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  • [Plugin] Trinity Fork (Kite/Avoidance)

    Discussion in 'Plugins' started by BuddyMe, Feb 16, 2015.

    1. BuddyMe

      BuddyMe Community Developer

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      Work in progress

      LINK TO FIX:
      link to post

      13/06/2015 - NEWS:
      i continue the job, hope for an beta soon !

      2.8.4 fork 1.0.9.8 out !

      GRift 40+ EASY ;)

      CREDITS
      - rrrix - [ DONATE TO rrrix ]
      - xzjv - [ DONATE TO xzjv ]
      - jubisman - donate link not found
      - many community developers

      [​IMG] FRESH INSTALL NEEDED
      [​IMG] REMOVE PREVIOUS TRINITY FOLDER REQUIRED
      Get last update 2.8.4 fork 1.0.9.8 : [ DOWNLOAD FROM ASSEMBLA ]
      Specific settings 2.8.4 fork 1.0.9.8 :
      [​IMG]
      [​IMG]


      MAIN FEATURES
      - Fxed issues in 2.6.7
      * Fixed all interactions​
      * Fixed not open door​
      * Fixed shooting door​
      * Fixed stuc kon A4 corrupt monster​
      * Fixed WW for taeguk and in town​
      * Fixed 0 avoidance when WW​
      - Error in HandleTarget fix
      - Salvage Grey and White items
      - Better Kite/Avoidance
      - Avoidance of all animations
      - Avoidance of all projectiles
      - Kite to avoid death on low HP better
      - Avoid AoE ooc better
      - Better Line of Sight check
      - New BARB Combat Routine
      * Furious charge reworked​
      * WW reworked for 2.2​
      * Rend reworked for 2.2​
      * Now support Bastions of will​
      - New DH Combat Routine
      * Vault for avoidance, kite, combat and ooc movement totaly reworked​
      * Special Marauder combat routine​
      * zei's of stone logic added​
      * Now support Bastions of will​
      * No longer shooting in door or at empty location​
      - New WD Combat Routine
      * SoulHarvest routine reworked​
      * Carnevil routine reworked​
      * Pets routine reworked​
      * Spirit Walk better, option to set it in combat only for avoidance​
      * Now support Bastions of will​
      - New MONK Combat Routine
      * Dashing strike for avoidance​
      * Dashing in combat better​
      * Use new clustering more efficient​
      * WoL build new routine​
      * Dashing strike ThousandStorm for 2.2​
      * InnerSanctuary reworked​
      * Blinding flash reworked​
      * Wyclone strike reworked​
      * Now support Bastions of will​
      - Crusader Combat Routine
      * Shield bash now cast properly​
      * Now support Bastions of will​
      - WIZZ Combat Routine
      * Fix for slow time by xzjv
      - New clustering
      - Lot's of Skills reworked for 2.2
      - GridMap generation added


      [​IMG] RELEASE 1.0.2
      - Barbarian WW reworked with bash & rend
      -- Added option to keep WW
      -- Rend now cast properly
      -- Bash too
      -- WarCry for low fury
      - Added click button (by rrrix)
      - LoS adjustements
      - Added addCellWeightingObstacle for Unit
      - Re-added check affixes
      - Fixed radius aniamtions
      - Wizard now wait for second hydra
      - DemonHunter fixed vengeance
      - Wizard now wait for second hydra
      - DemonHunter, try it use vengeance
      - Barbarian, Rend is now used properly
      - Wizard, hydra now cast at weighted location if Zei's of stone is equipped (thanks tehelelol)
      - Fix for dot ?
      - Fixed ranged class does nothing because at acceptable distance but not in LoS
      - From xzjv - Collected new Skills/Runes/Passives for 2.2

