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[Plugin] Giles Trinity

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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
 
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I'd like an option to give higher priority to killing goblins. I don't care if I die, I just want the best chance possible to kill them because I don't like how the current coding is.
 
I'd like an option to give higher priority to killing goblins. I don't care if I die, I just want the best chance possible to kill them because I don't like how the current coding is.


If you look back... well, within 10 pages or so, someone asked that question and giles explained how to edit your file to give them huge priority
 
If you look back... well, within 10 pages or so, someone asked that question and giles explained how to edit your file to give them huge priority

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.
 
Amazing amazing, Once my Skorn sells I'll send a little something your way for all the hard work!
'
P.S: My WW Barb really, really loves to die to heralds, when he gets to them he stands in the pool, moves out then sits in another pool and dies every single time, also likes to "Avoid" molten balls, but still gets hit by them
 
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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. :D
 
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

attn: Problem Solved...forget to install new Routine....case closed...
 
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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. :D
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 :D

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
 
Bulzap:


My deaths-per-hour went DOWN after replacing serenity with cyclone strike, which is why I posted it up as a suggested build. I'll add a note for people to try Serenity instead of Cyclone strike, but after days with serenity and days with cyclone strike, I'm sticking to cyclone strike. They are all only recommended builds to try out for people that are otherwise a bit "lost" - and I think the monk build listed (especially with the note mentioned to replace cyclone with serenity which would match it EXACTLY to the typical build) is more than exact enough to help beginner monks with botting and surviving ;)

Rage:
Ye okay, I just have a hard time seing the cyclone strike being useful and especially as a defensive tool since your going to drag all the mobs to you which can cause your character to be unable to get away. And even the 20% dodge in 3 seconds should not be close to as good as 100% immunity in 4 seconds. The immunity is especially useful in situations where you will have problems finding safespot when there are multiply arcane up. Imo cyclone strike is only useful in theory combined with Exploding Palm but that just doesn't work well in reality.


dumbass question, sword and board builds ? except the obvious offensive 2h build ?

I have latenly been playing with 2x 1h ( also tried a bit of 2h but switched back for 2x 1h)

But I would say that this (Monk - Game Guide - Diablo III ) build is the best for both. Ofcourse seing that the shield brings you some armor then your probably going to ignore thoose 2 builds.
Skills Used by Paragon Top50 Players :: DiabloProgress - Diablo 3 Rankings should give you a good idea of what most people use. Some will say that a lot of the spells is defensive in thoose builds but the defensive spells got some really sweet dps runes and defensive spells allow your gearing and playstyle to be more offensive.

I forgot to add that some also like to use seven sided strike as a coldown for e
 
JUST DONATED

This guy is doing it for free, and i know he keeps going because some people donate.

This bot is running so hot now
 
Thanks Giles again for the update! It is running flawlessly!

For scoring system, I'd like to make a suggestion.
I feel GF and MF items are still highly sellable items, I know you aware of this, but the scoring system does not provide enough scores for *some* of them. For example, I looted a blue ring with 76 dex 18 GF and I ran a scoring test purposely and it only give 4700ish points. The cheapest one in auction house is 600k. I know some others might hold different opinion. But at least for rings, GF and MF sell very fast.

I'd like to keep all rings with GF or MF. Is there anyway I can modify the code? Or would you like to make a note for your future upgrades? :)
 
I would just like to be the first to say THANK YOU for making the new update, Giles. I had been complaining before that the Wiz was not working well with the plugin, and now it is working wonderfully. Attack range reduced on Twister makes killing MUCH faster, and there is now no longer a repetitive cast bug with multiple AoE skills.

Great work, Giles, my sincerest thanks to you.
 
Tarik:

Find this code (Ctrl+f on the comment);
Code:
// If on a boss, only at <= 60% target health
((targetCurrent.bThisBoss && targetCurrent.iThisHitPoints <= 0.60) ||
Change 0.60 (60%) to whatever you like, eg 0.90 for 90% health.

barbarianos:

Not tested this yet, so you may need to experiment, but you could try and find this code (Ctrl+f on the comment);
Code:
// Or if the target is >16 feet away and we have 50+ fury
(targetCurrent.fCentreDistance >= 16f && playerStatus.dCurrentEnergy >= 50)
And delete the >= 16f check, so it will spam sprint whenever you have 50+ fury (you can change the fury amount if you do this, eg to need 80+ fury), so it might look like this
Code:
// Or if we have 80+ fury
(playerStatus.dCurrentEnergy >= 80)

Those two work flawlessly now! Excellent job!
 
Giles what would be the best settings to keep items rare 60+ items instead of just legend?
Cheers
 
Hello, after starting my char is just standing in town,
I make fresh instalation etc..
Hard to say what is wrong..

Please help

Exception during scheduling Pulse: System.NullReferenceException: Odwołanie do obiektu nie zostało ustawione na wystąpienie obiektu.
w Zeta.CommonBot.ProfileOrderManager.(IEnumerable`1 )
w Zeta.CommonBot.ProfileOrderManager.UpdateCurrentBehavior()
w Zeta.CommonBot.ProfileManager.UpdateCurrentProfileBehavior()
w Zeta.CommonBot.Logic.OrderBot.(Object , EventArgs )
w Zeta.CommonBot.Logic.BrainBehavior.()
 
Giles what would be the best settings to keep items rare 60+ items instead of just legend?
Cheers

What, to just keep all rare 60+ in stash regardless of stats? You could either use some simple, custom loot-rules that do that (very short loot-rules for something so simple without complex stat checks - you can request some be made in the "Other" sub-forums, if there aren't already some there - but I won't help with custom loot rules myself). Or you could set the necessary pickup filters in the item handling tab to be 60+, and in the town-run tab set required scores to be stupidly low/zero - so they all score high enough to stash (with a few exceptions that really would have been pure junk :P).
 
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]

Confirming that it is so.
 
Does the auto-equipper plugin work with trinity? I am leveling a new toon and don't want to mess anything up.
 
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