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[Plugin] Giles Trinity

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looting is indeed a bit annoying from time to time.
It keeps running in front and then back.
Like 20-30 times and then it picks it up.

Might have to do with z coordinate as it was in a tower on stairs.
Will check further.
Maybe its because i changed to value 8 to 1 that it is now to fast to calculate (is that possible?)


If other persons have the same problem please let it know where.

locations : Towers on stairs
Skycrown on stairs

fields of slaughter had it also but not on stairs this time.
One fireball came down near me just when i wanted to loot and that caused the strange behavior for looting

More info (hope this is not annoying)

heart of damned : wants to loot something on stairs does not work he keeps running very fast before and after , before and after, ....
if i intervene manually and pickup 1 piece then it goes to 2nd item it wants to pickup from same monster on flat floor and does same thing.
 
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The actual chains themselves have nothing feasible that can be picked up by the bot to avoid. The only way of doing this would be to detect every monster that had a fire-chains affix, and draw an "imaginary line" between them all, and then try to avoid that entire line. I think this could cause a bit of painful slow-down, and may cause more harm than good in the end, but it's something I might experiment with one day :)
Please don't waste your time programming that. :P

Fire chains are easy to deal with
 
Depends on your profile...

it should be the last line of whatever profile set your using. So if there is 7 profiles, and 7.xml is the last one, then add it there.

Thats a few lines in the bottom of my script so I just write the <WriteReport /> at the bottom of this :

<UseTownPortal questId="1" />
</While>
</If>
<If condition="Me.IsInTown==False">
<UseTownPortal questId="1" />
</If>
<LeaveGame reason="Thanks for using Ciggarc's profiles! Feel free to donate to us so we can keep doing amazing projects!" />
</Order>
</Profile>
 
You really need to fix a problem with ze monks. It should do _SWEEPING WINDS_ in the start of an elite fight not in the end of it. I'd rather have it make sweeping wind in the BEGINNING instead of making 282828288 cyclones.
 
You really need to fix a problem with ze monks. It should do _SWEEPING WINDS_ in the start of an elite fight not in the end of it. I'd rather have it make sweeping wind in the BEGINNING instead of making 282828288 cyclones.

You really need to not be such a demanding twat. Giles does this for free, he doesn't NEED to fix anything. It's such an issue for you, you fix it.
 
what can i do that that plugin stop auto blacklisting monsters? I get this:
[12:20:09.447 D] [GilesTrinity] Blacklisting a monster because of possible stuck issues. Monster=ZoltunKulle-273 {80509}. Range=20,40176, health %=1,00064639213693

thanks

push it
 
I really haven't done much at all yesterday or today, and I've certainly enjoyed it. Still, even doing "nothing", here's the changelog of stuff I've done "so far", just so people don't think I've vanished. (yes, in only two days of no updates to Trinity, I've actually had messages asking me if I've abandoned the project/why I still haven't fixed item XXX or YYY, seriously...);

BIG BOLD NOTE FOR THOSE WHO SKIM-READ - these are WORK IN PROGRESS NOTES AND ARE NOT AVAILABLE AS A RELEASED UPDATE! :P
- Fix for arcane avoidance (and tree-poison avoidance improved).
- Tweaks to some default avoidance radiuses.
- Now checks for objects around your bot more frequently while moving to a new target, to improve bot intelligence.
- Fix for a (rare) situation which could cause Trinity to crash, causing a couple of seconds of "doing nothing" while DB restarted Trinity.
- Treasure goblins that have been injured (<90% health) can now be targetted at a range beyond the current routine's max kill radius.
- Possible fix for trying to cast out-of-combat buffs while DB wants to teleport.
- A number of changes/improvements to Witch-Doctor skills (done by Moley).
- Some improvements to wizard skills (largely aimed at Critical Mass wizards) (done by Moley).
- Various other minor skill usage changes throughout.

