Strange i made several fresh installs and i cant use sweeping winds only works for me with 1.6.3.4
What do you call not work ?
- Never used
- Never spam
Strange i made several fresh installs and i cant use sweeping winds only works for me with 1.6.3.4
NeverWhat do you call not work ?
- Never used
- Never spam
*/
// Stores the total points this stat is worth at the above % point of maximum
// Note that these values get all sorts of bonuses+ multipliers+ and extra things applied in the actual scoring routine. These values are more of a base value.
// Variable name Dex, Int, Str, Vit, L%, LOH, Stl%, LPS, MF, GF, MS, Rad, Sox, Crit%, CDam%, ASPD, Min+, Max+, Blk, Thn, AR, SR, DPS, ARMR, Disc, Mana, Arc., Regn, Globe
private static double[] WeaponPointsAtMax = new double[29] { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 0500, 16000, 15000, 15000, 0000, 0000, 0000, 0000, 1000, 11000, 0000, 90000, 0000, 10000, 8500, 8500, 10000, 8000 };
private static double[] ArmorPointsAtMax = new double[29] { 11000, 11000, 11000, 09500, 09000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 04300, 09000, 06100, 7000, 3000, 3000, 5000, 1200, 07500, 1500, 00000, 5000, 04000, 3000, 3000, 06000, 4000 };
private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 08000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 03500, 07500, 06300, 6800, 0800, 0800, 5000, 1200, 07500, 1500, 00000, 4500, 04000, 3000, 3000, 06000, 4000 };
// Some special values for score calculations
// BonusThreshold is a percentage of the max-stat possible that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the max-stat to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
// MinimumThreshold is a percentage of the max-stat possible that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
// MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary will ignore magic-find scoring.
// Variable name Dex, Int, Str, Vit, L%, LOH, Stl%, LPS, MF, GF, MS, Rad, Sox, Crit, CDam, ASPD, Min+, Max+, Blk, Thn, AR, SR, DPS, ARMR, Disc, Mana, Arc., Regn, Globe
private static double[] BonusThreshold = new double[29] { 0.75, 0.75, 0.75, 0.75, 0.80, 0.70, 0.80, 1.00, 1.00, 1.00, 0.95, 1.00, 1.00, 0.70, 0.90, 0.90, 0.90, 0.90, 0.83, 1.00, 0.85, 0.95, 0.70, 0.90, 1.00, 1.00, 1.00, 0.90, 1.00 };
private static double[] MinimumThreshold = new double[29] { 0.40, 0.40, 0.40, 0.30, 0.60, 0.35, 0.60, 0.70, 0.40, 0.40, 0.75, 0.80, 0.40, 0.40, 0.60, 0.40, 0.20, 0.20, 0.65, 0.60, 0.40, 0.75, 0.70, 0.80, 0.70, 0.70, 0.70, 0.70, 0.40 };
private static double[] StatMinimumPrimary = new double[29] { 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00, 0.20, 0.40, 0.40, 0.30, 0.00, 0.00, 0.00, 0.00, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40, 0.00, 0.40, 0.40, 0.40, 0.40, 0.40, 0.40 };
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad. Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc.Mana Arc. Regen Globes
//private static double[] MaxPointsWeaponOneHand = new double[29] { 400, 400, 400, 400, 0, 1000, 3, 0, 0, 0, 0, 0, 1, 0, 85, 0, 0, 0, 0, 0, 0, 0, 1500, 0, 10, 150, 10, 14, 0 };
