wizard to always build up a reserve of mana incase other spells that have higher mana costs need it). You can remove this check if you open the code up, and find this line "// Arcane Orb" - immediately below that is the arcane orb check. Change this line
((playerStatus.dCurrentEnergy >= 35 && !playerStatus.bWaitingForReserveEnergy) || playerStatus.dCurrentEnergy >= iWaitingReservedAmount)
To this;
(playerStatus.dCurrentEnergy >= 35)
And you will now cast arcane orb whenever you have >= 35 energy.
I have another question, is it possible to change the minimum/maximum range for my abilities. For example I want my Wizard to move up close to a target before using Tornado. My wiz stands too far away from azmodan my tornado (storm chaser) is completely missing him.
Yes, find this line;
return new GilesPower(SNOPower.Wizard_EnergyTwister, fThisRange, new Vector3(vCurrentDestination.X, vCurrentDestination.Y, vCurrentDestination.Z), iCurrentWorldID, -1, USE_COMBAT_ONLY, USE_SLOWLY);
Above it you will find two values relating to range. One is for if critical mass is ticked, one is for if not. Change whichever value is appropriate to you, to a lower range. Eg try 15. (you could change both to 15 if you aren't sure which to set).
how can i use my loot rule and keep rule?
Simply go into the plugin config, go to the item handling tab, and select "use custom loot rules". Your item rules will now be used for the decisions on which items to pickup, stash, salvage or sell. My code will still do the actual work of picking them up in combat, stashing them safely, randomized timers while selling etc., so you are still getting some benefits of my item handling code even with custom loot-rules (word of warning though - DB rule-checking is less reliable than my own, so you
may miss some items, but this is only a
maybe - generally you should be fine! I just can't vouch for the safety of DB's item-rule-matching as much as I can vouch for my own code, of course!).
Giles, thanks again for all your hard work. It is much appreciated by all. I was wondering if it would be possible for you to add in the ability to keep items based on stats we choose rather then just by weight. Something simliar to the way you can filter items in the AH. Of course only filter main stats not class specfic stats. Something like this would be awesome. I for one have seen the the bot keep items that wont sell in the AH because they only had high GF or MF on them. Once again thanks for all your hard work. I can't wait to see what you come up with next.
As above, you can use your own custom loot-rules. I'll always look to improve the automated stash scores, but people who have their own specific needs can use custom loot-rules, just like they can with default DB!
I dont get why my guy is leaving each level after 2 deaths
Any ideas?
And it seems like the avoidance isnt even working....... he just sits in the pools
Radonic's profile manager handles leaving a level after XX deaths, and it is a configurable amount. As for avoidance, try resetting settings to defaults, and then double-check your health-limit for Azmo pools in the AOE settings for your class, in my plugin config window.
i meant to say, can it be done to spam mantra when spirit is full etc for monks
It already should be doing/already does...
That stuck is an issue with the routine/issue with DB. It needs to increase the timer-delay after entering that doorway.
Suggestions for stash-replacer improvements
D3 = Crit game, basically barring gf/mf items, if you do not roll critical chance on an item slot which has the potential to roll one, your item is basically almost worthless. This means a much higher weightage needs to be given on crit chance on helms/glove/amulet/rings/bracers. Personally, I dump almost every single item of those slots without crit chance to the vendor.
Also, you might want to consider filtering crafting plans, to only keep 6 props/legendaries as the rest are basically worthless as well.
Trifeca (attack speed/crit/critdamage) items need high point weightage
Life % on belts/shoulders/helms/amulets/rings need higher scoring imo
Crit damage/crit % already gets a good score. Items without it can still sell on the AH, but I'll admit they do seem to be becoming less valuable. But I still sell many items every day for hundreds up to millions of gold that have no crit damage, crit percent, or attack speed on. Admittedly crit stuff sells much better and for higher.
I can find no reliable way to identify a plan-type that will work for all language-clients. So atm it's "all or nothing" for the plans that is the safest bet for everybody on every client-language.
Items with attack speed, crit and critdamage should already score well. Is Trifeca a legendary? If so it is always auto-picked-up and auto-stashed anyway. If it is not a legendary, do you have an example of good stats on one that scores below the default score-limits for stashing?
I can increase the Life % scores, and will do so next release.
Just out of curiosity, which plugins are recommended for use with your Trinity, Giles? RadsProfileManager is a must, but I was also using DB enhancements and UnstuckMe, but are these even needed now?
DBEnhancements, as far as I know, is neither needed and in fact could cause issues with later versions of Rads profile manager. I personally only use Trinity and RadsProfileManager. UnstuckMe (that's the updated one by Sinterklaas right?) is a decent plugin and should be safe/good to use - it's own anti-stuck mechanisms should help kick in if Trinity's own built-in anti-stuck measures fail.
Hi,
Will it pick up legendaries if I disable both magic and rare item pickups?
Yes.
My toon is killing mobs that are not even on screen, how can I reduce the range?
Thank you.
With what class/what skills? And what screen-res? Keep in mind that a higher screen res means you might have been able to see them onscreen just fine, which means it's safe to do so. But there may be specific spells that need their range reducing - without telling me what they are though, I can't really help you
I got a wierd problem, after a few rounds my bot just stop to loot :S. Do anyone got any clue how to fix it?
Try a clean, fresh install of newly downloaded DB into a new empty folder, and then newly downloaded plugins. Also list all plugins you have, and make sure you have no disabled plugins in your plugins folder (which if you did a fresh clean install, you would not). This sounds like a specific issue with your install, your setup, or your plugins.
how should we edit here to increase orb taking health limit
i want to set it as
if below 65% maximum health, loot globe no matter what
I will paste what I told somebody in IRC just now;
Code:
Find this line;
thisgilesobject.dThisWeight = thisgilesobject.dThisWeight = 17000d - (Math.Floor(thisgilesobject.fThisDistance) * 50d);
Change that 17000 to like, 25000
A little bit below that, find these two lines;
if (hashAvoidanceObstacleCache.Any(cp => GilesIntersectsPath(cp.vThisLocation, cp.fThisRadius, playerStatus.vCurrentPosition, thisgilesobject.vThisPosition)))
thisgilesobject.dThisWeight = 1;
And delete them (they make it ignore globes that are in an AOE, or with an AOE between you and the globe)
any chance we can get a "Spirit walk" for movement? would be great

other then that, so far im <3'n it!
Would this work exactly like a barbarian's sprint skill which is used out of combat until your mana/energy is empty? If so, I can do that no problem. Let me know if this is the case.