mephuser1000
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- Joined
- Jun 10, 2011
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nope, working fine.
Using WW: Blood Funnel, bad idea?
nope, working fine.
@Giles: could you add ZetaDia.Me.CommonData.AnimationState != AnimationState.Casting in the if conditions for Sprint and War Cry to prevent being casted while casting a town portal? thanks
Not sure if its possible, but one option I would like to see added is a way to email, or upload to a website the stats since the last upload so I could check on my bots while on my phone and such. Would be awesome but not really sure if it is possible but it would be awesome.
Every single post read up to here. Please no need to repeat things. And just for others that don't want to read back, here's my priorities atm;
Elites on some occasions ignored:
- Find the cause of sometimes missing the last elite mob in a pack (possibly a data-mis-read from DB<->D3, which because data is being cached, may cause issues, I have a couple of solutions to try in my head incase this is the cause).
Grey/trash mobs sometimes prioritized wrongly:
- Work out why trash is still sometimes getting an incorrect extra priority. Either the "force-close-range" flag is being triggered too easily (this is the flag that gets triggered if your bot is trying to MOVE to a location, but detects >= 6 loops without any movement at all, decides you may be stuck or blocked in the direction you want to go, so forces close-range targets for 2 seconds...), or there is some simply small mistake in the additions and calculations of priority giving code that is like a single character out of place so hard to notice at a quick glance. If it's the first problem, some ideas may be to only force-priority if it detects itself stuck twice in a row - so simply search for a new target 1st time it happens, then force priority the 2nd, or similar.
Avoidance not always working:
I have a feeling this is largely just an issue of getting the balance between doing NOTHING when monsters are around (so prioritizing staying OUT of avoidance at all costs even if taking damage, which would mean no LOH either), and attacking monsters when the only monsters around mean going into or through an avoidance. As past updates have shown though, sometimes there's little oddities hidden in the code that just need sniffing out that can sometimes improve/fix things.
Skill Uses:
Atm the skill selection code is the worst bit of code in Trinity, in terms of how messy and slow-to-process it is. It's now also the biggest performance hit (although this is still only minor). I have a feeling I need to come up with a whole new layout for skill/spell selection and re-do things. I have a few ideas in my head.
BE PATIENT:
This plugin has been out for less than one week. I started coding it eight days ago. Yes, time flies, but because time flies it's sometimes easy to lose track of perspective. Also add to your perspective how Demonbuddy runs without Trinity enabled at all when you come across issues - so instead of being upset, irritated, or angry that something in Trinity is broken - instead try to be happy that there is somebody as active as me that is a bit OCD about perfection and wants to try and fix eeeeeeeverything, and am churning updates out so fast!
Demon Hunters:
I haven't forgotten about you. But adding a whole new class, means a whole new set of people demanding changes, tweaks, fixes, improvements to skills (it took a while for the other classes to get where they are). On top of this, many Demon Hunters would probably start asking for some sort of Kiting intelligence, which is yet another routine to work on. If I focus on adding the final class, I can't focus on the things above. I want to add Demon Hunters, but atm, sorry, youa re not on the top of my priority list! If somebody else wants to work on the code and send me the code for an initial Demon Hunter outlet I would welcome it! - though do be aware what I said above about the skill selection code atm, and the fact I may well be re-doing it...!
Skill Uses:
Atm the skill selection code is the worst bit of code in Trinity, in terms of how messy and slow-to-process it is. It's now also the biggest performance hit (although this is still only minor). I have a feeling I need to come up with a whole new layout for skill/spell selection and re-do things. I have a few ideas in my head.
The Fallen Grunts really need to be ignored. They get spawned over and over by the Prophets or whatever and the bot seems to have downs syndrome attacking them instead of the prophets that are spawning them.
You guys are morons for complaining about stupid shit like Goblins getting away, meanwhile the fuckin bot is spending hours killing fallen grunts that get spawned over and over.
While I appreciate the support for Giles this post is overall negative and I hope we won't see more people posting negative things about the 'whiners' let them whine.
Finally fixed elites / goblins / fallen shamans not being prioritizing!!
Just comment out the lines from number 2724 to 2730 and the line 2837 (put a "//" in front of them)
Don't forget to erase CompiledAssemblies folder after the changes
About wotb on 1.4.3, 70% of the time is not being activated. No solution so far.