      [​IMG] CHANGE LOG :
      [HIDE]
      [​IMG] RELEASE 1.0
      General
      - HandleTarget now run as coroutine
      - All ZetaDia replace by Player
      - DebugUtil log buff by xz jv
      - EnumValue addby xz jv
      - Removed try cache en GameEvent by rrrix
      - Click on end rift button by rrrix
      - Fix for coinage by rrrix
      - New mermorySpy disposed class​
      Objects update
      - Item add of BuffStacks, Buff & BuffPower by xz jv
      - Skill added new castCondition to a futur rework of the AbilitiesSelector​
      Settings update
      - Barbarian WW OOC
      - DH default values changes
      - UseConventionElementOnlyby xz jv
      - ItemList xz jv change​
      Item list update, JS class update
      - xz jv/rrrix​
      Movement update
      - Fixes stuck handler no longer used
      - New DS OOC
      - Fix error in PositionCache by rrrix
      - StuckHandler now use the default stuck handler checker​
      Grid update
      - Fixed low generation
      - Fixed flip flop btw two weighted points​
      Items update
      - update for xz jv changes​
      Coroutines
      - Added NavigateTo​
      Configuration
      - Avoidances now support leap
      - Added NavObstacles for A4 bounty
      - Element enum clean up & ResourceEffectType added by xz jv​
      Combat update
      - Barbarian Furious charge totaly reworked
      - WW totaly reworked (fix issues of 2.6.7)
      - Rend reworked (fix issues of 2.6.7)
      - Monk DS reworked
      - DH fix shooting at empty location (issue 2.6.7)
      - DH added RoV logic by xz jv
      - DH added Bastion of will by xz jv
      - Crusader shield bash reworked
      - WD, DH, Crusader, Monk & Barb now support bastions of will logic
      - QueuedMovement now use coroutine (fix freez due to pathing)
      - QueuedMovement now blacklist/cancel properly (issue 2.6.7)
      - TargetUtil clean up
      - Weighting added ignore for Monster Corruption A4
      - Fix for not destroy Monster Corruption A4 (issue 2.6.7)​
      Cache update
      - Fix for not all animations avoidance support
      - Fix shooting door or not open door
      - RefreshObject clean up
      - Reworked LoS check, now work properly
      - RefreshUnit no longer check monster affixes (dunno if i keep that)
      - TrinityCacheObject clean up​
      CacheData update
      - Updated buff cache by xz jv
      - Added skill field, chages
      - Fix for legendary gem not added to cache
      - Player update​
      Item list update & Other UI components
      - ItemList by xz jv
      - CacheUI by rrrix
      - Fix for DH range return 0 on reset()
      - Barb add WW OOC​
      [​IMG] RELEASE 0.9
      -- Avoidance:
      New dictionary
      Animation reworked
      Other avoidance ready for rework, need to rework getMinHealth/Radius logic & UI
      Added Anim class
      Added Avoidance class
      -- Cache:
      Revised dict record logic for a CacheObject
      Cache now use MemorySpy
      Low performance fix
      CacheData clean up
      -- Helpers, Added new disposed class (MemorySpy())
      -- HandleTarget:
      A little revised blacklisting
      Adustement of new TrinityPower fields: MovePosition, now work properly
      Added wait task when FC, dash or vault t ofix freez
      New getRunStatus targetting log
      -- General combat:
      targetUtil, removed all try catch
      targetUtil, added dict that record listObjectsInRangeOfPosition by theire sources
      CombatBase, added SwitchToTarget, change target and record here
      TrinityCacheObject clean up
      Weighting, added new path generation to StayPut logic
      -- General movement:
      NavHelper, clean up beta test (on all file too)
      gridMap generation, fix performance
      gridMap, fix getBestMovePoint orderby twice when priorityzeDistance
      -- Barbarian:
      " optimize " FuriousCharge logic
      Added fc for avoidance movement on low health
      Fix use Fc only on destructible
      -- DemonHunter:
      Fix kite vault movement not work
      Ooc vault now not check weight when check mobs around
      -- Monk:
      WoL/LtK reworked to cast properly chen area has exploding palm
      Dashing strike adjustement
      Change target for exploding palm reworked
      -- WD:
      SoulHarverster routine now use SwitchToTarget when change target without
      debuff
      -- GENERAL, clean up, fix performance, fix some combat logic broken, fix some other things
      [​IMG] BETA v0.8.3
      - Fix Cast() methode in Skills class return on empty location
      - Barbarian new FuriousC logic
      - Barbarian now ignore trash if reakor & FC & Trash isn't in a valid FC line
      - Monk fix combat if pask size > 1
      - Monk WoL now cats more often
      - WD, spirit barage manitou now cast OOC to break destructible
      [​IMG] BETA v0.8.2
      - TargetUtil check all list if null just in case
      - Barbarian new furious charge pre cast point
      - Monk combat, runOnGoingPower now pulse
      - Player, levelareaid swith to very low check (he took 20/50ms) don't know why
      - GridNode, add SpecialCount field
      [​IMG] BETA v0.8.1
      - Added last commits of official Trinity (new itemList rules by xzjv)
      - Barbarian some skills reworked
      - Barbarian, added force kite dist to 15f if target is boss (need to test)
      - TargetUtil, new GetFuriousChargePoint methode
      - TargetUtil, fix EliteOrTrashInRange not adequate with him logic
      - Monk Serinity off cd added
      - DemonHunter, vault revised again
      - WitchDoctor, reduce ranged range (fix pets stay at player location)
      - Kite, fix tryToKite if keepMoving enabled
      - Avoidance, fix avoid aoe ooc
      - QueuedMovement, reduce FailureBlacklistSeconds to 0.5
      - Weighting, now ignore mob not in los
      - Weighting, reduce considering mob dead life at 0f
      - Added HasAvoidanceRelated & IsInMonsterRadius to GridNode
      - Reduce range of Enemies close nearby to 15f
      - Reduce Taeguk refresh time to 2500ms
      - Added loadCombatSettings to on world change event
