Okay I went back over the routine reloading portion of the plugin... The reason DB was closing was not YAR, but a safety feature I added. When YAR launches DB prior to being logged into the game, DB reloads the routines and this causes Funky to fail since it cannot reload them again. This quick shutdown forces YAR to relaunch again, but now logged into the game it reloads and runs as intended. I uploaded v1122 with the changes. (If there are issues still, please contact me so I can eradicate them)
Update v1.1.3.1 Uploaded Improves logic of avoiding by allowing nearby units to be targeted. It also adds two new avoidances, GrotesqueExplosion and PoisonGas found in Act2 (Cave Larva and Dying Fast Mummies). And improves performance by reducing unnecessary avoidance checking. Detailed Changes can be found on the github. At this point I feel satisfied with the avoidance movement and logic, and anyone who has feedback about the avoidance system I would like to hear it.
okay v1141 uploaded.. should be performing good again (last few updates after 1122 were not so great).
I've run funkytrinity with my hardcore monk on mp1 and compared it to trinity. So, here it is. With Giles, i have 38mil xp/hour, with funky - 23 mil xp/hour. Funky by default have strange item rules, that ignore demonic essences and easyly skips tome of secrets. Sometimes my monk lost its sweeping wind stacks cause of movement to weak monster. Also, i barely noticed, that funky try to move to monster instead of using fot:thunderclap. I didnt get item rules and how they work. Defalut values are bad here. Also, it skipped a lot of monsters before i played with cluster logic. In parallel, i run my sc ww barb with funky trinity on mp2. Thats where it rocks. I have 0 deaths per hour, witle with common trinity i have aprox 2 dph. Also, in settings, you have crash while changing disable hp persent for clustering logic. Great work, thanks! My whishlist: 1. Viable default values 2. Viable and transparent default loot rules and salvaging options 3. Increased speed of killing monster without changing down survivability
really not a bad plugin. very sorry that it has few settings for the characters attacks such as distance, distance kite and so on ... author give more options, the default is not very convenient to use.I do not play like a barbarian or monk only interested in the Hunter (my favorite class) Why when I click to see the combat system bot closes with an error? Sorry for the error using google translator ...
new update posted v1150 Improved the default settings, and the item settings visually. And many other changes (check github!) arrowcircle and baddog feedback was very helpful, thank you.
hmmm i can not click the config button in plugins menu the button is grey :-( or i do anything wrong use the .312 Version of demonbuddy
1. I have not found how to use WOTB constantly and not only on the unique mobs. 2. did not find how to turn on a different combat system. 3. did not find how to adjust the opening chests and turning corpses and so on. (splits all that can be broken in the game) 4. did not find how to do that would not have missed mobs (runs through the poppies until there is the right amount for this Hunter's death even of six) 5. why your plugin does not work with keyrun? 6. Why do not you use the settings: Combat> Barbarian \ Hunter \ and so on. that you could customize for each class separately, parameters such as distance use spells and so on. (Imagine the situation, you have downloaded the barbarian and then you need a Hunter again to change all the settings ) Decoration is beautiful but the plugin still needs to finalize. Well, the last question why he dosihpor attached to the plug of the Trinity? you have two options, either you ask for permission to re-register the Trinity its plug-in, or you make your plugin I'm sorry for the mistakes translated by Google
hello baddog, 1. I just added this feature, its available on GitHub now. 2. Funky (Trinity) is a Combat Based Plugin -- Meaning it uses the combat hook to execute its code, so you cannot use another one in conjunction. 3. Range can be adjusted for containers (Zero to disable use), and ignoring corpses can be found on in Settings under the General Tab, and check the Demonbuddy Settings so disabling them will also ignore containers. 4.More Specific Info is needed.. (What abilities?) -- Try disabling Clustering Target Logic. 5.Which profile? 6.There is a tab labeled "Class" under the Combat Tab, this is where current and future "Class" specific settings are found. Abilities however are not editable outside the code.. in the future this may occur tho.
