What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Unified GilesPlugin's Unnoficial Updates File

Status
Not open for further replies.
Tested with DB default supplied rules file "Rules\High Level Rules.xml"
You see, I think you're the only one experiencing this problem because you're the only one using DB's default rules. You need Giles' rules if you want to use items included in Giles' code (such as keys)
 
jubisman, of course I have my own (highly) customized rules set. I tested with default ones to be sure that plugin works as expected.
Then why there is option "Use custom rules" when this is not working (not picking up plans)?
 
Oh, I see. Well, then I'm not sure, but wouldn't you have to manually add keys and plans to your custom rules?
 
Added those changes. Had forgotten about that, sorry.
As for this the display dialogue thing, where in the code would I put that?

Also, would it be possible to set the the priority for "Pick up health globe" above the priority for "Avoid this AoE"?

Hey jubisman,

Just do a quick search in the .cs file for "now in action!" and you'll see where this should be replaced. Giles was using Version instead of Description, so I replaced it so we can keep track of what unified version we're using.

Let me look at the priority for potions against AoE...right after I finish my uber stuff :P

I'll let you know when Uber is ready. Have to do a few quirky things as Trinity doesn't know how to prioritize 2 bosses it seems. So it's not quite as easy as just setting priority and ubers to boss sno's.
 
I believe you leave giles filters and Custom Rules will just override those. Not sure, though

Just stashed a legendary that shouldn't have been stashed up with these new legendary rules. Does giles legendary stashing rules override these or aren't these rules enabled?
 
Hey jubisman,

Just do a quick search in the .cs file for "now in action!" and you'll see where this should be replaced. Giles was using Version instead of Description, so I replaced it so we can keep track of what unified version we're using.

Let me look at the priority for potions against AoE...right after I finish my uber stuff :P

I'll let you know when Uber is ready. Have to do a few quirky things as Trinity doesn't know how to prioritize 2 bosses it seems. So it's not quite as easy as just setting priority and ubers to boss sno's.
Alright, thanks man

Just stashed a legendary that shouldn't have been stashed up with these new legendary rules. Does giles legendary stashing rules override these or aren't these rules enabled?
darkfriend's custom rules should override the default trinity ones. I don't know what happend, maybe try looking at your custom legendary rules again?
 
darkfriend's custom rules should override the default trinity ones. I don't know what happend, maybe try looking at your custom legendary rules again?

I think I know what's the matter... I need to use GilesTrinity.cs and GilesTrinity.xaml from darkfriends download link and not the ones from this thread (UnifiedGilesTrinity_v0.35.zip)?

How do I get updates made in this thread working with custom loot rules from darkfriends thread?
 
I think I know what's the matter... I need to use GilesTrinity.cs and GilesTrinity.xaml from darkfriends download link and not the ones from this thread (UnifiedGilesTrinity_v0.35.zip)?

How do I get updates made in this thread working with custom loot rules from darkfriends thread?
That's correct, you should use his files. Check the link provided on first post. That'll always be the most up to date Custom Rules by darkfriend77
 
That's correct, you should use his files. Check the link provided on first post. That'll always be the most up to date Custom Rules by darkfriend77


At this time DarkFriend77 link provide v0.35 modified version, so If you download all file from Custom Rule, you are up to date =)
 
My bot is not clicking the portals in random dungeons, just says "Interacting?" and swing weapon from time to time. Is there a fix for this?
 
edit: nevermind lol trinity has a death counter, totally didn't think to check for it.

mainWindow.Title = "DB - " + ZetaDia.Service.CurrentHero.BattleTagName + " - Total Deaths: " + iTotalDeaths;

edit2: window title doesn't update on death, going to look into changing that now or adding the window title to some place that does

edit3: also, WW on azmo still doesn't travel long enough. I've also noticed that it doesn't wait to gather enough fury to use WOTB, and my fury dump is disabled.
 
Last edited:
I'm requesting a fix for the vastly large elite mob aggro range. It's most common factor of stucks. Lower it by 20radius or so.

In the cursted tower and fields of slaughter (trying to attack birds across the fields that are in the air but does't land due to obstacles/terrain..
First I thought it was the keyrun plugin but after disabling it I noticed it's in the core of the trinity.

Problems occur with barb and monk as far as I'm aware it would probably affect all classes.
Anyone who can fix this?
Would benefit us all :)

Thx!
 
I also think the azmo fireball avoidance radius is too small... i'm dying if mp is high enough for fireball to oneshot me. Note that the fireball avoidance radius is NOT customizable, its fixed at 16f

Code:
@@ -92,7 +92,7 @@ namespace GilesTrinity
                 // Arcane        Arcane 2        Desecrator     Poison Tree           Molten Core            Molten Core 2              Molten Trail   Plague Cloud 
  Ice Balls     
                 {219702, 12},    {221225, 12},   {84608, 10},   {5482, 14},{6578,14}, {4803, 19},{4804, 19}, {224225, 19}, {247987,19}, {95868, 6},    {108869, 14},
  {402, 20}, {223675, 20},             
                 // Bees-Wasps    Plague-Hands    Azmo Pools     Azmo fireball    Azmo bodies    Belial 1        Belial 2      
-                {5212, 10},      {3865, 12},     {123124, 54},  {123842, 16},    {123839, 47},  {161822, 20},   {161833, 20}, 
+                {5212, 10},      {3865, 12},     {123124, 54},  {123842, 20},    {123839, 47},  {161822, 20},   {161833, 20}, 
                 // Sha-Ball      Mol Ball        Mage Fire      Diablo Prison    Diablo Meteor  Ice trail
                 {4103, 8},       {160154, 8},    {432, 10},     {168031, 15},    {214845, 28},  {260377, 6}
 
I'm requesting a fix for the vastly large elite mob aggro range. It's most common factor of stucks. Lower it by 20radius or so.

