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Unified GilesPlugin's Unnoficial Updates File

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Done. If you have inna, it will cast SW only if you have BoH and BF buffs. It will always recast SW to not lose the increased damage (unchanged).

If inna option ins't checked, it will cast SW if there's no elites and bosses nearby, or if they are not the current target. Otherwise, it will first cast BF, then SW (changed). It will not try to perma recast on buff lose, obviously.

Something I've forgot to mention: If Inna is checked, Mantra of conviction will be spammed even if there's only a single enemy nearby (you don't have to save much spirit in that case). If no inna, only if there's at least 3 nearby (or elites).

Test / Feedback :)

This attachment didn't work for me... I got an 'invalid attachment error' ?
 
My bot portal to town and stuck, DB reloaded the profile again and again but nothing happening just standing the town. Later disconnect the game... always different time, and profile. Any idea whats the problem?
 
Well it should already be doing this...with the if not in town then port command. I think the problem is db stops plugins from pulsing so the command doesnt continue to go through. All it takes is a split second of dropped communication between db and the plugin for pulsing to stop. Once you force it to run the command again it starts back up again. For me I have never had the issue of it not porting to town, but once it gets to town just standing there. Walk back through the portal and it runs the if not in town then port command again and everything picks back up.

Only thing I can think of is maybe putting in an extra pulse command. Not sure how you would do this though as if it is already not pulsing, how does it run another pulse command. I know radonic tried to bypass this by seperating his pulses from db pulses. Cant remember how successful it was though.

The VendorRun logic isn't "Pulsed" through the normal Plugin mechanism, it's actually one of the primary TreeHooks that Giles replaced.

So, what you're describing is actually a set of a few things:

1) The check to see whether or not we should do a town run is done by the boolean result of GilesTownRunCheckOverlord()
2) The actual town-portal casting is done by the built-in Demonbuddy logic (not Trinity)
3) Once Demonbuddy runs RunStatus.Success from its town-portalling logic, Trinity will essentially "wait" 30 ticks (~ 2-3 seconds) before continuing to the rest of the stashing/selling/salvaging logic.

So what you're describing could be in either the built-in Demonbuddy VendorRun brain behavior (if that never returns), or possibly - but highly unlikely - in the GetPreStash logic (which it doesn't look like can get "hung" on anything).

With my latest build I just cleaned up all this logic so we can actually read and understand WTF it's trying to do in the BehaviorTrees. I myself don't see how this is possible, unless it's a bug in the built in Demonbuddy logic.

I wonder if there's another mechanism that is for some reason Pausing the main bot (BotMain.PauseWhile()) in one of your plugins?

Attach your logs the next time this happens, it might show something...
 
Just do it :)

Testing it right now, I"m watching my bot, and it's a must have for those having a inna set. I'm almost one shoting everything in mp3 using this little exploit :p

I think is usefull even for non-full-inna-users cause of the change I did above ;)

EDIT:
invalid attachment, wtf? well, reposting...
 

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Last edited:
Just do it :)

Testing it right now, I"m watching my bot, and it's a must have for those having a inna set. I'm almost one shoting everything in mp3 using this little exploit :p

I think is usefull even for non-full-inna-users cause of the change I did above ;)

EDIT:
invalid attachment, wtf? well, reposting...

YOU ARE MY GOD !!!

thanks its working perfect, awesome job!!! (non inna user)
 
One more thing I'd like to add at some point: some way to do a TrinityTownRun in a profile before quitting.

right now, if you do a TrinityTownRun followed by a LeaveGame, you'll portal back to wherever you were and have to wait the 10 secs instead of just leaving the game from town.
 
One more thing I'd like to add at some point: some way to do a TrinityTownRun in a profile before quitting.

right now, if you do a TrinityTownRun followed by a LeaveGame, you'll portal back to wherever you were and have to wait the 10 secs instead of just leaving the game from town.

After migration code to Rrrix, add restInTown attribut at <TrinityTownRun />. Good for you ?
 
After migration code to Rrrix, add restInTown attribut at <TrinityTownRun />. Good for you ?

I think he just wants a <TrinityTownRun leaveGame="True" /> attribute?
 
I think he just wants a <TrinityTownRun leaveGame="True" /> attribute?

I think is more usable with restInTown, because, you can use it to replace <UseTownPortal /> between 2 maps =)
 
Alright guys, couple of things

First, v0.44 is overdue already, so I'll go ahead and use bombastic's mod since blubby seems to be happy with it (thanks bombastic!). Magi, if there's something else you feel is missing let me know.

Secondly, I just came back from the doctor with some bad news. Apparently I have some kind of virus that causes ulcers in all kinds of soft tissues. As a result I've got 2 ulcers in my throat, one in my stomach and, believe it or not, on in my fucking ear channel. This means that after I release v0.44 today I'll be absent for a while.

To all of you working on rrrix's code: you guys are awesome, keep it up!
 
