do I still need to check the checkbox of Trinity and this Funky Trinity both in DB plugins checkbox area? or I just need to check only this Funky Trinity in DB plugins checkbox area?
I would give this a go, but the UI is impossible to navigate, most of the combat options are on top of each other.. Am i doing something wrong, or is that just how the UI is?
I did give it a go with my monk, but the combat did not seem to work.. I had the "Inna's set" button checked, but it did not use sweeping wind once.. Most of the changed you have made is something i would love to see with trinity, so you should really think about merging it with the community version. I will give it another go on the next update you push out.
Reason was the save button was hidden from view. I've uploaded final release for v0.1.0.11 though which fixes the plugin settings window, enforces DB loot settings (except shrines setting), and moved class settings from plugin into funky window. As the bold text states users should set DB Loot Settings now.. and any settings set from the Plugin Config needs to be saved by hitting the save setting button.
uploaded v0.1.0.12. Quick note: I'm going to be busy helping family for a few weeks. I'll keep an eye on the thread for bugs/ideas/questions/comments/etc... but my free time will be limited so updates will be too. Until next time...
v0.1.0.14 Release Uploaded. Note: Finally got a DH up and running in A3 Inferno.. and improvements to the range class has increased survival and runs are looking good XP/Death Wise. (DH was using Hungering/Multishot/Defensive Skills -- well geared.)
1015 Release Uploaded! Although the notes don't say much, a lot of the changes occurred with the cache and cache objects. I recently saw that the cache was not working as intended and so I spent time going back over the cache. I did manage to add some features though, mostly for leveling but a nice feature that is finished is the mule behavior I added this option, however complete ignorance is not recommended. This would require better logic and a true kiting behavior, (I.E. not fleeing when near a monster..) such as taking advantage of navigational choke points and line-of-sight "fishing". And without a true kiting behavior, there would be a lot of logic to consider when ignoring, such as can the bot out run the mob, what to do when multiple mobs are chasing, what to do if the bot cannot escape due to being movement restricted, along with logic on how close the bot could get before the mob is aggroed, and the distance before the mob stops chasing... Also it would help if you could give examples of how this feature would work!
This is what everyone's trying to do: Diablo III Barbarian MP10 Inferno Farm - YouTube It's easy when playing manually, not so easy to setup a bot to do it
It would be a completely different behavior system which would be nothing like the farm behavior currently implemented. Not impossible... but would require lots of work!
Uploaded 1016 Build.. Bunch of minor things fixed/added/removed. Safe spot finding has been extended and improved upon. Read change log for the specifics!
I have just downloaded the newest version to give it a try but after starting DB I'm getting quite a lot of errors. Any suggestions?
Uploaded Final Version of 1016. Blacklist added for non-used avoidance objects and helps reduce the lag during combat with "messy" groups!
thx i will test it now i have a lot of crashes after open stash after salvaging.... but i think its db problem will see if it appears with this trinity