Here's my... well... I won't call it a to-do list, because it isn't a to-do list, and doesn't include all the things I want to do for next release. I guess it's more of an "ideas list". But here's a list of things I jot down either on paper when I'm out then roughly type up, or while I'm doing other things. None of these are necessarily going to be worked on or done, but these are just things that crop up in my head as things I might do, or might look into doing sometime. They are in no particular order, and some are really sketchy and probably make little sense to anybody but myself ;)
- Make the bot start attacking the MOMENT it stops moving after an avoidance/safe-zone arrival, if something is at close range - treat it like "is rooted" for target weighting for one loop???
- Skill uses. Complete re-design. Concept idea: Loop through hotbar skills in a foreach loop in priority order, THEN do the if-checking on each of THOSE in order! Array/lookup table containing most skill use data (those that aren't special circumstance/unique stuff).
- Enable people to disable built-in unstucker. (either in part - eg the profile reloading/relogging stuff, or in full).
- Stuck when salvaging in act 3 sometimes? Add additional waypoints to help DB's navigation in town here?
- Are checkpoints detectable? If so utilize backtracking waypoints after each checkpoint, all the way up to death for perfect continuation after each death? Possible?
- Make the unstucker record the last XX movement locations like backtracker, for a "perfect" unstuck route (how reliable is this?)
- Kiting idea: Simply go back the way you came from before engaging the mobs, if backtracking is sued for anti-stuck idea above too?
- Allow leap, furious charge, teleport etc. for *ALL* movement in the combat routine, as extremely slow to use these during avoidance currently.
- Enable moving around at random in safe areas when "waiting" for avoidance to disappear, if enemy units are present, rather than stand still and rather than run back into AOE to attack the only unit available?
- Combine everything into the main decorator, and make the decorator a different BT node, for speed and repeat-attack improvements?
- Prioritize keeping frenzy stacks up - time when last used frenzy then make it high priority?
- Cancel avoidance if jailed? (is that check already in?). Infact, don't even look at avoid spots when jailed. Just hammer closest target and temporarily disable avoidance, unless teleport/leap etc. is available?
- If all targets are in avoidance zones, try to lead them away - find a safe spot even further away from the avoidance/enemies? A sort of initial attempt at kiting?
- Option to wait for specials like wrath of berserker to come off-cooldown before continuing always (like with azmo), some barbs may want to wait for wrath to come back before each elite group?
- Ability to buy potions up to 100, possible using same moveto code used to move things between inventory and stash, or DB has built in buy option?
- Prefer AOE spots that are clear of AOE's but have a monster nearby/in, for quick re-targetting after an avoid movement?
- Super quick unstuck kicks in at 500ms grants a tiny bit of movement in 90 degree direction from the target destination, should help when running against tiny objects? before main unstucker attempts a fuller unstuck?
- Allow mobs that have a very high priority (eg shamans) to be treated as elites for the extended kill radius so they don't get ignored at a long range?
- Check for a "full surround" (body-block detection) in the path between you and any loot/potions, to prevent stucks trying to go for a high weight globe no matter what is around you?
- Initial Demon Hunter skill implementation, minus kiting?
- Work on file-based or SQL based communications between all Trinity bots, to allow them to sync town-runs, click on flags to teleport to eachother and handle deaths etc. for party based combat? (would remove all this workload from Chucky to focus purely on the party inviting code). Would also be useful for stucks - teleport to town and click another bot member's flag to continue?
 
most impressive donation coming your way when i find my first skorn (;
 
Thanks for the update, any idea on fixing rend usage without spamming and losing frenzy stacks?


Add: You never did say when you might have your update out. :P
 
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This is not needed atall, Fire Chains are the least conc.. actually it's not a concern atall, only people who are cheap-asses with their characters - get your resists up.

Get your head out of your ass, my wizard is at 900 resists all and still might die if she's in the middle of all the fire chains. I only asked if it was possible, I didn't ask him to drop other stuff to work on that.
 