      - Added Data memeber to TrinityCacheObject, SpecialWeight, can be use on targetUtil other thing
      [​IMG] RELEASE v0.8
      - TargetUtil revised
      - Added CombatBase.Cast, now all cast use this and be recorded by SpellHistory&SpellTracker
      - New Taeguk logic, added CombatBase.IsTaegukWillExpire (worked for any class)
      - Monk sweeping wind reworked
      - Barbarian FC smallest reworked (not signifiant, i've 0 item to realy rework logic)
      - Added globe, gold, shrine and other to grid clustering
      - Monk combat routine reworked
      - Clustering improvement
      - All over previous commits, see change log behind
      [​IMG] RELEASE v0.7
      - fix error in HandleTarget line 1064
      - fix error in GridMap line 71
      - Unstucker only if move is blacklisted (Queued movement)
      - Add GridResults for GetBestMeleeNode
      - Try to cast a spell if is stuck
      - Comment grid generation
      - Better performance for .NearbyUnitsWithinDistance
      [​IMG] beta v0.6.9.3
      - Player.IsRanged check class&stuff
      - Load combat settings on Save event
      - Crusader: Phalanx range adjustement
      - Avoidance: better avoidance for melee gameplay
      - Movement:
      --- QueuedMovement now use unstuckHandler()
      --- New MoveType: KeepMoving (priority = 2/5)
      --- Queue reworked
      - New clustering (performance/quality++)
      --- New TrinityCacheObject member, ClusterPosition(f range)
      --- New Grid clustering
      --- NearbyUnits now use dictionary (performance)
      --- Clustering now check trinity settings (trashPackClusterRadius/Size)
      - Monk now use new clustering
      - DashingStrike new logic
      - WoL new logic
      - WD now use new clustering
      [​IMG] beta v0.6.9.2
      - Up to 2.5.0
      - Pick up fix
      - Grid map generation quality/performance++
      - Some monk ranges adjustments, no significant in game play
      - Monk WoL better
      - Monk serinity new cast condition
      - Vault adjustments (see settings)
      - Fix dh buffs in combat
      - Fix LOT of little bad things
      - Clean up everything
      [​IMG] beta v0.6.9.1
      - DemonHunter Vault in combat new logic
      - DemonHunter Ui, settings for vault new logic
      - DemonHunter fix cast skill everywhere if marauder isn't at max bonus
      - DemonHunter new logic for Vengeance skill if marauder at max bonus
      (it cast only if hero can't cast Prepa and companion)
      - WitchDoctor cast bbv on Cluster if player has already the buff
      (only avaible for slam dance, need to add all bbv ids to dictionary)
      - DemonHunter fix never cast marked of death
      - TargetUtil fix GetBestCloseTarget return the farthest unit
      - Weighting ignore object if isn't in los
      - Weighting no more stay put point if target is unit
      - Dictionary avoidance ajjustements
      - Item manager now salvage all grey & white
      - Does not queuning movement for wait at player target
      - test - Grid map now generate cluster point based on misc settings
      [​IMG] beta v0.6.9 (only assembla)
      - Dh cast skill if sentry on target
      - Dh new logic in sei's of stone is equipped
      - Wd big bad voodoo reworked
      - Wd fetish army reworked
      - Dh when no full marauder fixed
      - Vault in combat can now be adjust in settings
      - GridMap generation has better performance
      - Set weight of cache objects has better performance
      - LoS better performance
      [​IMG] beta v0.6.8 (only assembla)
      - switch to trinity 2.4.2
      - Error in handleTarget fix (tks db user)
      - Wd soulharvest OK
      - Wd pet OK
      - All wd routine redesign
      - Added option "use spirit walk in combat only for avoidance"
      - Dh smoke screen OK
      - Dh marauder specific routine
      - Dh zei'sOfStone logic added
      - All handleTarget redesign
      - All move logic redesign
      - Avoidance better
      - Demonic forge fix
      - Door/Destructible fix
      - kite to avoid death on low hp OK
      - Flee in ghost mode OK
      - Tps BETTER
      [​IMG] v0.6 Release ?
      - Witch doctor carnevil
      - Can now be use with all heros. To make it works, necessary to adjust all range in Abilities folder (done for wd)
      ranged attack 25/65f (or 0f), melee attack 5/25f
      - Fix door obstacles
      - Fix low tps in "catacombs"
      - Dictionary logic for navObstacles, faster rayCast
      [​IMG] v0.5 Release ?
      - Better Los check
      - Vault occ, Town too
      - Better Vault in fight
      - Avoid aoe out of combat now works correctly
      - Adding full avoidances SNO to trinity dictionary
      - Avoidance of all animations
      - Experimental melee attack animations
      - Better avoidance of beast charge
      - Avoidance at player now works correctly (teleport, jail, dash)
      - Experimental avoidance of all projectile (trajectory and target)
      - Avoidance of "everything" finally :)
      - Combat movement much better (gold if goldWarp or kymbo, healthglobe if no ressource and repearWarp or passiv, healthWell, shrine ...)
      - Can't fix door obstacles in "catacombs"
      - Can't fix low tps in "catacombs"
      - Fix pick up orb, globe, shrine, item, gold if there are monster
      [​IMG] beta v0.4
      - Beta, see commits on the Assembla link
      [​IMG] v0.3
      - Fix RiftBoss magnetic
      - Instant Avoidance
      - Avoid animation now works correctly
      - Add unit with avoidance animation to cacheObject too, can now be kiting and be a target
      - Max arcane minimum radius set to 40
      - Default avoidance radius change
      - New RayCast et IsInLos logic
      - Reduce usage from memory
      - Works for all heroes (test required)
      - Vault logic kite/avoidance
      - StayInKiteMode > Keep MrYan up
      - Dh power minimum range adjustments
      - Lot of other adjustments
      [​IMG] v0.2
      - Fix RiftBoss magnetic
      - Added misc option "StayInKiteMode"
      - Totaly new kite logic (StayInKiteMode enabled)
      - Dh power minimum range ajustements[/HIDE]