In the cursted tower and fields of slaughter (trying to attack birds across the fields that are in the air but does't land due to obstacles/terrain..
First I thought it was the keyrun plugin but after disabling it I noticed it's in the core of the trinity.

Problems occur with barb and monk as far as I'm aware it would probably affect all classes.
Anyone who can fix this?
Would benefit us all :)

Thx!

This is a problem with all "invisible" monsters...including Wither Moths in Act 1 Hunting Grounds, Birds in Oasis Act 2, Act 3 Dragon things. Trinity does have something built in after 2 minutes that it will put them on a temporary blacklist. You could drop that down to 30 seconds or something which means you'd ignore them after being stuck for 30 seconds.

That's the quick fix anyway. If we could compile a list of all ActorIds that behaved like this, could probably write something to reduce their specific radius. Or you could put them on the monster blacklist which works for the birds and withermoths, but the elite dragonthings could be an issue since you would never attack them and they'd follow you until your ruin :)
 
My bot is not clicking the portals in random dungeons, just says "Interacting?" and swing weapon from time to time. Is there a fix for this?
I can't tell for sure because I don't use random dungeons, but isn't that a DB problem rather than a Trinity one?

I'm requesting a fix for the vastly large elite mob aggro range. It's most common factor of stucks. Lower it by 20radius or so.

In the cursted tower and fields of slaughter (trying to attack birds across the fields that are in the air but does't land due to obstacles/terrain..
First I thought it was the keyrun plugin but after disabling it I noticed it's in the core of the trinity.

Problems occur with barb and monk as far as I'm aware it would probably affect all classes.
Anyone who can fix this?
Would benefit us all :)

Thx!
About the range thing, it's fixed for DH's, as for barbs I've never encountered a problem with this, ever
The other thing: what do you mean by " vastly large elite mob aggro range"?

I also think the azmo fireball avoidance radius is too small... i'm dying if mp is high enough for fireball to oneshot me. Note that the fireball avoidance radius is NOT customizable, its fixed at 16f

Code:
@@ -92,7 +92,7 @@ namespace GilesTrinity
                 // Arcane        Arcane 2        Desecrator     Poison Tree           Molten Core            Molten Core 2              Molten Trail   Plague Cloud 
  Ice Balls     
                 {219702, 12},    {221225, 12},   {84608, 10},   {5482, 14},{6578,14}, {4803, 19},{4804, 19}, {224225, 19}, {247987,19}, {95868, 6},    {108869, 14},
  {402, 20}, {223675, 20},             
                 // Bees-Wasps    Plague-Hands    Azmo Pools     Azmo fireball    Azmo bodies    Belial 1        Belial 2      
-                {5212, 10},      {3865, 12},     {123124, 54},  {123842, 16},    {123839, 47},  {161822, 20},   {161833, 20}, 
+                {5212, 10},      {3865, 12},     {123124, 54},  {123842, 20},    {123839, 47},  {161822, 20},   {161833, 20}, 
                 // Sha-Ball      Mol Ball        Mage Fire      Diablo Prison    Diablo Meteor  Ice trail
                 {4103, 8},       {160154, 8},    {432, 10},     {168031, 15},    {214845, 28},  {260377, 6}
What do you suggest I change it to?
 
Elites get an increased range depending on the user's kill radius set. If less than 60, it defaults to 60. If between 60-90, it defaults to 90. However the issue is more to do with hidden mobs that jump out at you. There is a check for "burrowed" mobs in Trinity, but I don't think it works. Sure doesn't work for wither moths in Leoric's Hunting ground.

If someone would be so wonderful to grab some ActorId's of said mobs (those flying dragon things in Act 3, the birds in Act 2 Oasis/Desolate Sand, and Whither moths, I can write a quick statement check on those specific IDs and drop their radius. Those are the only ones I can think of at the moment that have cause me problems anyway.
 
I think I fixed all about WW this time.... But too much customization already, so I will just upload my version with comments, you can find them with "//K:"
you don't need to care about other things except I comment. take what you need.
 

Attachments

Elites get an increased range depending on the user's kill radius set. If less than 60, it defaults to 60. If between 60-90, it defaults to 90. However the issue is more to do with hidden mobs that jump out at you. There is a check for "burrowed" mobs in Trinity, but I don't think it works. Sure doesn't work for wither moths in Leoric's Hunting ground.

If someone would be so wonderful to grab some ActorId's of said mobs (those flying dragon things in Act 3, the birds in Act 2 Oasis/Desolate Sand, and Whither moths, I can write a quick statement check on those specific IDs and drop their radius. Those are the only ones I can think of at the moment that have cause me problems anyway.

a convenient way is to grab it from here... It's correct for 1.0.5a
Monsters - Diablo 3 Lexicon
 
Status
Not open for further replies.
Back
Top