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[ProfileBehaviour] CombatBehaviour/LootBehaviour

superreeen

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Jan 28, 2011
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[ProfileBehavior] CombatBehavior/LootBehavior

There will be a new Plugin containing this behaviors shortly.
Will link it here.
http://www.thebuddyforum.com/demonb...ugin-demon-buddy-enhancements.html#post595828

This are some profile behaviors for use with DemonBuddy.
This behaviors allow to set looting rules and kill rules in an order tag.
Installation: Just extract in your plugins folder and restart DB
You don't need to enable the plugin.
Anything you need let me know.

TODO's:

  • Improve FastMoveTo behavior with suggestions in the thread.

Known Issues:
  • Profiles somtimes fail to load on DB startup (Just reload the profile)
    • If you receive errors like that:
      Code:
      [16:19:11.991 N] Failed to load profile: Element EnableCombat is not supported. Please check your XML and try again. (<EnableCombat questId="1" stepId="1" />) Line 55[/I][/COLOR]
      Reload your Profile and you should be good do go.
  • KillMonsters tag is bugged in .146 so DisableCombatTag is not working till that bug is fixed. See http://www.thebuddyforum.com/demonb...port/57294-killmonsters-tag-broken-146-a.html

Change Log:
Version 1.0.0.11:
Updated for .149


Version 1.0.0.10:
Bugfix for spell logging.


Version 1.0.0.9:
Added Spirit Walk to FastMoveTo.


Version 1.0.0.8:
Added Sprint for FastMoveTo.


Version 1.0.0.7:
Added FastMoveTo tag.
Example:
<FastMoveTo questId="1" x="2031.442" y="2561.102" z="27.1" pathPrecision="3" name="MoveTo CheckForPortal Loc"/>
Currently supports:
Monk: Monk_TempestRush
Wizard: Wizard_Teleport
DemonHunter: DemonHunter_Vault > DemonHunter_ShadowPower > DemonHunter_SmokeScreen
Uses whatever spell is in the action bar.
Please provide feedback and aditionals spell or priority changes and additions for Witch Doctor and Barbarian.


Version 1.0.0.6:
Added force repair behavior.
Example:
<ForceRepair questId="1" minFreeBagSlots="20" />
Added behavior that acts like SecureTownPortal but leaves the game when in town.
Example:
<SecureLeaveGame questId="1" distance="45" reason="Game done." />


Version 1.0.0.5:
Created Visual Studio project.
Restructured the project.
Added dummy plugin.
Added more detailed logging.


Version 1.0.0.4:
Hopefuly SecureTownPortal is fixed now, can't test the changes maybe I've fucked it up completely


Version 1.0.0.3:
Fixed an issue with the SecureTownPortal tag. Should now realy cast the portal before the behavior is finished.


Version 1.0.0.2:
Added Behavior that cleans out an area and casts TP when no mobs are in the defined area.
Example:
<SecureTownPortal questId="1" distance="45" />


Version 1.0.0.1:
Initial Version added the following tags.
Example:
<ChangeKillRadius questId="74128" stepId="54" radius="30" />
<ChangeLootRadius questId="74128" stepId="54" radius="30" />
<DisableCombat questId="74128" stepId="54" />
<DisableLooting questId="74128" stepId="54" />
<EnableCombat questId="74128" stepId="26" />
<EnableLooting questId="74128" stepId="26" />

 

Attachments

Last edited:
I put in this at the end of my profile

but it still doesn't kill anything around me when i tp.

using .100 version is that a problem?

Code:
	<EnableCombat questId="74128" stepId="26" />
	<ChangeKillRadius questId="74128" stepId="54" radius="50" />
	<UseTownPortal questId="1" />
	<LeaveGame reason="Run is OVARY!" />
	</Order>
	<KillMonsters>False</KillMonsters>
	<PickupLoot>False</PickupLoot>
</Profile>
 
When you tell it to cast a TP it will always stop combat will look into it in the evening.
 
Added a new Behavior that clears out an area and cast a town portal when done.
 
same way to run it?

<SecureTownPortal questId="74128" stepId="26" />

in profile?
 
look at the example in the first post it got a parameter called distance set it to whatever you like :)
 
i think other plugins are not making this work, since i just stood there.

I am using Icool's sarkoth helper, do i have to disable something there? or is there a way to make your plugin override other plugins?
 
Please attach a diagnostic log I'll look into it. I don't farm Sarkoth
 
here you go, look near bottom before i stop the bot

It was just standing there and not shooting.

thanks for the help
 

Attachments

Yeah there seems to be a conflict with that other plugin.

