username
WD feedback here: [1.4.6.1 ver] 1) WD does NOT use spirit walk for faster walk while "allow out of combat movemt powers" is checked while he was doing in prev [ver. 1.4.4]
also would be nice to spam it whenever its rdy and walking even if the cooldown is lowered from pasive skills like spirit vessel and grave injustice,
2) could u please chance some aoe spells with CD to be used more often like grasp of the dead and soul harvest should be used with priority even with 1 target in range
3) spirit barage under manitou rune should be used every 20 secs to be up all time instead of spam it(very nice wd bot spell since it is activated and it is auto targeting mobs around)
thanks and Keep up the smooth work
I'll make sure Moley, my Witch-Doctor and Wizard helper, has a look at this post to see how the changes should be implemented or not
Shinyknight
Giles, once again I could kiss you...
Both good and bad news of a sort, but I'm not sure if it's accurate, and if so, why it's (not) doing what it's doing, or not.
The good news is that I got both Immortal King's Eternal Reign and Immortal King's Triumph to drop this morning... The bad news is that my log shows 4 level 63 legendaries dropping, but it only picked up 2 of them. Any particular reason why that would happen (and, again, assuming that's accurate, of course... misreads by DB, etc)? Backtracking is turned on for the time-being... Should it be off, or...? Thanks so, so much for the continued help and beastly work on these projects.
The stats stuff for drops does sometimes double-up on things (even quadruple up on things). I haven't yet found the cause for this - sometimes it works fine... but I think some sort of value in D3 memory - the "unique key" I use to make sure I don't track the same item twice - is sometimes resetting/changing for items, causing it to be logged twice. For now I think it best if we use the stats as a "95% reliable guideline" rather than a 100% perfect representation of numbers!
Anyway, 2 great items to have drop, congrats
d3sampan
hi giles...good job on the plugin as usual....but i need to comment on the herald of pestilence problem.....
my bot seems to be ignoring the mob....the avoidance is great....but it will leave the mob without killing it.....
hope u can fix it soon..anything about this plugin is great
Atm there is some code that force-prevents the bot entering a part of the map that currently has an AOE in - which is causing some of the oddities in the bot where it sometimes stands still - and can cause some ignoring of monsters. It was a bit of an experimental feature to see if the bot behaved better or worse, but I've decided it behaves worse (I prefer to let the bot keep running towards and away from an AOE over and over, rather than stand still when the only monster in range is standing in an AOE - it seems to work/fight better). It'll be removed next release, but if you want to try it out yourself, find this code;
Code:
// Avoid running *INTO* an AOE
// Note that if our destination is THROUGH the AOE, we may move through it (and then avoidance will kick in again as we go through it, hopefully)
if (hashAvoidanceObstacleCache.Any(u => u.vThisLocation.Distance(vCurrentDestination) <= dictAvoidanceRadius[u.iThisSNOID]))
{
return RunStatus.Running;
}
And
delete that whole section.It's roughly around line ~4250 or so (but search for those comments you should find it easily). I don't know if that's the cause of your specific problem, but it might be part of the problem! (other people may want to try this change too, to see if the bot handles better when monsters are in avoidance - let the bot keep running into and out of the avoidance works much nicer for me!).
sTARk27
Yup changing the number to 0.99 or something right? ell it's set to 0.98 by default in 1.4.6.1 but what about this scenario. If your bot scares the goblin before you have damage it. ie. you are attacking mobs and the bot gets to close. Basically the goblin runs but the bot has done no damage so it doesn't chase it. I've seen this 10mins ago watching my bot.
I want to remove this scenario altogether. As soon as a goblin is within range I want my bot to go kamikaze style and chase it until it dies or the bot dies.
There's a couple of things you can do. First you can increase goblin priority by a huge number. Find this;
thisgilesobject.dThisWeight += 10101;
(just search for the string "10101" you will find it!)
And edit 10101 to something higher - try 30000 (nothing should ever be able to go higher than that anyway - so doesn't really matter if you do 30000 or 99999!).
The second change you can risk - and I don't recommend it - is to make it ignore stucks/body-blocks while chasing goblins. USE AT YOUR OWN RISK. Find this code (a little higher up than the above);
Code:
// Force a close range target because we seem to be stuck *OR* if not ranged and currently rooted
if (bPrioritizeCloseRange)
{
thisgilesobject.dThisWeight = 20000 - (Math.Floor(thisgilesobject.fCentreDistance) * 200);
}
And try change it to this;
Code:
// Force a close range target because we seem to be stuck *OR* if not ranged and currently rooted
if (bPrioritizeCloseRange)
{
thisgilesobject.dThisWeight = 20000 - (Math.Floor(thisgilesobject.fCentreDistance) * 200);
if (thisgilesobject.bThisTreasureGoblin && settings.iTreasureGoblinPriority == 2)
thisgilesobject.dThisWeight = 50000;
}
If you get body-blocked chasing goblins - it'll STILL try chasing it no matter what. Beyond that, any problems with them being ignored will likely be down to the routine/profile you use having a "kill radius" that is too low for that part of the map. Trinity will not go above your routine/profile's kill radius for the various parts of the profile