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  • [Funky] Another spawn of that GilesTrinity plugin!

    Discussion in 'Archives' started by herbfunk, Feb 28, 2013.

    1. Xenrail

      Xenrail New Member

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      what predominant differences are there to this version of trinity in comparison to the grandfather version? I'm completely happy with trinity right now and don't see the purpose in making the change, but if there's something that i'm missing i'd like to know :)
       
    2. submarine

      submarine New Member

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      Hi.
      last version of plugin started to stuck a lot in frond of destructible doors in the The Keep Depths.
       
    3. saven

      saven Member

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      HerbFunk, could you add zero dog spam sac to this? Would be boss of you.
       
    4. herbfunk

      herbfunk Community Developer

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      Version 2.4.0.0 is uploaded, with change log posted in OP. :cool:


      GilesTrinity is only a father of both Unified and Funky :)

      Predominant differences.. Cache System, Ability System, Targeting Behavior.. to name a few.

      The ability system for example does not consist of any static singular method to check every ability possible. Instead, the abilities contain a multitude of properties and custom conditions that allow it much more flexibility compared to unified. An ability is capable of multiple ways of being executed, single targets and cluster targets are both viable options that could occur.

      The targeting behaviors implemented includes Grouping which is the act of engaging further grouping of monsters with the intent to build a bigger group.

      There's much more to Funky then what I just wrote.. but I suppose those are pretty predominant differences.

      Check if you have the DemonBuddy setting --> Destroy Environment Enabled.
      Check your Destructible Range and set it to +5f..
      Download the newest version because it now has a check when stuck to destroy nearby destructibles.

      I could not personally since I have no Zero Dog Gear.. however this could be easily done by setting Sacrifice to high priority and adding custom combat condition to check your dog count. Then set the combat conditions (maybe clustering) so it wont fire until you get some monsters nearby.
       
    5. submarine

      submarine New Member

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      FEATURE REQUEST:
      Hi.
      Is it possible to implement "Firebats" with "Cloud of Bats" feature "press and hold" especially against elites.
      Small update : hold have to stop in case if mana level less than 70 (because to use Spirit Walk need at least 49 )

      FEATURE REQUEST:
      Force town run after legen found

      FEATURE REMOVAL:
      It is a pity but after last maintenance blizzard fixed bug which gave opportunity to logout safe during pause. So this feature no sense anymore. At least untill i find new combination of network packets.


      ISSUE:
      1) Bot sometimes run away before last elite monster die (even not sometimes it happens recently)
      2) Look like ignore profile loot radius option not works
      3) Bot sometimes not opens Iron Gates in Act 1 to courtyard (and stuck )
      4) Bot go inside poison flowers which still exist after tree already dead
      5) Bot sometimes not opens door to Highlands Passage from Level 2 of the Halls (and stuck )
      6) Bot fail sometimes to pickup health potions even if amount of health posion less than minimum
      7) In halls of agony exist places where fire on the ground. is it possible to prefer not to fight in such places ?
      8) It is not logical behaviour to use Spirit Walk and stay on danger place

      All this shit happens if to use [R-A1] Act 1 farming by rrrix with quest tools .
       
    6. herbfunk

      herbfunk Community Developer

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      Changes can be found in v2.4.0.3 -- uploaded to OP.
       
    7. herbfunk

      herbfunk Community Developer

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      v2.4.1.0 uploaded..

      Code:
      Avoidance:
      -Modified the weighting comparison
      -Friendly Poison Gas no longer triggers Avoidance Movement.
      -Removed Non-Threatening Spore SNOID from avoidances.
      
      Items:
      -Removed Line of Sight Checking of AllowWalk (This was causing Health Potions to be skipped often)
      
      Destructibles:
      -Obstacles will now obey the Destructible Range as well.
      
      Units:
      -Fixed Health Check! (This time I think so..)
       
    8. herbfunk

      herbfunk Community Developer

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      v2.5.0.0 uploaded -- "Simplified"
      [HR][/HR]
      This version removes the unnessecary behaviors such as Coffee Break, Item IDing, Bot Stop, and Leveling Logic. It also removes a lot of unused code, with a small amount of refactoring too.

      Note-worthy Changes:
      Ability Class now has criteria for Out of Combat and Combat Movements, these replace the "special" movement portions of code. Although separate condition properties they both are setup the same, which takes a destination Vector and gives a modified Vector to be used with the ability. Note, combat movement is used during "avoidance" only!

      Avoidance logic has been modified a little.. one to change how range classes acted during avoidance and another for when to quit the required avoidance movement.

      Inna Set Setting has been hard coded into the Monk Class, which demonstrates how the Player Classes can set settings when created.
      [HR][/HR]
       
    9. teddyvgt

      teddyvgt Community Developer

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    10. submarine

      submarine New Member

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      Hi.
      Two issues :

      1) Bot continue to go inside molten explosion even if set 100 health avoidance
      2) Bot not avoid explosions which i rounded .
      [​IMG]
      3) If bot stuck it completely stop to fight. and dead


       
    11. submarine

      submarine New Member

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      Update :

      Can you please implement trinity PrioritizeScenes xml tag because look like popular profiles (Alkaizer RUN by Gnome) which use such tag not work anymore.
       
