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Unified GilesPlugin's Unnoficial Updates File

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Are the 0.44 changes added to darkfriend77's itemrules edition yet (the one @ subversion) ?
Stoked to try out the monk changes :-)
 
Following thoughts I already mentioned to Magi:

the real dps lost without inna's is the sweeping wind, this one should be casted also if blinding flash is not ready...

I thought a lot about that today and came to following logical expression:

1. check if Inna or not

-> yes: see 2.
-> no: see 3.

2. use implementation with first blinding flash followed by sweeping wind & spamming sweeping wind constantly

3. To avoid loosing a lot of dps of not active sweeping wind: check iElite or iAnythingInRange

-> iElite: see 4.
-> iAnything: see 5.

4. wait till 85 spirit is ready and cast first blinding flash then sweeping wind

5. just cast sweeping wind and do not bother with blinding flash!

I have to disagree with point 3 of this logic that leads to point 5, typically sweeping wind is up for a long time (obviously at least 20 seconds minimum), and blinding flash costs 10 spirit which will take less than a second to get.

Seeing as sweeping wind for non inna's will cost 70 spirit anyway, waiting an extra second for 80 spirit to cast blinding flash first will always be worthwhile for an additional 30% sweeping wind damage, so point 5 is entirely redundant, the logic should just go to 4 IMO.

Edit: I know this disregards the slight bonus of getting blinding flash up straight away, but I think it's always worthwhile when sweeping winds will typically be a decent DPS bonus for the next few minutes or more and realistically you will still get the same defensive bonus when it fires say 5 seconds or so later and you have the spirit.
 
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Oh and you are talking about a bug with full Inna's set - surely you mean with the 4-part bonus? the 5th part is that aweful staff...
 
damn I step out to eat some turkey and the whole trinity world changes on me! Jub, very sorry to hear about your health. Get well soon! hti - rrrix, great job! I will download and test on my end.

Sounds like sweeping wind is heading in the right direction, I would agree with mylo that I think waiting for the extra 10 spirit to cast blinding flash before sweeping wind is optimal for non-inna's, however I haven't been a non-inna for awhile so perhaps in theory it makes sense to wait, but in the botting world it doesn't.

I leave it to the non-inna testers to test.

Since Jubis is going to be out for a bit, I think most of us should migrate to what hti and rrrix are doing. I don't know how much interest I have in refactoring code, I've got a few requests for some other profiles so I may stick with that for a bit and offer any help or insight as needed for Trinity specific stuff. Ensuring item looting works every time has been top priority for me and will be for some future endeavors.
 
I really really wanna have a try after implementing darkfriend's looting...
I can give a hand... but tell me what namespace you are considering to put it in?
now we are uniting it, we don't have to do it like the dirty way like darkfriend did.
 
at this point I haven't touch the loot code myself, been trying to compensate for it's lack of accuracy through other means. At this point I am going to test what rrrix has done as I believe he mentioned making some progress with this in one of his earlier posts. I won't touch any trinity code for now, and if I do, I'll make sure to go through hti/rrrix.
 
I really really wanna have a try after implementing darkfriend's looting...
I can give a hand... but tell me what namespace you are considering to put it in?
now we are uniting it, we don't have to do it like the dirty way like darkfriend did.

For structure and namespace naming, I view method by method ^^
Tomorrow I start work on Cache and RefreshDia... ( Long night for me:( )
For Looting system, I thing add "Loot" namespace, with LootManager Class with 5 public method (Init [Hook], Stash, Sell, Salvage, Pickup).
But not clarity at the moment in this point ^^ (one time, one problem:rolleyes:)
 
hey i have been away for awhile and came back recently, i see that giles is MIA and that this unified plugin is the tits now. just wondering if there are alrdy pre determined loot rules on this plugin and what are they? also does it only work with the latest db? cuz im still running db 282 with trinity 1.6.3.4 and 1.5.1 atom. i dnt really have a problem with this setup except for the loot rules and all the trash it keeps.
 
Tried to implement TrinityMoveto's skipahead today, but failed...
now I'm using TrinityMoveto with normal navigation. GPH is now never below 600K =w=
I would suggest any one want a fully optimized performance to try this!
What build and profile are you running for 600k/h? lol Im around 350k/h with p100 ww barb with 150k base dps running the linked a1-3 profiles.
 
looked at latest monk blinding flash code in v44 and CE v1.7 and I think the energy levels are off by 10.

Current
Code:
(hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && (playerStatus.CurrentEnergy >= 95 ||
(settings.bMonkInnaSet && playerStatus.CurrentEnergy >= 25) || GilesHasBuff(SNOPower.Monk_SweepingWind))) ||

Should be:
Code:
(hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && (playerStatus.CurrentEnergy >= 85 ||
(settings.bMonkInnaSet && playerStatus.CurrentEnergy >= 15) || GilesHasBuff(SNOPower.Monk_SweepingWind))) ||

Unless there is a reason for the 10 spirit buffer, you technically only need 15 for inna to cast sw and bf, and 85 for non-inna.
 