[00:10:38.719 D] Combat Behavior set --> Enables Combat
[00:10:38.854 N] [Icool's Sarkoth farm helper v0.1] Disabeling KillMonsters & PickupLoot --> Disables Combat
 
ok i disabled where the other plugin was turning off combat

But now theres another problem, it kills the surrounding mobs, but then it doesn't TP, it will just logout

Look at bottom of the log

THanks :) almost there!
 

Attachments

Will make a dirty fix at noon and a clever one in the evening. I think I'm casting the portal to early.

:)
 
Nearly perfect, bravo. Only downside is the bot randomly attacked mobs at zone in (sarkoth) even with combat disabled. Any idea?
 
Can you post your profile xml here so i can take a look.


PHP:
<Profile>	<Name>Carguy's Ultimate Sarkoth v1.3 - 25ms</Name>	<GameParams quest="72221" step="35" act="A1" difficulty="Inferno" resumeFromSave="True" isPrivate="True" numGames="-1"  />	<Order>	<WriteReport />	
	<DisableCombat questId="1" stepId="1" />	<!--Vault 1-->	<UsePower x="1991.921" y="2618.521" z="29.3962" questId="1" powerId="111215" name="Vault 1" />	<MoveTo questId="1" x="1991.921" y="2618.521" z="29.3962" pathPrecision="3" />		<!--Vault 2-->	<UsePower x="2004.595" y="2585.907" z="27.1" questId="1" powerId="111215" name="Vault 2"/>	<MoveTo questId="1" x="2004.595" y="2585.907" z="27.1" pathPrecision="3" />
    <!--Vault 3-->	<UsePower x="2023.702" y="2556.583" z="27.1" questId="1" powerId="111215" name="Vault 3"/>	<MoveTo questId="1" x="2023.702" y="2556.583" z="27.1" pathPrecision="3" />		<!--Vault 4-->	<UsePower x="2042.335" y="2536.403" z="27.1" questId="1" powerId="111215" name="Vault 4"/>	<MoveTo questId="1" x="2042.335" y="2536.403" z="27.1" pathPrecision="3" />	  	<!-- Checking for cellar entrance-->	<If condition="ActorExistsAt(176007, 2059.629, 2478.667, 27.02374, 15)">			<!-- Using Prep to recharge disc-->		<UsePower questId="1" powerId="129212" />					<!--Vault 5-->		<UsePower x="2059.746" y="2518.429" z="27.1" questId="1" powerId="111215" name="Vault 5"/>		<MoveTo questId="1" x="2059.746" y="2518.429" z="27.1" pathPrecision="3" />				<!--Vault 6-->			<UsePower x="2077.855" y="2499.425" z="27.1" questId="1" powerId="111215" name="Vault 6"/>		<MoveTo questId="1" x="2077.855" y="2499.425" z="27.1" pathPrecision="3" />				<!--Vault 7-->		<UsePower x="2067.646" y="2476.92" z="27.10001" questId="1" powerId="111215" name="Vault 7"/>		<MoveTo questId="1" x="2067.646" y="2476.92" z="27.10001" pathPrecision="3" />
		<!-- Interact with cellar -->		<UseObject questId="1" x="2075.159" y="2498.607" z="27.1" actorId="176007" isPortal="True" destinationWorldId="106746" />				<!-- Inserting waitTimer might fix the not spawning ferrets bug-->		<WaitTimer questId="1" waitTime="50" />				<!-- Summon ferrets -->		<UsePower questId="1" powerId="133695" />				<!-- Inside Vault (1)-->		<UsePower x="107.8864" y="159.6786" z="0.1000003"  questId="1" powerId="111215"/>		<MoveTo questId="1" x="120.093" y="151.7398" z="0.1000006" pathPrecision="3"/>				<EnableCombat questId="1" stepId="1" />				<!-- Inside Vault (2)-->		<UsePower x="118.1173" y="116.9228" z="0.1000003"  questId="1" powerId="111215" />		<MoveTo questId="1" x="118.1173" y="116.9228" z="0.1000003" pathPrecision="3"/>				<!-- After Sarkoth kill,Last move to grab gold before port -->		<MoveTo questId="1" x="119.1644" y="108.9403" z="0.1000006" pathPrecision="3"/>	</If>		<EnableCombat questId="1" stepId="1" />	<SecureTownPortal questId="1" distance="40" />		<LeaveGame reason="Run is OVARY!" />	</Order>	<KillMonsters>True</KillMonsters>	<PickupLoot>False</PickupLoot></Profile>
 
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