//private static double[] MaxPointsWeaponTwoHand = new double[29] { 530, 530, 530, 530, 0, 1800, 5.8, 0, 0, 0, 0, 0, 1, 0, 170, 0, 0, 0, 0, 0, 0, 0, 1700, 0, 10, 119, 10, 14, 0 };
//private static double[] MaxPointsWeaponRanged = new double[29] { 320, 320, 320, 320, 0, 850, 2.8, 0, 0, 0, 0, 0, 1, 0, 85, 0, 0, 0, 0, 0, 0, 0, 1410, 0, 0, 0, 0, 14, 0 };
//private static double[] MaxPointsOffHand = new double[29] { 300, 300, 300, 300, 9, 0, 0, 234, 18, 20, 0, 0, 1, 8.5, 0, 15, 110, 402, 0, 979, 0, 0, 0, 0, 10, 119, 10, 11, 5977 };
//private static double[] MaxPointsShield = new double[29] { 330, 330, 330, 330, 16, 0, 0, 342, 20, 25, 0, 0, 1, 10, 0, 0, 0, 0, 30, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsRing = new double[29] { 200, 200, 200, 200, 12, 479, 0, 234, 20, 25, 0, 0, 1, 6, 50, 9, 36, 100, 0, 979, 80, 60, 0, 240, 0, 0, 0, 0, 5977 };
//private static double[] MaxPointsAmulet = new double[29] { 350, 350, 350, 350, 16, 959, 0, 410, 45, 50, 0, 0, 1, 10, 100, 9, 36, 100, 0, 1712, 80, 60, 0, 360, 0, 0, 0, 0, 5977 };
//private static double[] MaxPointsShoulders = new double[29] { 200, 200, 300, 200, 12, 0, 0, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsHelm = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsPants = new double[29] { 200, 200, 200, 300, 0, 0, 0, 342, 20, 25, 0, 7, 2, 0, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsGloves = new double[29] { 300, 300, 200, 200, 0, 0, 0, 342, 20, 25, 0, 7, 0, 10, 50, 9, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsChest = new double[29] { 200, 200, 200, 300, 12, 0, 0, 599, 20, 25, 0, 7, 3, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBracer = new double[29] { 200, 200, 200, 200, 0, 0, 0, 342, 20, 25, 0, 7, 0, 6, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBoots = new double[29] { 300, 200, 200, 200, 0, 0, 0, 342, 20, 25, 12, 7, 0, 0, 0, 0, 0, 0, 0, 1454, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsBelt = new double[29] { 200, 200, 300, 200, 12, 0, 0, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 80, 60, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsCloak = new double[29] { 200, 200, 200, 300, 12, 0, 0, 410, 20, 25, 0, 7, 3, 0, 0, 0, 0, 0, 0, 2544, 70, 50, 0, 397, 10, 0, 0, 0, 12794 };
//private static double[] MaxPointsMightyBelt = new double[29] { 200, 200, 300, 200, 12, 0, 3, 342, 20, 25, 0, 7, 0, 0, 0, 0, 0, 0, 0, 2544, 70, 50, 0, 265, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsSpiritStone = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 0, 0, 12794 };
//private static double[] MaxPointsVoodooMask = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 119, 0, 11, 12794 };
//private static double[] MaxPointsWizardHat = new double[29] { 200, 300, 200, 200, 12, 0, 0, 342, 20, 25, 0, 7, 1, 6, 0, 0, 0, 0, 0, 1454, 70, 50, 0, 397, 0, 0, 10, 0, 12794 };
//private static double[] MaxPointsFollower = new double[29] { 300, 300, 300, 200, 0, 300, 0, 234, 0, 0, 0, 0, 0, 0, 55, 0, 0, 0, 0, 0, 50, 40, 0, 0, 0, 0, 0, 0, 0 };
//// Stores the total points this stat is worth at the above % point of maximum
//// Note that these values get all sorts of bonuses, multipliers, and extra things applied in the actual scoring routine. These values are more of a "base" value.
