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[Plugin] Giles Monster Priority Changer

Hmmm, should be going for treasure goblins within kill radius, but I may have missed some names for them. I'll see if I can find some more treasure goblins and check their "backend" names!

As for the speed - to be honest mine runs smoother *WITH* the plugin than without :O I find default DemonBuddy gets very very laggy with lots of monsters on-screen, especially with corridors/obstacles nearby and elites. I've tried to improve this as much as I can - I'll certainly look into ways of caching data to try and make it even faster, but I don't think it can get much quicker without some core changes to DB!

You have to cache Unit Data to write any decent combat routine adjustments :)
 
My monk will get feared away from a ranged mob, and then if I'm far enough away when the fear wears off I just ignore the elites and continue on with the profile. Is there any way to change this? :)
 
My monk will get feared away from a ranged mob, and then if I'm far enough away when the fear wears off I just ignore the elites and continue on with the profile. Is there any way to change this? :)

Yes, I'll be releasing an update tonight (be late tonight, am just about to head out for the evening atm), that prevents mobs ever being ignored as long as they are elites or treasure goblins, and within your kill radius! :D
 
Ok that's great info, sounds like the "weighting" I have given distance is too low at large distance - shielded mobs should always be lowest priority compared to anything else that is within kill radius. I'll put an update in when I get home tonight to make sure shielded never get targetted if there is *SOMETHING* within kill radius (eg the "daddy mob" that owns the invuln minions).

Hajkfas: As for picking lowest current hp - do you think distance should have MORE weight for very close range? I could make it "guarantee" it went for monsters standing right next to you no matter what - eg if a monster is full health 3 yards away and a monster is at 10% remaining health 15 yards away, go for the full health one... if not, then if you have some healths & distances in mind I can adjust weightings to try and get the balance right. I think we just need the "perfect" (it'll never be perfect :P) balance of weight between distance, and health remaining, and think it should depend on your class too.

That's true, although I think monster health and distance should not be the thing we modify here, weighting those would be way too tricky and situational.

I think we could either turn on a trigger with say <=70% (or lower) hp, attack nearest. However I'm not sure if this will trigger a target switch if more than one target is close by.

Or we could have, if >= 6 monsters on screen within x radius, attack nearest, or a combination of the two.

Afterall, the entire purpose is for us to hit something so we won't die :)
 
Gile man your a legend, any way you could add and auto updater exe for your pluggins or put them all in an stv trunk (similar to how kick does) so that i can just update that. atm im using all 3 of your addons and i love your work!
 
Anyway for it to deal with those archon lasers better? Only thing currently that is killing my bot. Trying it out and besides that it seems to be running good
 
Not sure if it is this plugin or not. Under the Generic Profile I have Energy Twisters set for against elites. The only problem I notice it also uses them on breakable item such as logs. Like it considers them an elite.
 
Not sure if it is this plugin or not. Under the Generic Profile I have Energy Twisters set for against elites. The only problem I notice it also uses them on breakable item such as logs. Like it considers them an elite.

That's just DemonBuddy - I actually haven't ever looked at how it decides WHICH skill to use to attack a breakable. But the monster priority changer only gives actual monsters as targets, so it's not this. And I do have a "World Object Handler" plugin out that helps handle breakables (and other world-based objects) differently, but even that only provides a list back to DemonBuddy of what should or should not be opened/attacked/interacted with - it's still DemonBuddy itself, and the combat routines, that make the decision on HOW to attack something (eg using energy twisters on a breakable).
 
v1.2 uploaded:
-- Further optimisations to target picking (little less cpu power used!).
-- More intelligent target selection based on distances, health, monster type and your character class - tweaked various weightings.
-- Improved in particular circumstances - should now no longer hit immune mobs if anything else is within kill radius and should go after treasure goblins anywhere in kill radius.
-- Various other tweaks throughout.
 
Hey Gile, thanks for the plugins, you're seriously my hero. I wanted to mention a problem I noticed just now while running act 1 champs. The bot missed a ilvl 59 amulet, which didn't concern me too much, but then it almost missed an archon armor. Just killed the mobs and ran without going back. I'm using stock everything with your loot rules (61+).

The only plugins I use are your three. Stash and loot replacer, monster priority, and ignore stuff. From what I can see, the stash and loot replacer only modifies the town run stashing routine. Any thoughts on this?