      [​IMG] TRINITY SETTINGS ALTERATION :
      File in attachments: Trinity.xml *CurrentVersion*.zip/Trinity.xml > DemonBuddy/Settings/*BattleTag*/
      ItemList
      - Added my item list UPDATE ITEM LIST WITH YOUR NEED
      Combat (See builds adjustements below)
      - Misc avoidance set for DH, available for all ranged build
      - Misc set to DH
      - WD set for JadeHarverster
      - DH set to T6/Grift
      Objects
      - Open chests enabled
      Items pickup/TownRun :
      - Pickup all white/grey items > Salvage
      - Pickup all misc item level (ArcaneDust etc...) > Keep
      - Pickup all Legendary and identify him > Keep
      Ignore objects in AoE or Near elites
      - All enabled (it pickup later, not blacklist them)
      Advanced
      - Gold/Exp inactivity enabled
      - Tick per second set to 30
      Others settings :
      - Like default values


      [​IMG] BUILDS ADJUSTEMENTS
      Default :
      Misc :
      [​IMG]
      Melee:
      KiteDistance : 0
      Ranged:
      KiteDistance : 20/35

      WD SoulHarvest / Monk :
      Misc :
      [​IMG]
      KiteDistance : 0


      [​IMG] FRESH INSTALL NEEDED
       

      Attached Files:

      Last edited: Jun 12, 2015
      fabcard and Elandal like this.
    2. dant121

      dant121 New Member

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      does not work for me, put a few turrets, and then runs through the rift and dies trying to kill mobs manually. All done as described above.
       
