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[Plugin] A ChuckyEgg Attempt! - Party Dude Pro, breaker breaker roger smack 'em!

Hey Tesslerc,

I've got it coded up (rough version), and it's working nicely.

Next step is to test it with Trinity.

I've also increased the distance from 11 to 30 of the follower from the portals, as I noticed followers that lagged behind tended to not be able to see and use the portals.

I've also got to add to the Config Window - backup profile, whether or not looting and killing is to be done, difficulty level (Normal, Nightmare, Hell, Inferno), et al. Config window is needed so that the plugin knows what info needs to go into the profile.

Anyway, looking good, but now for the true test ---- TRINITY!
 
Bad news :( Trinity failed... follower still won't pick up the loot.

I'm now thinking that perhaps I should write a routine to pick up the loot, but I'm also thinking that will be quite involved!

Is this plugin compatible with the beta? Keeps saying "Party not full yet. Sending out invites". And i've followed your guide very closely.

It should work with beta, although I haven't tried it.

I get that "Party not full yet. Sending out invites" when the PartyDudePro config window is not set to the same path and folder name that is in the PartyLeaderPro config window.

Try closing down DemonBuddy and making sure the comms folder has been deleted, then restart DemonBuddy for your leader and followers. Then pray :)
 
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you could try setting the wait for drops to max in trinity for the leader; I am not saying it will be perfect, but it may give the follower time to loot if the party dude ignores movement that is less than like distance 5....

the problem is simply going to be you have two plugins sending move instructions a.k.a. cock blocking or racing...
 
:(
Why is trinity acting not nice.
Bad trinity

lol, we'll tame the girl!

you could try setting the wait for drops to max in trinity for the leader; I am not saying it will be perfect, but it may give the follower time to loot if the party dude ignores movement that is less than like distance 5....

I just tried that, but no joy :(

The follower still can't get to loot that is off the path of the leader.

the problem is simply going to be you have two plugins sending move instructions a.k.a. cock blocking or racing...

I'm going to see if I can write a method that looks to see if there is any loot nearby (within loot range), and if so not to follow the leader. It will just perform the check, therefore leaving the looting to Trinity / DemonBuddy.

Hopefully that will work and I'll be able to code it.

Of course, the problem with this is that it will require adding Loot Requirements to the PartyDude config window. The poor user will have another place they'll need to add that information!
 
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God I want to use this ... but without Trinity ... I just cant!
 
God I want to use this ... but without Trinity ... I just cant!

:) yeah, I'm currently working on a fix for that.

Judging by what Xsol said above, if I make sure PartyDude doesn't try to moveTO to the leader if there is loot nearby, it should allow the picking up of the loot to work.

I'm going to test it out with something simple like gems or pages, as they are easy to identify. I'll just spread a load of Pages of Blacksmithing along a path, then see if the follower grabs them as I control the leader.


I had fun the last few days manually running a party made up of a Barbarian, Monk, Witch Doctor and Wizard. LOTS OF FUN. They totally raped ACT II (except for requiring 3 attempts at Belial), and are doing pretty well in act III :)
For gear upgrades I am focusing on their main stat (INT/DEX/STR) plus Vit (making sure neither drops below current value), and trying not to lose too much armour, preferably none.
I'm not considering any other stat during the upgrade process (resistances are below 200), and they rock, but then again, they are running in a full party, not much can stand up against them. Oh, and it's MP0, but nevermind about that :o :p
Current health and damage is about 40k for all, although the WD is getting on for 50k damage.
Most of the upgrades have been done from loot :)


------------------------------------------
NEW VERSION - 2.0.2

Improved the portal usage. Now followers that are trailing behind have a chance to locate and use the portal, as I increased the search range from 11 to 50.

Leader death and human control - the leader will now not TP to town if it does and is under manual control.
 
*** GOOD NEWS ***

The test for lootable items nearby to prevent the follower from following the leader, results in Trinity working as it should. The followers now pick up all loot within lootable range :)

Now for the nasty bit. The code so far only checks for Pages of Blacksmithing. I need to now add all other type of loot, including things like Quality and item level.... eek :confused: I'll figure it out.

Off out now... got some proper work to do!
 
*** GOOD NEWS ***

The test for lootable items nearby to prevent the follower from following the leader, results in Trinity working as it should. The followers now pick up all loot within lootable range :)

Now for the nasty bit. The code so far only checks for Pages of Blacksmithing. I need to now add all other type of loot, including things like Quality and item level.... eek :confused: I'll figure it out.

Off out now... got some proper work to do!

Chucky, do a check if trinity is checked.
If so i got 2 ideas:

1. Hook up to the Trinity.XML in the settings folder - that way you know what the user wants to pick up due to his settings for trinity (also makes it a one change each time and not to change 2 options each time)
2. "Steal" the trinity loot code - it already exists.. why make it again
 
Chucky, do a check if trinity is checked.
If so i got 2 ideas:

1. Hook up to the Trinity.XML in the settings folder - that way you know what the user wants to pick up due to his settings for trinity (also makes it a one change each time and not to change 2 options each time)
2. "Steal" the trinity loot code - it already exists.. why make it again


No. 1 is definitely a good idea :) .. I'll have a look at that.