What build and profile are you running for 600k/h? lol Im around 350k/h with p100 ww barb with 150k base dps running the linked a1-3 profiles.
linked profile. a2 is low sometimes. I can reach 700k/h if only run in a3. using TrinityMoveto.
my barb is p90 now, leveling super fast recently. but base dps is only 90k = =
I use threatening shout, unforgiving and IK set so that I can keep running.
but my trinity is already tweaked for myself... and I think others come with a worse result using my plugin...
 
For structure and namespace naming, I view method by method ^^
Tomorrow I start work on Cache and RefreshDia... ( Long night for me:( )
For Looting system, I thing add "Loot" namespace, with LootManager Class with 5 public method (Init [Hook], Stash, Sell, Salvage, Pickup).
But not clarity at the moment in this point ^^ (one time, one problem:rolleyes:)

I added the rule loot, and place my tweak of Zigzag on git now~
namespace and variable naming can be changed later(I actually want to change all the names in interpreter...)
It's also working better than darkfriend's uncahced check.

maybe we can add config window to choose rules later.
 
at this point I haven't touch the loot code myself, been trying to compensate for it's lack of accuracy through other means. At this point I am going to test what rrrix has done as I believe he mentioned making some progress with this in one of his earlier posts. I won't touch any trinity code for now, and if I do, I'll make sure to go through hti/rrrix.

What loot problems have you experienced? I've spent at least 20 hours refactoring RefreshDiaObject, from what Giles had originally setup and what's actually in the "unified" versions.

Here's a tip, if you're finding the bot doesn't "see" something, go to Variables.cs, and set these both to true:

Code:
        /// <summary>
        /// Special debugging
        /// </summary>
        private static bool bDebugLogSpecial = false;


        /// <summary>
        /// Dumps info every tick about object caching... this will dump hundreds of MB of data in an hour, be careful!
        /// </summary>
        private static bool bDebugLogRefreshDiaObject = false;

Then, go into Giles Config > Advanced Tab > Enable "Debug Info Status Bar"

You will quickly see every object, the type, name, SNO, of the object, if it was ignored by the cache system, why it was ignored, how far away it is, and other useful info.

Cheers,

rrrix
 
looked at latest monk blinding flash code in v44 and CE v1.7 and I think the energy levels are off by 10.

Current
Code:
(hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && (playerStatus.CurrentEnergy >= 95 ||
(settings.bMonkInnaSet && playerStatus.CurrentEnergy >= 25) || GilesHasBuff(SNOPower.Monk_SweepingWind))) ||

Should be:
Code:
(hashPowerHotbarAbilities.Contains(SNOPower.Monk_SweepingWind) && (playerStatus.CurrentEnergy >= 85 ||
(settings.bMonkInnaSet && playerStatus.CurrentEnergy >= 15) || GilesHasBuff(SNOPower.Monk_SweepingWind))) ||

Unless there is a reason for the 10 spirit buffer, you technically only need 15 for inna to cast sw and bf, and 85 for non-inna.

Rrrix don't have merge v44 and v45 modification atm, but thx he check that ^^

I added the rule loot, and place my tweak of Zigzag on git now~
namespace and variable naming can be changed later(I actually want to change all the names in interpreter...)
It's also working better than darkfriend's uncahced check.

maybe we can add config window to choose rules later.

No problem, if well structure, renaming is easy with VS ^^
 
"-"Untargetable enemy" bug should be fixed"

Hello which codes fixed this bug? Or what codes in the .44 should I replace the old codes in .42?
 
I'm not 100% positive, but it looks like my WW barb is using WOTB way less frequent than it should (or did in previous versions). I see it killing 5 elite packs sometimes before it activates it. Anyone else with the same experience or help on how to fix it? I did not fiddle with default barb values.
 
I'm not 100% positive, but it looks like my WW barb is using WOTB way less frequent than it should (or did in previous versions). I see it killing 5 elite packs sometimes before it activates it. Anyone else with the same experience or help on how to fix it? I did not fiddle with default barb values.

Since any version wotb is activate only if elite have determined affix
 
Unless there is a reason for the 10 spirit buffer, you technically only need 15 for inna to cast sw and bf, and 85 for non-inna.

This is a policy made by Giles I've keeped. The extra 10 spirit is to asure serenity can be ALWAYS use in case of some emergency (being incapacited and/or very low hp).

Probably is a good idea to remove it anyway, using 15 for inna and 85 for non-inna.
 
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