    3. Myu30

      Myu30 New Member

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      Hi!

      I use a typical phys DH build capable of doing 44GR's solo active. With old trinity setting bot was was easily closing 38-39(with face tanking mobs often :D), after trying your setting it seems to have some problems with stuttering and tumbling all over again on narrow maps/locations. The kite function is pretty nice im thinking of using hexing pants along with it, but as I said it's just stuttering/stopping too often, it might be my settings or bad skills for DH-botting, not sure but ive downloaded your files and replaced them with old trinity so it can't be it.


      still nice to see some work on DH-kite logic, I will test it for longer periods and update my post if anything change.

      btw this: DH feature: Cast of power casted by Sentry if the target enemy is in range of her, while the player is not. is working OK for me.

      another thing that i found out is that sometimes Rift Guardians are working like magnets, DH is just standing as close as possible to it and whenever it tries to move aaway it just keeps comming back to them and dying all over again.
       
      Last edited: Feb 19, 2015
    4. infinity

      infinity Member

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      "another thing that i found out is that sometimes Rift Guardians are working like magnets, DH is just standing as close as possible to it and whenever it tries to move aaway it just keeps comming back to them and dying all over again."


      This !! yes, I really dont understand the logic behind the coding when i see this :S just awful -.*


      If he fixes "problems with stuttering and tumbling all over again on narrow maps/locations" i think ill use this tbh.
       
      Last edited: Feb 20, 2015
    5. BuddyMe

      BuddyMe Community Developer

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      Tks for report :D Updated !
       
    6. infinity

      infinity Member

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      Still hugging the RiftBoss and tumbling like a retard. 58 deaths / hr and only 62% done. Unreal how dumb he is really.

      He should try to stay away from trash also but he ignores them if they are like 1 or 2.

      DemonBuddy .508
      Trinity 2.4.1
      QT 3.3.2

      clean install

      He stutter-steps closer and closer to the guys + vaults into them etc ... its just wired.

      Is it possible to have the bot kite away the same way he came from ? is that logic possible ?
      And having the bot still dps when he is kiting, so much time/opportunities to clear if he does that. is that possible ?

      Im getting also these errors

      Code:
      Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object.
         at Trinity.NavHelper.MainFindSafeZone(Vector3 origin, Boolean shouldKite, Boolean isStuck, IEnumerable`1 kiteMonsterList, Boolean avoidDeath, Single minimumRange) in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Movement\NavHelper.cs:line 209
         at Trinity.NavHelper.FindSafeZone(Boolean isStuck, Int32 stuckAttempts, Vector3 dangerPoint, Boolean shouldKite, IEnumerable`1 monsterList, Boolean avoidDeath, Single minimumRange) in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Movement\NavHelper.cs:line 185
         at Trinity.Trinity.UsedSpecialKiteMovement(Vector3 kitePoint, String kiteStatus) in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Combat\HandleTarget.cs:line 1529
         at Trinity.Trinity.HandleKiteMovement() in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Combat\HandleTarget.cs:line 1455
         at Trinity.Trinity.RefreshDiaObjectCache() in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Cache\RefreshObjects.cs:line 234
         at Trinity.Trinity.TargetCheck(Object ret) in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Combat\TargetCheck.cs:line 55
         at Zeta.TreeSharp.Decorator.CanRun(Object context)
         at Zeta.TreeSharp.Decorator..()
         at Zeta.TreeSharp.Composite.Tick(Object context)
         at Zeta.Bot.Coroutines.CoroutineCompositeExtensions..()
      --- End of stack trace from previous location where exception was thrown ---
         at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
         at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
         at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult()
         at Trinity.Helpers.BotManager.<MainCombatTask>d__8.MoveNext() in c:\Users\l\Desktop\D3\DB Beta .508\Plugins\Trinity\Helpers\BotManager.cs:line 83
      --- End of stack trace from previous location where exception was thrown ---
         at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
         at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
         at Zeta.Bot.ActionRunCoroutine....()
         --- End of inner exception stack trace ---
         at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
         at Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
         at Buddy.Coroutines.Coroutine.Resume()
         at Zeta.Bot.ActionRunCoroutine.Run(Object context)
         at Zeta.TreeSharp.Action.RunAction(Object context)
         at Zeta.TreeSharp.Action..()
         at Zeta.TreeSharp.Composite.Tick(Object context)
         at Zeta.TreeSharp.PrioritySelector..()
         at Zeta.TreeSharp.Composite.Tick(Object context)
         at Zeta.Common.HookExecutor.Run(Object context)
         at Zeta.TreeSharp.Action.RunAction(Object context)
         at Zeta.TreeSharp.Action..()
         at Zeta.TreeSharp.Composite.Tick(Object context)
         at Zeta.TreeSharp.PrioritySelector..()
         at Zeta.TreeSharp.Composite.Tick(Object context)
         at Zeta.Bot.BotMain.()
       
