What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Unified GilesPlugin's Unnoficial Updates File

Status
Not open for further replies.
Actually, we're working together on this. So whenever I attach a new version here, I have already updated his code for him beforehand.
Custom Rules will always be the same version as Unified
Good to know, thanks a lot for your work!

Maybe at least either of you should add this info to the 1st post so people won't have to figure it out by themselves.
I was a bit confused how to enable these loot rules and which file of trinity is updated.
 
Last edited:
Actually, we're working together on this. So whenever I attach a new version here, I have already updated his code for him beforehand.
Custom Rules will always be the same version as Unified

So if i want to use Unified and the looting from darkfriend77 it is allready built into Unified? Or do i have to use darkfriend77s files and Unified will be built into his files?
 
So if i want to use Unified and the looting from darkfriend77 it is allready built into Unified? Or do i have to use darkfriend77s files and Unified will be built into his files?
You have to use darkfriends trinity files
 
Oh, I see. Well, then I'm not sure, but wouldn't you have to manually add keys and plans to your custom rules?
jubisman, arrgggghhhh, plan's are already defined there! In my file and in DB default loot file. Giles + custom rules does'nt just pick them up! Walks over them like some blind man. Everything else is picked up & stashed correctly.

I accept that, that for keys pickup to work I must use Giles internal methods, but why Plan:* pickup does not work?

Anyway, nice work. :)
 
v35 - 800 iph, v36 - 650 iph :(
ww barb, tested for some hours
 
Is there a way to fix tempest rush? It uses tempest rush in battle and that is not a clever use of it. Deleting everything from line "// Tempest rush at elites or groups of mobs" to line "// Dashing Strike" prevents this behaviour.
The other problem is that bot uses tempest rush when monk has 20 spirit and after 1 tick he's out of spirit. I tried changing values from 20 to 40, and this way bot uses TR a single time and sees that the spirit is below 40, so it doesn't keep it up.
What I want it to do is: use tempest rush only when spirit>=40 and don't stop using it until out of spirit or encountering enemies.
 
So TrinityCustom_10a.zip should be latest version with custom item rules?
 
So, what can be wrong when one of my bots are picking up _everything_? White, blues and yellows regardless of ilvl number...
 
0.36 is crashing my Demonbuddy when loading, here is the error

Application: Demonbuddy.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Reflection.TargetInvocationException
Stack:
at System.RuntimeTypeHandle.CreateInstance(System.RuntimeType, Boolean, Boolean, Boolean ByRef, System.RuntimeMethodHandleInternal ByRef, Boolean ByRef)
at System.RuntimeType.CreateInstanceSlow(Boolean, Boolean, Boolean)
at System.RuntimeType.CreateInstanceDefaultCtor(Boolean, Boolean, Boolean, Boolean)
at System.Activator.CreateInstance(System.Type, Boolean)
at Zeta.Common.TypeLoader`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].(System.Reflection.Assembly[])
at Zeta.Common.TypeLoader`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Reload()
at Zeta.Common.AssemblyLoader`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].Reload(System.String)
at Zeta.Common.AssemblyLoader`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]..ctor(System.String, Boolean)
at Zeta.Common.Plugins.PluginManager.ReloadAllPlugins(System.String, Boolean)
at Demonbuddy.MainWindow.HandleSuccess()
at Demonbuddy.MainWindow.<Authenticate>b__7(System.Object)
at System.Threading.QueueUserWorkItemCallback.WaitCallback_Context(System.Object)
at System.Threading.ExecutionContext.runTryCode(System.Object)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode, CleanupCode, System.Object)
at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading._ThreadPoolWaitCallback.PerformWaitCallback()

Log in Attachment



edit: When using this: https://subversion.assembla.com/svn...ityCustom/TrinityCustom/Plugins/GilesTrinity/
I get the error above, when using just the 0.36 version provided from these versions everything is working fine.
 

Attachments

Last edited:
it is not well enough spamming hammer of the ancients can you look into issue ?

Code:
                        // More than 75 energy... *OR* 55 energy and target is high on health... 
                            playerStatus.dCurrentEnergy >= [B]75[/B] || (playerStatus.dCurrentEnergy >= [B]55[/B] && targetCurrent.iThisHitPoints >= 0.50) ||

Change 75 to something like 30, and 55 to 20 or so.
 
Alright, there were way too many posts while I was away. This post will reply to approximately half of them. The next one will reply the rest

Is there a way to detect which Rune you have for a power? e.g. ShockPulse range is totally different if you have PiercingOrb rune...

Can you guys change it so that it stashes rings/ammys in second stash slot?

