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[Plugin] Giles Monster Priority Changer

Should already be detecting elites all the way out to your max kill radius now? Mine seems to be! :P

the only problem im having now with this plugin is when bot is killing shielding mobs.. when the mob is down to the last one and he shields and runs away.. bot just ignores and continues on.. without killing the last guy. anyways to have the bot stick to the target at all times? if its an elite.
 
the only problem im having now with this plugin is when bot is killing shielding mobs.. when the mob is down to the last one and he shields and runs away.. bot just ignores and continues on.. without killing the last guy. anyways to have the bot stick to the target at all times? if its an elite.

With this plugin, the bot will attack a shielded mob IF there is no other mob present in kill radius that isn't shielded and *IF* the shielded has already lost at least 5% health (this is the only reliable way to avoid going for invulnerable minions). So it'll only leave a shielded mob if there is something else in range, or the shielded is at full health. Note also that I think DemonBuddy itself may have an internal blacklist if you take too long killing a mob (I can't confirm this but I think it might).

awesome will try it right now thanks :)
edit: just tested. it works. Thanks
Nuok has modified the latest v146+ Belphegor test release to support my new IsElite check, so you can use the official test release again :)


Also very minor update;
v1.2.3 uploaded:
-- Minor change (reduction) to bot weighting for targeting ranged enemies.
 
Last edited:
With this plugin, the bot will attack a shielded mob IF there is no other mob present in kill radius that isn't shielded and *IF* the shielded has already lost at least 5% health (this is the only reliable way to avoid going for invulnerable minions). So it'll only leave a shielded mob if there is something else in range, or the shielded is at full health. Note also that I think DemonBuddy itself may have an internal blacklist if you take too long killing a mob (I can't confirm this but I think it might).

My bot still attacks invulner minions, espceailly if the minion leader is ranged.
 
My bot still attacks invulner minions, espceailly if the minion leader is ranged.

What character class are you? And what's your kill radius? Your kill radius is likely set too low, and the leader is out of range? Or perhaps the leader is still 100% health? Do you have an enchantress follower (or scoundrel) with high damage (3-5k+)? Just needs enough to damage the no-invuln ones so your bot detects that a different shielded one is actually attackable. But either way it shouldn't attack a shielded mob at all if it's still at 100% health, and I haven't seen it happen to me, but I'll keep an eye out for it.
 
With this plugin, the bot will attack a shielded mob IF there is no other mob present in kill radius that isn't shielded and *IF* the shielded has already lost at least 5% health (this is the only reliable way to avoid going for invulnerable minions). So it'll only leave a shielded mob if there is something else in range, or the shielded is at full health. Note also that I think DemonBuddy itself may have an internal blacklist if you take too long killing a mob (I can't confirm this but I think it might).


Nuok has modified the latest v146+ Belphegor test release to support my new IsElite check, so you can use the official test release again :)


Also very minor update;
v1.2.3 uploaded:
-- Minor change (reduction) to bot weighting for targeting ranged enemies.

awesome thanks :)
 
Can you please add abit of priority to khazra totem in Leoric's Hunting Grounds, thanks!
 
What character class are you? And what's your kill radius? Your kill radius is likely set too low, and the leader is out of range? Or perhaps the leader is still 100% health? Do you have an enchantress follower (or scoundrel) with high damage (3-5k+)? Just needs enough to damage the no-invuln ones so your bot detects that a different shielded one is actually attackable. But either way it shouldn't attack a shielded mob at all if it's still at 100% health, and I haven't seen it happen to me, but I'll keep an eye out for it.
50 kill radius, 60 loot radius, barb. not out of range. leader not at 100%. enchantress follower with 4k dps. barb has frenzy - side arm (which ends up killing the leader sometimes, takes about a few hours :P)

happened a lot for me, not just once or twice. pretty consistent.

one thing i noticed is that, sometimes when i end process db or force quit, my kill/loot radius gets changed (again, happened more than once)
sometimes to 15 - 20, 30 - 40, etc. (a lot of combinations)

perhaps due to plug in changing loot radius on-demand and a forced quit makes it not revert back to default? not a big deal though just extra info.
 
one thing i noticed is that, sometimes when i end process db or force quit, my kill/loot radius gets changed (again, happened more than once)
sometimes to 15 - 20, 30 - 40, etc. (a lot of combinations)

perhaps due to plug in changing loot radius on-demand and a forced quit makes it not revert back to default? not a big deal though just extra info.
Thats the profile. You cannot use 50 kill radius in lets say, festering woods. You would stuck alot and for a smooth run, ive coded the profile to constantly change the attack range. When you start the bot it will immediately change to 40kill and 60 loot. This is also done so the more "not smart" users would screw up their runs and head right back to the forums and tell me and 5avage that the profile is crap.

This plugin does attack INV minion though.... All the time, even if the "leader" is in melee
 
Thats the profile. You cannot use 50 kill radius in lets say, festering woods. You would stuck alot and for a smooth run, ive coded the profile to constantly change the attack range. When you start the bot it will immediately change to 40kill and 60 loot. This is also done so the more "not smart" users would screw up their runs and head right back to the forums and tell me and 5avage that the profile is crap.