Get your head out of your ass, my wizard is at 900 resists all and still might die if she's in the middle of all the fire chains. I only asked if it was possible, I didn't ask him to drop other stuff to work on that.

900 resists is not much at all, in fact, that's pretty damn low; especially if you are talking act 2/3.
 
Excellent work Giles, keep it up!

I know You are reading every message so I will add my 2 cents.

First, and it's a clue to everyone, I've set range of non-elite combat to 1. It cut down my run from 1h-15min to 50min. However, sometimes when it finishes the location and wants to teleport out of it, white mobs are attacking him and he just repeat attempts to teleport until after 3-4 times he kill mobs and finally teleport..It may look suspicious to blizzard or warden cause no man would do that...

Giles tell me, would it be possible to add rule which would do something like: checking 40-50m radious for any mobs before trying to teleport...This way it will run through most of the trash mobs hunting mostly elites (if we set 1m radious) but it would still kill all mobs in order to make space for safe teleport?

I think it would be enough something like:

TPing
if (interrupted) and (the range is low), temporary increase the range
when in town restore the original value

I really hope in this change and tnx for your work.
 
900 resists is not much at all, in fact, that's pretty damn low; especially if you are talking act 2/3.

You're right, wizards have been theorycrafting that 950 resists are enough to switch from energy armor to scramble archon builds, but they must be wrong. Which means my 350m gear is still pretty damn low for act 3, even though I can reliably clear it with zero deaths manually. So tell me, if 900 ar is very low to you, what's medium or high?
 
You're right, wizards have been theorycrafting that 950 resists are enough to switch from energy armor to scramble archon builds, but they must be wrong. Which means my 350m gear is still pretty damn low for act 3, even though I can reliably clear it with zero deaths manually. So tell me, if 900 ar is very low to you, what's medium or high?
Your first mistake is comparing a bot to a human being. I can clear Act 3 on my monk with 500 AR and 30k DPS does that mean my bot can do it too? Absolutely not I have effectively doubled those stats to get my bot running smoothly in Act 3.

Face it fellas to make money you have to spend money.
 
Your first mistake is comparing a bot to a human being. I can clear Act 3 on my monk with 500 AR and 30k DPS does that mean my bot can do it too? Absolutely not I have effectively doubled those stats to get my bot running smoothly in Act 3.

Face it fellas to make money you have to spend money.

I'm not comparing manual control with botting, I'm just saying that 900 ar being considered as very low is ridiculous. My wizard bots comfortably with 5-6 deaths per hour in act 3 just fine. I was simply asking if it was possible to avoid fire chains and got my answer, but then the smartass had to come along (not directed at carguy ofc).
 
900 resists is not much at all, in fact, that's pretty damn low; especially if you are talking act 2/3.

I must be on a different version of Diablo than you. 900 resists is most definitely not low. To be honest, I don't notice much of a mitigation difference once above 850. Arcanes and desecrator will chew you up even if you have 1500 resists.
 
How come it trys to cast Familair like 10x in a row or something until my arcane power is all gone.
 
- Are checkpoints detectable?

yes they are. Every checkpoint has an SNO#, see some of our xml.

There is a trigger actor for each checkpoint that has an SNO# - the champ profiles we have written use them to shorten runs. We put the whole profile inside an <If condition="Zeta.ZetaDia.CurrentWorldId==#" > [all the MoveTo points go here] </If> then for every checkpoint we have an <If condition="ActorExistsAt(SNO#, x, y, z, tolerance#) > [MoveTo points that happen after this checkpoint go here] </If>

Which means that if you die and respawn at a checkpoint then you run each MoveTo point after the checkpoint you ressed at, and if you die before finding a checkpoint you restart from the beginning.
 
I would like to see "Reduced Level Requirement" get additional weight on item scores. Some items that are otherwise junk are godlike to a level 45 when they have that -15level on them.

It would be nice if more of those were thrown in storage for me to filter out.

Partly to sell, but they arent worth much... mostly because I am working on a -15level set for faster leveling of new bots thru the slower levels.
 
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