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] WeaponPointsAtMax = new double[29] { 14000, 14000, 14000, 14000, 13000, 20000, 7000, 1000, 6000, 6000, 6000, 500, 16000, 15000, 15000, 0, 0, 0, 0, 1000, 11000, 0, 64000, 0, 10000, 8500, 8500, 10000, 8000 };
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Rad. Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] ArmorPointsAtMax = new double[29] { 11000, 11000, 11000, 9500, 9000, 10000, 4000, 1200, 3000, 3000, 3500, 1000, 4300, 9000, 6100, 7000, 3000, 3000, 5000, 1200, 7500, 1500, 0, 5000, 4000, 3000, 3000, 6000, 5000 };
//private static double[] JewelryPointsAtMax = new double[29] { 11500, 11000, 11000, 10000, 8000, 11000, 4000, 1200, 4500, 4500, 3500, 1000, 3500, 7500, 6300, 6800, 800, 800, 5000, 1200, 7500, 1500, 0, 4500, 4000, 3000, 3000, 6000, 5000 };
//// Some special values for score calculations
//// BonusThreshold is a percentage of the "max-stat possible", that the stat starts to get a multiplier on it's score. 1 means it has to be above 100% of the "max-stat" to get a multiplier (so only possible if the max-stat isn't ACTUALLY the max possible)
//// MinimumThreshold is a percentage of the "max-stat possible", that the stat will simply be ignored for being too low. eg if set to .5 - then anything less than 50% of the max-stat will be ignored.
//// MinimumPrimary is used for some stats only - and means that at least ONE primary stat has to be above that level, to get score. Eg magic-find has .5 - meaning any item without at least 50% of a max-stat primary, will ignore magic-find scoring.
//// Dex Int Str Vit Life% LOH Steal% LPS Magic% Gold% MSPD Radi Sox Crit% CDam% ASPD Min+ Max+ Block% Thorn Allres Res DPS ARMOR Disc. Mana Arc. Regen Globes
//private static double[] BonusThreshold = new double[29] { .75, .75, .75, .75, .80, .70, .8, 1, 1, 1, .95, 1, 1, .70, .90, 1, .9, .9, .83, 1, .85, .95, .80, .90, 1, 1, 1, .9, 1.0 };
//private static double[] MinimumThreshold = new double[29] { .40, .40, .40, .30, .60, .35, .6, .7, .40, .40, .75, .8, .4, .40, .60, .40, .2, .2, .65, .6, .40, .55, .80, .80, .7, .7, .7, .7, .40 };
//private static double[] StatMinimumPrimary = new double[29] { 0, 0, 0, 0, 0, 0, 0, .2, .40, .40, .30, 0, 0, 0, 0, 0, .40, .40, .40, .40, .40, .40, 0, .40, .40, .40, .40, .4, .40 };
}
}
I think you mean "fluidly"yes, 0.45 runs much much more smoothly. The new release stutters & freezes up continuously causing slower runs and deaths.
I just summed up all previous queries and formatted to make it clearerIf you ask one more times, may be![]()
Seriously 3 same request in 3 days (or something like that)
Ok, I'll give you my SSs to prove it.Lol on AH may be you view this at 10M but not sold ! < 800 even LS and DCC it's shit.
It'll be great! Thank you!If you want get shit, I can set lower score.
Never
Used with unified version and i have 4inna set
I think the minimum gold pile function is broken in 1.7.1.3. My bot now goes out of its way just to pick every single stack of gold even though I set it to loot piles above 500 only. Apart from this, it looks good!
edit - It misses numerous rare drops as well. Just saw it skip a mighty belt and helm.
[20:26:23.897 Q] [Trinity][CacheManagement]System.InvalidCastException: Не удалось привести тип объекта "Zeta.Internals.Actors.ACD" к типу "Zeta.Internals.Actors.ACDItem".
в GilesTrinity.GilesTrinity.RefreshGilesItem(Boolean AddToCache)
в GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
в GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
в GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
Help me please !