Like:

Weapons/armors = stash 1
Jewelry = stash 2
Gems/Misc = stash 3?

Is it possible?

I notice the bot been stashing gems/tomes in stash3 so was wondering if this could be done. If not no big deal.
I'm sorry to say I don't know how to do those.

Could you make it rend more often. If there is only 1 elite. He doesn't use rend at all
Maybe bombastic or ksmaze can look into that. If not, I'll try a hand at it later

Very nice version!
Thanks!


Good to know, thanks a lot for your work!

Maybe at least either of you should add this info to the 1st post so people won't have to figure it out by themselves.
I was a bit confused how to enable these loot rules and which file of trinity is updated.
Done

jubisman, arrgggghhhh, plan's are already defined there! In my file and in DB default loot file. Giles + custom rules does'nt just pick them up! Walks over them like some blind man. Everything else is picked up & stashed correctly.

I accept that, that for keys pickup to work I must use Giles internal methods, but why Plan:* pickup does not work?

Anyway, nice work. :)
Man, you don't know how frustrating it is that no matter what I say here, I never end up being of help to you. To be honest I don't even no what to say to you about plans right now. You've got the option for picking up plans checked, right?
 
Last edited:
v35 - 800 iph, v36 - 650 iph :(
ww barb, tested for some hours
v0.36 is WAY more productive for me than v0.35. I don't know what could be the issue here.

Is there a way to fix tempest rush? It uses tempest rush in battle and that is not a clever use of it. Deleting everything from line "// Tempest rush at elites or groups of mobs" to line "// Dashing Strike" prevents this behaviour.
The other problem is that bot uses tempest rush when monk has 20 spirit and after 1 tick he's out of spirit. I tried changing values from 20 to 40, and this way bot uses TR a single time and sees that the spirit is below 40, so it doesn't keep it up.
What I want it to do is: use tempest rush only when spirit>=40 and don't stop using it until out of spirit or encountering enemies.
IIRC, the monk changes made to Unified are directed towards those who have 4 set innas. Is this your case?

So, what can be wrong when one of my bots are picking up _everything_? White, blues and yellows regardless of ilvl number...
That's odd, I don't think any of the rules, be it standard DB rules or darkfriend's or even giles', pick up everything. Maybe try installing everything again?

0.36 is crashing my Demonbuddy when loading, here is the error



Log in Attachment



edit: When using this: https://subversion.assembla.com/svn...ityCustom/TrinityCustom/Plugins/GilesTrinity/
I get the error above, when using just the 0.36 version provided from these versions everything is working fine.
Try downloading 10a.zip and using the "GilesTrinity.cs" last edited on 11/13


Code:
                        // More than 75 energy... *OR* 55 energy and target is high on health... 
                            playerStatus.dCurrentEnergy >= [B]75[/B] || (playerStatus.dCurrentEnergy >= [B]55[/B] && targetCurrent.iThisHitPoints >= 0.50) ||

Change 75 to something like 30, and 55 to 20 or so.
Thanks for helping me out here, man.
To any throw barbs out there. Would you guys prefer if I implemented these changes as well?
 
I don't envy you jubisman, but I appreciate your hard work and help. Always good to hear that from folks, so please, anyone who is using this, give him and those others working on it some love to. It's good to hear right before you tell us something is broke :)
 
Well, since you're using an old version and you said you resolved the issue yourself, I'd say that the problem is solved. Is it not?
It is not :) I fixed one of the problems. The second is still open:
The other problem is that bot uses tempest rush when monk has 20 spirit and after 1 tick he's out of spirit. I tried changing values from 20 to 40, and this way bot uses TR a single time and sees that the spirit is below 40, so it doesn't keep it up.
What I want it to do is: use tempest rush only when spirit>=40 and don't stop using it until out of spirit or encountering enemies.
 
Oh, ok. I'll take a look at that

edit: Alright, try this
Code:
// Tempest rush for a monk
                if (GilesTrinity.hashPowerHotbarAbilities.Contains(SNOPower.Monk_TempestRush) && !bTooMuchZChange && ZetaDia.Me.CurrentPrimaryResource >= 40)
                {
		         do
			 {
                              Vector3 vTargetAimPoint = MathEx.CalculatePointFrom(vMoveToTarget, vMyCurrentPosition, 10f);
                              ZetaDia.Me.UsePower(SNOPower.Monk_TempestRush, vTargetAimPoint, GilesTrinity.iCurrentWorldID, -1);
                              return;
			 }	  while (ZetaDia.Me.CurrentPrimaryResource >= 20)
                }
 
Last edited:
Status
Not open for further replies.
Back
Top