Good evening, night, morning You probably have not understood correctly? Your plugin works without the trinity using the system default settings Demonbuddy runs on quests, pharma things just have a problem with adjusting of for the characters. Let me give you an example: View attachment 97701 View attachment 97702 View attachment 97703 (the combat system you can not select) KeyRun plugin does not work that's what you're missing for example I changed my character was a barbarian became Hunter , this is easy is not it? If you are seriously thinking to make a quality plug-in you need to think about. food for thought like I gave you you do not get a bad design.. sorry for Google
Hey baddog, The default DB Combat Routine will not be the actual routine loaded since the plugin reloads and sets the combat routine after initialization. So the Combat Selected in DB Settings is most likely not what is being used. The attachments are not working.. I looked into this KeyRun plugin.. and it is designed specific to Unified Trinity using it as a reference to access public values. Therefore, it will not work unless Unified Trinity is running too. However, I've already exposed the required properties used and edited the plugin accordingly. (Not tested yet.. I'm not at home!) Hopefully I understood some of what you said correctly..
Attachment works, but just why is it in explorer. here so I'm testing your plugin --------------------------------------------- desired settings for your plugin. very much like to see these settings in your plugin under each character --------------------------------------------- this window you can not read yet .. combat system is loaded at startup but what is not shown in the settings bot
hello there, i was just trying out the plugin but is there a way for it to work with a blank profile, meaning a blank profile that does the fighting/looting for me but i can click and move around myself? i tried loading a blank profile but the bot wouldnt fight/loot/enable mantra
Hi! today i tried funkytrinity with my new throw barb in VoA a2. here are bugs go: 1. when there are stairs (ladder) and monsters upstairs, char downstairs it tries to attck monsters from range, but projectile goes to stairs and dont kill mobs. 2. there are a lot of stucks on the corners with trash on the floor. bot tries to run through and stucks 3. Sometimes bot just stops and then continues to run. This bug slowing run very much. 4. It uses throwing spear with full rage instead of wepon throw 5. I cat get perma wotb with funkytrinity, because of slower run and kill speed 6. When running for loot and back, plugin dont use sprint. When char gets back from looting - it uses sprint 7. It dont spam war cry on cooldown I will try to play with n4 bug and place condition on fury. Any ideas about other problems?
Open Container open range is equal to Container Range found in the targeting -> range tab. I can add the shrines options, currently it uses all except enlightenment when level 100. Salavage Rules are found inside the Plugin Folder -> ItemRules -> Rules. You can add // in front of the legendary line to stop salvaging them. 1. Barb is a melee class, I would have to add an exception when the barb is a "range" skill set. 2. I'll look into this.. 3. Stop and Go (if after a behavior action such as combat/loot) will pause using the setting End of Combat Delay, found in General Tab. But this also might be due to the target LOS changing.. I'll look into this more! 6. Easy to fix Abilities are being redesigned, not just logically but the system used too. This will be some time until finished however.
v1200 uploaded. New Ability and Selection Code. Abilities are now cached and reused! This removes the redundant testing for an ability, and optimizing the process by testing only those which the player can use. Misc changes include.. Shrine Options -- Found in the General Tab. Item Initial Weight reduced. Kill Low HP option now tests range of unit (Only very close by units).
v1210 uploaded. Lots more work on the Ability Class and Selection Code, including ability fixes and changes. Changed how clustering will target -- previously it used the nearest unit, but now it will use the centeroid or nearest unit to the center as the target. Fixed the obstacle checking, so units blocking will be prioritized correctly (if facing the bot..) Gold/Globe/Items and Gizmos will check for avoiding ability buff now. (Sprint for ArrowCircle) That's all I can remember at the moment, but there was a lot of misc things changed.. GitHub, last 2 commits, have the changes noted????
Another update -- Added new file so delete old folder if updating. Focused on addressing some of the target movement issues... Notes taken from github:
watched my barb get stuck at this barricade for a few minutes. Basically, the barricade in act 3, rakkis crossing, where the big monster spits out tons of little guys. View attachment 98693