You have a logfile ? Probably xaml file can't be found in \Plugins\GilesTrinity\UI\...any1 else having just a non-clickable (aka greyed out) config button for giles 1.7.1.3?
its a fresh install and I dont really know what causes this. using the newest demonbuddy beta and neither with new atom 2.0.x nor the old 1.6.x its working
(eg it starts the profile but does not attack mobs, just stands there till death)
also i obviously cant make any changes to giles since i cant get into the config menu
will try older version now
Another issue sorry. Edited my post only after hti replied lol.
Default melee still does not work (ever since the last official Giles). Basically when my wiz runs out of AP to cast Energy Twister it refuses to attack until it generates enough AP to cast an Energy Twister. In game, when we use Energy Twister even without AP, a default attack would take its place. Props to anyone who can solve this issue.
This.I think the minimum gold pile function is broken in 1.7.1.3. My bot now goes out of its way just to pick every single stack of gold even though I set it to loot piles above 500 only. Apart from this, it looks good!
edit - It misses numerous rare drops as well. Just saw it skip a mighty belt and helm.
[12:50:12.925 N] ========== Grid segmentation resetting!!! ============
[12:50:32.325 Q] [Trinity][CacheManagement]System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_IsUntargetable()
at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:52:10.585 Q] [Trinity][CacheManagement]System.AccessViolationException: Could not read bytes from 00000008 [299]!
at Zeta.MemoryManagement.ExternalProcessReader.ReadBytes(IntPtr address, Int32 count, Boolean isRelative)
at Zeta.MemoryManagement.ExternalProcessReader.Read[T](IntPtr address, Boolean isRelative)
at Zeta.Internals.Actors.ACD.[](ACD , Int32 )
at Zeta.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
at Zeta.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
at Zeta.Internals.Actors.DiaUnit.get_IsNPC()
at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:52:17.675 N] Using town portal
[12:52:23.525 N] Townportal successfull, we are in town!
[12:52:24.265 N] ========== Grid segmentation resetting!!! ============
[12:52:29.105 N] [Atom] - [3 / 10] BigRed_CursedTower.xml
[12:52:29.105 N] [Atom] - Resetting the deathcounter.
[12:52:29.125 N] Profile completed
[12:52:29.125 N] Number of games completed:1
[12:52:30.015 N] Loaded profile [A3 - Inferno]CIGGARC Donator Profile 1.04 - Tower of the Cursed Level 1 and 2
[12:52:30.045 N] ToggleTargeting, new values: Looting:True LootRadius:80 Combat:True KillRadius:45
[12:52:31.125 N] Using Waypoint Waypoint-6904 Number:9
[12:52:32.025 N] ========== Grid segmentation resetting!!! ============
[12:55:08.676 N] Interacting with object g_Portal_ArchTall_Orange-9083
[12:55:14.716 N] ========== Grid segmentation resetting!!! ============
[12:55:25.126 Q] [Trinity][CacheManagement]System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Internals.Actors.DiaUnit.get_IsUntargetable()
at GilesTrinity.GilesTrinity.RefreshGilesUnit(Boolean AddToCache)
at GilesTrinity.GilesTrinity.RefreshStepMainObjectType(Boolean& AddToCache)
at GilesTrinity.GilesTrinity.CacheDiaObject(DiaObject freshObject)
at GilesTrinity.GilesTrinity.RefreshCacheMainLoop()
[12:58:09.716 N] Interacting with object Boss_Portal_MistressOfPain-11408
[12:58:15.366 N] [Atom] - [4 / 10] BigRed_CursedHeart.xml
[12:58:15.366 N] [Atom] - Resetting the deathcounter.
[12:58:15.416 N] Profile completed
[12:58:15.416 N] Number of games completed:1
Well, I've read through the last pages of bug reports and complaints and I've got to ask billybob something:
What the flying fuck is wrong with v0.45? to this day I don't get why people didn't like it. It was basically the same as v0.44 anyway.
Also, the Community Version works a lot better for me than the old unified ever did. I would never switch back
Foss: error 299 is a pretty normal occurrence and it's pretty much harmless. Besides, it's not trinity's fault