Oh hell :/

Get well dude, we're gonna miss you.

rrix: btw i'm getting a ton of errors in your latest refactor
Code:
[10:29:30.433 N] DemonbuddyBETA v1.0.1198.98 started
[10:29:31.697 N] Logging in...
[10:29:32.502 N] Attached to Diablo III with pid: 7688
[10:29:32.529 N] Flashing window
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\AbilitySelector.cs(56,28) : error CS0103: The name 'GetBarbarianPower' does not exist in the current context
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\AbilitySelector.cs(60,28) : error CS0103: The name 'GetMonkPower' does not exist in the current context
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\AbilitySelector.cs(64,28) : error CS0103: The name 'GetWizardPower' does not exist in the current context
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\AbilitySelector.cs(68,28) : error CS0103: The name 'GetWitchDoctorPower' does not exist in the current context
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\AbilitySelector.cs(72,28) : error CS0103: The name 'GetDemonHunterPower' does not exist in the current context
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1104,36) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1107,32) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1179,40) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1471,44) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1879,44) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1889,44) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(1925,32) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(2160,32) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\ItemHandling.cs(2161,32) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\Plugin.cs(53,17) : warning CS0162: Unreachable code detected
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\Weighting.cs(602,125) : warning CS0472: The result of the expression is always 'true' since a value of type 'int' is never equal to 'null' of type 'int?'
[10:29:40.214 N] Compiler Error: c:\Games\Questing\Plugins\GilesTrinity\Weighting.cs(602,160) : warning CS0472: The result of the expression is always 'true' since a value of type 'GilesTrinity.GilesTrinity.GilesObjectType' is never equal to 'null' of type 'GilesTrinity.GilesTrinity.GilesObjectType?'
[10:29:40.234 N] [DestroyBarricades] Plugin v1.0.6 Enabled
 
Alright, v0.44 is up!

If someone could test it to make sure I didn't screw up somewhere I would appreciate that
 
The VendorRun logic isn't "Pulsed" through the normal Plugin mechanism, it's actually one of the primary TreeHooks that Giles replaced.

So, what you're describing is actually a set of a few things:

1) The check to see whether or not we should do a town run is done by the boolean result of GilesTownRunCheckOverlord()
2) The actual town-portal casting is done by the built-in Demonbuddy logic (not Trinity)
3) Once Demonbuddy runs RunStatus.Success from its town-portalling logic, Trinity will essentially "wait" 30 ticks (~ 2-3 seconds) before continuing to the rest of the stashing/selling/salvaging logic.

So what you're describing could be in either the built-in Demonbuddy VendorRun brain behavior (if that never returns), or possibly - but highly unlikely - in the GetPreStash logic (which it doesn't look like can get "hung" on anything).

With my latest build I just cleaned up all this logic so we can actually read and understand WTF it's trying to do in the BehaviorTrees. I myself don't see how this is possible, unless it's a bug in the built in Demonbuddy logic.

I wonder if there's another mechanism that is for some reason Pausing the main bot (BotMain.PauseWhile()) in one of your plugins?

Attach your logs the next time this happens, it might show something...

I tried. It's not Trinity's fault. when it stuck, it didn't even get in to the target handler.
due to the fact that Nesox's trying this on recent beta versions, I believe it's a build-in bug.
 
I implemented this from your code, it seems better now for beta .89.
Code:
             // If we're doing avoidance, globes or backtracking, try to use special abilities to move quicker
-            if (targetCurrent.ThisGilesObjectType == GilesObjectType.Avoidance ||
+            if ((targetCurrent.ThisGilesObjectType == GilesObjectType.Avoidance ||
                 targetCurrent.ThisGilesObjectType == GilesObjectType.Globe ||
-                (targetCurrent.ThisGilesObjectType == GilesObjectType.Backtrack && settings.bOutOfCombatMovementPowers))
+                (targetCurrent.ThisGilesObjectType == GilesObjectType.Backtrack && settings.bOutOfCombatMovementPowers)) &&
+                 ZetaDia.Physics.Raycast(playerStatus.vCurrentPosition, vCurrentDestination, NavCellFlags.AllowWalk)
+                )
             {
                 // Log whether we used a special movement (for avoidance really)
                 bool bFoundSpecialMovement = false;
 
Alright guys, couple of things

First, v0.44 is overdue already, so I'll go ahead and use bombastic's mod since blubby seems to be happy with it (thanks bombastic!). Magi, if there's something else you feel is missing let me know.

Secondly, I just came back from the doctor with some bad news. Apparently I have some kind of virus that causes ulcers in all kinds of soft tissues. As a result I've got 2 ulcers in my throat, one in my stomach and, believe it or not, on in my fucking ear channel. This means that after I release v0.44 today I'll be absent for a while.

To all of you working on rrrix's code: you guys are awesome, keep it up!

Hope you get better soon jubisman!

cfong - sorry about that, forgot to include the new GilesTrinity/Abilities/ in my build script. New version is posted.

http://www.thebuddyforum.com/demonb...4-full-questing-all-acts-complete-tested.html

Your sources are commited to Git, and your user have been added to member list.
 
Tried to implement TrinityMoveto's skipahead today, but failed...
now I'm using TrinityMoveto with normal navigation. GPH is now never below 600K =w=
I would suggest any one want a fully optimized performance to try this!
 
Hi all,

A new repository with the Unified GilesTrinity Plugin based on rrrix's version is available at this address.

At the moment, only rrrix and I have write access to the repository, but anyone can download/read it.

For those who want to help us, you can use the mechanics of "Fork" and "Merge Request" after signing up for a free assembla account, or post a unified diff.

To signup with Assembla: https://www.assembla.com/signup

For information, I have chosen this plan.

To add clarity, we've changed the version of Unified/GilesTrinity 1.7.0.0

rrrix will mainly be taking requests for merges and enhancements (he knows the code best at this point), and I will continue to analyze the code and refactor.

A README has been posted on the site with a list of what needs to be done.

Thanks,

hti and rrrix
 
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