      Last edited: Feb 20, 2015
    7. BuddyMe

      BuddyMe Community Developer

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      Change this in R-Rift.xml, that's can change everything : [​IMG]

      For the error I'll watch , that must happen when he tries to avoid with vault
       
    8. Spookie

      Spookie Member

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      Tumble or smokescreen?
       
    9. BuddyMe

      BuddyMe Community Developer

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      Tumble on my side
       
    10. Spookie

      Spookie Member

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      With tumble or smoke, it still humps some elites and all rift bosses edit: fresh install of trinity and settings
       
    11. infinity

      infinity Member

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      Much better --- no errors and not hugging the mob, but he gets really close instead of holding back ... wired.
      Plus he still hugs the RiftBoss :eek:
       
    12. BuddyMe

      BuddyMe Community Developer

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      Fix in the next update, the boss are in the Trinity cache, but did't add to my kite list, I force the process but it may happen again on new boss, new d3 maj.
      I made a few changes and everything works well.
      After watching for a while, the sources of current deaths in Grift are :
      - the walls elites the bot does not see
      - the big pack early in Grift
      - new avoidances as poison spiral (not in Trinity I guess and impossible find SNO)
       
    13. Bananahama

      Bananahama New Member

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      Did someone try this as a monk?
      Is it recommandable?
       
    14. BuddyMe

      BuddyMe Community Developer

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      I have not tried , but the monk plays aoe. it will work in all cases for the new safe points research, but perhaps not for the infinite kite (check StayInKiteMode)
      With StayInKiteMode, all combat moves are generated as the one below :
      [​IMG]
      For example, the min kill range is the minimum distance before cast a skill :
      [​IMG]
       
      Last edited: Feb 21, 2015
    15. infinity

      infinity Member

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      Any chance you can put in the logic to try keeping up Taeguk gem, in the next update ?
       
    16. Spookie

      Spookie Member

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      Multishot is the only one I see that has min range, do we use that or cluster arrow
       
    17. infinity

      infinity Member

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      It seems he is hugging the big fuckers and also the rift-guard


      [​IMG]

      [​IMG]
       
    18. BuddyMe

      BuddyMe Community Developer

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      yep > Updated here :)
      new feature (beta)
      [​IMG][​IMG]

      Ouch ... Ask to Rrrix ^^
      Must be changed , the original ranges have not been updated for a long time :
      [​IMG]
       
      Last edited: Feb 21, 2015
    19. Spookie

      Spookie Member

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      Working alot better, but sometimes it stuttersteps and doesn't attack anything. Happens mostly in close corners or tunnels. Also it skips the purple stuff after killing an elite.
       
    20. infinity

      infinity Member

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      yub, It almost perfect -- if you can fix when he goes mental and just stutter and dont attack this would be the best thing ever.

      Have him Spend hatred even when he is in kite mode, im stutterstepping with full hatred all the time .... and cause of it i die.

      Great work, keep it up ^^
       

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