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[Plugin] Giles Combat Replacer

GilesSmith

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Joined
Jun 2, 2012
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THIS PLUGIN IS OLD AND HAS BEEN ABANDONED.
IT IS REPLACED BY "GILES TRINITY".
IT IS NOT COMPATIBLE WITH GILES TRINITY.


Click HERE to access the Trinity forums for information, guides, and download link

DO NOT USE THIS OLD PLUGIN WITH GILES TRINITY - DELETE THIS BEFORE USING TRINITY.




Attachments left for legacy/archive purposes only. Please don't post any more bugs/problems with this plugin. There will be no more updates for it.
 

Attachments

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Build Suggestions/Ideas

Note: These are only ideas/suggestions for builds, that myself or other botters have had success with. Try them out as they are (exactly as they are) - if they don't work, try tweaking them. If you can't get a build to work for you at all, try a different build (or consider upgrading your gear). Some builds rely heavily on critical hit chance to be effective, for example.


Frenzy-Barb:
a1G5Z.jpg

This is quite a dynamic build - for example you can have "Manic" rune on frenzy instead of sidearm. If your critical hit chance is quite low, you might try replacing Overpower with a skill of your choice (Furious Charge, Earthquake, Wrath of the Berserker, etc.) - in which case you might want to replace the "Ruthless" passive with Superstition, for 20% more survivability against AOE's etc. - use your own judgement!


Tornado Whirlwind-Barb:
siBfn.jpg

Overpower is optional (but recommended), and so is the rune you use on it. All other skills & rune choices are almost required for a whirlwind-tornado spec build.


Throwing Barb (yes, a ranged barbarian, it really works!):
ngaIG.jpg

This build needs a high critical-hit-chance to be effective.
You may also have issues with "barricades" that DB tries to break if your spear is off cooldown (swapping throwing for spear causes the same problem but if you are out of fury instead).
 
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Reserved.


Not that GPH matters, but I make 100k/hr while doing radonics A1 profile and using this Combat Replacer.
 
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Curious to what stats should I be shooting for with a WW barb.
 
Looks like yet another Giles-plugin to my collection.... looking more and more like GilesBuddy now ;)
 
I am absolutely going to test this out for you as soon as I get home. I've never wanted to go home as badly as I do right now. heh
 
Code:
        [B]// Each time we join & leave a game, might as well clear the hashset of looked-at dropped items - just to keep it smaller
        private static void OnJoinGame(object src, EventArgs mea)
        {
            HashSet<int> _hashsetItemStatsLookedAt = new HashSet<int>();
        }

        // Each time we join & leave a game, might as well clear the hashset of looked-at dropped items - just to keep it smaller
        private static void OnLeaveGame(object src, EventArgs mea)
        {
            HashSet<int> _hashsetItemStatsLookedAt = new HashSet<int>();
        }[/B]

        public void OnDisabled()
        {
            CombatTargeting.Instance.Provider = new DefaultCombatTargetingProvider();
            Zeta.CommonBot.GameEvents.OnGameLeft -= OnLeaveGame;
            Zeta.CommonBot.GameEvents.OnGameJoined -= OnJoinGame;
            Zeta.CommonBot.BotMain.OnStart -= GilesCombatBotStart;
            Log("DISABLED: DemonBuddy is once again controlling monster targets.");
        }

        public void OnShutdown()
        {
        }

Did you intend to enter the same code twice? Just curious. I respect your work and I'm trying to understand your code.
 
Just in case anyone is wondering. The DPS break point is 37-38K tornado ticks for 8% life steal to match 1500 LoH
 
Code:
Did you intend to enter the same code twice? Just curious. I respect your work and I'm trying to understand your code.

You can ignore that, it's just redundant copy-paste code from stash replacer plugin, doesn't do anything at all here! (I'll delete it for next v, well spotted, but it does no harm!) :D
 
Code:
        [B]// Each time we join & leave a game, might as well clear the hashset of looked-at dropped items - just to keep it smaller
        private static void OnJoinGame(object src, EventArgs mea)
        {
            HashSet<int> _hashsetItemStatsLookedAt = new HashSet<int>();
        }

        // Each time we join & leave a game, might as well clear the hashset of looked-at dropped items - just to keep it smaller
        private static void OnLeaveGame(object src, EventArgs mea)
        {
            HashSet<int> _hashsetItemStatsLookedAt = new HashSet<int>();
        }[/B]

        public void OnDisabled()
        {
            CombatTargeting.Instance.Provider = new DefaultCombatTargetingProvider();
            Zeta.CommonBot.GameEvents.OnGameLeft -= OnLeaveGame;
            Zeta.CommonBot.GameEvents.OnGameJoined -= OnJoinGame;
            Zeta.CommonBot.BotMain.OnStart -= GilesCombatBotStart;
            Log("DISABLED: DemonBuddy is once again controlling monster targets.");
        }

        public void OnShutdown()
        {
        }

Did you intend to enter the same code twice? Just curious. I respect your work and I'm trying to understand your code.
I noticed that in another plugin, I'm fairly sure that those functions don't do anything. They declare the hashset with local scope, and it is promptly garbage collected. Your question, though, about it being duplicated: one is OnJoinGame and the other is OnLeaveGame, they're delegates that are set to observe GameEvents.

Edit: hah, he got to it first.
 
Sorry if this is a dumb question, but this should be used with the default TPS, right? I use the TPS plugin, just wondering if it makes a difference anymore.
 
Sorry if this is a dumb question, but this should be used with the default TPS, right? I use the TPS plugin, just wondering if it makes a difference anymore.
It doesnt make a difference
 
Great work on this guys, it feels a lot smoother than the other routines. 1 thing I've noticed so far is that I'm getting a lot more of these while fighting:
[03:09:29.591 D] [Stuck Handler] We're stuck at <1988.566, 826.34, 169.7565>
It occurs a lot of times when I'm nowhere near being stuck and every time it happens the D3 client freezes for half a second. Any ideas what can be causing this? Is it related to the plugin at all?
 
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Great work on this guys, it feels a lot smoother than the other routines. 1 thing I've noticed so far is that I'm getting a lot more of these while fighting:
[03:09:29.591 D] [Stuck Handler] We're stuck at <1988.566, 826.34, 169.7565>
It occurs a lot of times when I'm nowhere near being stuck and every time it happens the D3 client freezes for half a second. Any ideas what can be causing this? Is it related to the plugin at all?
Yeah it's because it tries to spam movement commands and combat commands so quickly. The *INSTANT* that "we're stuck at" message occurs (caused by DB's own path-finding function that I am calling), I quickly start sending my own more primitive movement commands instead. So you'll see the message and get a really brief pause (which will be even briefer/non-existant with the next DB update), but it should carry on fairly seamlessly anyway.

If you *DO* get any big nasty proper "stucks" while trying to fight stuff (this is really a message to everyone now); a combination of a screenshot (you can post for free on imgur.com), and the last 100-200 lines of your log-file before and up to the break-point (you can post for free on pastie.org) would be very useful, along with a brief report/description of what seemed to happen! :D
 
Any plans to integrate this with your monster ignore plugin? (or are they mutually exclusive :/)
 
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