    12. Kevin Spacey

      Kevin Spacey Community Developer

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      cant run

      [14:51:30.624 N] DemonbuddyBETA v1.0.1486.256 started
      [14:51:36.359 N] Logging in...
      [14:51:36.822 N] Attached to Diablo III with pid: 8160
      [14:51:36.830 N] Flashing window
      [14:51:37.353 D] Executable Path: C:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Demonbuddy.exe
      [14:51:37.354 D] OS Architecture: AMD64
      [14:51:37.355 D] OS: Windows 7 Service Pack 1 64-bit
      [14:51:37.355 D] OS Language: English (United States)
      [14:51:37.392 D] Reloading AssemblyLoader<Zeta.Common.Plugins.IPlugin> - Initializing plugins
      [14:51:38.321 N] Compiler Error: c:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Plugins\FunkyTrinity\Ability\ConditionObjects\ClusterConditions.cs(52,18) : warning CS0114: 'FunkyTrinity.AbilityFunky.ClusterConditions.ToString()' hides inherited member 'object.ToString()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword.
      [14:51:38.321 N] Compiler Error: c:\BOTS\DemonbuddyBETA 1.0.1486.256 with plugins\Plugins\FunkyTrinity\Plugin.cs(146,39) : error CS0117: 'Zeta.CommonBot.RoutineManager' does not contain a definition for 'SetCurrentCombatRoutine'
      [14:51:38.819 D] There are 0 plugins
      [14:51:39.706 N] Current bot set to Order Bot
      [14:51:39.709 N] Loaded profile [A2 - Inferno] Keyhunting - Dahlgur Oasis
       
    13. herbfunk

      herbfunk Community Developer

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      That's because v2510 isn't for Demonbuddy Beta!!

      Good news though, 2520 is uploaded.. and is setup for Beta.
      Some of the Changes included in v2520
      Code:
      -Monk: Added Combination Strike Build
      -Fixed Line of Sight Checks when on Stairs and other odd elevated areas.
      -All abilities now have Cooldown property and value. (No longer uses the Cache)
      -Abilities are sorted after any single one has been successfully used. (Sorted by Priority then Last Used)
      Note: v2520 requires Demonbuddy BETA! It will not work on the non-beta version!
       
    14. Kevin Spacey

      Kevin Spacey Community Developer

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    15. herbfunk

      herbfunk Community Developer

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      v2.6.0.1

      Uploaded Version 2.6.0.1 -- Beta Release!

      Changes:
      New plugin for Error Dialog Clicking.
      New targeting behavior -- Line of Sight Movement -- is now enabled and functional.
      Avoidance triggering fixed.
      Targeting shouldn't ignore so easily anymore.
      New Setting Prioritize Close Range Units added.


      Note:
      This requires Demonbuddy Beta .256+
      Character Settings will require setup again!
       
    16. submarine

      submarine New Member

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      Bot not correctly calculate pickup radius.
      Due to it sometimes it stuck but stuck not detected.
      small description how it happens:
      1) droped gold. bot stay somewhere
      2) bot start to go for gold
      3) bot reach border of gold pickup radius but not cross border and gold not pick up
      4) bot continue to run profile thinking that pickup was success
      5) bot suddenly understand that need to pickup gold and go to step 2) . Endless loop
       
    17. submarine

      submarine New Member

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      Hi.
      IS 2.6.0.2 for beta only ? if yes is it fixed popup issue and slow townrun issue ?
       
    18. herbfunk

      herbfunk Community Developer

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      Yeah all releases after 2510 requires Demonbuddy Beta now.

      Popups are managed now using a separate plugin -- FunkyErrorClicker, which is included now in the download.

      As for town run issue.. the returning to town portal is still slow. But I'll find a solution and have a update soon.
       
    19. submarine

      submarine New Member

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      Sorry i am not programmer but i think may be it will be good to have something like order or pickup to avoid bot to run between shrine, gold and yellow loot.
      Is it simple solution ? Or it is not related to plugin ?
      Also i think that need to do something with path finding . Is is possible to detect walls or another non destructuble objects around ? Once i found bot inside wall textures (even not ask how it happened).
       
    20. herbfunk

      herbfunk Community Developer

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      Objects use weighting to determine the next target. This is constantly evaluated, and changes based on distance and other factors such as avoidance/monster nearby.. if you have suggestions on how to change/improve the weighting of objects, I'd like to know :)

      Getting stuck inside walls happens sometimes when game is lagging and the bot encounters something that causes knockback. The conditions must be correct for this to occur and the frequency in which it does occur is not enough for me to implement any type of detection or anti-stuck for it. But if you observe it happening you can reset your location by casting a townportal!

      Finally, 2611 is posted!
      This fixes the townrun lag issue.. among other things. :)
       

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