Edit: grammar
 
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Anyway for it to deal with those archon lasers better? Only thing currently that is killing my bot. Trying it out and besides that it seems to be running good

+1, could be best plugin, moving away from lasers and fire under character
 
Hey Gile, thanks for the plugins, you're seriously my hero. I wanted to mention a problem I noticed just now while running act 1 champs. The bot missed a ilvl 59 amulet, which didn't concern me too much, but then it almost missed an archon armor. Just killed the mobs and ran without going back. I'm using stock everything with your loot rules (61+).
The only plugins I use are your three. Stash and loot replacer, monster priority, and ignore stuff. From what I can see, the stash and loot replacer only modifies the town run stashing routine. Any thoughts on this?
Edit: grammar

DB always prioritizes mobs over loot. If there's any valid mob targets, it will chase them down and not go for loot (my monster plugin does help though, as it can ignore monsters if there are only normal ones present and they are a little distance away, allowing it to loot first in those circumstances!).

But DB navigator should go back to the last "moveto" co-ordinates in your routine after killing all valid mobs in range and then looting all valid loot in range - so you should get the loot once the monsters are dealt with. This isn't ALWAYS true depending where the monsters were chased/loot was dropped (eg if loot was dropped far away from the location the bot is going to head back to, and the bot ran to a 2nd location after the 1st loot drop so it doesn't get a chance to hit the loot once monsters are killed). The ONLY sensible way around this is to have a high loot threshold - I personally keep mine at 60. I've yet to see an item get missed because of where the bot ran around and where the items happened to drop, but there's never going to be an absolute guarantee - that is just the nature of DB! :D

(there is also some - rare - circumstances where DB screws up reading Diablo 3 memory, and so mis-reads items and simply can't deal with them appropriately - no fix for this without DB updates!)
 
Firstly, sorry for making so many requests, but would it be possible to also overwrite when DB uses earthquake/WotB? Right now it's incorrectly using it on few mobs. Changing the setting in belphagor doesn't help; even modified the barbarian.cs routine and to no avail :(

Edit:

Fix:

For anyone with the spamming WotB/Earthquake on normal mobs problem, and changing the settings in DB\Routines\Belphegor\Settings didn't help:

I fixed mine by changing the settings here
Code:
DB\Settings\Belphegor
 
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Hey Gile, thanks for the plugins, you're seriously my hero. I wanted to mention a problem I noticed just now while running act 1 champs. The bot missed a ilvl 59 amulet, which didn't concern me too much, but then it almost missed an archon armor. Just killed the mobs and ran without going back. I'm using stock everything with your loot rules (61+).

The only plugins I use are your three. Stash and loot replacer, monster priority, and ignore stuff. From what I can see, the stash and loot replacer only modifies the town run stashing routine. Any thoughts on this?

Edit: grammar

change ur loot radius?
 
hmm.. i am running Act 1 Inferno champ farming.. and I am noticing a problem.. I set my combat routine to pop WoTB when theres more than 12 mobs within 12f or if theres an Elite within 20f. But with this plugin on.. it only pops WoTB when theres only the Boss Elite guy left.. it only pops it after its killed all its minions.. can this be fixed
 
Edit: NVM... Im tierd....
 
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Hello are there any possibility to add an option to shutdown goblin hunting. They are, how should i put it, giving it to my ass... They are running away from me and i catch like 3 out of 5 and the 2 i miss... is giving it to my ass. The bot just stuck and they are better to give up to get a smooth profile with out dumb stucks.
 
Hello are there any possibility to add an option to shutdown goblin hunting. They are, how should i put it, giving it to my ass... They are running away from me and i catch like 3 out of 5 and the 2 i miss... is giving it to my ass. The bot just stuck and they are better to give up to get a smooth profile with out dumb stucks.
Until there's any nice config window, you can do it in the code. Near the top of the file;
private static readonly HashSet<string> hashSetSuperPriorityUnits = new HashSet<string> { "treasure" };

Just delete the "treasure" bit. So it looks like this;
private static readonly HashSet<string> hashSetSuperPriorityUnits = new HashSet<string> { };

That's the "super priority list" - any monster with that word in it's internal name will be given an extra 250 weight to it. Probably a good idea only having the bot hunt goblins if it has really high DPS!
 
Until there's any nice config window, you can do it in the code. Near the top of the file;
private static readonly HashSet<string> hashSetSuperPriorityUnits = new HashSet<string> { "treasure" };

Just delete the "treasure" bit. So it looks like this;
private static readonly HashSet<string> hashSetSuperPriorityUnits = new HashSet<string> { };

That's the "super priority list" - any monster with that word in it's internal name will be given an extra 250 weight to it. Probably a good idea only having the bot hunt goblins if it has really high DPS!
But i dont wanna run after them at all :S Something we can do about that?
 
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