This plugin does attack INV minion though.... All the time, even if the "leader" is in melee

Crap, I guess I'm a "not smart" user :P

Thanks for clarification though
 
Giles, using v1.2.3, it uses leap on ranged enemies, which is good, but, it also waits to use leap on ranged enemies even when surrounded by melee, and all of them hitting. Even when revenge and other abilities are up, it simply waits for leap to come back off cooldown to use it. Is it possible to opt to hit surrounding enemies until leap is up?
 
Giles, using v1.2.3, it uses leap on ranged enemies, which is good, but, it also waits to use leap on ranged enemies even when surrounded by melee, and all of them hitting. Even when revenge and other abilities are up, it simply waits for leap to come back off cooldown to use it. Is it possible to opt to hit surrounding enemies until leap is up?

I'll look into checking if Leap is off-cooldown or not - and when it's on cooldown, treat the barbarian as a melee barbarian (treat distance highly), and when leap is off cooldown, treat the barbarian as semi-range (treat distance minimally). That's a good idea! :D


Hajkfas/Radonic - I'll look into this invuln minions thing more! It'd be good if there was a special flag that actually dictated something was invulnerable rather than simply "currently shielded", but as far as I can find there isn't, so going off their health < xx and being shielded is the only way of doing it. I'm not sure why the current method doesn't always work, I'll look into that. And Radonic - I'll try make those totem's get a priority!
 
I'll look into checking if Leap is off-cooldown or not - and when it's on cooldown, treat the barbarian as a melee barbarian (treat distance highly), and when leap is off cooldown, treat the barbarian as semi-range (treat distance minimally). That's a good idea! :D


Hajkfas/Radonic - I'll look into this invuln minions thing more! It'd be good if there was a special flag that actually dictated something was invulnerable rather than simply "currently shielded", but as far as I can find there isn't, so going off their health < xx and being shielded is the only way of doing it. I'm not sure why the current method doesn't always work, I'll look into that. And Radonic - I'll try make those totem's get a priority!

Awesome :D It will really help in next version of the profile.
 
Awesome :D It will really help in next version of the profile.

Have found a perfect fix (I think!) for Invulnerable minions. It's a bit of a workaround, but it works! Have also made the barbarian only consider distant targets when leap is off-cooldown. Going out now for the evening, but tonight I'll add the totem support thing (are you sure they are monsters and not world objects/gizmos? If they are gizmos/world objects, then DB will always prioritise all monsters first) and upload the changes!
 
Have found a perfect fix (I think!) for Invulnerable minions. It's a bit of a workaround, but it works! Have also made the barbarian only consider distant targets when leap is off-cooldown. Going out now for the evening, but tonight I'll add the totem support thing (are you sure they are monsters and not world objects/gizmos? If they are gizmos/world objects, then DB will always prioritise all monsters first) and upload the changes!
They have HP bar over them and they spawn spear throwers... GGGRRRR!
 
v1.3 uploaded:
-- Now considers if barbarian leap is off cooldown or not when deciding to prioritize ranged creatures or close.
-- Elite-type monsters now given a little extra priority weight for ranged characters/leaping barbarians.
-- "Minion" type monsters are now ignored if they have 100% health (the most reliable way I could find to ignore "invulnerable minions").
-- Slight weighting dynamic changes.
-- Goatmen "totems" that summon monsters given some extra priority weight (like all summoner-creatures).
 
v1.3 uploaded:
-- Now considers if barbarian leap is off cooldown or not when deciding to prioritize ranged creatures or close.
-- Elite-type monsters now given a little extra priority weight for ranged characters/leaping barbarians.
-- "Minion" type monsters are now ignored if they have 100% health (the most reliable way I could find to ignore "invulnerable minions").
-- Slight weighting dynamic changes.
-- Goatmen "totems" that summon monsters given some extra priority weight (like all summoner-creatures).
Awesome.... LIKE ON THAT!
 
How can I make it ignore white mobs, or atleast shorten the aggro distane more? I can tank all of them and kill when with cleave while fighting champions.
 
How can I make it ignore white mobs, or atleast shorten the aggro distane more? I can tank all of them and kill when with cleave while fighting champions.
If champions are present, it'll always pick from everything. Do you want to shorten the aggro distance of white mobs when no champions are present, or "permanently" so it always tries to ignore them even when trying to fight champs?

You have to be careful ignoring them too much, especially when champs are present, as you can get your bot physically stuck behind a lot of white mobs while it tries (and fails) to physically reach the champion mob.

Anyway, to just change the range a white mob has to be before it tries to kill it when simply running around the map looking for champs, find this code;
Code:
            // Special flags to decide whether to target anything at all
            if (bIsChampionRelated)
                bAnyChampionsPresent = true;
            if (unit.Distance < 13f)
                bAnyMobsInCloseRange = true;

And change to this;
Code:
            // Special flags to decide whether to target anything at all
            if (bIsChampionRelated)
                bAnyChampionsPresent = true;
            if (unit.Distance < 8f)
                bAnyMobsInCloseRange = true;

^^ That "8" can be anything, it's how many feet away from your character a white mob must be before your character starts attacking white mobs rather than carrying on running. (the f doesn't stand for feet by the way, that's just coincidence, the f is for "float" :P). Try 6-8 - smaller than that can have problems with monsters that have a very large hit box being close to you (I think distance is calculated from the center of your hitbox, to the center of the monster hitbox).
 
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