No.2 ... PartyDude does not pick up the loot. It only looks to see if there is any loot out there. Trinity / Demonbuddy picks up the loot.
IF there is loot, THEN follower does not follow leader, thus allowing Trinity or DemonBuddy to get the loot.

Anyway, all looking very good now, I just need to figure out how to ID object by quality and level. And if I do as you say, and read in the Trinity loot settings, that will simplify things on the code front, I hope :)

I may release this in parts, each allowing more types of loot to be picked up by Trinity. Probably with items that are easily identified as a group, such as pages, tomes, and gems. It'll be armour and weapons that'l be the real pain to code up, but as you referred to, the Trinity code may help there :)

Anyway, now I must split.......
 
Open trinity, search for:

// **********************************************************************************************
// ***** Pickup Validation - Determines what should or should not be picked up *****
// **********************************************************************************************

That should give you the code needed to check for if a stop is relevant.
You need to do the exact same checks as trinity, only trinity decides if to pickup on true and you decide if to stop following on true :)
 
Excellent, Tesslerc, :) that's exactly what I need to look at/use.

I've added a checkbox to the PartyDudePro config window, to show if the user is using the Trinity plugin. And I have loaded the Trinity config file.

If the checkbox is unchecked, not using Trinity, then no checks on nearby loot are done, as Belph can deal with it.

Next: make a start on implementing the check on loot as per the Trinity Loot settings. I'll do the easy stuff first, plans, designs, pages, tomes, gems, potions, and leave the armour and weapons for last.
 
The follower portal-clicking-part is fine. BUT if the leader dont go into that portal. Instead open a new game and invites the followers. But they awaits the leader clicks the portal. So followers dont accept invite. Please do the invite-check before the portal-check. So they click the invite-accept button instead of infinity awaiting the portal :) Thanks
 
The follower portal-clicking-part is fine. BUT if the leader dont go into that portal. Instead open a new game and invites the followers. But they awaits the leader clicks the portal. So followers dont accept invite. Please do the invite-check before the portal-check. So they click the invite-accept button instead of infinity awaiting the portal :) Thanks

I guess that was a boss portal? ... hmm... I need to look at that.

The leader writes to the database (COMMS system), stating what stage the game is in (Creating Game, Running, Dead leader), but during the point where the followers go through a Boss portal it does go into a loop that only ends once they are the other side.... I'd better change that...
 
Yea, saw it in arreat right before the boss-portal. Leader was finished in front of the portal and ended his game (did not clicked the boss-portal!), but followers clicked the portal. So they awaited the leader goes into the portal too. But leader already created a new game and invited the followers :) So endless check of the followers to go into that portal and endless check of the leader that no follower accept the invite. Cant use your 2.x-versions and switched back to 1.0.10, it works nice. Thanks for your work!

Is it possible to make an option we can set how far the followers following the leader? It has no rush, but would be awesome for leveling undergeared chars :)
 
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I have it coded up, I just need to test it. I can't get on D3 at the moment as they are having authentication issues!

The distance the followers are from the leader is something I do want to have adjustable, but that one is for the future... near future. I want to get this Trinity compatibility code fix finished and working first :)

Now I'm off to the pub :)
 
NEW VERSION - 2.0.3

Fix applied for when the follower gets stuck interacting with the boss portal because the leader has left the game (e.g. Azmodan). Now the follower will TP back to town and wait for a new invite from the leader.
 
My party does not want to disband anymore when they leave game to create a new run. Is anyone else experiencing this ?

-------
On the Trinity Incompatibility front... I have implemented the fix for Tomes, Designs, Gold, and Gems so far. The follower is actually pickup up everything, as long as other items are near to tomes, gold, or gems.
I'll try and complete the fix today, add all the other things.

One thing... it looks like Trinity does not bother with Plans or Tomes of Blacksmithin/Jewelcrafting, is this so ?

I also need to put in some team coordination, by having the leader make sure all the members of the party are keeping up with it.
 
My party does not want to disband anymore when they leave game to create a new run. Is anyone else experiencing this ?

-------
On the Trinity Incompatibility front... I have implemented the fix for Tomes, Designs, Gold, and Gems so far. The follower is actually pickup up everything, as long as other items are near to tomes, gold, or gems.
I'll try and complete the fix today, add all the other things.

One thing... it looks like Trinity does not bother with Plans or Tomes of Blacksmithin/Jewelcrafting, is this so ?

I also need to put in some team coordination, by having the leader make sure all the members of the party are keeping up with it.

Demonbuddy update keeps them in the party now

And negative to tomes ... they are worthless, the Tomes of Secrets are the only ones worth a sliver
 
Demonbuddy update keeps them in the party now

And negative to tomes ... they are worthless, the Tomes of Secrets are the only ones worth a sliver

Thanks for the answer, Bio72301.

Hmm, I'll get them to disband the party programatically (from within the plugin). Radonic has just told me how to do that :)
 
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